...
@Melee Mewtwo
I don't feel that giving up a free turn for a better matchup is such a drawback. There are a lot of safe switches when playing a game so the damage you take would be minimal and the momentum you have now in exchange would be useful. Course this would go both ways which is pretty much my problem with it. The lack of SR removes pressure from switching and thus leaves a lesser involved risk for lazy play. There is a larger margin for error which dumbs down the game and smudges the gap between a really good player and a good one.
A free turn is a massive disincentive. The fact that you have to take an attack when you switch in is what creates the distinction between checks and counters. You don't think that the game would be vastly different if you could had no penalty for switching and could instantly attack? A dead turn is definitionally the penalty for switching and you don't need anything else to penalize it. Switching is not "lazy play". Utilizing a counter is not "lazy play". There is not a larger margin for error without chip damage on switches - incorporating Stealth Rock gives a larger margin for error for offensive pokemon because they don't have to do damage equal to the remainder of a pokemon's HP, they have to do damage equal to the remainder of a pokemon's HP - 12.5%.
Again, I don't find SR to be an overbearing or unbalancing force. It isn't the cause for the lack of viability of certain playstyles. The only one that doesn't really exist (or is far less viable) in OU is Stall and there is a lot more problems with it right now than just the additional chip damage of SR. (The death of Stall is probably the biggest reason I dropped OU) Many, many battles have shown that SR was not the do or die factor that completely threw the matchup in the hands of the one who had it up vs the one who didn't. There are many Pokemon that are SR weak (or even horribly crippled like Volcarona) that remain top OU Pokemon. There are teams that technically have a noticable SR weakness yet remain successful. (first one to pop in my mind is Novaray's Focus Sash team) The pool of OU Pokemon that are currently viable is the largest that we have seen than in any generation before. All this makes me feel that SR doesn't have such a negative effect on the metagame that it warrants a ban/suspect.
The existence of pokemon who are weak to Stealth Rock but still are viable does not disprove that Stealth Rock makes pokemon unviable. It only shows that Stealth Rock does not make every pokemon unviable. That is an unreasonable burden of proof and unnecessary to show that Stealth Rock should not be in the metagame. Just because a state of affairs is not "as bad as it could be" does not mean it is not bad.
You also said that the onus is on pro-banners to provide an argument and we don't need a reason for Stealth Rock to exist. Fair, but we have provided several. Namely - it's no-risk and no-opportunity cost and high returns, and these types of plays should be discouraged in the metagame - it makes a wide spread of pokemon unviable due to large amounts of up-front damage. Without a single reason to keep Stealth Rocks around (and I haven't heard one other than inertia), these arguments are sufficient to ban.
@lokt
That's a distinction without a difference. There is no functional difference between banning the move Stealth Rock and the "condition of rocks being up". It's also vastly different from integral mechanics like the physical-special split. The physical-special split is an inherent, background condition that exists from the beginning of any battle regardless of the actions of the battlers. Stealth Rocks only go up if one player uses the move Stealth Rock. Also, you say
the pro-ban side has to prove that the over-centralization around stealth rock is harmful to the metagame and would benefit the metagame if it was removed or limited
That's what we've been doing - listing a large number of pokemon who are unviable due to Stealth Rock, and strategies/types that lose effectiveness, shows that Stealth Rock is harmful to the metagame. In the absence of any convincing arguments that Stealth Rock benefits the metagame, it is reasonable to assume that the metagame would benefit if SR was removed.
I simply fundamentally disagree with your characterization of Stealth Rock as a game mechanic on the basis above - it's a move and only comes about as a direct consequence of using a move. That's still distinct from stuff like paralysis and sleep. Using a move induces the state of paralysis/sleep/freeze, but then the mechanics take over and there is a percentage chance (based on the mechanics and independent of the actions of the player) that certain things happen. With SR, you use SR, and every result is constant. Everything that comes about is a direct and predictable effect of the actions of the player, not an independent game mechanic.
@hathater
Much of this has already been gone over. SR is a must of a team - this is part of the pro-ban argument against it. That's not a necessity, it's a function of the current metagame and is part of the reason it's undesirable. We've also gone over how Rapid Spinning is difficult in the meta.
I don't think I was being insulting to Melee Mewtwo. SR promotes "strategy" but it's shallow strategy - "I'm going to use one pokemon as a dedicated lead to set up Stealth Rock independent of the opponent's team or the situation of the battle" is technically a "strategy" but not the type of strategic thinking we generally characterize as "strategy".
"SR is a primary strategy" is again not a necessity, it is only a function of the current metagame. If that is not beneficial, then it should be removed. Inertia is not a reason to oppose a ban.
"SR promotes more thinking during teambuilding" - no, for several reasons that have already been discussed. SR's wide distribution among already good pokemon means you don't have to stretch to include it. The only thing it changes is limiting the viable pokemon to those who aren't weak to SR - that's not promoting more thinking, that's promoting less thinking.
@alexwolf
I am happy to remove my arguments from the format I presented them in in order to better engage in a discussion. Specifically, you stated that the accepted criteria used to determine whether something was banworthy included
''does a Pokemon restrict a certain playstyle to a big extend'', ''does a Pokemon only have few ways to be dealt with, out of which most are only useful for dealing with it'', and ''does a Pokemon force teams to be overprepared for it or lose''
1. We've established how Stealth Rock disproportionately affects certain playstyles. I'm probably in the best position of anybody here to testify as to how limiting Stealth Rock is to hail teams, and stall teams are disproportionately affected because they are the most focused on switching in their gameplay. This is clearly visible in HO teams' willingness to sacrifice an entire teamslot against stall for the express purpose of setting up SR.
2. Once SR is up (so excluding Taunt and Magic Bounce, although I think a reasonable person would concede that these are not widely used or particularly viable ways of preventing SR from being set up) there is literally only one way to deal with it - Rapid Spin. How many viable Rapid Spinners are there? Two definite ones (Starmie and Tentacruel), two more alright ones (Forretress and Donphan). You're saying that Keldeo is bannable, there are more Keldeo counter/checks than there are SR counters (Celebi, Jellicent, Amoonguss, Slowbro/king, Latias, Tentacruel, Roserade, then offensive check/revenge killers like Latios, Focus Sash Zam, Rotom-W, etc.)! In addition, there is a guaranteed way to prevent spinning (spinblocking) along with fantastic deterrents with trappers, people using spinners as set up opportunities, offensive pressure preventing you from getting a spin off, etc.
3. As I stated, there's a difference with how you could overprepare for a pokemon like Keldeo and a field effect like Stealth Rock. But there are parallels. Whenever I'm building a team, if any integral member of my team is 2x or 4x weak to Stealth Rock, a Rapid Spinner becomes an absolute necessity rather than just a luxury, and if it's more than one member that's weak, I probably want a Pursuiter to stop opposing spinblockers as well. That sounds like overpreparation to me.