I think that during the debate I had with levi on PS, I feel that it's somewhat necessary to fully explain the point in banning Fletchling. It is my personal belief that Fletchling is not broken. I will not argue that it is broken, but that it's an unhealthy presence in the metagame. Numerous players have noted countlessly the necessity of carrying multiple strong checks to Fletchling. Fletchling not only crushes a huge portion of the metagame, but does so almost always first. We have seen the rise of teams that use multiple Fletch checks to succeed. Archen wasn't even that popular until Fletchling became huge. Birdspam is easily the dominant playstyle in the metagame. This isn't merely because of Flying's great offensive coverage, but the mere fact that Fletchling is that goddamn good. I won't deny that Fletchling has great counters, nor will I say that Fletchling is impossible to beat. I have no issue with dealing with Fletchling. We don't judge whether something is banworthy or not based solely on counters or checks, but the impact it has on the metagame. Fletchling essentially snatches momentum in a way that priority users could not even remotely compare with. It's strongass attacks can wear down its checks, and even then it's easy to place a lot of pressure on those checks. For example, look at Fletchdig's rise. Is that true for other Pokemon like Zigzagoon? Absolutely. However, does Fletchling have the same drawbacks by requiring set up, difficulty with checks, and requiring nearly as much support to pull off? Absolutely not.
Normally, we treat brokenness as the primary reason behind banning. While it's certainly true that broken mons will cause centralization, it's also key to remember that brokenness is not the only thing that will lead to centralization. When Fletch is gone, will it greatly affect the metagame? I don't think that Fletch's checks will be as relevant if it is gone. Don't get me wrong, I think Archen and Chou will still have places in the metagame, but they won't be as commonly seen. Fletch has become a massively overcentralizing force, and in the interest of preventing the metagame from becoming stale, I suggest the removal of Fletch
To quote The Characteristics of a Desirable Pokemon Metagame:
Normally, we treat brokenness as the primary reason behind banning. While it's certainly true that broken mons will cause centralization, it's also key to remember that brokenness is not the only thing that will lead to centralization. When Fletch is gone, will it greatly affect the metagame? I don't think that Fletch's checks will be as relevant if it is gone. Don't get me wrong, I think Archen and Chou will still have places in the metagame, but they won't be as commonly seen. Fletch has become a massively overcentralizing force, and in the interest of preventing the metagame from becoming stale, I suggest the removal of Fletch
To quote The Characteristics of a Desirable Pokemon Metagame:
Fletchling is FAR too limiting in competitive play to be legal. I'm a Fletchling abuser, I'm someone who lovs using Flechling, but even I think it's insane to keep it around, because its presence (and arguably, Missy's too) stagnates the metagame. At the very least, I'd propose we ban it for a month and revisit the ban to determine whether or not Fletchling belongs in LC, simply because of its special case.As they say, "Variety is the spice of life". And nowhere is that more true than in the world of gaming. Game makers discovered long ago that players crave diversity, change, and improvement. That's why most successful games are very broad, and are constantly adding new elements. For this reason, a high-quality metagame should be inviting to a wide number of people and personalities. By constantly striving for maximum variety, we can maximize the potential player base, which has the inevitable effect of increasing the number of good players, good strategies, and overall quality of competition. A varied metagame is fresh and exciting, and provides a constant source for investigation and discovery.
If we limit variety, or allow it be reduced, we effectively "shrink" all aspects of the metagame. A game with limited variety is boring to all but the most diehard participants. In a low-variety metagame, the best playing strategies become widely known and predictable, and participation wanes. For this reason, we should constantly strive for as much variety as possible. And, when limits to variety become apparent, the limits should be removed, if possible.