OU ADV OU Bans (ruleset change) discussion

The fact that in many ADV tournaments, Ninjask as a whole, accuracy lowering moves and confuse ray are straight up BANNED while a ladder player that wants to climb has to endure and build teams that are capable of dealing with this type of crap so you dont autolose after 1 mistake/miss is insane lol.
Either make the rules for everyone of for nobody, "Complex bans" that only apply for tournament people are preposterous.
Smogon has no jurisdiction over offsite tournaments. What you're asking for will not happen. Offsites will (largely) continue to do their own bans (especially any tournament I'm in charge of, which will always ban at least sand attack).

Smogon tournaments follow the same rules as ladder.
 
If a tool in a game is;

1) Only competitively relevant when it is doing the most unfair thing it possibly can do

2) Turns matches into coin flips every time it comes out

3) Isn't even the most optimal tool on the relevant Pokemon (Jask is better without Sand Attack, P2 is better without Flash, magneton/camel are better without qc)

Why are we still stuck in an infinite loop with seemingly (1) council member who refuses to listen and multiple others who bring it up as an issue?

If the purpose of the game is to find who the most skilled player is, why do we want to keep an option that *only* exists to make the game about luck? Does the council member who insists on treating the discussion of it like it's a joke not care about the game being about skill?

Re: Dugtrio suspect I have no strong opinions either way, I could see testing a dugless meta as potentially interesting

Re: Jask I think the pokemon really only exists to fish with but frankly at this point I'd support a speed pass suspect
 
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Breaking ADV OU:
For all the talk about banning speedpass, not many have actually set out to prove that it's broken. So earlier this year, I made a DD pass team that catapulted my account to #1, peaking at 1881 elo. Players make ladder topping teams all the time. On its face, this isn't remarkable. However, I think DD pass is uncompetitive into some of the best teams in ADV OU, mainly stall and spikes offense, to the point that it borders on being broken (Above 90% winrate). It's not realistic for these teams to load proper counterplay and it would skew the tier way too much if they had to. I'm not sure what the answer is, but I figured I'd make a post detailing my experience. (hyperlinks in this post all contain replays related to what's being discussed)

:Smeargle: The problem:
  • Spore,
  • Dragon Dance,
  • Taunt,
  • Baton Pass,
The goal of this team is to get a full HP Smeargle in front of a mon that can't kill it. From this position, it is almost impossible to prevent Smeargle from getting to +2/+2. If Smeargle gets in vs a Celebi/Blissey, it wins on the spot by abusing natural cure to get to +2/+2 and still being able to spore something. Taunt makes this strategy immune to phasing. And it is especially effective because the most common roar users (skarmory/zapdos/swampert/suicune/pursuit tyranitar) cannot ohko smeargle, making taunt free. This set generates consistent wins against spikes builds, since almost all of them have at least one of skarmory/blissey/celebi/mono swampert/zapdos/wish jirachi who allow setup opportunities.

:Vaporeon:The enabler:
  • Substitute,
  • Baton Pass,
  • Hydro Pump,
  • Roar,
Vaporeon is the best sub passer in the tier, and can easily generate a game-winning free turn for smeargle. It is especially valuble for it's ability to bait in Celebi and Blissey, and act as a bp bridge vs mono waters. All of it's checks become setup bait. And for teams that don't have abusable defensive checks, stab hydro pump will put belt to ass.

:marowak:The beneficiary:
  • Earthquake,
  • Rock Slide,
  • Hidden Power [Bug],
  • Focus Punch,

Marowak at +2/+2 will win most games on the spot. And even if the opponent can outlast it with a toxic or leech seed, it will do enough damage on the way out that the rest of the team can clean. And that's part of the beauty of dd pass Smeargle. It's largely self sufficient. So you can fill the rest of the team with mons that aren't dedicated to the pass.

Counterplay:
  • 50/50s: from the moment smeargle enters in front of a setup target, the game comes down to a series of 50/50s to try and beat taunt/dd/spore options. These are heavily in the DD pass teams favor. Because if I lose the coin flip, I can just force another one next turn. If you lose the coin flip, marowak auto wins the game. In my opinion, this is what makes the team uncompetitive. No skill, just gambling.
  • Hax: unlike vs rest lax, you will get 1-2 turns to fish for a crit/secondary effect. good luck.
  • Intimidate: switching around generates free turns, is negated by subbed vaporeon, and is negated by clear body metagross. As mentioned before, even if +2/+2 marowak gets stopped, it often does enough damage on the way out for the team to win (example1, example2).
  • Sleep sac something and send in the breaker: Counter lax removes these mons early, it can be goobed by substitute, there are other pass targets on the team who resist the hit, and failure to properly pressure smeargle during the setup allows it to just pass twice.
  • Play for a 2 turn wakeup: this is almost always the optimal play, but having most games come down to rng doesn't seem healthy.
  • Load a good matchup: the team has an awkward phys magoff mu (the only bad one imo). Combined with breaker and setup spam, and a smeargle that can still sleep trade and pass a +1 boost to something, the mu is still playable.
Replays:

https://replay.pokemonshowdown.com/gen3ou-2385334094-tor3cuj9026uwbrjokf4fngkn8w0uv0pw
https://replay.pokemonshowdown.com/gen3ou-2403929389-seg3vq9nareamug9uhix0s8vux9oi8rpw
https://replay.pokemonshowdown.com/gen3ou-2390296342-gi7cmod11eaugj2v257u29u51s5j88gpw
https://replay.pokemonshowdown.com/gen3ou-2385336842-83wd3ek789fsexxeej59os5uvm899elpw
https://replay.pokemonshowdown.com/gen3ou-2390305910-px4x1hfjcjg8o2rqkqwt44q2434l2nfpw
https://replay.pokemonshowdown.com/gen3ou-2389436260-w8qi0ulpimm58o5xoeh3yr1lagd8294pw
https://replay.pokemonshowdown.com/gen3ou-2390844847-6ppa4oqn8hkovahuvd07agg617c7i8xpw
https://replay.pokemonshowdown.com/gen3ou-2372183086-7mlj2jt6ioyc46jsc4tho1ofe92owcjpw?p2
https://replay.pokemonshowdown.com/gen3ou-2372183086-7mlj2jt6ioyc46jsc4tho1ofe92owcjpw?p2
https://replay.pokemonshowdown.com/gen3ou-2385517858-o1gjh0mx388c1qk67yd4iowfb5h4hnepw
https://replay.pokemonshowdown.com/gen3ou-2385535770-tyfk6jlucgeyurkkp9mltg86n06w69spw
https://replay.pokemonshowdown.com/gen3ou-2392111822-9kklw3bwmdulyf36kresfrglslqy29ipw
https://replay.pokemonshowdown.com/gen3ou-2381008175-bl96h45kbii68a6o3ctohlhcprgnyf9pw
https://replay.pokemonshowdown.com/gen3ou-2391487013-olyy4uqbcc3chbl5jmg021ktxqw6ov3pw
https://replay.pokemonshowdown.com/gen3ou-2385335230-627wdwvo4isdfu2gyee5jrcyltx2w6cpw
https://replay.pokemonshowdown.com/gen3ou-2391531406-l6qb0t0fau5lpw5fg5yrdtdafgxjj4upw
https://replay.pokemonshowdown.com/gen3ou-2391093234-37ubc4wjnd7thn5pm1lx9e792sq0b9gpw
https://replay.pokemonshowdown.com/gen3ou-2381008175-bl96h45kbii68a6o3ctohlhcprgnyf9pw
https://replay.pokemonshowdown.com/gen3ou-2391081181-62to198t7f36lin4xs7xt8o4v5emo5wpw
https://replay.pokemonshowdown.com/gen3ou-2385516018-qeikg1iaepmfwhe8t08mrlnaumunmappw
https://replay.pokemonshowdown.com/gen3ou-2388457911-mogv6piisel97mvjlxgujhffjvbfxkvpw
https://replay.pokemonshowdown.com/gen3ou-2386326909-1fgck2qok7x7cfj8qna1opqet26spxgpw



Bans:
I hope you the reader have watched some of these replays and come to the same conclusion as me. This is not healthy for the metagame. But what should we do about it? I'd like to see a spore+bp ban. This would kill all potentially unhealthy smeargle strats (bp bridge on fullpass + speed passer), while leaving smeargle spikes HO intact.

EDIT: I changed the bans section to be more specific. I'm sorry I didn't do this in the first place to mitigate the speedpass ban circlejerk.

(Special thanks to Giraffe, Lew, and Spreek for all the help)
 
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Option 4: ban speed pass
  • good bc it preserves all mons,
  • bad bc it removes some important dugtrio & aero counterplay
This post was seriously good and well reasoned. I wanted to voice my support for the 4th option with a few additional reasons.

Speed pass seems to be the common denominator between this and other issues the community has voiced in this thread. Since the council seems to have no intention on allowing any kind of complex ban, I feel that this option could solve the issue(s) at hand while coming to a compromise with the council's current standings.
 
I would like to push back just a little on the Speed Pass ban train. When making one of my earlier posts in this forum on the subject of Jask Pass, I made a glib comment concerning a general disinterest as to whether Jask or Speed Pass in general are banned for the simple fact that we generally don't see significant high-level play of Speed Pass (with the notable exception of an Ursaring team that SEA has used in tournament with decent showings). My assumption was that this was a result of Speed Pass being mediocre as a style, but I checked anyway because if I don't have a very specific reason for why I dislike something, I have to check whether it's a result of lacking technical ability or misunderstanding some subtler strategic concept -- as it often is. I discussed this in part in a dump and in a VR post that I made. Long story short, I ended up building a healthy number of teams and ultimately labbed some with Fruhdazi in preparation for JI. Here are all of the takes I shared in my most recent team dump: https://pokepast.es/1dfaa90e4a74b369

A few of them are less serious than the others, and most of them are untested, but I stand by these teams as a sample of how Speed Pass can be used in a healthy and balanced approach to the game. My concept was that Agility Pass Zapdos could be used to punish CB locking from Aero or Dugtrio (or any mon), among other mons that Zap counters. +2 Zapdos with HP Grass is able to clean house vs EC, and passing speed to Cune and Jirachi helps them beat Dugtrio. In a sense, it is similar to DD Mence, but worse vs Blissey. There are various Zap win states against non-Blissey teams, and there are some win states for mons that Zap supports against Blissey teams, so with some principles of match-up division, it's possible to build a flexible and consistent team comp that interacts with the tier in a non-cheesy capacity. There is value in this style, and it must be played intelligently to achieve this value. Here are several sample replays of teams built by me or Fruhdazi in use:

Fruhdazi g2 vs Fakes in WB: https://replay.pokemonshowdown.com/smogtours-gen3ou-850720
In my opinion, this game was won with Sub from Pert on Ice Beam from Regice. Fruhdazi was upset about a mid into max roll that KO'd Pert and some other RNG. This was close to the dream match up for Agility Zap, and one extra turn of damage by punishing Dugtrio forced to revenge kill Swampert might have meant that Zapdos could win later.

Fruhdazi JI Semifinals vs Triangles, g2: https://replay.pokemonshowdown.com/smogtours-gen3ou-854724
Zapdos was set to clean, provided it was not traded with Magneton in this one. An example of a favorable match-up which was lost, but a case where its value can be seen in what could have been accomplished, but also illustrating how it isn't just a cheese-win generator.

Fruhdazi JI Semifinals vs Triangles, g3: https://replay.pokemonshowdown.com/smogtours-gen3ou-854734
Another game where +2 Zapdos could have been used to clean, but was instead used in support of Jirachi. Note that this is in a game against a team with no hard Zapdos or Suicune counters, and weak to Lax as well. However, it required technique and benefitted from neutral sleep RNG. With some different decisions from Triangles -- not necessarily better in principle -- or better RNG, this game could have gone either way. But this was also a favorable match-up.

Mint Yerb OMO: https://replay.pokemonshowdown.com/gen3ou-2388576858-874pvixt9vqlcb3li2wfib3d10pblwspw
I feel that had Mint Yerb boomed (Celebi) with Regirock, Agility Zap would have been primed to sweep.

I suppose the fundamental difference here is that the point of Zapdos is not just to use it as a speed pass abuser, but also to treat it as a real Pokemon, as is not the case for Ninjask or Smeargle Pass. I chose to use public replays of stuff I had some connection to and didn't bother to ask anyone's permission to share private ones -- they can add them here if they'd like -- so I don't have much of a sample size including replays where Speed Pass abuses Dug or Aero in particular, but my larger point is that I feel that Speed Pass on Zapdos isn't as much of a problem with the ban on passing multiple sets of stats because it generally benefits from the Speed itself and best uses speed to preempt revenge killing. There are some examples of mix-speed physical mons that are threatening with speed passed to them, including fighters, Marowak, or CB Tar/Meta, but except for SD Marowak, these mons are usually possible to counter when passed to or otherwise, could have been with more precise play or a better team, and I don't think that passing to Wak AND finding the extra turn to set up is necessarily consistently the easiest, considering its frailty. It is, however, generate, and I think banning Wak is probably the fastest way to get most people to shut up about banning Speed Pass, since other versions are more or less playable, imo. I think that Agility Zap without BP is good, but BP really helps vs Dug stall and fast revenge killers, but doesn't break the reasonably bulky teams that can handle Zap by itself or with support (without the cheese factor of Marowak).

What I'm trying to say is that Zap Pass interacts with the tier usually in a healthy and constructive way. It is not without counterplay, it isn't something that reduces the game to mindless 50-50s, and it isn't the problem. Don't throw the baby out with the bath water. I 100% agree that Smear Pass and Jask Pass need some kind of nerf. Whether that's taking Wak away from them, banning them as individual mons, or banning certain combinations of moves, I really don't care at this point -- and I'm not so curious as to double check if I'm missing something, because we've seen Assist Pass and now DD Pass, and Drum Pass is annoying enough that I feel like Smear is just problematic and cheesy for its combination of sleep, BP, and utility options, and Jask is Jask. But I think there is a healthy enough use case for Zap Pass, especially considering it and its teams aren't uncounterable with bulky, grounded mons, walls, booms, or phasing in the same way that Sand Attack and Taunt aren't. Zap Pass isn't the same as this other shit, and I'd appreciate if we could stop acting like it's all the same -- and like Jask is normal what the fuck Stairmaster.
 
I personally think that banning speed pass is the easiest answer. And just because things like Zapdos passing an agility can be used in a legitimate way as counter play to something doesn’t excuse that you can also use Zapdos agility pass to do things like pass it to umbreon spam sand attack with that and then pass it to your sweeper.

marowak isn’t the problem on these kinds of teams in my opinion as with that being banned people will just gravitate towards the next strongest thing you can pass speed to like Medicham or Yama.

I think we are going out of the way to keep something in the tier when 75% of the teams that use that strategy are usually considered uninteractive or cheese. Just because vaporeon and Zapdos can be used to pass speed in a healthy way also does not mean that they can’t be used to do it in a way that isn’t.

As an example from a recent team dump by jhonnyg2:https://pokepast.es/c13607193ec6ec1e
And while I can’t find the team mcmeghen used in the 2023 baton pass suspect it also used Zapdos.

The tiering council have already made it clear they won’t consider complex bans in regards to baton pass in adv going forward and I really don’t think there is a way to nerf speed pass without one in an adequate way. So I really think we should consider a speed pass ban.
 
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I think one critical detail here is that these Speed Pass are decently high viability and splashable and can realistically account for 95+% of use cases with how robust the style can be, whereas Jask Pass is realistically optimized with Wak, Cune, Meta, Mag, and a flavor option with very limited flexibility, and Smear DD Pass is comparably limited. If you make it so that Smear and Jask Pass are removed from the equation, then you're talking about no-attacking Zap sets which are admittedly cheesy, but IF WE BAN SAND ATTACK, BP+Taunt, BP+Roar, or whatever else you want this Umbreon shit doesn't exist and you still have A LOT of quality builds. I think you're too quick to abandon an important style to target the fringe viable abuse cases which should specifically be targetted.
 
I’m all for complex banning things to keep options in the tier. If I realistically thought that we could get a sand attack ban and a ban to the combination of taunt/roar+bp I would advocate for that to keep both legitimate zap agill pass and Smeargle spikes offence teams in the tier. I just don’t think that will realistically ever happen. And if we ban Smeargle we equally lose options in the tier in the same way so the two most likely bans that I can see happening we lose something legitimate, the difference for me at least is that we can ban Smeargle but that won’t get rid of the degen zap umb teams so the problem isn’t even fixed whereas a speed pass ban does fix both and I can see going through.

I think this echoes the situation in dpp with jirachi quite a lot. Idm losing zap agill stuff if it means I don’t have to face jask/smeargle/zap+umb speed pass again I completely understand the stance of someone who isn’t ok with that. I’d rather get it over and done with banning speed pass than spend years battling for specific complex bans idt we will ever get.
 
discussion of complex bans aside (either for or against), the roarbp combo on zap jolt vap, even without statpassing, are combined more real and worth preserving than agilipass zap. i can sympathize w wanting to ban jask or watev but banning the roarbp combo is definitely not it in terms of metagame impact
 
discussion of complex bans aside (either for or against), the roarbp combo on zap jolt vap, even without statpassing, are combined more real and worth preserving than agilipass zap. i can sympathize w wanting to ban jask or watev but banning the roarbp combo is definitely not it in terms of metagame impact
Roar bp combo is not important on zap jolt, jolt, if not using subpass, barely drops twave anyway, and few players even used roar+bp on it even on its peak of its powers, the amount of builds that would use roar+bp (and not be satisfied w twave or subpass) are minimal, and way lower than the amount of builds that would want agipass zap, roar+bp on zapdos is a similar myth people use to deny this complex ban that (frankly) solves all problems, roar zapdos like jolteon is much more keen on using disruption moves (tox, twave) than it is on using bp, very few builds would ever bring roar+bp zap, and most ppl would just eventually put tox over bp there instead, the truth is that roar and bp (drypass) usually collapse on its functions as secondary disruption and thus most people dont usually put em together, and id argue the uses and builds of agipass are more present than roar+bp on either mons, the only build that would ever want roar+bp on either zap/jolt is cmpass, still cmpass sometimes often prefers subpass zap or even dropping pass on it entirely and using it as the final sweeper, and also, again, uses and builds of agipass are frankly more present than cmpass imo, despite the unpopularity of agizap on "normal teams", which purely chalks to lack of creativity by the playerbase. The only real case u present that feels more than nonexistent is vap, now vap is already a niche mon, but one could argue so is agipass, the pt however is that agipass zap has more builds, more high quality teams that interact intelligently w the meta that roar+bp vap does, and roar+bp vap is also the exception to the zap/jolt i was talking about, because roar is actually a important toolkit of pass vap, purely so roar cune is not a answer to its subpass, im fine w this sacrifice however, because no matter how u cut it, ur sacrificing some part of vap's toolkit if we are gonna ban speedpass or whatever (reminder that salac vap does exist and is used just as much as sub+roar+bp lefties) or if we are employing complex bans, that and I consider vap substantially less important than agipass zap, due to the volume of builds that zap can enhance being bigger than the volume of vap's
 
A few weeks ago I made my own Smeargle DDpass team with Medicham and Encore on Smeargle, and seeing the post by Nal made me want to try out the Marowak + Taunt version. Realistically I'm not going to take it to #1, but I ran it for like 30 games comfortably in the high 1500s/low 1600s, so they were "real games," not goofy low ladder stuff.

Anyway, it is good, but it isn't the kind of autowin bullshit that people make it out to be. It definitely has bad matchups besides mag offense; anything with two electrics is capable of winning with competent play, as is anything where the entire team can outspeed or KO Smeargle. Those are the most straightforward counterplay, but Nal listed some more complicated options too. Bulky offense teams should be able to sleep sac and apply enough offensive pressure to not fold instantly. Intimidate spam is a real option as long as you can maintain enough pressure to keep subs away. That requires effort and proactive play to do, but any setup sweeper can farm someone who's playing reactively.

The only teams that really lose hard are fat teams, which have to go for 50/50s or hax. Obviously this is not ideal for them, but losing to setup is always a risk you take with passive teams. Nobody complains about Taunt Gyarados doing the same thing, and frankly we don't need stall to be 100% consistent into every matchup. As long as we're playing Pokemon, a game between two evenly-matched players will always be determined by luck a significant amount of the time, either in the builder or from the RNG.

Realistically, once people recognize that this is a thing, I expect it will settle into a similar place to the (in)famous Belly Drum Linoone team. The structure is similar, and the game dynamics are similar. You can lose to it very quickly if you don't know about it, but if you recognize it's coming you should be able to play proactively around it. It's easy to say "counter lax removes the breakers that could punish this," but every good team has a way to remove threats to its wincon. A good player should be able to identify a team archetype and preserve the mons they need to overcome it.

As far as ban options go, I don't really see the need. Speed pass feels fine to me and this isn't any worse. Certainly Smeargle, Marowak, and Hariyama have no business being banned. I still think Sand Attack should be banned, just because it has no place in a competitive game and has no purpose other than to fish for luck; the fact that it isn't banned officially at this point is just a result of sophistry imo. Don't understand how we agree that Sand Veil is not okay but Sand Attack is somehow different, they're the same mechanic.
 
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This conversation is borderline ridiculous and becoming an annual meme. I genuinely cannot remember the last time I was 'cheesed' by speed pass. The rare times I do lose to it, they deserved the W. Then again, I don't load do-nothing stall teams that actually have a bad MU into speed pass.


I'm linking this commentated set for the second game where I'm featured, where taunt pass umbreon and smart plays enabled my speed pass team to break through magoff, which should be a poor MU. So, should we ban azumarill too? Also, notice how the commentators are actually laughing and having a good time instead of the standard monotone, "Switches to blissey and eats a tbolt..."?

Let's stop killing fun for the sake of arbitrary competitive value.
 
This conversation is borderline ridiculous and becoming an annual meme. I genuinely cannot remember the last time I was 'cheesed' by speed pass. The rare times I do lose to it, they deserved the W. Then again, I don't load do-nothing stall teams that actually have a bad MU into speed pass.


I'm linking this commentated set for the second game where I'm featured, where taunt pass umbreon and smart plays enabled my speed pass team to break through magoff, which should be a poor MU. So, should we ban azumarill too? Also, notice how the commentators are actually laughing and having a good time instead of the standard monotone, "Switches to blissey and eats a tbolt..."?

Let's stop killing fun for the sake of arbitrary competitive value.
Celdanami prefers keeping the baton pass strat? Nah I don't believe it, fake account
 
I don't have permission to post my thoughts on the SpeedPass thread, nor do I have the required amount of posts to access the form.

I just wanted to say that SpeedPass is genuinely one of, if not the, most cheesiest strats that is very unhealthy for the metagame. And the fact that accuracy-lowering moves, not just Sand Attack but also Flash (in spite of the 70% accuracy) and Mud-Slap, practically mitigates almost every phazing counterplay with such ease (even though Haze and Perish Song both bypass accuarcy checks, not a lot of mons learn these moves). Compared to other playstyles when laddering, going up against SpeedPass required a lot of 'luck' and patience to somehow overcome them in battles... especially against teams with Ninjask... one of, if not, the biggest enabler of such playstyle. I would personally be glad if SpeedPass got banned eventually.

TL;DR, SpeedPass needs to go as its counterplays are very minuscule to the point of said playstyle practically having the most amount of ease, albeit with the use of the cheapest strats (imho), to outmaneuver them when compared to other playstyles.
 
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I actually don't have perms to post in the other thread I haven't made 25 posts LOL. Just gonna write a few thoughts here, surely people will see it anyways.

I'm in the majority; I want to ban speed pass. Nearly everything has already been said I'll just piggy back:

Some points I really agree with:

(1) Not even gonna elaborate but just all the usual stuff about not much counterplay / lame / cheese / fishing. Been said 1000 times. I think it is uncompetitive to load because its not even a good strategy into a lot of teams, its inflexible, but has strong auto win situations against certain teams. just praying the opp didnt prep for it, that's my main thing

(2) I really agree with SEA's post: https://www.smogon.com/forums/threads/speedpass-in-adv-ou.3769223/#post-10664577, especially the paragraphs about uninteractivity and the rebuttal to the argument of preservation for the sake of having dug/aero counterplay on offense. I agree that that's a completely absurd reason. As usual there are probably people better than me who both agree/disagree with that so I never mean any disrespect to those pros who do, but at the same time it was good to see pros like johnngy2 and SEA on board...there is more merit to the dugtrio thing though (notice dugtrio appearing in a conversation about bans btw.)

Anyways, even if we take that to be a real argument, which we can because plenty of people think that so that's fine, but the really really important thing is unfortunately, even if there were some strong abstract metagame-balancing reasons for keeping speed pass to balance out the metaphorical scale of teams, it is totally no longer worth allowing the cheese to stick around. I'm saying even if you're a strong advocate for those arguments, which again is fair, guys, it's not worth it. I am sorry. PLEASE take this opportunity to squash the cheese.

(3) I am in MAJOR agreement with what 5imian said: https://www.smogon.com/forums/threads/speedpass-in-adv-ou.3769223/#post-10664576, quoting:

"Alongside that, I feel the presence of speedpass as a team archetype is incredibly restrictive on laddering; which should in theory be the most accessible place to practice and learn the format. However, the constant presence of speed pass -> cheese abuser (wak, yama) in mid ladder functions as a gatekeeper for ladder play, forcing an extremely specific style of team (double/even triple phasing) and limiting the ability for newer players to have the learning experience they need to fully understand the game through ladder play. The Quality of Ladder limits the growth of the game as we know it."

The Quality of Ladder limits the growth of the game as we know it.


If you subscribe to this ^, enough said imo. Yes I am obviously bias as I push one of the highest volumes of ladder games out of any single player, honestly possibly the highest, especially in 2024 / summer 2025, but this is a really simple idea that says it all to me. Not at all saying that ladder is more competitive than tourney (it's totally not l m a o. they are both important.), but it is very instructive for what is broken / cheesy. I could elaborate on the above point but I think people will mostly understand

Also, just cause I've said it before, yes, it may be less diverse if stat pass as a whole were to go, it would be a clearly worse option than just getting speed pass. So despite me kinda not liking stat passing, I'm completely happy with leaving it, and yeah I can get on board with the diversity / counterplay to fat teams more in that regard. But not speed pass.

See you all.
 
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Dear adv players, if you had to choose between banning a move that's been the centrepiece of several* broken strategies (so, it's clearly broken), or losing access to clean drinking water, how much would you be spending on a filtration system?

*I actually wonder what the count is for how many times across all gens that people have needed to take action on bp
 
Dear adv players, if you had to choose between banning a move that's been the centrepiece of several* broken strategies (so, it's clearly broken), or losing access to clean drinking water, how much would you be spending on a filtration system?

*I actually wonder what the count is for how many times across all gens that people have needed to take action on bp
Dear RBY/Policy main, I think you took a wrong turn on your way into the RBY page- there should be a little blue button on the bottom of the page that says "Ruins of Alph" so you can go be condescending about a tier you actually play instead of coming into an unrelated thread just to be annoying.
 
Posting here since it is disallowed in the other thread but I just want to take a moment to note how inconsistent and absurd the planned Sand Attack + trapping complex ban is.

For those unfamiliar with the strategy, it involves using multiple trapping mons holding lefties combined with sand attack and charm (and potentially paralysis) in order to stall a trapped enemy out of PP and then switch between two trapping mons, thereby creating an indefinite battle. Example replay: https://replay.pokemonshowdown.com/gen3ou-2390721518-f4jirb4ilmy5oxvwt53nokkdibl3pudpw

I am intentionally using the words "indefinite battle" here, because this strategy is not inherently an endless battle. First of all because, at least theoretically, an escape is possible with enough luck (hitting through the acc drops and critting every struggle). Second, because in many cases the cheese player actually does have some potential wincon in mind. In the above replay, Johnald could have won if he fished enough ancient power raises quickly enough.

A couple other cases of this strategy being used in games that end in a win before turn 1000:
https://replay.pokemonshowdown.com/gen3ou-2392233900-csflqsf8a5d0s6bub6v3wyvlhq51948pw
https://replay.pokemonshowdown.com/gen3ou-2393082089-gfhd97ew6mkqbtwe198xf6knqdcislgpw

Are these strategies consistent and good without the ability to fall back on a draw at turn 1000 if they fail? Probably not. But they are real and significant enough that I do not believe one can simply chalk this entire thing down to "forcing an endless battle --> banned by EBC clause"

Now, a separate question is: are these strategies degenerate / evil enough to justify tiering action? And I think most players will agree yes. Johnald, the main perpetrator of the 1000 turn games, has faced bans on some of his alts for using this strategy. There is precedent for banning things that can result in endless battles even if they don't always (e.g. Wob lefties in ubers)

But now we get to the crux of the issue. We now have a situation where a move is used on three distinct degenerate/cheese strategies, namely, trapping spam --> endless battle, trapping spam --> setting up a sweeper, and baton pass cheese. Rather than the obvious and fully consistent approach of banning the accuracy lowering moves themselves, we instead are told that Sand Attack = Baton Pass and 6 additional Bloody Clauses (Sand Attack + Block, Sand Attack + Spider Web, Sand Attack + Mean Look, Sand Attack + Magnet Pull, Sand Attack + Arena Trap, Sand Attack + Trace) will need to be added to handle the other sand attack uses. Does this make sense to anyone other than the tiering mains? Do Johnald and I need to find 10 other sand attack cheeses before someone will admit that it exists as a non competitive strategy outside of baton pass?
 
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