I guess you don't like the phrasing but you knew what I meant.This sentence doesn't really make any sense because the top Pokemon will always have high usage. Players will use the best Pokemon more than they'll use other Pokemon, and the Pokemon they do use will end up seeing more play.
I'm not saying excessive variety is a a good thing. There's a balance. Too much variety and there are the problems you mentioned. Too little and it's stale.In formats where no Pokemon has "high" usage, you get the fantasy of lots of Pokemon being viable, but this isn't actually a good reality - what you get instead is teambuilding being incredibly difficult, because you have to account for too many different threats that all have roughly equal usage. If you can't plan your matchups, you end up just building incredibly linear teams that function regardless of what your opponent brings, and you lose pretty much the entire balance archetype as a result. Higher usage Pokemon help "guide" teambuilding by letting you account for threats you can expect to see more often. In fact, higher usage Pokemon are what allow niche Pokemon to exist! If you're a little on the weak side, but you have a great matchup into the top three Pokemon in the format, you have a strong case to be used. In a meta without high usage Pokemon, being "a little on the weak side" means you just don't get to exist.
Simply using usage as an indicator of whether or not a Pokemon should be banned is also flawed because it fails to acknowledge why a Pokemon might have high usage. A lot of OU's bulky Grounds have maintained high usage because they are strong defensive answers to large parts of the metagame, but especially to themselves. Think about Lando-T - would you not want a Pokemon with Intimidate, an Earthquake immunity, and a Rock neutrality of your own to answer your opponent's Lando-T? Consider instead a Pokemon like Iron Valiant - it's not really a good answer to itself because it hits itself super effective, so you can't reliably switch your own Iron Valiant into your opponent's. High usage sometimes just indicates a strong mirror.
High usage contributes to staleness. Also, brokenness fails to acknowledge luck, and luck fails to acknowledge brokenness, but those are still factors. High usage would just be a factor.Since it is a factor, there would likely be no threshold for bannability based just on usage percent, and it would depend on other factors like uncompetitiveness, brokenness, and luck-inducing.
There were no objective rules that said that Arena Trap and Shed Tail should be banned. They were looked at individually and banned.If you're interested in how usage could reflect on bannability, you should try to come up with some objective measures - like "X percent usage" or "Y percent more use than the next most common Pokemon." This proposal is unlikely to come to fruition if you can't provide any actual methods, and it just looks like "think about it :)" without them.
There are no objective measures for brokenness either. Has X checks and Y counters? It doesn't include any details
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