Balanced Hackmons is a metagame where almost limitless variety and creativity are possible. Move and ability combinations that the developers would never allow to exist in the actual game abound, just waiting to be exploited by a skilled or creative player. To me, this is the main appeal of the meta.
Unfortunately, there is at least 1 set that actively breaks the game in half- not because it's overpowered, (it's nowhere close) but because it can be used to prevent the game from ever ending.
Jirachi @ Leppa Berry
Unaware
Recover
Recycle
Spider Web
Heal Pulse
Now, if you're wondering what the point of this set is (I mean, Heal Pulse?) allow me to explain. After trapping the target (often a spinner or a hazard setter), the Jirachi player simply spams Recover and the occasional Recycle until the target is completely out of PP. Once the target is out of PP, the Jirachi player spams Heal Pulse so that the target never struggles to death. In effect, the Jirachi player can stall the game until the opponent leaves- at the very worst, they can force a draw.
This is not a good strategy; not only is it extremely difficult to set up, it also doesn't guarantee that the opponent will ever leave (some players stick around out of spite, or attempt to get admin involved). The power level of this strategy is, however, irrelevant. Heal Pulse should be banned for several reasons.
1. This strategy is an attempt to win "outside the game." It can turn games not into contests of skill, but into a bizarre test of how much one likes to click a button, and for how long one is willing to do so.
2. New players to BH who get exposed to this strategy early on might never play the meta again (and understandably so.)
3. If this strategy were to be used in a one day tournament, it could delay the entire thing or even force it to be canceled. Even if this strategy is always treated as a draw once the opponent begins to struggle, the fact that neither player could be declared a winner would probably require that they begin a whole other battle. Balanced Hackmons battles can take a very, very long time. Either way, it would greatly slow down tournaments.
4. It creates an infinite number of "meaningless turns." Long, repetitive gameplay is fine as long as there exists the possibility of either player gaining a further advantage by continuing it. When gameplay ceases to carry the potential for either player to advance their position, the game (to my mind) has reached an undesirable state. Players who maintain this state to annoy their opponents, disrupt a tournament, or provoke a ragequit should not be rewarded.
I know for a fact that at least 1 high level player (2000+) uses this set at times. I am also ranked well over 2000 and have never been caught by this. To me, it's not an issue of power or balance but of principle. Do we, as a community, want to enable this particular type of gameplay or not? Thankfully, this strategy is not very widespread and Heal Pulse, as far as I know, is not used for any other purpose. There is essentially no downside towards the banning of the move.
Unfortunately, there is at least 1 set that actively breaks the game in half- not because it's overpowered, (it's nowhere close) but because it can be used to prevent the game from ever ending.
Jirachi @ Leppa Berry
Unaware
Recover
Recycle
Spider Web
Heal Pulse
Now, if you're wondering what the point of this set is (I mean, Heal Pulse?) allow me to explain. After trapping the target (often a spinner or a hazard setter), the Jirachi player simply spams Recover and the occasional Recycle until the target is completely out of PP. Once the target is out of PP, the Jirachi player spams Heal Pulse so that the target never struggles to death. In effect, the Jirachi player can stall the game until the opponent leaves- at the very worst, they can force a draw.
This is not a good strategy; not only is it extremely difficult to set up, it also doesn't guarantee that the opponent will ever leave (some players stick around out of spite, or attempt to get admin involved). The power level of this strategy is, however, irrelevant. Heal Pulse should be banned for several reasons.
1. This strategy is an attempt to win "outside the game." It can turn games not into contests of skill, but into a bizarre test of how much one likes to click a button, and for how long one is willing to do so.
2. New players to BH who get exposed to this strategy early on might never play the meta again (and understandably so.)
3. If this strategy were to be used in a one day tournament, it could delay the entire thing or even force it to be canceled. Even if this strategy is always treated as a draw once the opponent begins to struggle, the fact that neither player could be declared a winner would probably require that they begin a whole other battle. Balanced Hackmons battles can take a very, very long time. Either way, it would greatly slow down tournaments.
4. It creates an infinite number of "meaningless turns." Long, repetitive gameplay is fine as long as there exists the possibility of either player gaining a further advantage by continuing it. When gameplay ceases to carry the potential for either player to advance their position, the game (to my mind) has reached an undesirable state. Players who maintain this state to annoy their opponents, disrupt a tournament, or provoke a ragequit should not be rewarded.
I know for a fact that at least 1 high level player (2000+) uses this set at times. I am also ranked well over 2000 and have never been caught by this. To me, it's not an issue of power or balance but of principle. Do we, as a community, want to enable this particular type of gameplay or not? Thankfully, this strategy is not very widespread and Heal Pulse, as far as I know, is not used for any other purpose. There is essentially no downside towards the banning of the move.