Bedschibaer
NAME = FUCK
This was actually my first serious attempt at laddering in doubles, apart from toying around in vgc a bit, and I gotta say that I genuinely enjoyed it. My perceptions on how competitive pokemon should or should not be are based on singles knowledge mostly, so please point out if i miss any substantial points or anything.
Before I went into laddering I thought Skymin would be a huge centralizing threat, so I used a team that was well prepared for it and that was a solid team overall. It does have very viable checks, counters and countermeasures. Shaymin might look extremely threatening on paper, but in practice it can be played around. Priority and speed control are fairly reliable ways from stopping skymin to go ham on a team and both of these things are mandatory on all doubles teams anyways. That of course doesn't make it a willy nilly mon that you don't have to prepare for anyways, because a well played shaymin can decide matches, very often because of a 60% chance, more on that later though.
I am well aware that usage and viability aren't the same thing, but it's not a secret that skymin isn't exactly the most used mon in doubles. What came with usage in the other suspect tests i voted in was "centralization". Centralization only really works when you will see the centralizing pokemon so often that you are forced to run counters to it that would otherwise be poor choices, be unviable, etc. I just don't feel that is the case here, skymin isn't the most centralizing pokemon because the metagame does have several reliable ways to beat it. Most notably speed control. Speed control teams were very popular on the ladder, and since the speed is what makes skymin so hard to deal with, executing your speed control will very often remove that instant threat of skymin. I saw weather quite alot too and that prevents skymin from getting out of hand too, chlorosaur, swift swimmers once they are set up and hail, all of those keep skymin in check. Because speed control in general is way more popular than teams with shaymin there isn't a too big of a centralization. If a mon is centralizing or not isn't the only premise to ban or keep it though.
What does make shaymin such a problematic mon is that it relies on chances alot. Smogons ban philosophy originally wanted to keep the luck factor in the game as low as possible and that is a very reasonable viewpoint. Skymin is just the kind of mon that creates scenarios that turn games into (more or less) coinflips basically. Important games being decided by such things is always an issue, this is only slightly different from other forms of hax though, just with higher probabilities. What really bothers me is that skymins moves are so low risk - high reward. Air Slash might not flinch 40% of the time, but then it's still a strong attack coming off an attacker that outspeeds most of the meta. And if that strong attack isn't enough, the player still has the possibility to go for the chance of flinch which is in his favor. I don't think you should be able to do that in a competitive game. I know the word is thrown around alot and you always go on a slippery slope when using it, but skymin is in certain situations uncompetitive. A good player can prevent those situations, but a good player can also force these situations. I'd argue this is really unhealthy for the game when it becomes a dominant problem. If it is a dominant problem or if it can become a dominant problem in the future isn't something i know yet, but I will try to find that out before voting.
Before I went into laddering I thought Skymin would be a huge centralizing threat, so I used a team that was well prepared for it and that was a solid team overall. It does have very viable checks, counters and countermeasures. Shaymin might look extremely threatening on paper, but in practice it can be played around. Priority and speed control are fairly reliable ways from stopping skymin to go ham on a team and both of these things are mandatory on all doubles teams anyways. That of course doesn't make it a willy nilly mon that you don't have to prepare for anyways, because a well played shaymin can decide matches, very often because of a 60% chance, more on that later though.
I am well aware that usage and viability aren't the same thing, but it's not a secret that skymin isn't exactly the most used mon in doubles. What came with usage in the other suspect tests i voted in was "centralization". Centralization only really works when you will see the centralizing pokemon so often that you are forced to run counters to it that would otherwise be poor choices, be unviable, etc. I just don't feel that is the case here, skymin isn't the most centralizing pokemon because the metagame does have several reliable ways to beat it. Most notably speed control. Speed control teams were very popular on the ladder, and since the speed is what makes skymin so hard to deal with, executing your speed control will very often remove that instant threat of skymin. I saw weather quite alot too and that prevents skymin from getting out of hand too, chlorosaur, swift swimmers once they are set up and hail, all of those keep skymin in check. Because speed control in general is way more popular than teams with shaymin there isn't a too big of a centralization. If a mon is centralizing or not isn't the only premise to ban or keep it though.
What does make shaymin such a problematic mon is that it relies on chances alot. Smogons ban philosophy originally wanted to keep the luck factor in the game as low as possible and that is a very reasonable viewpoint. Skymin is just the kind of mon that creates scenarios that turn games into (more or less) coinflips basically. Important games being decided by such things is always an issue, this is only slightly different from other forms of hax though, just with higher probabilities. What really bothers me is that skymins moves are so low risk - high reward. Air Slash might not flinch 40% of the time, but then it's still a strong attack coming off an attacker that outspeeds most of the meta. And if that strong attack isn't enough, the player still has the possibility to go for the chance of flinch which is in his favor. I don't think you should be able to do that in a competitive game. I know the word is thrown around alot and you always go on a slippery slope when using it, but skymin is in certain situations uncompetitive. A good player can prevent those situations, but a good player can also force these situations. I'd argue this is really unhealthy for the game when it becomes a dominant problem. If it is a dominant problem or if it can become a dominant problem in the future isn't something i know yet, but I will try to find that out before voting.