Everyone has heard of the Power Creep. To keep sales coming in, designers gradually increase the power of their products, be it Pokémon, Yu-Gi-Oh!, or any other series. The trading card games are especially well known for a Power Creep. In the first Pokémon card set, no HP value was above 120, and the greatest attack did a hundred damage for four energies. And two of the energies got tossed.
In this PokeStats, or Pokémon Statistics, I examine the possible power creep in the Pokémon metagame, specifically the OverUsed game, and ponder the possible effects and cures. Feel free to PM me or comment.
Edit: The Poll at the top will assist in the creation of the next OU PokeStats articles, on the Psycology of powerful but risky and likely to miss moves. Again, I am new to this forum, so tell me if this poll is out of place. Basically, what percent of turns can you not afford to have your move miss or fail in your OU matches? Thank you for your help.
Why is this a problem?
Of course, if there is no problem, there need not be a solution. I am mainly concerned that the Pokémon Metagame may gradually evolve into something like the TCG, where each new set is more powerful than the next, making time-honored strategies, like the original Blastoise Rain Dance, useless. The Pokémon that all of us know and love from the first five generations would be overshadowed by newer, more powerful monsters. And the new monsters would become the new Uber and OverUsed tier, while such old powerhouses as Metagross and Tyranitar would become outdated and UnderUsed.
Already, this can be observed. The new dream world abilities of Politoed and Ninetales, Drizzle and Drought, respectively, were up till recently strictly in the Uber tier, belonging solely to Kyogre and Groudon. The addition of these abilities to the OU tier revolutionized the game, created an entire new ban for Rain Teams to work around, and shoved the recipients from lower tiers into the heights of OU.
That is but one example of the dangers of a Power Creep. If left unrestrained, the creep will break out of control. I know that the Smogon community has no say in the designing factions, but we can be heard. Again, the Pokémon games were not originally designed for the intense Metagame we make them, but Smogon represents a large and influential force in the world of Pokémon, rivaling giants like Serebii in usefulness and sway.
Power Creeping into the OU tier.
In the first generation of Pokémon, in the days of Red and Blue (and Green!), there were sixteen Pokémon in the OU tier. Thus, out of the 151 legal Pokémon, 10.6 percent were considered overused. Of those original 16, 6 still remain in the OU tier at time of writing; Chansey just moved back up, while the others have remained for most if not all 15 or more years.
However, these statistics alone are not enough to warrant charges of a Power Creep. The below table shows that the percent of total Pokémon in each generation, barring those in Limbo (currently, five, a statistically small amount), has remained basically constant throughout the generations.
Generation/% of POkemon in OU
1/10.6% (R/B/G)
2/9.6% (G/S/C)
3/7.7% (R/S/E)
4/9.2% (D/P/P)
5/7.4% (B/W)
So what is the big fuss? It does not appear that the percentage of Pokémon in OU is increasing?
That is not the point. The point is a large portion of the most powerful Pokémon in OU come from the more recent generations. Theoretically, it should be an even spread. Of the fifty Pokémon currently in OU, approximately 13 are from the 5th Generation, as opposed to the ideal 10.
Again, that is not too bad. However, the most powerful moves and items come from the most recent generations. When one adds all the factors together, the most recent Pokémon, items, moves, and abilities are the most commonly used in the competitive Metagame.
Is it anyone’s fault?
Not at all. I don’t speak for the game designers, but I doubt that they originally planned Pokémon to become a cutthroat competitive sport. However, the increase in the power of recent addition is easily noticed.
One may comment that if the older aspects of the game simply cannot keep up with the newer aspects, then it is probably better for the OU community to go with the changes and continue experimenting. Nonetheless, rapid changes make it difficult to maintain a strong understanding of the Metagame across generations. I thought I was starting to understand the Metagame towards the end of the fourth Generation, and then the fifth came along, and I was outdated. Is it good that old, respected battlers are beaten by those that simply jump in and have an understanding off the bat of a new generation, as the Old-timers struggle to adjust?
What can be done?
The Smogon community as a whole could just sit back and watch. There is nothing wrong with allowing the designers free reign to make the Pokémon as powerful as their hearts desire. Smogon would have to continuously change, and would keep churning out new and exciting strategies, as it always has. Life would go one as usual.
But when someone returns from college in four or five years, and thinks, “Gee, what will I find on Smogon” and decides to log on for a laugh, he or she will stumble into a totally different community, one in such chaos as the Metagame tries to adjust to thousands of useable Pokémon across dozens of generations. Half of those Pokémon would be considered Uber by today’s standards. The other half, the half we have come to know and love, would all by UU or NU.
This is a dystopian future. But I can easily see the Metagame going the same way as the TCG. It is not something I think should be allowed to happen. The Pokémon franchise is coming to an important junction in its career. Will it slow, stop, and fade away? Will it moderate the subtle creep of power up the ladder throughout generations? Or will that creep take hold and radically change the very nature of our beloved Metagame?
By Yellow13
Thank you to all who have read this far.
In this PokeStats, or Pokémon Statistics, I examine the possible power creep in the Pokémon metagame, specifically the OverUsed game, and ponder the possible effects and cures. Feel free to PM me or comment.
Edit: The Poll at the top will assist in the creation of the next OU PokeStats articles, on the Psycology of powerful but risky and likely to miss moves. Again, I am new to this forum, so tell me if this poll is out of place. Basically, what percent of turns can you not afford to have your move miss or fail in your OU matches? Thank you for your help.
Why is this a problem?
Of course, if there is no problem, there need not be a solution. I am mainly concerned that the Pokémon Metagame may gradually evolve into something like the TCG, where each new set is more powerful than the next, making time-honored strategies, like the original Blastoise Rain Dance, useless. The Pokémon that all of us know and love from the first five generations would be overshadowed by newer, more powerful monsters. And the new monsters would become the new Uber and OverUsed tier, while such old powerhouses as Metagross and Tyranitar would become outdated and UnderUsed.
Already, this can be observed. The new dream world abilities of Politoed and Ninetales, Drizzle and Drought, respectively, were up till recently strictly in the Uber tier, belonging solely to Kyogre and Groudon. The addition of these abilities to the OU tier revolutionized the game, created an entire new ban for Rain Teams to work around, and shoved the recipients from lower tiers into the heights of OU.
That is but one example of the dangers of a Power Creep. If left unrestrained, the creep will break out of control. I know that the Smogon community has no say in the designing factions, but we can be heard. Again, the Pokémon games were not originally designed for the intense Metagame we make them, but Smogon represents a large and influential force in the world of Pokémon, rivaling giants like Serebii in usefulness and sway.
Power Creeping into the OU tier.
In the first generation of Pokémon, in the days of Red and Blue (and Green!), there were sixteen Pokémon in the OU tier. Thus, out of the 151 legal Pokémon, 10.6 percent were considered overused. Of those original 16, 6 still remain in the OU tier at time of writing; Chansey just moved back up, while the others have remained for most if not all 15 or more years.
However, these statistics alone are not enough to warrant charges of a Power Creep. The below table shows that the percent of total Pokémon in each generation, barring those in Limbo (currently, five, a statistically small amount), has remained basically constant throughout the generations.
Generation/% of POkemon in OU
1/10.6% (R/B/G)
2/9.6% (G/S/C)
3/7.7% (R/S/E)
4/9.2% (D/P/P)
5/7.4% (B/W)
So what is the big fuss? It does not appear that the percentage of Pokémon in OU is increasing?
That is not the point. The point is a large portion of the most powerful Pokémon in OU come from the more recent generations. Theoretically, it should be an even spread. Of the fifty Pokémon currently in OU, approximately 13 are from the 5th Generation, as opposed to the ideal 10.
Again, that is not too bad. However, the most powerful moves and items come from the most recent generations. When one adds all the factors together, the most recent Pokémon, items, moves, and abilities are the most commonly used in the competitive Metagame.
Is it anyone’s fault?
Not at all. I don’t speak for the game designers, but I doubt that they originally planned Pokémon to become a cutthroat competitive sport. However, the increase in the power of recent addition is easily noticed.
One may comment that if the older aspects of the game simply cannot keep up with the newer aspects, then it is probably better for the OU community to go with the changes and continue experimenting. Nonetheless, rapid changes make it difficult to maintain a strong understanding of the Metagame across generations. I thought I was starting to understand the Metagame towards the end of the fourth Generation, and then the fifth came along, and I was outdated. Is it good that old, respected battlers are beaten by those that simply jump in and have an understanding off the bat of a new generation, as the Old-timers struggle to adjust?
What can be done?
The Smogon community as a whole could just sit back and watch. There is nothing wrong with allowing the designers free reign to make the Pokémon as powerful as their hearts desire. Smogon would have to continuously change, and would keep churning out new and exciting strategies, as it always has. Life would go one as usual.
But when someone returns from college in four or five years, and thinks, “Gee, what will I find on Smogon” and decides to log on for a laugh, he or she will stumble into a totally different community, one in such chaos as the Metagame tries to adjust to thousands of useable Pokémon across dozens of generations. Half of those Pokémon would be considered Uber by today’s standards. The other half, the half we have come to know and love, would all by UU or NU.
This is a dystopian future. But I can easily see the Metagame going the same way as the TCG. It is not something I think should be allowed to happen. The Pokémon franchise is coming to an important junction in its career. Will it slow, stop, and fade away? Will it moderate the subtle creep of power up the ladder throughout generations? Or will that creep take hold and radically change the very nature of our beloved Metagame?
By Yellow13
Thank you to all who have read this far.