I've been seeing some discussion here on aspects of the competitive and/or online multiplayer side of Pokémon, and while I'm probably never going to prefer multiplayer content over single player content on average, I do want to take a moment here to talk about what I believe to be a major discrepancy about game balance as a whole. My opinions all center around what I think is the most over-used word in competitive multiplayer- "broken". Seeing this word get thrown around a lot has always confused me since it's so difficult for players to come to a consensus agreement on if certain aspects of the game are "broken" or not. The definition I'm going to use for the purpose of this post involves when assets of the game are added at a later point that already existing assets were not designed with in mind. Let's take a look at some examples of commonly debated "broken" strategies in an effort to explain what I mean by that:
Baton Pass (Gens 2 onwards): Baton Pass is arguably the single most controversial move ever added to competitive Pokémon as a result of the near-infinite potential the move provides the Pokémon and team structures using the move. In theory, any Pokémon created without Baton Pass in mind can be "broken" via the use of Baton Pass, in the form of allowing these Pokémon access to benefits they would not otherwise have access to. Furthermore, well-constructed Baton Pass teams can include specific strategies within their team structure in an effort to protect an active Baton Pass chain from being broken.
Trapping Abilities (Gens 3 onwards): The third generation games added Abilities into the game for the first time, and while a number of the third generation's own Pokémon were created with the new mechanic in mind, many Pokémon were also given Abilities that have forever changed their play style and reputation in the competitive scene. Trapping abilities such as Arena Trap, Shadow Tag, and Magnet Pull immediately come to mind as additions to already existing Pokémon that invalidate a core aspect of Pokémon's competitive gameplay.
Generational Gimmicks (Gen 6 onwards): Admittedly, Mega Evolutions earn a bit of a pass here, as the new forms are specifically designed with their respective Pokémon in mind and as such do not do anything to "break" these Pokémon in theory. This is not to say that certain Mega Evolutions have not been perceived as overpowered in different metagames, though. Other generational gimmicks that function as a universal addition to the roster of Pokémon are a different story, however, as these gimmicks (Z-Moves, Dynamax, and Terastalizing) have been proven to push Pokémon designed without these gimmicks in mind over the edge. Z-Moves provide significantly improved offesnive potential to anything that can afford to use them, and both Dynamax and Terastalizing have provoked discussions of being banned from standard play entirely.
Baton Pass (Gens 2 onwards): Baton Pass is arguably the single most controversial move ever added to competitive Pokémon as a result of the near-infinite potential the move provides the Pokémon and team structures using the move. In theory, any Pokémon created without Baton Pass in mind can be "broken" via the use of Baton Pass, in the form of allowing these Pokémon access to benefits they would not otherwise have access to. Furthermore, well-constructed Baton Pass teams can include specific strategies within their team structure in an effort to protect an active Baton Pass chain from being broken.
Trapping Abilities (Gens 3 onwards): The third generation games added Abilities into the game for the first time, and while a number of the third generation's own Pokémon were created with the new mechanic in mind, many Pokémon were also given Abilities that have forever changed their play style and reputation in the competitive scene. Trapping abilities such as Arena Trap, Shadow Tag, and Magnet Pull immediately come to mind as additions to already existing Pokémon that invalidate a core aspect of Pokémon's competitive gameplay.
Generational Gimmicks (Gen 6 onwards): Admittedly, Mega Evolutions earn a bit of a pass here, as the new forms are specifically designed with their respective Pokémon in mind and as such do not do anything to "break" these Pokémon in theory. This is not to say that certain Mega Evolutions have not been perceived as overpowered in different metagames, though. Other generational gimmicks that function as a universal addition to the roster of Pokémon are a different story, however, as these gimmicks (Z-Moves, Dynamax, and Terastalizing) have been proven to push Pokémon designed without these gimmicks in mind over the edge. Z-Moves provide significantly improved offesnive potential to anything that can afford to use them, and both Dynamax and Terastalizing have provoked discussions of being banned from standard play entirely.