The only thing that gamefreak has officially designated in the last few years is the VGC metagame. Our tiers are completely independent of gamefreak, and so obviously "the format" is too. The existence of OHKO moves in the game, and gamefreak's intentions, have no place in deciding if they are fit for smogon's variant of competitive play, and this logic follows for every clause. You also claim that a lot of the "death of stall" comes from speculation, when in fact my opinion, among others, comes from actual game testing and plays that were made against/by us, solely because of OHKO's prescense. We have been giving the moves a test, the sheer volume of battles that have taken place on the suspect ladder denies that claim.The fact that other playstyles may become dominant is obvious. The point you made in the second paragraph of this post and the latest post are similar, so i'll address them below. You are arguing that as offense becomes more popular because of its increased viability, OHKO moves will phase themselves out and stall will eventually rise again. This is a flawed argument in more than one sense. Mainly, it ignores the prescense of skilled, pragmatic players who will attempt to obtain the best match up against any team style, and any type of player, through team building. This on its own prevents the phasing out of a OHKO move capable of breaking through spinblockers, water resists, and balanced/defensive teams in general (all incredibly important things to counter/match up well against). The next is assuming that OHKO moves are used simply as a novelty by many players. I've seen more than one well built fissure excadrill team, and I can assure you predicting against it is nearly impossible, and maintaining hazards if you are using anything but sun offense or heavy offense can be pretty difficult. Lastly, you claim throughout that stall is assumed to be the "dominant" playstyle of ubers. No one has, or will, attempted to claim this. One of my favorite things about this tier, what has caused me to play it exclusively for years, is the incredible array of playstyles one can use with our limited pool of pokemon. Currently, nearly every possible playstyle has the resources to be used successfully, all forms of rain teams, balance, stall and offense, all types of sun teams, sand balance and stall, heavy offense, weatherless offense/stall, and the list goes on and on. A player attempting to win consistently, in the face of OHKO moves, faces a much more limited choice. It is not that we are biased towards defensive teams, it is that we enjoy the diversity that keeps this tier, with its static pool of pokemon, from becoming stagnant.