Gen 6 np: XY Ubers Gengarite Suspect Test - In The Shadows [READ POST #71]

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shrang

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So, I'm concerned that this thread isn't going anywhere because the two sides are arguing across each other, and I'm additionally concerned that this is because we're suspecting Gengarite rather than Shadow Tag, which is putting the focus on the Pokemon rather than what is clearly the actual concern (and Hack He Must correctly pointed this out earlier on). Melee Mewtwo and Dice have made, to me, several convincing argument concerning the uncompetitiveness of the ability Shadow Tag. Everything I'm hearing in response is essentially stating in some roundabout terms, "MGar has flaws X, Y, and Z that make it difficult for a user of MGar to maneuver the battle in such a way that Shadow Tag has a large effect on the outcome". For example, I've heard that MGar lacks coverage to take out a large set of Pokemon, that it's vulnerable to Pursuit trapping, that it doesn't guarantee a kill (Taunt/Destiny Bond is a 50/50), and that it can be played around somewhat because it requires a turn to Mega-Evolve.
The issue is that even if all of these arguments are true, none of them actually address what is ostensibly the real issue here, which is the uncompetitiveness of Shadow Tag. For example, we don't debate the uncompetitiveness of Moody by talking about the flaws of Bidoof, rather, we recognize that the ability itself is uncompetitive independent of its abusers. The move Swagger is uncompetitive independent of its abusers. The ability Shadow Tag is uncompetitive because it takes switching away from players which is the core of competitive Pokemon. Until I hear an argument about why STag is not an uncompetitive ability, the best choice seems to be to ban STag. So, can an anti ban user make (or clarify) an argument about the competitiveness of the ability STag?
Unfortuantely, the status quo is that Shadow Tag is allowed in Ubers and is a competitive ability until proven otherwise. The burden of proof is on you to prove that it is uncompetitive, bro, since you're the one asking for the ban.
 
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Near reqs, reached 2200, and ...

Everyone on the ladder is using Edgar's scolipede team, like srsly after 1500 ELO pretty much 2 out of 3 teams are using the scolipede + mega mawile team.

Anyways I was trying a team in Ubers and ended up being really weak to Groudon, ended up putting Claydol which is actually a pretty decent spinner in Ubers (I wanted a spinner that wasn't esca or cloyster and can counter groudon) seems to lure in a lot of Mega Gengars only to take
74 - 87.7% from EQ.

Thoughts on Mega Gengar:

Mega Gengar is IMO extremely good in the current meta, probably the best mon ever, amazing speed, amazing coverage, amazing utility, and amazing power. While many have mentioned that Mega Gengar has a flaw or two, it only stops it some of the time from doing what it does. My problems with Mega Gengar is the coverage + Utility with the amazing speed and power can pretty much check every single mon in the metagame, unless you are using something specifically for Mega Gengar.

Mega Gengar has little to no counters with the coverage, power, and speed it has, unless you dedicate something for and only for Mega Gengar which pretty much proves that Mega Gengar is something extremely good and you have to prepare for. Sure it has checks, but nothing doesn't have a check

I run quadruple status (Double thunder wave lol) and double ghost, so I rarely ever have problems with Mega Gengar, but only because I'm really prepared, if the opponent used Mega Gengar correctly my team can be crippled easily.

Also, I want to address a couple of things in this post (In bold):

I find it difficult to believe that some good players are actually advocating a ban on Mega Gengar in some form. Two critical points I think Dice's post on the first page is missing:

1) If a Pokemon traps another such that another can sweep, it's well played by the player and not a case for the Pokemon to be banned. In one of the logs cited Dice writes that aim's Mega Gengar traps Skarmory, which opens up the way for Groudon and Arceus to sweep - well good job to aim then. It's no different from things like Rayquazza punching holes so Salamence can sweep, which in no way makes Rayquazza overpowered.
2) "CM Rest Gothitelle can trap a bulky Arceus and 6-0 their team if they lack a Dark-type for the most part" - sure, and GeoXern can Geomancy on choice-locked Spacial Rend and 6-0 the enemy team if they lack a GeoXern counter. Big deal. If a player is concerned about CM Rest Gothitelle, he / she should start running counters.

1) In a 1v1 situation were you can't switch, it's always the pokemon and not the player, you can't switch, you don't have a choice, anyone can put in Mega Gengar and trap skarmory, you don't have to be an exceptionally good player to do that. I'm gonna use an example from a ban from OU, don't hate for it I would use an example from Uber but there isn't any examples: When Mega Gar and Mega Kan were OU, no matter who you faced even if it was a player who only knew the basics, it was really hard to stop them

2)There is a difference, against Xern you have a choice of not locking yourself to Special Rend and you have a choice of switching out. Shadow Tag or Goth or whatever, prevents your choice of switch, and even though you choose if you want to lock yourself into this move, if you don't, you're risking that the current pokemon on the field can finish you off, so in the end it's advantageous for whoever is using Mega Gengar/Gothitelle/whatever on the team


Here's my case for not banning Mega Gengar.

1) Mega Gengar is not bulky - it is not easy to switch in.
2) Team preview warns you if your opponent has a Mega Gengar.
3) Gengar has to mega evolve before it can trap something. That gives you one get-out-of-jail-free card.

1) That was never a case of not banning anything, Mega Lucario is not bulky, Deo-A is not bulky, that doesn't mean they are not viable, Mega Gengar also has an immunity to Normal- Type attacks and an immunity to Toxic (Switched on stall no prob) and can switch on weak moves, also Mega Gengar is not bulky, but it can a hit or two.

2) So? Mega Kangaskhan (Again can't use another example) in OU, you saw it in the team preview, but you couldn't stop it if you don't have a specific counter (There was only one or two) anyways, knowing something doesn't mean you can stop it from doing what it does


3) That is true, and that is a flaw, but then again you can Mega Evolve on the something that absolutely can't touch you and then switch out.

The last point is true, but that doesn't mean it's not viable, every pokemon has at least one flaw, Mega Gengar is one of the pokes who have very very few flaws.

Also, IMO one of the most broken moves on Mega Gengar is Reflect Type, seriously it can turn even dedicated mons to counter Mega Gengar to useless mons.

Here's a couple of examples:

Reflect type on Psychic- Types in general: Since Mega Gengar is fast and weak to psychic, it can set up a Reflect type before being hit, resist the psychic type hit, and 2HKO the opposing mon with Shadow Ball, most Psychic types don't run Shadow Ball in Ubers, and so cannot counter this strategy.

Reflect Type on Dark- Types: Same with Psychic, Reflect Type + Focus Blast on Dark Types ensure you beat them with a relatively high health

Reflect Type on any mon that resists itself: Harder to lure than the 2 above, but just as effective, examples: Scizor, Azumarill (Since it's not gonna Play Rough), All the Arceus-es that resist themselves, Blaziken (Mega) [Since it's not gonna HJK], Genesect, etc. there's a lot more.

The main niche of Reflect type, is that you can potentially check whatever is trying to check you the turn you mega evolve. When you switch on Skarm before mega evolving, the opposing play will switch out to like, say, Mewtwo or w/e, but then Reflect Type turns you into Psychic, the opposing pokemon can't switch, and you check one extra mon you weren't supposed to
 

jpw234

Catastrophic Event Specialist
shrang, I went back and found what I believe to be your original response to the uncompetitiveness claim.

I'll just address a few key things that people will definitely throw at me. First thing is that "well we have all the clauses that are technically bans, so why can't we ban Gengarite". I'm going to address this simply as these as "uncompetitive" clauses. Now, I know people who read Dice's post on IS know that he defined uncompetitive differently to what I'm defining it (for the record it's the one used in OU, which is "Uncompetitive game aspects (or strategies) are those that take away autonomy (control of the game's events), take it out of the hand's of player's decisions-- and do so to a degree that can be considered uncompetitive."). Firstly, that's not what autonomy means, but I'll address this a bit later. However, I'm going to define uncompetitive simply as a game aspect or strategy that makes the game unfair and creates opportunities for one player that gives them an advantage over the other that handicaps them and is something that they cannot inflict on their opponent in return. You might think that this definition is pretty much the same as the one used in Dice's post, but the last bit is the most important. An example would be a hypothetical game mechanic that prevented you using Ubers against an opponent that were using Ubers. The other example, is obviously, what our clauses are based off, which is luck. Pretty much all of our clauses with the exception of Sleep and Species (which I'll address later) are based on luck, and for a good reason. Being lucky in a game that rewards luck so heavily gives the lucky player an advantage that the unlucky player cannot inflict back at them. You can run Moody vs opposing Moody players and it won't be the better player that wins, but the players who was most lucky with their boosts. The difference with Shadow Tag/Gengarite is that you have the option of using it against your opponent too. Your opponent might trap and kill some important mon on your team, but so can you. It is still fair. It's kind of like how both sides of the war had machine guns in World War I. Sure the machine guns were overpowered and it was very difficult to get rid of them without resulting in mass casualties, but the war was still relatively fair in the sense that both sides lacked a key advantage that the other could not inflict in return (very unlike how America had nukes and Japan didn't).
I think your definition of "uncompetitiveness" is confusing and slightly off. I also think that a good definition is important, because it sets the tone and the standard for any debate. Here's my shot at a definition.

A competitive game is played to win - this is what distinguishes what we do here from playing on your cartridge. A competitive game should have winners, but they should not be arbitrary or random - instead, we would like if the winner of a game was determined by the skill of the players involved. Now, skill in Pokemon is not like an athletic event...you can't get more damage out of your moves by working out or something. Every player has complete access to the exact same set of moves and information. So skill in Pokemon is about choices. Every time you build a team or choose a move you are making a series of choices, and a better player shows his skill by making the better choices. This is what it means to be "competitive" in terms of Pokemon.
So, my definition: A competitive game element increases the number of meaningful, balanced choices available to the player.
Meaningful: if a choice has little or no impact on the game, it isn't particularly relevant (i.e. you can choose the gender of your pokemon but that has nearly zero effect).
Balanced: if a single option is so powerful/good/useful as to be the "correct" choice most/all of the time, it isn't much of a choice at all.

I think this definition has several benefits over the one you've offered. First is that you cite the notion of "unfairness", but this is incredibly subjective and almost impossible to define. On the other hand, it is - while not 100% straightforward - much easier to analyze the ability of a game element to affect the choices available to battlers. Also, it's tough to see how anything can be "unfair" in Pokemon at all, since every battler has equal access to and ability to use every game element.
I also think that "something they can't inflict on their opponent in return" is a very poor marker of competitiveness. Reciprocity implies fairness, but not competitiveness. For example, Rock-Paper-Scissors is completely reciprocal, but the limited pool of choices makes it unattractive as a competitive game. A less extreme example might be checkers, which has reciprocity (outside of first-move advantage) but is strategically shallow enough that it has been solved by computers (something that will never be the case for Pokemon).
Finally, I think centering the discussion on the amount of choices available to a player is beneficial because it gets to the core of what competitiveness is. Applying such a definition to other bans: something like Swagger reduces the number of choices (by about half) by ensuring that about half of the time, your attempt to make a move does nothing (and is actually detrimental). Meanwhile, Moody makes your choices far less meaningful because the Moody Pokemon will gain a boost at the end of every turn independent of your choice, meaning the best strategy is one of neutralization (stalling and negating opposing choices in order to passively rack up stat boosts). This is a good explanation for why these past bans are uncompetitive.

Applying this definition to Shadow Tag, it seems clear that the ability can only ever remove the number of choices available to you. Even possible countermeasures to STag (eg Shed Shell) require forfeiting a choice (your item). Most importantly, STag removes the single most important choice in competitive Pokemon. As I mentioned earlier, switching and picking matchups is the core functional game element of singles battling. Pokemon is not a series of 1v1 matchups, it is a 6v6 team game, but STag reduces it to the former.
The ability for both players to run STag doesn't change that fact. That both players can remove choice does not make removing choice more appealing, even if the game is still playable with fewer choices - we should be striving for a game that maximizes choice (chess not checkers).
 
Please excuse me for asking, but if the Gengarite does not get banned, will there still be a Shadow Tag suspect? I've read many convincing pro-ban arguments, but it seems that the core problem is Shadow Tag, not Mega Gengar. As such, what I want to know is are the two tests independent of each other, or will there only be a Shadow Tag test in the event that the Gengarite gets banned?
 

Fireburn

BARN ALL
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hi can we stop posting "git gud" arguments please

if "git gud" was a valid option we wouldn't be having a suspect test now would we

I'm deleting/infracting "git gud" posts from this point forward

if you think your argument might fall into "git gud" territory please follow these guidelines:

Melee Mewtwo said:
RE: Git Gud - Please, stop using this argument and its variants. It's very easy to throw out baseless criticisms of not having adapted or being a bad teambuilder and then leave it to others to answer to them. If you want to make these sort of arguments; give us specific examples of teams that adapted, ways you can outplay Shadow Tag, etc.
 

shrang

General Kenobi
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shrang, I went back and found what I believe to be your original response to the uncompetitiveness claim.

I think your definition of "uncompetitiveness" is confusing and slightly off. I also think that a good definition is important, because it sets the tone and the standard for any debate. Here's my shot at a definition.

A competitive game is played to win - this is what distinguishes what we do here from playing on your cartridge. A competitive game should have winners, but they should not be arbitrary or random - instead, we would like if the winner of a game was determined by the skill of the players involved. Now, skill in Pokemon is not like an athletic event...you can't get more damage out of your moves by working out or something. Every player has complete access to the exact same set of moves and information. So skill in Pokemon is about choices. Every time you build a team or choose a move you are making a series of choices, and a better player shows his skill by making the better choices. This is what it means to be "competitive" in terms of Pokemon.
So, my definition: A competitive game element increases the number of meaningful, balanced choices available to the player.
Meaningful: if a choice has little or no impact on the game, it isn't particularly relevant (i.e. you can choose the gender of your pokemon but that has nearly zero effect).
Balanced: if a single option is so powerful/good/useful as to be the "correct" choice most/all of the time, it isn't much of a choice at all.

I think this definition has several benefits over the one you've offered. First is that you cite the notion of "unfairness", but this is incredibly subjective and almost impossible to define. On the other hand, it is - while not 100% straightforward - much easier to analyze the ability of a game element to affect the choices available to battlers. Also, it's tough to see how anything can be "unfair" in Pokemon at all, since every battler has equal access to and ability to use every game element.
I also think that "something they can't inflict on their opponent in return" is a very poor marker of competitiveness. Reciprocity implies fairness, but not competitiveness. For example, Rock-Paper-Scissors is completely reciprocal, but the limited pool of choices makes it unattractive as a competitive game. A less extreme example might be checkers, which has reciprocity (outside of first-move advantage) but is strategically shallow enough that it has been solved by computers (something that will never be the case for Pokemon).
Finally, I think centering the discussion on the amount of choices available to a player is beneficial because it gets to the core of what competitiveness is. Applying such a definition to other bans: something like Swagger reduces the number of choices (by about half) by ensuring that about half of the time, your attempt to make a move does nothing (and is actually detrimental). Meanwhile, Moody makes your choices far less meaningful because the Moody Pokemon will gain a boost at the end of every turn independent of your choice, meaning the best strategy is one of neutralization (stalling and negating opposing choices in order to passively rack up stat boosts). This is a good explanation for why these past bans are uncompetitive.

Applying this definition to Shadow Tag, it seems clear that the ability can only ever remove the number of choices available to you. Even possible countermeasures to STag (eg Shed Shell) require forfeiting a choice (your item). Most importantly, STag removes the single most important choice in competitive Pokemon. As I mentioned earlier, switching and picking matchups is the core functional game element of singles battling. Pokemon is not a series of 1v1 matchups, it is a 6v6 team game, but STag reduces it to the former.
The ability for both players to run STag doesn't change that fact. That both players can remove choice does not make removing choice more appealing, even if the game is still playable with fewer choices - we should be striving for a game that maximizes choice (chess not checkers).
Sure thing, let's talk about definitions of competitiveness and let's talk about how your definition differs from mine.

About reciprocity:
- "Fairness" is actually not that hard to define, actually, at least in the material level. Obviously, if you have something access to something that your opponent doesn't that gives you a significant advantage over the opponent, then it is unfair. There isn't really an ifs or buts there. Luck is one of those things, and it's one of the things that got a lot of things banned. Team matchup is admittedly, another one of those things, but there really isn't much you can do about it apart from preparing to cater as many matchups as possible. I'd also agree with you that the amount of choice available to each player is also equal.
- The only thing we would aim for obviously, is that there is a discrepancy on skill. I think we can all agree on this one.
- The reciprocity argument is there to make sure the only thing that matters, is skill.

Your definition:
A competitive game element increases the number of meaningful, balanced choices available to the player
Firstly, before we even get into this, how do you define "meaningful" and "balanced"? You're telling me that "fairness" in the reciprocity sense is subjective, but the fact that you and I are debating this obviously means there is a discrepancy and subjectivity about what is meaningful and balanced. If you've been reading anything I've been saying lately, pretty much the main argument is that Shadow Tag does not decrease choices that are meaningful, presuming if having that choice is important at all.

Before we talk about what is meaningful and not, I'm going to point out problems in your definition first. You point out that to be competitive, you must increase the number of meaningful choices (my emphasis). Does this imply that everything that doesn't increase a meaningful choice is therefore uncompetitive and should be banned? You asked this question in your previous post too, by asking what Shadow Tag adds to competitiveness. If this is true, then there will be a couple of glaring issues I would see with that:
1) Overcentralisation: Overcentralisation would result in the apparent choices you have being decreased because the metagame resolves around a couple of threats that are too powerful. Sure, you can say that people technically have the choice to run other things, but no-one making a competitive team would use them, therefore these overcentralised Pokemon would have, in your words, removed the number of "meaningful" and "balanced" and therefore uncompetitive. If you look around Ubers, pretty much every Pokemon we have meaningfully limits choice in some way such that each of them can be deemed uncompetitive through removing choice in your definition. We've specifically mentioned that we're not going to use overcentralisation as an argument for banning things, but I see that the word overcentralisation is currently being blurred with uncompetitive because of such definitions. This may be a good definition for OU, but it doesn't fit with Ubers.
2) Shit Pokemon: Technically, these Pokemon do not add any meaningful or balanced choices available to the user. No-one is going to consider Magikarp a meaningful choice for any team. If we are going by your definition, then these Pokemon are all uncompetitive. Should we ban them too? I know this is a rhetorical question, but if you're on the same track as I am, then it is obvious that there are two different types of uncompetitive, one that gives a player a significant advantage and one that is just shit, and therefore the whole problem of "choices" is a problem.

Now that's sorted, we can argue what's meaningful and what's not meaningful. I hope that if you've been paying attention to what I've been saying in my recent posts is that Shadow Tag, while I'm not going to disagree that it removes choice (assuming you had one in the first place, which I'll address later), that this choice that was removed is not meaningful. I've noted a number of examples already, and I'm not going to go through them again apart from listing the key points, again using Gengar as the main example since he's the suspect:
1) I just noticed you have "balanced" in your definition too. However, Ubers is not balanced, never was supposed to be, and never will be, so we'll just ignore the balanced part of the definition.
2) Just because Gengar has the ability to completely eliminate your choice by removing your counter, doesn't mean it will. See Taunt/Destiny Bond 50/50s + using Pokemon that either force these situations or using Pokemon that don't give a shit about Gengar at all.
3) Just because you got the choice removed in the one or two instances that Gengar was in, this does not suddenly de-legitimise every other choice in the game. I'm just going to quote what I wrote yesterday because I'm tired of writing the same thing over and over again:
Personally, if "one turn" is all it takes to dismantle your entire defense for the opponent's strategy so you are guaranteed to lose, you've made a sub-optimal team. Again just because Mega Gengar dismantles say, your Poisonceus and makes it easier for your opponent's GeoXern, and you have nothing else that can remotely stand a chance against stopping GeoXern either setting up or sweeping, then I think it's better for you to go modify your team instead of blaming it all on Gengar. I understand that you can say "well Pokemon isn't a vacuum, your other Pokemon might be down too, it could be late-game and MGengar just removed your last check", but unless Gengar removed or helped to remove EVERY one of them (not an impossible scenario, it could happen, but which I'd question how you made your team to be that Gengar weak), it just says that you got outplayed in every other part of the game too. I'm not saying that you'd have to carry multiple checks to every Pokemon because it's impossible, but I am saying just because Mega Gengar removed your choice in that one turn does not mean the rest of the choices you make in the game suddenly become moot. You can blame Shadow Tag for that one turn, but you sure as hell cannot blame it for the whole game.
4) About the above point, I know one of the counter-arguments is that Shadow Tag + team matchup (team matchup is heavier from what I've seen emphasised) together removes your choices and therefore skill. My main rebuttals these are:
i) Why is then logical to ban Shadow Tag if it's mostly a team matchup problem? I guess you can't ban team matchup since there's no way of doing so banning Shadow Tag is the only thing we can do, but how do you know that banning Shadow Tag will really help? Team matchup is going to be there, people are still going to counterteam, and you're still going to lose people who are worse than you because they counterteamed you.
ii) If you say that you can beat counterteamers if Shadow Tag is banned, then why can't you ban it when Shadow Tag is around? Before you launch into the choice-reduction argument, I've already argued that it doesn't reduce choice in a meaningful way. If you lost because a Shadow Tag trapping, you either didn't build your team properly or you got outplayed for the rest of the match when it counted too.
iii) Believe it or not, beating an opponent with a huge inherent advantage itself takes skill, so please don't make the argument that Shadow Tag + shitty team matchup = auto-lose. There's a word for that, called pessimism. People seems to think that between two players of skill, the person with Shadow Tag + good team matchup will win all the time, but forget that skill itself is not a constant measure like experience in a video game. Skill is something you have to display. It is as much about the ability to display your skill as it is your inherent "skill", if a thing even even exists. So in the end, the question of team matchup has a large portion that is actually psychological. You can display more skill than your opponent even with an unfavourable team matchup. I'm not stating that it's not hard, but to think that you can actually measure "skill" in and of itself is a useless exercise.

Last point against your definition, is word "choice" itself. I've posed this question twice already, and no-one's yet provided a satisfactory answer (Melee's just said it was irrelevant even though it attacks the core of his argument itself - dismissing something that you can't answer doesn't mean you've provided a satisfactory answer).
Also, if we really want to dig into this, care to explain why adding an amount of risk to a choice such that there is only one reasonable choice is substantiatively different from taking away that choice altogether? I did remember Melee use quite an interesting phrase before: Illusion of choice. Is that implying that you actually don't have that choice? Is there anything different from being coerced into the result (Shadow Tag) as compared to being manipulated into making you think that you chose that result (risk)? This isn't a rhetorical question and I'm very open to everyone's interpretations on this, but my opinion is that if any reasonable person would choose the same choice given the risk, that there really isn't anything specifically different apart from the fact that you thought that you made a choice. If it really is an illusion of choice, why the hell do we even care about it anyway?
- If we're going to use your definition (not just yours, this is something repeated all the time by pro-banners), you're going to have answer if that choice even exists at all. If it doesn't, aren't you just lying to yourself by defending an illusion that doesn't exist? This last paragraph address if there is a choice at all, while the stuff before address if it's meaningful or not.
 
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I'm going to try contributing (I'll probably fail but w/e).

This suspect test is based around seeing whether M-gar is uncompetitve (apparently that isn't a word). Anyway, in order to check whether we should ban M-gar, then we need to fully understand everything in the sentence. The word uncompetitive needs to be defined, in order to check. So, let's look at previous things that were defined uncompetitive. Swagger,moody,1hko are all considered uncompetitive. Why? Because those things took events from the players hands, and gave the reins to the RNG, which removed skill. So, some things that are uncompetitve are luck-based. Before, jumping ahead, there may be other things that are considered uncompetitve and not luck-based. For example, if a certain pokemon can defeat every pokemon, then it is uncompetitive, as a player merely has to click the right move and win.(Mewtwo in RBY).

So, does m-gar fit any of these conditions?
Luck-based-No.

However, the other element can be fitted in some ways. M-gar can definitely defeat most mons. What makes it different to something like Kyogre, is that it can pretty much gurantee to take out another mon, another mon that may be walling your team. So, m-gar can take out something vital to another team. But does this mean it should be banned? An offensive team should have the fire power to take down nearly everything, and m-gar should have an extremely difficult time mega evolving. A well-built stall team should have at least 2 checks to the big threats, and m-gar is a big threat. Therefore, a stall team should be able to deal with m-gar, and have a half decent check to whatever can sweep.

So, in my view M-gar is a huge threat. But, it is not big enough of a threat to be ''uncompetitve''. Therefore, m-gar should not be banned.

This will probably get deleted
 
Just got the reqs, so may as well post my thoughts here. I don't think Mega Gengar is uncompetitive, but I can't say the same for Shadow Tag.

Gengar doesn't have Shadow Tag the first turn
; it needs to mega-evolve, which gives the opponent ample opportunity to switch to something that can threaten Mega Gengar (Choice Scarf users such as Kyogre and Zekrom, some Prankster Pokemon with Taunt (assuming Gengar doesn't predict this and uses Taunt itself), Mega Blaziken, Swift Swim Pokemon if it's raining, Pursuit users etc.). However, other ST pokes like Gothitelle and Wobbuffet can switch in and instantly trap the opponent. This gets particularly ugly if they manage to defeat would-be counters to insane threats such as GeoXern and EKiller Arceus. Gengar, however, gives them the chance to switch out for once.

Consider an Arceus-Poison with Defog/Will-o-Wisp/Poison Jab/Recover, which is supposed to check GeoXern and non-Lum Berry EKiller. Your opponent switches in Gengar. As it mega-evolves, you can then immediately switch to something which can OHKO it with little problems, such as Choice Scarf Kyogre. Unless the opponent has a hard Kyogre counter, he/she will automatically lose momentum thanks to Kyogre's sheer power. Now let's say the opponent has a CM Gothitelle instead. Your Arceus-Poison will usually be a bit weakened, since it's supposed to remove hazards (and thus will take damage upon switching in). Arceus-Poison can't switch out and is 2HKOed by +1 Psychic. Even if Poison Arceus actually gets past Gothitelle (Poison Jab 3HKOes), it'll either have no time to Defog or too little HP to check GeoXern/Ekiller reliably. Wobbuffet is even worse, it lols at Poison Jab and can EASILY make Poisonceus setup fodder for GeoXern unless it's locked into Poison Jab. And if your primary GeoXern check is no longer able to do its job, you're probably fucked in the ass.

Mega Gengar cannot reliably trap most support Arceus formes, but Gothitelle and Wobbuffet can (unless the Arceus forme is -Ghost or -Dark). This is just an example, but I think it illustrates that Shadow Tag is the problem, not Mega Gengar. Therefore, I support a Shadow Tag ban.

On a side note, I think these pics describe the Ubers ladder perfectly:
 
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Because those things took events from the players hands, and gave the reins to the Shadow Tag, which removed skill.
Is the easiest way to respond to this post. Bascially tl;dr, it's not that luck is luck that was a problem. It's that luck took control from the player, just like Shadow Tag does.

Shrang's stuff: (comments in no particular order)
-You are downplaying how much impact those few turns and that one mon has soooo fucking hard. Yes, those few turns matter because, normally, you can switch in a game and keep resetting individual mon matchups to be in your favor to reduce the overall damage your team takes and maximize how much you deal to the opponent. That one mon matters because it's going to be the most important and because a team can only use 6 Pokemon to check 60+ relevant metagame threats that can also have different sets that require different checks.
-Gengar doesn't just go into dbond 50/50s. That's the worst case scenario. Not every Pokemon has to be Taunted first to wipe them with Dbond for starters. Secondly, Mega Gengar has the speed of Mewtwo, the power of a Dark Plate Darkrai (except applied to every move), and the movepool to abuse these things. It's not hard at all for Mega Gengar to take extra kills by RKing shit and just being the perfectly capable offensive threat that it is.
-It's not Shadow Tag + team matchup, it's Shadow Tag greatly emphasizes team matchup. I think we made this point clear enough that you are now practically strawmaning the fuck out of us talking about how you can't ban team matchup, etc etc. No, we are trying to ban an element that is directly responsible for an overbearing emphasis on team matchup. The drastically increased emphasis team matchup is just one of the of the many symptoms of what is truly fucked up with Shadow Tag.
-btw this:
- The reciprocity argument is there to make sure the only thing that matters, is skill.
is exactly what you remove when you take away switching, the element that expresses skill when you play this game.
-Move choice is only meaningful when switching is present.
-No, two people will not always make the same choice given the same risk. I chose to Taunt on Giratina-O, many players think that was stupid. Risk doesn't ensure an outcome. It may say it's extremely likely but it's not certain. Not being able to switch makes things certain. (well, short of hax)
-He gave a definition of meaningful and balanced immediately after he gave his definition of uncompetitive, did you even read his post?
-Not going to get into the semantics (not sure if right word) of jpw's definition, I'll leave that to him if he wants. Judging from the last point, all of your criticisms are probably addressed in that post of his already.
 

shrang

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Is the easiest way to respond to this post. Bascially tl;dr, it's not that luck is luck that was a problem. It's that luck took control from the player, just like Shadow Tag does.

Shrang's stuff: (comments in no particular order)
-You are downplaying how much impact those few turns and that one mon has soooo fucking hard. Yes, those few turns matter because, normally, you can switch in a game and keep resetting individual mon matchups to be in your favor to reduce the overall damage your team takes and maximize how much you deal to the opponent. That one mon matters because it's going to be the most important and because a team can only use 6 Pokemon to check 60+ relevant metagame threats that can also have different sets that require different checks. --- (1)
-Gengar doesn't just go into dbond 50/50s. That's the worst case scenario. Not every Pokemon has to be Taunted first to wipe them with Dbond for starters. Secondly, Mega Gengar has the speed of Mewtwo, the power of a Dark Plate Darkrai (except applied to every move), and the movepool to abuse these things. It's not hard at all for Mega Gengar to take extra kills by RKing shit and just being the perfectly capable offensive threat that it is. --- (2)
-It's not Shadow Tag + team matchup, it's Shadow Tag greatly emphasizes team matchup. I think we made this point clear enough that you are now practically strawmaning the fuck out of us talking about how you can't ban team matchup, etc etc. No, we are trying to ban an element that is directly responsible for an overbearing emphasis on team matchup. The drastically increased emphasis team matchup is just one of the of the many symptoms of what is truly fucked up with Shadow Tag. --- (3)
-btw this:

is exactly what you remove when you take away switching, the element that expresses skill when you play this game. --- (4)
-Move choice is only meaningful when switching is present. --- (4)
-No, two people will not always make the same choice given the same risk. I chose to Taunt on Giratina-O, many players think that was stupid. Risk doesn't ensure an outcome. It may say it's extremely likely but it's not certain. Not being able to switch makes things certain. (well, short of hax) --- (5)
-He gave a definition of meaningful and balanced immediately after he gave his definition of uncompetitive, did you even read his post? --- (6)
-Not going to get into the semantics (not sure if right word) of jpw's definition, I'll leave that to him if he wants. Judging from the last point, all of your criticisms are probably addressed in that post of his already.
1) Okay, say I am downplaying the impact too much. However, it doesn't change the fact that just because Gengar can trap one key Pokemon means you automatically lost the match. I have already admitted it has made it more difficult for you, but like I said, if you were banking on that one Pokemon to stop an important threat and have 0% chance to stop it with the rest of your team in some way (phazing, killing, counter-sweeping, secondary checks), that's your problem that you put so much burden on that one Pokemon. I'm not telling you to run multiple checks, but I do trust that you are not totally helpless because that ONE check got smoked.
2) Sure, Gengar can also go into times where the mon in question is totally helpless. It can also run into cases where it can't do anything meaningful whatsoever. It still has to Mega evolve, you can at the least force that 50/50 on it. I've seen Orch run Dark Pulse on Grassceus. You may think it's a bit much because it's limiting Grassceus's choice of moves, but in the big picture, does it really matter? You've limited a small choice that I could make with my move selections. Sure, I can't run WoW or something admittedly more useful, but this game is so full of sacrifices that I really don't consider them a big deal.
3) Entertain me what else is fucked up with Shadow Tag then? The only other one you've presented is the lack of "meaningful" choice. You've only presented to me those two. If it's just those two, then I actually don't see the problem, and I've addressed this at length.
4) Really? Are you telling me there's no skill in other aspects of the game? Not teambuilding? Not actually using the right move when you've switched into that matchup?
5) Okay, fine. That's a good answer.
6) I read the definitions. I just disagreed with them, and I outlined why.

Okay, I think the main sticking point between us is our different views on what is competitive or not. Personally, I don't see choice in one or two situations to be key in deciding that something is competitive or not. You know what my definition is and I personally think that it's pretty much reciprocity alone is fine to make a game competitive (please don't bring up rock/paper/scissors again, because that's just luck and you know it). Don't bring up Moody and others either, because those are also luck and obviously not reciprocal. I'm tired, you're tired, I think we can agree to disagree here and leave it at that.
 
Okay, I *think* I've identified the fundamental difference in viewpoints. You are seeing the outliers and exceptions and concluding that because these exist, people can manage. I'm seeing the multiple cases where Shadow Tag causes issues and saying these shouldn't be happening. (reminds me that I have to respond to kebabe who was thinking the same as you when he was arguing the teambuilder stuff)

That pretty much sums up whatever tl;dr response I'd type to points 1 and 2. You are still downplaying things, though. If you want, I can take some popular / standard team builds and break down where a Shadow Tag abuser can completely dismantle it because there's always a combo of Tag + Mon that will destroy any build, some more obscure than others.

Lol, you say "just those two" as if choice isn't one of the fundamental aspects that defines Video Games as a medium.

Actually, yes. All those things are relative to switching and gain their merit because that mechanic exists. I can elaborate if you want. (I might end up just doing so, regardless, in an edit)

Sorry, assumed you only disagreed because you missed him explicitly stating what he meant. This threw me off:
Firstly, before we even get into this, how do you define "meaningful" and "balanced"?
Re: Kebabe - You missed the point. (btw, Noctowl and Haze Murkrow do work) Those examples were just to demonstrate that what Orch was proposing as ban criteria is not founded in precedent. The current precedent is that the viewpoint I have mentioned in the beginning of this post.

On switching:
*Choosing the right move only has merit when switching is involved. Otherwise, there is a very obvious move choice to make that anybody who can use a damage calc can figure out. (There are, afaik, two exceptions: Sucker Punch and Destiny Bond and these are exceptions because their success is dependent on the move the opponent chooses. If there are other exceptions, they'll be for the same reason.)

Simple example: An Yveltal that is in on an Giratina-O has no reason not to click Dark Pulse, assuming the Giratina-O can't switch. However, once you factor in switching that changes. For example, if Giratina-O can switch to an Xerneas, suddenly Dark Pulse isn't the hands down best move. Oblivion Wing, Taunt, or even a double switch become viable options.

*Choosing the right Pokemon on a team only has merit when switching is involved as well. This one is a lot harder to illustrate but without switching teambuilding would be a crapshoot that was dependent on team matchup. 1v1 is probably the best example I can give to illustrate this. There's just the choice of picking whatever singular mon and set that you expect will beat the opponent's. Bascially, a silly RPS. Having 6 mons instead of 1 adds some more complexity (but not depth) but reduces to the same thing assuming you can't switch. (although, the changing of mons after a KO is kinda like switching so that complicates things some)

When you teambuild in a "normal", healthy metagame the possibility of switching makes things much more interesting. When you add an Yveltal to your team, you have to be conscience of the fact that the opponent might bring a Xerneas that they could switch into your Yveltal. To compensate, you'll want to add something that can take a Moonblast as well as be able to stop a Geomancy sweep. You could add Ho-Oh to take Moonblasts as well as an Ekiller to stop an attempted Geomancy sweep on the switch to Ho-Oh, or you could just add a Klefki and make things more simple. Depending on how much room a certain Pokemon has to come in and threaten your team changes how safe your switch-in options need to be as well as your possibility to punish said Pokemon. For example, Problems Wobb team (Wobbuffet, Lucario, Ekiller, Ray, Groudon, GeoXern?) may look Scarf Kyogre weak at a glance seeing as how he lacks a water resist beyond Rayquaza. However, upon closer inspection, he doesn't need to worry about a Scarf Kyogre trying to switch in because just about every single one of his Pokemon outrun it after setup or can smack it with boosted priority. If Scarf Kyogre does manage to come in, he can still sack Groudon to it and trap with Wobb or go to a healthy Ray (one time) to keep it in line. It's not much but it's enough seeing as Kyogre isn't really given any free switches anywhere. On the other hand, a team like Hack's stall gives Kyogre plenty of room to come in and threaten which is why he has not only a Grassceus but also a Blissey to compensate.

Same concept applies to individual set choices. StallTwo gives Darkrai lots room to come in and punish while your standard special attacker is going to laugh at a Darkrai switch. (unless it switches back out on the predicted coverage move :o)
 
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Arcueid

nah i'd win nah i'd win nah i'd win
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Ah Mega Gengar, Ubers is finally suspecting it. Before I go into detail, I would clarify that if a thing has a check, it's not a counter.

I would vote to ban Mgar.

Sure, having a Mega Gengar means that you can force 1v1s and cripple ones team. Mega Gengar has a lot of usable sets. I.e perish/protect/sub/filler which is quite ridiculous as you can use ensure one Pokemon's demise in the battle. Mgar has taunt and destiny bond, which can secure a kill. Mgar makes teambuilding unhealthy and sort of uncompetitive. Mgar has the combination of taunt + dbond and it's amazing speed allows it to usually go first unless you are a deoxys or win a speed tie from mewtwo or even a kyogre. It traps Mega Kanga with its substitute/dbond set.

I vote a yes to ban Mega Gengar
 
So this is my first time doing suspect shenanigans, i'm pretty happy rn cuz i just critted iampie to get 2400. I don't know how to take a screenshot, so i took a pic with my phone. But anyway, onto the subject at hand.
I am anti shadow tag. I haven't experienced too many difficulties with mgar, but i definitely have with gothitelle, i guess this is because gengar cripples your team by taking away a vital member, while gothi beats you if you ko a mon with a weak choiced move, eg scarf ogre uses thunder to knock out another ogre, goth comes in, gg. The shadow tag users also influence teambuilding, im shit at building teams, but when i ctrl-c, ctrl-v other peoples teams, i can see that they have been restricted, because for example if they put chansey on as their special wall, they lose vs mgar. Stall is one of my favourite playstyles, and thanks to mgar, i have found hardly any decent stall teams on the rmt thread, excluding the one that has lion in its name. Maybe im a lion? idk. Support ceus is also crippled by this, and i think we would see things like water/grassceus go up in usage if stag/mgar was banned,
Arceus-Grass used grass knot, the opposing kyogre fainted.
Example123 sent in gothitelle. GG.
I really enjoy playing gen 4/5 ubers, and it is because stall is so much more common there, for example i have a gen 4 ubers team with shedinja, who counters most kyogres,
So i guess my main point is that ubers would be a lot more fun without mgar/stag.
Thanks for reading.
My photo evidence is attatched.
Edit: the thingo isnt uploading from my phone.
Edit: please delete this, i got the wrong thread -.-
Edit: dont delete this, ive been informed that for it to count to tier contrib. badge, i guess i will just leave as is, i hope its a good enough arguement!
 
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Minority

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Simple example: An Yveltal that is in on an Giratina-O has no reason not to click Dark Pulse, assuming the Giratina-O can't switch. However, once you factor in switching that changes. For example, if Giratina-O can switch to an Xerneas, suddenly Dark Pulse isn't the hands down best move. Oblivion Wing, Taunt, or even a double switch become viable options.
As simple this example is, it made me wonder about the best argument that pro banners have had yet (Elimination of switching = elimination of player choice = elimination of skill = uncompetitive).

What I wonder is this:

Let's assume that as the example states that Gira-O cannot switch and thus the best move for Yveltal is Dark Pulse. Why is this a problem? If you can't see where I'm going already let's go back into normal play for a moment where Gira-O can switch. As the example states Yveltal now has no best move: this is a problem. No matter how skilled a player is they will never be able to always choose the right move for Yveltal whereas when the situation is reduced to a 1v1 there is always a clear option. In such an example when a 6v6 battle is turned into 1v1 the game becomes more simplistic, but it also becomes more skillful; no prediction (glorified luck) is required to make the right move. I believe everyone can agree that the outcome of a match is determined by skillful choices and, of course, luck. Based on the example it seems that the elimination of being able to switch does not eliminate skill (the contrary actually). Yes this is a very crude example but it was still deemed relevant enough to be used by Melee Mewtwo to support his argument so I'm going to use it to support mine here.

What actually seems to be the issue here is the simplification that Shadow Tag causes. The more complex a game is (although it obscures the right choice) the more rewarding it is to play (because such obstruction makes it even more difficult for novice players to make the right choice) and, it prevents there from being what I would call prefect strategy (this happens in a really simple game like Tic Tac Toe where if you have two perfect players every game will be an identical stalemate). There seems to be a tradeoff of skill vs. reward in regards to Pokemon which seems paradoxical. In 1v1 you can always (excluding the moves the example mentions) chose the right move, but it's more rewarding to risk Rock Sliding a Klefki when you think Ho-Oh is going to come in. I believe that although prediction is often times just luck, part of the skill of Pokemon comes from determining what move your opponent is going to make based on how you've seen them or even known them to play; it's called adapting and it's a core skill of many competitive games.

So is Shadow Tag one of those things that simplifies Pokemon to the extent of being just Tic Tac Toe? I don't believe this is the case, and based on the previous example the act of eliminating the opponent from being able to switch actually eliminates luck from the game assuming matchup is ignored. The best argument for pro banners now appears to be that Shadow Tag helps to decide matches before they have begun. However, choices are made before a match begins and two examples of these are team building and team choice. I'm not going to argue that the solution is as easy as just building a team that covers virtually all threats and is also impervious to Shadow Tag + Mon 100% of the time, rather that choices are made outside of switching. For those that believe that the poor match-ups that Shadow Tag can cause justifies a ban you should realize that such an effort is futile since it is an inherent challenge in the game. Even with Shadow Tag gone lesser players will still get an edge over skilled players in match-ups, you can argue that perhaps such events will be less frequent or to a lesser degree but nobody really knows if this is true, and since when is Ubers about making things lesser.

People keep comparing Pokemon to chess or strive to meet such a comparison in regards to how valuable skill is however this is also, unfortunately, futile. The best game to compare Pokemon to is most likely Poker or Hearts, both games where you are dealt cards at the beginning (your matchup) and you have to use skill (making the right choices) to make the best of it. Even after the cards or your match-up are dealt luck is still involved (your opponent might not get their flush until the final card or your opponent might be able to get rid of their Ace of Spades for free just because of the way you are seated or you might loose just because your Palkia is blind). I've lost many rounds of Poker and Hearts to players that are much less skilled than I because my matchup was shit, or my luck was shit, or a spade was played and my freedom of choice was robbed of me so I had to take the Queen of Spades myself, but in the end I still won. The point is these games and Pokemon along with it will never be like chess and such an ideal is unrealistic. To quote the greatest Ubers player "you complain about luck in a game of crits and Scald burns and hax, that's just retarded to the max".
 
No, because then you are no longer a player but a calculator. You can call it glorified luck but there's a reason high level players make the amazing plays that they do. (think dice) There's a mental war aspect in Pokemon and that's what makes the game appealing and that's what you take away by taking away switching. It'd be like saying we should take movement out of smash bros or something.
 

Minority

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There's a mental war aspect in Pokemon and that's what makes the game appealing and that's what you take away by taking away switching.
I believe that although prediction is often times just luck, part of the skill of Pokemon comes from determining what move your opponent is going to make based on how you've seen them or even known them to play; it's called adapting and it's a core skill of many competitive games.
You're preaching to the choir.
 
idk what you are trying to argue then besides winning more = more skill based. I suppose the term "skill" is another one of those vague, undefined words but I always use it to reference the mental game.
 
Minority Suspect said:
Let's assume that as the example states that Gira-O cannot switch and thus the best move for Yveltal is Dark Pulse. Why is this a problem? If you can't see where I'm going already let's go back into normal play for a moment where Gira-O can switch. As the example states Yveltal now has no best move: this is a problem. No matter how skilled a player is they will never be able to always choose the right move for Yveltal whereas when the situation is reduced to a 1v1 there is always a clear option. In such an example when a 6v6 battle is turned into 1v1 the game becomes more simplistic, but it also becomes more skillful; no prediction (glorified luck) is required to make the right move. I believe everyone can agree that the outcome of a match is determined by skillful choices and, of course, luck. Based on the example it seems that the elimination of being able to switch does not eliminate skill (the contrary actually). Yes this is a very crude example but it was still deemed relevant enough to be used by Melee Mewtwo to support his argument so I'm going to use it to support mine here.
Lol. Think about that a bit. How can there be skill involved when there is only 1 option? There isn't any skill involved in that situation, every single player would Dark Pulse there so there would be no difference between the lower skilled and the higher skilled players. As to if it is able to switch, it's not just glorified luck lol. Yes, prediction sometimes will just be a stupid 50/50, but at that situation there are a lot more things that skilled players will consider: long term game plan, short term game plan, risk/reward, etc. They look ahead more than just 1 turn to decide if they should Dark Pulse or something to hit the Xerneas. That stuff is impossible without switching. I don't understand how can you think the opposite.
 
I've seen many convincing arguments from the pro-ban side, but one I'm not particularly satisfied with is the argument of 1v1 removal of choice.

Sure - once you're trapped, your choice is limited. But there are choices being made before being trapped that led to that situation. A choice was made to switch in a Blissey to Dialga knowing the opponent may double-switch to Gothitelle. If a weakened +2 EKiller is in on my healthy defensive Fairyceus, I have to choose between Judgement and Roar. If I go for the kill, my opponent will bring in his Mega Gengar to revenge-kill my Fairyceus. If I choose to phaze, I may keep my Fairyceus (unless I get unlucky and phaze to Gengar) but I also risk being swept by EKiller late game. There's still a decision to be made. In fact, from this analysis, the threat of Shadow Tag seems to add more complexity to decision-making rather than simplify 6v6 to 1v1.

The more convincing pro-ban argument is that Mega Gengar and other Pokemon carrying Shadow Tag skew the opportunity cost of each decision. This is easily seen in the Blissey-Dialga-Gothitelle situation described above. The question remains whether this skew is healthy or unhealthy for the game. I think a discussion on the decision to ban Mega Gengar or Shadow Tag should be based on this rather than whether or not Shadow Tag removes skill, since from what I've seen so far it complicates decisions instead of completely removing them.
 
What you said is accurate, just has some issues with a misunderstanding of the perspective the pro-bans are looking at. We aren't being absolute about it. Mind you, it is possible your opponent predicted your team and brought something that does feel like a 1V1 because you can't advance the game state in any way without being punished by tag and losing yourself. However, the manaphy vs aim type games aren't the most common. Yes, in many matchups you have choice during the game when Tag isn't involved, except that's the problem right there. You are only free to make meaningful choices during the turns when tag isn't involved, not the turns when it is. It's those turns that are the problem, especially when they have such large implications for the rest of the game.

Unless you were referring to my aside where I explained how teambuilding choice only has meaning from the presence of switching. I was just using a hypothetical situation where the mechanic didn't exist at all rather than trying to make any arguments about Shadow Tag.
 
Yes, in many matchups you have choice during the game when Tag isn't involved, except that's the problem right there. You are only free to make meaningful choices during the turns when tag isn't involved, not the turns when it is. It's those turns that are the problem, especially when they have such large implications for the rest of the game.
My problem here is that "meaningful choice" is also pretty subjective considering, as you've stated other times in this thread, there are both instances where trap turns have a large influence on the game and other matches where they have no influence at all. Granted, you could still make the argument that the choice isn't meaningful because of the outcome. The choice is meaningful because you can't make it even in the instances when the situation is in your favor. But, then I'd wonder if we're detaching ourselves a bit too much from the game since the outcome of those turns is directly related to whether or not they are meaningful to the match. I'd also wonder if we're detaching ourselves a bit too much from the pokemon who actually have Stag since, unlike with most other bans, that's a much more important factor here.

For Mega Gar, it's a little easier for me to vote no ban with that in mind due to the mega turn that's necessary to abuse shadow tag (since no other factors of Mega Gar's overcentralization, moveset potential, and team building control really matters here.) There's a lot more breathing room and manageability when Mega Gengar is just Gengar since you can't take advantage of Tag right away and Gengar's lower stats make it easier to kill.
 
I've seen many convincing arguments from the pro-ban side, but one I'm not particularly satisfied with is the argument of 1v1 removal of choice.

Sure - once you're trapped, your choice is limited. But there are choices being made before being trapped that led to that situation. A choice was made to switch in a Blissey to Dialga knowing the opponent may double-switch to Gothitelle. If a weakened +2 EKiller is in on my healthy defensive Fairyceus, I have to choose between Judgement and Roar. If I go for the kill, my opponent will bring in his Mega Gengar to revenge-kill my Fairyceus. If I choose to phaze, I may keep my Fairyceus (unless I get unlucky and phaze to Gengar) but I also risk being swept by EKiller late game. There's still a decision to be made. In fact, from this analysis, the threat of Shadow Tag seems to add more complexity to decision-making rather than simplify 6v6 to 1v1.

The more convincing pro-ban argument is that Mega Gengar and other Pokemon carrying Shadow Tag skew the opportunity cost of each decision. This is easily seen in the Blissey-Dialga-Gothitelle situation described above. The question remains whether this skew is healthy or unhealthy for the game. I think a discussion on the decision to ban Mega Gengar or Shadow Tag should be based on this rather than whether or not Shadow Tag removes skill, since from what I've seen so far it complicates decisions instead of completely removing them.
Thing is, what you're talking about is not more skill-based decisions, they're 50/50s. This is when prediction, including long term/short term game plan, risk/reward and everything included, becomes just luck.
 

hyw

Banned deucer.
Damn how do people keep up with these discussions. ;_;' Anyway, could someone who's both knowledgable and pro-ban numerically list out all reasonings supporting a ban of Mega Gengar?

I think it would help to outline everything and get things straight to clear any clutter in all of these back-and-forth arguments. :)
 
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Minority

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Lol. Think about that a bit. How can there be skill involved when there is only 1 option? There isn't any skill involved in that situation, every single player would Dark Pulse there so there would be no difference between the lower skilled and the higher skilled players.
There are 4 options and 1 right one. Do not assume that just because there is a right decision that there is no skill, this is very destructive thinking. There is always a right decision in Blackjack and yet there are still players that are more skilled than others.


As for the idea that Shadow Tag makes the player just a calculator it doesn't. The player is already just a calculator despite your vain efforts to try and believe otherwise, and what you are calculating is what the best choice is at any given time. Sometimes this is as easy as comparing moves in a damage calculator and at others it's deciding how aggressive to play based on what your opponent still has alive. Both are calculation, one more complex than the other. I've already acknowledged that Shadow Tag simplifies the game and how that can be bad, but the player is still never something above a calculator.


If we are going to use the elimination of choice argument to ban Shadow Tag we need to determine the threshold of "meaningful choice" and I believe this to be impossible. Choosing to Dark Pulse Gira-O is a meaningful one, otherwise you wouldn't make that choice.
 
I don't really say much on Smogon, but here's my opinion at least.
From playing a lot of Ubers in gens 4-6, there are obviously pokemon that are clearly more overcentralizing, so to speak, than others. That being said, Ubers wasn't treated as a tier as much as a banlist until some time around gen 5.
Now I keep seeing the arguments that nothing in Ubers should be banned because there will always be "overcentralizing things", or that since it's Ubers nothing should be banned. Those are not valid arguments, and said arguments reflect your knowledge and skill level about the tier. Pokes like Kyogre or EKiller Arceus are extremely versatile, but still have checks and counters.
Anyway, I know I shouldn't bring up Gothitelle when this is a Gengarite discussion before Shadow Tag as a whole. But at least in my opinion, Gothitelle, while a strong force, can really only do so much, and can often find itself as near deadweight against more offensive teams.
As oppose to Mega Gengar, who can fit on any team and do well. The reason for this is its versatility. Due to its movepool, one can make Mega Gengar run specific moves to remove most, if not all, of the biggest threats to your team, offensive or not. Other Shadow Tag users are etremely limited in their sets. A Shadow Tag user can be deemed useless due to team MU, but as I previously said, that's not a concern for a team if you just build Mega Gengar well. And even if you can't handle the opponent's team with it, Destiny Bond takes the icing on the cake. If it's useless, just go kamikaze, waiting for the right moment. In the meantime, you can dish out damage.
An argument I have been seeing is that you still have to mega evolve first, so you're able to switch into a check. If your moves, for some reason, doesn't cover the check, you can just switch out. Granted, other Shadow Tag users can too, but again other ST users are a lot more limited. Or say you sent out Gengar on a double down. If you know that the opponent's pokemon is not choiced, you are free to mega evolve. But if it is choiced, you can run protect to not only scout the locked in move, but also freely mega evolve to get ST, as well as your beefed up stats.
My points lead to my conclusion that while Shadow Tag is an incredibly powerful ability, Mega Gengar is over the top, being able to do everything your team dreams of wanting, something the other ST users cannot do. Gengarite should be banned, but Shadow Tag should stay.
 
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