@sj crew
first of all you say that even if the sample size was as small as was with moody i have to say that moody was broken on everyhting that had it!only 4 or 5 pokes get it and they were all broken!
this is clearly not the case with double team...double team as a strategy sucks most of the times.someone else has done the calculations and i can't find them right now but it has been proven that when using double team most of the times you will fail before you get enough boosts...any competitive player know that when using double team chances are that you will fail miserably.it's not worth it.except some cases where you can get many free turns.but again if you can find many free turns why not setup with something more useful?why everyone is saying how difficult to kill is a +6 evasion poke and not how difficult is to kill a +6/+6/+6 sp.atc/sp.def/speed or a +6/+6 atck/speed poke?where are you going to find all these turns to become invincible???'cause double team only give a small chance that yuor opponent's attacks will miss.so you just spend one whole turn to make sure that 4 out of 5 of your opponent's attacks will miss...is this deal worth???in most cases not..and anyway if there were some pokes that proved to be broken if double team was allowed,like baton pass or some certain pokes,the majority of the pokes that get double team woudn't prove broken.only a few pokes maybe?so why did we ban double team and not the few pokes that would be broken with it?'cause they are uncompetitive moves and we don't want them in a competitive game!brokeness is irrelelvant to their banning...
@yoshiko
haxrachi isn't banned 'cause it is not broken.you can't accuse jirachi of being uncompetitive 'cause it isn't.iron head also does damage and there is nothing wrong about it.iron head's flinch comes along with damage so you cannot do something about it without altering the game's mechanics...this is also true about t-wave and body slam.they have other effects except than hax that's why they are not deemed uncompetitive!
quick claw in the other hand while certainly introduces pure luck has many many viable counters.just use slow pokes...this way if the opponent goes first you don't care 'cause you would already have played second...or use priority on fast pokes.with all these ways you nulify quick claws effetcs.
that's also true about focus band.it itroduces only luck but does it have viable counters?of course it has!just status the focus band user and it is guaranteed to die after you leave him at 1hp.or just use sandstorm!or hail!the counters are plenty and all are very viable!!!
again king's rock has very viable counters.just use a faster poke!simple!or use priority!or although this ability is not so good you can use inner focus pokes.again plenty of counters!
and something last.you said that you can encore the sub that garchomp makes.this doesn't solve the problem 'cause encore can always miss and even if it hits your attacks must not miss before the encore ends or else garchomp will come at the top...
sand veil and snow cloak are uncompetitive on everything that gets them.every pokes that gets them no matter how good or bad it is can contribute greatly to the win of the game if a miss occurs.every poke with this abilities can contribute even slightly to the win of the game if a miss occurs.and this is unfair.why a player should gain even a very small advantage over the other via these uncompetitive abilities?why we let factors that we can take care of increase the amount of unwanted hax in our game?we already have enough hax!
@alphatron
i explained above why quick claw is not uncompetitive...because it has viable counters!evasion in general doesn't have.
and on your question about garchomp my answer is that no i don't think that garchomp would be any problem if he didn't have sand veil.i think that he would be just a very potent offensive threat in the metagame but not suspect worth at all...
first of all you say that even if the sample size was as small as was with moody i have to say that moody was broken on everyhting that had it!only 4 or 5 pokes get it and they were all broken!
this is clearly not the case with double team...double team as a strategy sucks most of the times.someone else has done the calculations and i can't find them right now but it has been proven that when using double team most of the times you will fail before you get enough boosts...any competitive player know that when using double team chances are that you will fail miserably.it's not worth it.except some cases where you can get many free turns.but again if you can find many free turns why not setup with something more useful?why everyone is saying how difficult to kill is a +6 evasion poke and not how difficult is to kill a +6/+6/+6 sp.atc/sp.def/speed or a +6/+6 atck/speed poke?where are you going to find all these turns to become invincible???'cause double team only give a small chance that yuor opponent's attacks will miss.so you just spend one whole turn to make sure that 4 out of 5 of your opponent's attacks will miss...is this deal worth???in most cases not..and anyway if there were some pokes that proved to be broken if double team was allowed,like baton pass or some certain pokes,the majority of the pokes that get double team woudn't prove broken.only a few pokes maybe?so why did we ban double team and not the few pokes that would be broken with it?'cause they are uncompetitive moves and we don't want them in a competitive game!brokeness is irrelelvant to their banning...
@yoshiko
haxrachi isn't banned 'cause it is not broken.you can't accuse jirachi of being uncompetitive 'cause it isn't.iron head also does damage and there is nothing wrong about it.iron head's flinch comes along with damage so you cannot do something about it without altering the game's mechanics...this is also true about t-wave and body slam.they have other effects except than hax that's why they are not deemed uncompetitive!
quick claw in the other hand while certainly introduces pure luck has many many viable counters.just use slow pokes...this way if the opponent goes first you don't care 'cause you would already have played second...or use priority on fast pokes.with all these ways you nulify quick claws effetcs.
that's also true about focus band.it itroduces only luck but does it have viable counters?of course it has!just status the focus band user and it is guaranteed to die after you leave him at 1hp.or just use sandstorm!or hail!the counters are plenty and all are very viable!!!
again king's rock has very viable counters.just use a faster poke!simple!or use priority!or although this ability is not so good you can use inner focus pokes.again plenty of counters!
and something last.you said that you can encore the sub that garchomp makes.this doesn't solve the problem 'cause encore can always miss and even if it hits your attacks must not miss before the encore ends or else garchomp will come at the top...
sand veil and snow cloak are uncompetitive on everything that gets them.every pokes that gets them no matter how good or bad it is can contribute greatly to the win of the game if a miss occurs.every poke with this abilities can contribute even slightly to the win of the game if a miss occurs.and this is unfair.why a player should gain even a very small advantage over the other via these uncompetitive abilities?why we let factors that we can take care of increase the amount of unwanted hax in our game?we already have enough hax!
@alphatron
i explained above why quick claw is not uncompetitive...because it has viable counters!evasion in general doesn't have.
and on your question about garchomp my answer is that no i don't think that garchomp would be any problem if he didn't have sand veil.i think that he would be just a very potent offensive threat in the metagame but not suspect worth at all...