I am aware of the topic in 'The Policy Review' about Stealth Rock, however as far as I know a seperate discussion thread for the rest of us without a badge isn't breaking any rules. Furthermore, this thread is solely limited to the OU metagame. My experience of the Uber and UU tiers is, to say the least, limited, but I would guess that it may bring up a completely seperate range of points which are not applicable to OU. Another threat by someone more knowledgeable in UU may be a good idea, but keep to OU in this topic.
Move: Stealth Rock
Type: Rock
PP: 20
Priority: 0
'Stealth Rock is placed on the opponent's field and damages any Pokémon when they switch in. The base damage is 12.5%, and is affected by the target's susceptibility to Rock; Pokémon that are 4x weak to Rock will receive 50% max HP damage; 2x weak to Rock will result in 25%; a 2x resist will take 6.25%, and any Pokémon with a 4x resistance to Rock will only receive 3.125% max HP damage. This lasts until the opponent uses Rapid Spin.'
Stealth Rock was indroduced in the 4th generation games, along with Toxic Spikes, as a new entry hazard; in the previous generations, the only entry hazards available were Spikes. However, Stealth Rock has quickly become one of the most significant moves in the metagame; the large number of Pokemon who learn it when compared with the other entry hazards made it much easier to fit into teams. Also, the relative lack of immunities (Only Magic Guard Clefable is immune to Stealth Rock, whilst all Flying types, as well as Pokemon with the ability Levitate and, again, Clefable) and one-turn set-up made it all the more tempting.
Initially, it seemed to be a godsend. Hyped Pokemon such as Salamence, Gyarados and Zapdos could now be worn out by repeated switch-ins, making them much, much easier to handle. Breaking Focus Sashes was invaluable for offensively based teams. The free 12.5% damage allowed the likes of Lucario, Gyarados and Infernape to do enough damage to get past their counters, making an offensive playstyle much more viable and easier to execute effectively. The residual damage on those with Ground immunities is all but essential for stalling or defensively based teams, who can otherwise struggle to wear bulky fliers down.
However, recently there has been some doubt as to whether Stealth Rock does really benefit the metagame. Several highly viable Pokemon are essentially crippled by Stealth Rock; coming in on 75% or in some cases 50% before taking a single attack can make these Pokemon very difficult to utilise well. Whilst for some Pokemon such as Weavile, the damage is largely insignificant, on those Pokemon that have some sort of defensive value to teams, the damage can be game-changing. Whilst normally Salamence would make an excellent Swords Dance Lucario counter thanks to Intimidate, higher speed and a Fighting resistance, coming in on Stealth Rock can put him in range of a +1 Extremespeed. Coming in on Stealth Rock permits Infernape to potentially OHKO Bulky Gyarados with a Nasty Plotted Grass Knot.
Weaknesses to Stealth Rock in OU and BL;
OU (45)
#43: Dragonite
#3: Gyarados
#9: Salamence
#26: Togekiss
#19: Weavile
#39: Yanmega (4x)
#21: Zapdos
15.6% of the Pokemon in the OU metagame are weak to Stealth Rock. Will do some stats factoring in usage at a later date.
BL (62)
#58: Abomasnow
#53: Aerodactyl
#66: Arcanine
#159: Articuno (4x)
#59: Charizard (4x)
#51: Crobat
#202: Entei
#99: Honchkrow
#102: Houndoom
#116: Magmortar
#70: Moltres (4x)
#49: Ninjask (4x)
#131: Pinsir
#111: Regice
#132: Shedinja
#73: Staraptor
#105: Typhlosion
27.4% of the Pokemon in BL are weak to Stealth Rock.
This highlights the fact that Stealth Rock has had a significant effect on the viability of many Pokemon in OU. Out of all the Pokemon who have been decided to be too overpowered for the UU metagame; the proportion of Rock weaknesses to total Pokemon is nearly twice as much in BL when compared to OU. Whilst is could certainly be coincidence (Yeah, 'correlation does not equal causation', whatever) I certainly think that this is strong evidence (note 'evidence', not 'proof') that Stealth Rock is limiting the metagame.
From here, this is all theorymon. Feel free to ignore this, however these are what I percieve would be the most significant early changes in usage patterns in a metagame without Stealth Rock.
Probable 'big' metagame changes without Stealth Rock;
Focus Sash. Without Stealth Rock to break all Focus Sashes on your opponent's team with minimal effort, the 'Focus Sash' team is going to become increasingly popular. Expect to see Focus Sashes regularly on the likes of Lucario, Infernape and Weavile, to guarantee at least one boost. Whilst currently considered a relatively inefficient tactic, it will rocket in usage and is likely to become a much more significant part of the metagame.
Tyranitar. It brings Sandstorm, which essentially neuters Focus Sashers even more easily than Stealth Rock does (Though it does fail to break the Sashes of Rock/Ground/Steel types. However, most of these Pokemon are typically very bulky and would not benefit much from a Focus Sash, the exception of course being Lucario) Of course, the sudden increase of Rock weak Pokemon will also make Choice Band Stone Edge pretty fun to play around with.
Abomasnow/Hail Teams. Stealth Rock is the bane of the hail team, seeing as almost every Ice type in the game (Except Mamoswine) is weak to Rock. With it gone, Abomasnow usage will go up quite considerably, along with it probably the likes of Walrein and Weavile. Hail also breaks Focus Sashes, and has considerably fewer resistances than Sandstorm does. Abomasnow would almost certainly re-enter OU in a metagame without Stealth Rock.
Fighting types, most notably Lucario, Heracross and Machamp. At the moment, these are all so high in usage because Choice Band Close Combat 2HKO's pretty much anything that doesn't resist it. The most common group of Pokemon that do resist it, Flying types (such as Gyarados, Salamence, Zapdos and Moltres) all come in at 75% or less thanks to Stealth Rock. However, if this element was removed, it would be considerably harder for these Fighters to get past their counters and they will fall in usage.
Spinners, most notably Starmie, Forretress, Donphan and Tentacruel. With Stealth Rock gone, and the relative rarity of competent spikers, entry hazards are going to be a much, much less problematic issue for teams to deal with, and only those teams which have real issues with stalling strategies will really need to rely on a spinner. Whilst, of course, all of these Pokemon have uses beyond Rapid Spinning, it will severely limit their usefulness in teams, and as a consequence their usage would fall.
Bulky Flying types; think Zapdos, Gyarados, Togekiss, Moltres, and to a lesser extent Salamence. Without Stealth Rock, these are all immune to all forms of entry hazards, making them much more difficult to take out. It allows them to counter the likes of Infernape, Lucario and Heracross considerably easier, without risking being KO'd thanks to the 25% that Stealth Rock took off before even taking any attacks.
Yanmega. Without Stealth Rock, this thing is going to be much, much harder to stop and will quickly rise in usage. One of the few end-game sweepers who actually has no problems whatsoever with Deoxys-S (It easily outspeeds after two Speed Boosts) without Stealth Rock this thing will almost certainly become one of the most common late-game cleaners.
I personally believe that, in a 'balanced' metagame, the largest number of Pokemon will be viable; statistically this is interpreted as the largest number of Pokemon in the OU tier. Whilst there is very little conclusive proof either way that Stealth Rock reduces the variety in the metagame, this is predominantly due to the fact that we have minimal or no experience of a D/P metagame without Stealth Rock. Whilst I recognise the higher priority of other issues such as Garchomp's tier status, the UU tier and various clauses, I think that a testing period on Shoddybattle without the move Stealth Rock would be beneficial in finding out as to whether Stealth Rock limits the metagame or broadens it, and whether we should or should not be playing without it.
Discuss.
Move: Stealth Rock
Type: Rock
PP: 20
Priority: 0
'Stealth Rock is placed on the opponent's field and damages any Pokémon when they switch in. The base damage is 12.5%, and is affected by the target's susceptibility to Rock; Pokémon that are 4x weak to Rock will receive 50% max HP damage; 2x weak to Rock will result in 25%; a 2x resist will take 6.25%, and any Pokémon with a 4x resistance to Rock will only receive 3.125% max HP damage. This lasts until the opponent uses Rapid Spin.'
Stealth Rock was indroduced in the 4th generation games, along with Toxic Spikes, as a new entry hazard; in the previous generations, the only entry hazards available were Spikes. However, Stealth Rock has quickly become one of the most significant moves in the metagame; the large number of Pokemon who learn it when compared with the other entry hazards made it much easier to fit into teams. Also, the relative lack of immunities (Only Magic Guard Clefable is immune to Stealth Rock, whilst all Flying types, as well as Pokemon with the ability Levitate and, again, Clefable) and one-turn set-up made it all the more tempting.
Initially, it seemed to be a godsend. Hyped Pokemon such as Salamence, Gyarados and Zapdos could now be worn out by repeated switch-ins, making them much, much easier to handle. Breaking Focus Sashes was invaluable for offensively based teams. The free 12.5% damage allowed the likes of Lucario, Gyarados and Infernape to do enough damage to get past their counters, making an offensive playstyle much more viable and easier to execute effectively. The residual damage on those with Ground immunities is all but essential for stalling or defensively based teams, who can otherwise struggle to wear bulky fliers down.
However, recently there has been some doubt as to whether Stealth Rock does really benefit the metagame. Several highly viable Pokemon are essentially crippled by Stealth Rock; coming in on 75% or in some cases 50% before taking a single attack can make these Pokemon very difficult to utilise well. Whilst for some Pokemon such as Weavile, the damage is largely insignificant, on those Pokemon that have some sort of defensive value to teams, the damage can be game-changing. Whilst normally Salamence would make an excellent Swords Dance Lucario counter thanks to Intimidate, higher speed and a Fighting resistance, coming in on Stealth Rock can put him in range of a +1 Extremespeed. Coming in on Stealth Rock permits Infernape to potentially OHKO Bulky Gyarados with a Nasty Plotted Grass Knot.
Weaknesses to Stealth Rock in OU and BL;
OU (45)
#43: Dragonite
#3: Gyarados
#9: Salamence
#26: Togekiss
#19: Weavile
#39: Yanmega (4x)
#21: Zapdos
15.6% of the Pokemon in the OU metagame are weak to Stealth Rock. Will do some stats factoring in usage at a later date.
BL (62)
#58: Abomasnow
#53: Aerodactyl
#66: Arcanine
#159: Articuno (4x)
#59: Charizard (4x)
#51: Crobat
#202: Entei
#99: Honchkrow
#102: Houndoom
#116: Magmortar
#70: Moltres (4x)
#49: Ninjask (4x)
#131: Pinsir
#111: Regice
#132: Shedinja
#73: Staraptor
#105: Typhlosion
27.4% of the Pokemon in BL are weak to Stealth Rock.
This highlights the fact that Stealth Rock has had a significant effect on the viability of many Pokemon in OU. Out of all the Pokemon who have been decided to be too overpowered for the UU metagame; the proportion of Rock weaknesses to total Pokemon is nearly twice as much in BL when compared to OU. Whilst is could certainly be coincidence (Yeah, 'correlation does not equal causation', whatever) I certainly think that this is strong evidence (note 'evidence', not 'proof') that Stealth Rock is limiting the metagame.
From here, this is all theorymon. Feel free to ignore this, however these are what I percieve would be the most significant early changes in usage patterns in a metagame without Stealth Rock.
Probable 'big' metagame changes without Stealth Rock;
Focus Sash. Without Stealth Rock to break all Focus Sashes on your opponent's team with minimal effort, the 'Focus Sash' team is going to become increasingly popular. Expect to see Focus Sashes regularly on the likes of Lucario, Infernape and Weavile, to guarantee at least one boost. Whilst currently considered a relatively inefficient tactic, it will rocket in usage and is likely to become a much more significant part of the metagame.
Tyranitar. It brings Sandstorm, which essentially neuters Focus Sashers even more easily than Stealth Rock does (Though it does fail to break the Sashes of Rock/Ground/Steel types. However, most of these Pokemon are typically very bulky and would not benefit much from a Focus Sash, the exception of course being Lucario) Of course, the sudden increase of Rock weak Pokemon will also make Choice Band Stone Edge pretty fun to play around with.
Abomasnow/Hail Teams. Stealth Rock is the bane of the hail team, seeing as almost every Ice type in the game (Except Mamoswine) is weak to Rock. With it gone, Abomasnow usage will go up quite considerably, along with it probably the likes of Walrein and Weavile. Hail also breaks Focus Sashes, and has considerably fewer resistances than Sandstorm does. Abomasnow would almost certainly re-enter OU in a metagame without Stealth Rock.
Fighting types, most notably Lucario, Heracross and Machamp. At the moment, these are all so high in usage because Choice Band Close Combat 2HKO's pretty much anything that doesn't resist it. The most common group of Pokemon that do resist it, Flying types (such as Gyarados, Salamence, Zapdos and Moltres) all come in at 75% or less thanks to Stealth Rock. However, if this element was removed, it would be considerably harder for these Fighters to get past their counters and they will fall in usage.
Spinners, most notably Starmie, Forretress, Donphan and Tentacruel. With Stealth Rock gone, and the relative rarity of competent spikers, entry hazards are going to be a much, much less problematic issue for teams to deal with, and only those teams which have real issues with stalling strategies will really need to rely on a spinner. Whilst, of course, all of these Pokemon have uses beyond Rapid Spinning, it will severely limit their usefulness in teams, and as a consequence their usage would fall.
Bulky Flying types; think Zapdos, Gyarados, Togekiss, Moltres, and to a lesser extent Salamence. Without Stealth Rock, these are all immune to all forms of entry hazards, making them much more difficult to take out. It allows them to counter the likes of Infernape, Lucario and Heracross considerably easier, without risking being KO'd thanks to the 25% that Stealth Rock took off before even taking any attacks.
Yanmega. Without Stealth Rock, this thing is going to be much, much harder to stop and will quickly rise in usage. One of the few end-game sweepers who actually has no problems whatsoever with Deoxys-S (It easily outspeeds after two Speed Boosts) without Stealth Rock this thing will almost certainly become one of the most common late-game cleaners.
I personally believe that, in a 'balanced' metagame, the largest number of Pokemon will be viable; statistically this is interpreted as the largest number of Pokemon in the OU tier. Whilst there is very little conclusive proof either way that Stealth Rock reduces the variety in the metagame, this is predominantly due to the fact that we have minimal or no experience of a D/P metagame without Stealth Rock. Whilst I recognise the higher priority of other issues such as Garchomp's tier status, the UU tier and various clauses, I think that a testing period on Shoddybattle without the move Stealth Rock would be beneficial in finding out as to whether Stealth Rock limits the metagame or broadens it, and whether we should or should not be playing without it.
Discuss.