Important things to swallow-
Me and my peeps seperate Rain and Sun from other weathers because their effects are a gajillion times more drastic than those of Sand, and I assume you're not saying Hail is directly advantaged over weatherless. Sand could be, but Rain / Sun are that much more obvious. Sand doesn't get you a whole extra STAB / extra resists / bigger movepool. You have to console me and agree that's a damn slight more drastic than almost even residual damage and Stoutland, which I see as nothing more than an average threat, and Sandslash which is accepted as below average. My goal is to only cut the OBVIOUS problems. With those two, Sand is not obvious yet.
Let's get into why matchup exists. You need to experience it firsthand to truly understand it- me and BKC have both been on both sides of it and absolutely use it to our advantage in a BW game when possible. I honestly don't know how people feel justified saying we're just complaining about it because we lose to it- if you mean we don't like the deterioration of in game battle skill relating to wins sure, but that's not what I'm hearing. Not to brag, but we believe in it because we use it. Tempted to bring a Sun + Gothitelle + Dug team to beat the Sand Stall we keep talking about? We're aware of that threat and might guess against you. Whichever one of us guessed right wins the game. Sure, you do have choices when teambuilding but you cannot deny there is true restriction. Sun I won't even bother explaining- rain forces on you a one dimensional pokemon in Politoed that is useless against everything Balance and slower, while Scarf / Specs Keldeo (and the 20 other abusers we effectively banned already) clearly stand out as the most potent offensive threats. Sure, non weather teams can bring tough water resists to try to wall them but there are Rain teams, they can use clearly superior offensive threats of other kinds to be more threatening to weatherless. This is why you slap on TTar / Hippo so often, you can prepare for water attacks but if your plan is to only cover those you're doing it wrong. Because Rain is so powerful, it's in your best interest to run weather to change it and heavy resists to rain sweepers so you're on the same level. You end up with a defensive Sand team if your goal is to counter Rain, unless you run something like a Kingdra which is proving our point. You're taking a clearly inferior choice to roll the dice with team matchup vs rain in that case. When rain counterteams kinda look the same, Sun always looks the same, and Rain kinda looks the same, and Deo-D is deciding games turn one on coinflips, in this metagame you end up being able to win against Rain / Sun with just a rough idea of what the team will look like beforehand because their best options are a small group. This metagame is not based on individual threats, it is mostly based of those limited molds. Even when it is Sand vs. Sand there's a ton of questionable threats that we're not addressing because Rain and Sun would cover them up if they were broken, although this is a less important point.
I'll have to ask at this point if you're beginning to see what I'm talking about here. If you are starting to see the super-centralization going on, and want to know further why Rain / Sun / Deo-D directly lower battling skill to win correlation, please ask for more. It's not a question that can be solved completely by text, but I will tell you saying there's more a weak correlation between in game execution and wins in BW2 is a load and I hope this clears up why I'm putting it on these guys.
Last edited by yee; Feb 1st, 2013 at 4:00:26 AM.
Reason: play nice