Since we're currently in the no Mega-Kangaskhan ladder and I haven't played my fair share of Doubles leading up to the suspect, bear with me if I end up making a fool of myself. That said, I had to test out Mega-Kanga for myself with finally and a few other Doubles players so I could give it a little more thought before posting this.
Is Mega-Kangaskhan versatile? Indispensable on Doubles teams? Yes.
Does it restrict teambuilding? Is she broken? Does it make the metagame centralized around her so every poor sap wanting to start out in Doubles has to run M-Kanga or be obliterated? No, no, and no.
The thing is, M-Kanga can't win games by herself just like that. She needs support as much as she supports a team -- sure, it's got 125 Attack, but the only real way she's going to lead a clean sweep is if it pulls off a PuP or two, and you can check that with status, Intimidate, offensive pressure forcing her to attack instead of boosting, or flat-out counter with a common threat: Terrakion and Keldeo come to mind. In that sense, she's just like a lot of the sweepers that populate Doubles: she's got a fairly reasonable pool of checks/counters as well as things she checks/counters, but God forbid M-Kanga take on the whole meta, especially with that 4MSS it has. (Picking off a team one-by-one is harder in Doubles for obvious reasons, and if for some reason you've chosen to run a spread move like Rock Slide or Earthquake to expedite the sweep, you're trading out a chunk of counters for another.)
In a nutshell, what I find is that the result of a metagame where M-Kanga has been removed is the same old weather teams, the same old TR teams, and then you have teams that are scrambling to fill the void M-Kanga leaves behind. It's not that just because people splash M-Kanga onto their teams a lot that makes it too good by definition -- it's used because it fits a slot readily, much like Rotom-W does in OverUsed. No one ever complained to you that Rotom-W was broken, right? Even then, it's on a lot of OU teams -- 1760+ or not -- who appreciate the versatility and momentum it can provide. In short, nothing's changed for Doubles -- except we're building teams without a Pokemon that, even though we can live without, has proven itself time and time again. As Pinoy Pwnage has helpfully said right above, removing M-Kanga has only minimally increased diversity, because it's the same old ruddy teams except people are just using a substitute that works more or less. That doesn't change anything save for cutting up M-Kanga's usage stats and dividing it amongst a whole bunch of other 'mons who can't exactly step up to good old Momma's role perfectly.
To finish, Audiosurfer did say something earlier that I liked:
Funny thing, I was just thinking that. A good team is one that is prepared in some way or form to handle whatever comes at it, honestly. If you can look at a team and think -- or rather, know that it's capable of handling its weaknesses, you're good to go. The solution to M-Kanga doesn't have to be a ban, but rather a logic shift: from an outward perspective ("in what ways is M-Kanga a negative presence in the metagame?") to an inward one ("what reasons are there which might have caused M-Kanga to crush my team?").
During the OverUsed discussion on Baton Pass, someone once complained "why should I have to run Haze Quag/Taunt Thundurus-I and waste a good moveslot?" The response was something like, "if you're not prepared for a team that's become prevalent in the metagame by making just one small change to your team, then clearly you're not teambuilding exactly right." It is my opinion that this is what's happening right now.
Granted, I don't think this very well applies to everyone pro-ban, but I for one can't see M-Kanga as too powerful for this meta. If there's some relevant argument I must have invariably missed along the way, you're going to have to help me with that, sorry.
Is Mega-Kangaskhan versatile? Indispensable on Doubles teams? Yes.
Does it restrict teambuilding? Is she broken? Does it make the metagame centralized around her so every poor sap wanting to start out in Doubles has to run M-Kanga or be obliterated? No, no, and no.
The thing is, M-Kanga can't win games by herself just like that. She needs support as much as she supports a team -- sure, it's got 125 Attack, but the only real way she's going to lead a clean sweep is if it pulls off a PuP or two, and you can check that with status, Intimidate, offensive pressure forcing her to attack instead of boosting, or flat-out counter with a common threat: Terrakion and Keldeo come to mind. In that sense, she's just like a lot of the sweepers that populate Doubles: she's got a fairly reasonable pool of checks/counters as well as things she checks/counters, but God forbid M-Kanga take on the whole meta, especially with that 4MSS it has. (Picking off a team one-by-one is harder in Doubles for obvious reasons, and if for some reason you've chosen to run a spread move like Rock Slide or Earthquake to expedite the sweep, you're trading out a chunk of counters for another.)
In a nutshell, what I find is that the result of a metagame where M-Kanga has been removed is the same old weather teams, the same old TR teams, and then you have teams that are scrambling to fill the void M-Kanga leaves behind. It's not that just because people splash M-Kanga onto their teams a lot that makes it too good by definition -- it's used because it fits a slot readily, much like Rotom-W does in OverUsed. No one ever complained to you that Rotom-W was broken, right? Even then, it's on a lot of OU teams -- 1760+ or not -- who appreciate the versatility and momentum it can provide. In short, nothing's changed for Doubles -- except we're building teams without a Pokemon that, even though we can live without, has proven itself time and time again. As Pinoy Pwnage has helpfully said right above, removing M-Kanga has only minimally increased diversity, because it's the same old ruddy teams except people are just using a substitute that works more or less. That doesn't change anything save for cutting up M-Kanga's usage stats and dividing it amongst a whole bunch of other 'mons who can't exactly step up to good old Momma's role perfectly.
To finish, Audiosurfer did say something earlier that I liked:
Audiosurfer said:Maybe I'm just weird, but I've never in my life looked at a team after building it and wondered whether I had enough Kangaskhan checks, so personally I'm not buying an argument that it restricts teambuilding.
Funny thing, I was just thinking that. A good team is one that is prepared in some way or form to handle whatever comes at it, honestly. If you can look at a team and think -- or rather, know that it's capable of handling its weaknesses, you're good to go. The solution to M-Kanga doesn't have to be a ban, but rather a logic shift: from an outward perspective ("in what ways is M-Kanga a negative presence in the metagame?") to an inward one ("what reasons are there which might have caused M-Kanga to crush my team?").
During the OverUsed discussion on Baton Pass, someone once complained "why should I have to run Haze Quag/Taunt Thundurus-I and waste a good moveslot?" The response was something like, "if you're not prepared for a team that's become prevalent in the metagame by making just one small change to your team, then clearly you're not teambuilding exactly right." It is my opinion that this is what's happening right now.
Granted, I don't think this very well applies to everyone pro-ban, but I for one can't see M-Kanga as too powerful for this meta. If there's some relevant argument I must have invariably missed along the way, you're going to have to help me with that, sorry.
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