SpeedPass in ADV OU

It makes sense to disfavor complex bans and favor simplicity (within reason). It's reasonable to say that the current rules are too complex, or shouldn't become more complex. It doesn't make sense, in my view, to force another vote between no action and drastic action that many do not support. If there exists a ruleset that is no more complex and that fixes/improves the problems identified here, it should be on the table. Of course, there's an impulse to create the one solution to solve all problems forever, but the point of tiering is to create a better meta. The time spent tiering is a tiny fraction of the time people spend actually playing the game (particularly for an ultra active tier like ADV OU). The fact that more problems could potentially arise at a future date and require more tweaks should not preclude making a rule set better (again subject to a complexity penalty).

No one asked for smeargle + BP to be unbanned. Smeargle + Ingrain could be replaced with it without adding to the number of bans or to how difficult they are for new players to understand. The more drastic the changes being proposed, the more contentious and angry the playerbase is likely to become over it.
 
Non mainers talking about baton pass in ADV...

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I don't intend to talk about anything from a metagame pov, I don't really play ADV
It's noticeable that you dont really play adv, however every talk about statpass is a metagame conversation. Statpass is an important style in the metagame and helps to keep the state of adv that we know and love. Pass teams are meant to punish stall spam and keep cheaty defensive cores in check and keep spikeless offense teams diverse and usable in our current state in the metagame. Banning statpass would be a terrible metagame decision, and would be done just to fulfill policy mains egos, which is not what should be prioritized when making decisions about any tier.


to preserve stuff that just isn't worth saving.
Again, as someone who does not play the tier, you don't know what is and what isn't worth preserving.


I propose the following, Ban Baton Pass outright or deal with what you have. I understand this isn't going to be a popular stance for people who main ADV but at the same time this has gone way too far for way too long.
Your opinion is clearly not even popular among the higher ups at council, since they are doing this post to try to fix stat pass and keep the status quo in the tier. I advise people that want to post in this thread and don't play adv to look up for mainers opinions first to avoid those types of meaningless points based around "too many restrictions" that only matter for people who look at the tier from an outsider perspective. Especially because u are not the one who will have to compete in the tier after the statpass ban and wont even feel the repercussions of it.


In regards of the current problem, I agree with the above post. If there are 6 restrictions and the playerbase thinks those are not enough, keep trying to adjust the "problem" is pointless.
It's not! Its important to keep the tier as genuine as possible and maintain builder diversity/ improve counterplay to stall cores. As said by vapicuno, the speedpass ban will already make stall teams way better then they already are. The metagame implications are already huge, and ADV mains want to avoid as many big metagame changes as possible, since we all love the tier at the state that it is, just needs a few more adjustments to make it a perfectly competitive tier in the view of the players. Remember: speedpass ban is also a way to remedy sand attack fullpass, not only a statpass decision. Nobody can argue that sand attack is competitive, but we cannot ban it either because of policy restrictions, so speedpass ban will solve that issue without touching the important influence of statpass in general. ITS MEANT TO BE A SMALL OPTIMIZATION. NOTHING IS BREAKING THE META WITH SPEEDPASS AT THE MOMENT. Its not the same as the mime ban, and not the same as the previous pass reviews.

Edit: please send this to ur policy main jerks to haha It, i want to get 2k reacts til the end of the year and It really helps :)
 
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Imagine if any metagame was allowed this favor of treatment to get 6 restrictions just in order to get Arceus-Bug unbanned to any gen4+ OU. It'd be mocked and called ridiculous for complex banning a Pokemon.

I can't stand with the adv playerbase: the grandfathering treatment of Baton Pass is hilarious to me. This should be a simple "ban BP from ADV OU, yes or no". No questions asked. The fact that this is even remotely controversial in the adv metagame (or any metagame, really) is simply ridiculous. You either use the full move, no restrictions, or you don't.

See: Terastallization being kept full power in cg ou. It's kept full power and will not be nerfed through a complex ban, even if a big proportion of the playerbase hate it and want it nerfed or straight up banned.
 
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Since one of my posts was included in the required reading section and is being used as a excuse to ban speedpass, I feel compelled to make a response. I want to be clear that I do not support the proposed actions, and I hope the powers that be reconsider their stance.

in most scenarios, Speed pass is not broken, and we stand to lose important spikeless strategies if it's banned. Giraffe, Fruhdazi, and Vapicuno have already made an impassioned defense for the utility that agil pass Zapdos and salac pass bring to the tier. And I agree that we shouldn't ban stuff that makes the top balance teams even stronger. Regarding the elephant in the room, I've played a lot of ladder this year, which means I've faced a decent amount of Ninjask. And most builds honestly aren't very strong. I understand it's not fun to play against but that's not a reason to ban it. Ninjask has incredibly niche tour usage, and serves as more of a knowledge/builder check. Do you have the answers? If yes, follow the flowchart and collect your win. If not, you might lose. A degree of cheese is healthy in competitive games because it keeps people honest. And on ladder, it limits the rise of unsound builds. (and despite what people say, teams without phasers still have plenty of counterplay)
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Instead, I'd like to see Smeargle + BP Banned. It is the common denominator on all problematic speed pass builds. Notably DD pass where it is the main abuser, and on full pass chains where is used as a bridge and adds a great deal of consistency to the structure. These teams abuse the lack of team preview to create completely won gamestates before turn 10, or otherwise force scenarios where the only counterplay is consecutive 50/50s, or hoping for good sleep RNG. While the consistency of these teams is debatable, I'd argue they take skill out of the equation and leave many games up to chance. This isn't healthy for a competitive game, and I'd like to see targeted action to mitigate it.

There is no good reason we shouldn't take incremental action here. We've all seen what happens when we get tiering policy wrong and we should be very very careful with the most played old gen. If the council is unwilling to do anything besides present us with all or nothing options. I will be forced to vote DNB. At the end of the day, these strategies are very strong into the top teams in the metagame. And perhaps that's valuable to preserve.

I know my dd pass post convinced a non-zero number of people to change their stance to pro-ban, I hope you all reconsider. A better tier is possible if we don't give into the browbeating. ADV OU is a beautifully diverse metagame, let's not kill it for Smeargle's sins.
 
Agilpass zap should not be banned. Its enabling of full pass strategies is overvalued compared to the utility of agil zap cleaner that has a flex slot (bp, roar).

Agilpass zap on mixoff enables a larger and more diverse swathe of teams than fullpass. Endpert + hera, cbmeta mixoff, or other spikesless offense that cant easily fit fast cleaners and need pivot utility greatly benefit from agilpass - not because it can pass agility, but because it just has both moves as options.

Fullpass agilzap's role is completely separated and hinges on being the pivot that scares skarm the most. It doesn't help that roar phystar is extinct, but the problem for a chain like this is not being able to break through physical setup deniers without a Smeargle to sleep them.

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Smeargle + bp ban I am mixed on.
However, taunt + bp I would support a ban for.

Fullpass' current iterations (conga line into sweeper) arise out of the aforementioned need to have one pivot for every possible setup denier. Smeargle is the easiest way to stonewall the less passive and more physically oriented ones with sleep, however even without it acting as taunt sub pass spore there are technically other things that can perform this role (with Hypno being the one I think of).

Smeargle + bp ban removes a few niche smeargle spikeoffs and funny tailglow shenanigans, but as someone who uses prolifically smeargle spikeoff I will say I have personal bias towards it (hence mixed). Bp + salac is arguably worse than the normal boom + salac spike smeargle but opens up a couple of interesting opening lines at the cost of making your matchup spread vs spinners worse - not relevant to most speedpass discussion but just coloring my personal views on smeargle pass ban.

If the inevitable happens and there is a blanket Ban / DNB on speedpass in OU, I would prefer DNB. The "collateral damage" that keeps getting shoved into these bans is too great and has to be protected with more nuanced bans.
 
It's noticeable that you dont really play adv, however every talk about statpass is a metagame conversation. Statpass is a detrimental style in the metagame and helps to keep the state of adv that we know and love. Pass teams are meant to punish stall spam and keep cheaty defensive cores in check and keep spikeless offense teams diverse and usable in our current state in the metagame. Banning statpass would be a terrible metagame decision, and would be done just to fulfill policy mains egos, which is not what should be prioritized when making decisions about any tier.

As I mentioned in my previous post, it doesn't really matter if a complex ban is necessary to create the ideal metagame of a tier. The problem is that only ADV gets this special treatment where they can impose six restrictions on Baton Pass just to have an idealized version of it. As Eledyr mentioned in his post, if any other generation had this level of restriction, they would be ridiculed, but it's okay for ADV to do it. I don't have an issue with ADV having complex bans. Instead my issue is with the unequal treatment different oldgens get with respect to allowing complex bans to improve their metagames.
 
As I mentioned in my previous post, it doesn't really matter if a complex ban is necessary to create the ideal metagame of a tier. The problem is that only ADV gets this special treatment where they can impose six restrictions on Baton Pass just to have an idealized version of it. As Eledyr mentioned in his post, if any other generation had this level of restriction, they would be ridiculed, but it's okay for ADV to do it. I don't have an issue with ADV having complex bans. Instead my issue is with the unequal treatment different oldgens get with respect to allowing complex bans to improve their metagames.
Therefore other tiers should be able to do the same. ADV shouldnt be penalized and changed forever because something done years ago is inconsistent now. Its a metagame rooted around stat pass and banning It for the sake of policy consistency would change what people love.
I believe that Instead of fighting for a baton pass ban in ADV, we should fight for minor adjustments in other tiers that might enjoy them (If the community really wants It; i cant speak for any other tiers because i dont have the same level of experience as i have in ADV).
 
It's noticeable that you dont really play adv, however every talk about statpass is a metagame conversation. Statpass is an important style in the metagame and helps to keep the state of adv that we know and love. Pass teams are meant to punish stall spam and keep cheaty defensive cores in check and keep spikeless offense teams diverse and usable in our current state in the metagame. Banning statpass would be a terrible metagame decision, and would be done just to fulfill policy mains egos, which is not what should be prioritized when making decisions about any tier.

Again, as someone who does not play the tier, you don't know what is and what isn't worth preserving.

Your opinion is clearly not even popular among the higher ups at council, since they are doing this post to try to fix stat pass and keep the status quo in the tier. I advise people that want to post in this thread and don't play adv to look up for mainers opinions first to avoid those types of meaningless points based around "too many restrictions" that only matter for people who look at the tier from an outsider perspective. Especially because u are not the one who will have to compete in the tier after the statpass ban and wont even feel the repercussions of it.
(Normally I proofread my posts in policy review for manners sakes but yknow what, this time I just don't think I have to)

My statements don't interact with the actual value of preserving cmpass celebi or whatever niche bullshit this tier has for a reason, because if we tiered purely on the benefit of the tier and not any policy shit those people campaigning for blaze blaziken all those years ago would've been happy. We have guidelines for a reason, and dismissing anybody who brings up said guidelines because they don't play the tier is dumb as bricks. Some people wanted Dynamic punch nuked instead of Machamp and DPP and got told to pound sand so give me some reasons why that's different than the shit ADV Baton Pass gets away with. If you want to take a condescending tone on me sure be my guest. It's way easier to push a choice through by having enough thread pre-requisites that take longer to go through than watching a fucking batman movie.

Also that last paragraph quoted is really fucking funny. As if I need to have my position on this lineup with council to have the esteemed privileges of posting on the biyearly ADV OU Baton Pass thread. I'll just have to wait till 2027 on the ADV OU Baton Pass: Flash Umbreon MeanPass Edition! Telling me my opinion isn't popular among council as if my opinion isn't "follow the fucking rules" yea of course it's not. If the BW NU playerbase wants to gut spikes by locking it to pokemon with a BST below 330 and only useable on a tuesday during a solar eclipse after turn 15 then sure go for it. We still got two more restriction tokens till we catch up to ADV! All I need is to get enough BW NU mainers in Tiering Admin positions to get away with whatever we want.

Mockery in the above paragraph aside, I don't hold a position that different from Gastlies, I'd rather see more tiers be allowed more flexibility in what they can get rid of or pull off. But even with that in mind, I think attempt #7 on a singular issue is a joke that's gone on too long and I don't need to be a mainer to think that way, no matter how many haha's get chucked my way.
 
I will make a small post now because I believe its very pressing for me to already say something, but I pretend to do a post talking about more bureocratic matters once I collect all the evidence and stuff. This post will solely be about Agipass Zap's place in the meta and why it matters. I will also say my perspective abt some of the top player's arguments and why I respectfully think they dont really hold up, especially because I was mentioned in most of them

1. Why use Agilipass Zap?
The reason at its core is simple, offense by itself has problems w revenge killers like Mie/Aero/Dug, offense inherently has power issues, so it has to compensate w setup, however, most of the powerful wallbreaking setup is revenged by those 3, examples go for the likes of CB Meta, End Pert, and DD Tar, to win these MUs, spikeless offense needs a consistent cleaner thats well supported by this relentless pressure, this niche is only done well by DD Mence, theres a argument for Aero, sure, but Aero is rather a bit too weak at times and also incredibely awnkard, not only that but replacing DDMence w Aero in these teams means not having the Intim flexibility, which is crucial for these teams defensive duties, also, one of the best breakers for a Spikeless Aero type is in fact DDMence, so do u really wanna replace em? Theres also the fact that the Spikeless Aero r weaker to Aero spikes, due to the lack of the flexibility DDMence provides, being able to be built either as the breaker or as the sweeper,
which Aero cant really do. Mie also cant do that because of Blissey and the fact its also still revenged by Dug/Aero, this means that to make good Mie or Aero spikeless offense, you would need Dug to remove key bulky mons or you need really good justifications and even more high octane breaking than usual, which usually means limiting your SpikeOff MU, and even then bulky balances can fuck you over w tactical play and Dug, but tbf, its still a interesting game, with Mie (wout Dug), you still are gonna slot DDMence for flexibility and also the MU vs spikeoff anyway, so u didnt really escape the need ow why did I go over all of these alternatives and how Spikeless is fundamentally built? Because its important to highlight how restricted Offense has become since the pass restrictions, to a pt where Aero Spikes or Dug Spikes is simply too good vs them, and the only realistic way to counteract this is DDMence, which in turn makes offense frailer to specials as a result, this I believe is healthy but I also think the fact offense quite requires Mence is not and limits building, the only offense that doesnt require Mence is frankly Dug offenses, which is believed by many top players to be one of the worst types of offense, and its also very weak to Aero (or even DDMence), going back to this point, now if you already caught on, you would understand why AgiZap is very important for this conundrum, it means that offense doesnt need DDMence and it can actually be somewhat better than DDMence there, as it can make Ttar/Meta faster than Aero/Dug, and theres even more creative winpaths with +2 Speed, however, it still is hard to pilot and probably harder and more skill intensive than DDMence is vs fat, while being way easier to pilot than DDMence is vs offense, however AgiZap gives ways to be able to cover both MUs in a way thats interactive for both users, and having AgiZap means offense can have a fighting chance vs those teams wout relying on Mence over and over, this also comes w some benefits of being better vs specials and also being a better supporting piece than Mence is, being able to play both support and having the option to clean is incredible. Sure, Zap can support in other ways, but usually the other ways dont really help and means u have to slot Mence in regardless, TW is unironically too slow for offense, only helping in MUs like Wish Jira, which I think should be a secondary worry, compared to Dug/Aero/Bliss, so basically TW doesnt break and only helps in the offense mu, compared to the flexibility of AgiPass, TW also doesnt really help much vs Aero, Tox is very slow for breaking, and doesnt fit much w the high octane pressing style these offenses r known for. I will admit SubPass actually does, however wout Dug, SubPass is much easier to answer and while dangerous, it also has some severe downsides (just like Agility), and it is way worse at handling Aero, while being better vs fat and balances, but again, that means you must use DDMence with it or else ur actively MU fishing w ur offense, imo. Zap needs to play more of a support role in spikeless because it cant break well wout Spikes, therefore Agi/Sub r the best at doing this, removing Agi makes Zap's spikeless game more one dimensional and makes sure offense will be forced into Menceing or MU fishing in the near future, offense itself already is restricted enough and has enough flaws to work with, its nowhere near the level it was when AgiPass+CMPass was allowed, I can guareentee you, and since its been the best its been in years, we must not restrict it even further, at the possibility that the style may become too one dimensional and in some years time, killed completely, like how Spikeless balance eventually phazed out of the meta naturally due to the rise of stuff like Dug fat.

2 - Interactiveness
Well, here I talk abt interactiveness, Smeargle is uninteractive not only because it negates phazing, but also because it can negate counterplay like Leech Seed or status. Think of Nal's DDPass best MU, its Celebi spike off, purely bc if Beagle enters safely on Skarm, it can Taunt up or DDPass, same if Vap gets the sub up vs it and Beagle can also just negate the Seed w Taunt, and btw, Nal's team is actually quite hard to pilot, compared to the other example I will use anyway, I have seen many ppl actually mess up w Nal's team and its sequencing, however when played correctly it can be very uninteractive and that is a issue in its entirety, its very consistent when done right, I am kinda indifferent to it in the end of the day, but its honestly quite powerful. Mawile fullpass is a lot more uninteractive but also quite more inconsistent, it would be 1000% worse and easier to interact with if Taunt+BP was banned, as Maw becomes unviable and one of the best ways to deal w all in BP types is phys spam, and phys spam is really good, it also means that its easier to continue breaking Subs and easier to really tell if Zap has no attacks, I genuinely think losing to Zap+Vap middlemans into Wak/Yama is perfectly alright because its a lot harder to get the perfect pass off wout Mawile, and so is losing to naked Zap+Wak, its a alright/OK strat that can punish passive teams very well, and I say whats really wrong w that? The idea that BP punishes offense well is a misguided one, sand off has quite a easy time w most BPs and so does heavy on boomspam, naked Zap+Wak can win games off surprise, but its nowhere near the value of genuinely honest AgiPass either way, and Zap+Wak w middlemans when both Taunt Beagle (Smear+BP should be reinstated anyway, the unban wasnt done with our consent) and Taunt Mawile r out of the picture, it becomes a lot easier to handle, due to the fact u cant sleep to generate free turns and taunt+intim cycling to negate counterplay, btw, I wanna keep this a secret for now (as its not tested), but Smear+BP might need to be banned for even other reasons (it should be done regardless, no one asked for this unban, and ill go over on another post why it was purely done to reinforce an agenda), anyway, I am of the firm believer that a mix of Taunt+BP and Smear+BP bans would pretty much kill the issue, and that complaining abt ZapVapWak is kinda just a "get better" moment, just like how Jask isnt even that good, and the only bad thing abt it is that it can collect free cheese wins w sand attack, again id agree w Nal that stuff like this is alright for the meta, we have some near uninteractive MUs that dont get complained, because well, the teams suck, see for example MagDolLax vs stuff like Fat (wout Sableye/Roar Cune) or even normal Bliss TSS, or stuff like how ZapDug makes sure all of our Zap's answers r limited and that Zap-weak leads cant really exist and running one puts you at a inherent difficult scenario, that and the fact u can just get cheesed off a win bc you just so happened to trap the special wall bc there was no good answers to Zap lead, its not really all that different from AgiZap's problematic aspects, and could arguably say SubPass is more toxic, but we move on, because those teams kinda suck, and cant really handle well stuff like Ttar, Aero, DDMence, Lax, Registeel, etc, you really gotta wonder when arent you being just a bit too ban happy w all of this stuff, I guess this is where the post would take a more criticism at the system turn, which I plan to do a post like that later, so hold ur horses for now

3. Restriction on offenses
As I said, a big part of this is that Spikeless offense gets another nerf, ill now refute the stance many ppl have parroted that this isnt a big deal, it absolutely is, ill give examples of how Menceless offense is absolutely hopeless vs Aero/Dug teams (this being a major reason CMPass Cele is pretty mediocre overall): https://replay.pokemonshowdown.com/smogtours-gen3ou-846059 this team by SEA for example absolutely overwhelmed by Aero rock spam, it also would be quite difficult to play vs Dug+Spike+Milotic, AgiZap and possibly a SuperBi could somewhat fix the issue, but again, this goes to show how much Mence > Zard would help this team a lot (esp DD Fire Blast Mence), and give this team the pressing it needs for Dug or Aero, going back into my pt that a AgiZap ban likely means offense being restricted into Mence or MU fishing.
I wanna shed light into JG2's post, as i found most of his arguments abt offense interesting, but misguided imo, as some of the replays dont feel they tell the full story:
1) https://replay.pokemonshowdown.com/smogtours-gen3ou-812913?p2
This replay is fairly interesting, and I can see where its coming from, but this team is heavily flawed vs DDMence / Aero regardless, Rock+Meta can only do so much at the face of Spikes, esp w Gar support or SuitTar, tbf Registeel Spike off didnt exist at this time, but it absolutely shits on that 6 for example, and ZapGarAero doesnt have a hard time either, finally while the MU is quite neutral, if not good vs most standard Dug Fat, the lack of sand bites a lot and you need to be very precise w the boom timing, Lax helps a lot though, but again, if CB Lax didnt get Skarm there, ABR would be in a lot of trouble vs a simple Tox Skarm+Pert, even, see how he needs to precisely pilot almost every line to get around Pert because his best tool to manhandle Pert is Explosion, he does have somewhat the time to do it, but Pert+Mence still is quite at comfort, and almost snatched a win if wasnt for ABR's brilliant play. It goes to show the fundamental flaws of Aero spikeless and how weak it gets to opposing phys spam, its a interesting idea, but nowhere near the level of the Mence builds and quite fishy, its also (to me) worse than the Agizap builds as well, it goes to show that all the issues I highlighted prior abt building offense, I think we shud talk more abt replays of Aero vs offense, if u wanted a good example, you could have used me vs garay oak r2, not that it doesnt disprove my overall pt abt salamence, but smth to consider about
2) https://replay.pokemonshowdown.com/smogtours-gen3ou-849967
This is fun. A mention of me (pro speedpass) to put for a post anti speedpass, I can safely say however, that this just proves everything I was saying correct, see how im forced to use Mence there because of Dug/Aero, sure Mence is a great mon but I dont wanna play Mence on every spikeless off bc there will obviously be drawbacks and problems to face for being too one dimensional, Ludi was chosen here for a similar reason AgiZap would, in fact id say this is a team u could just replace Ludi w AgiZap and mostly be fine w it, outside of the Cele SpikeOff MU, so its likely ud have to change Cune from Stalk to IB, because the main objective of Ludi isnt weather clearing, thats a mere bonus for me here, its function is to be a Swampert check (so Suicune isnt overwhelmed) and be a checkmate tool vs EC, because again, im quite weak to Aero, both things Agi Grass Zap could do and I could create a variant where I simply add a breaker over Mence and Zap>Ludi and the team wud function very similar, it could even be a improvement at the cost of being harder to pilot, it goes to show that a Agipass less team needs Mence to compensate for these MUs, esp Classico, which again makes our offenses more and more one dimensional
3) https://replay.pokemonshowdown.com/smogtours-gen3ou-847966
This one is interesting, but ultimately, I think while the trading is quite potent and subpassing here is cool, its too weak to Aero or even Dug, Dug fat absolutely munches this and Skarm can get 3x on Meta rather easily, lack of Mence means ur overreliant on Loom to do the work, Lax can break alright I suppose, but just goes to show the Gar weakness, even w Suittar, as Gar can suddenly trade w Suittar and aero becomes nightmarish, esp since it can pivot on Gar and click moves, Zap is also similarly terrifying for a offense like this, and its not easy to play vs Mence+Bliss either (tbf, neither wud Mence/Zap there, but still), as a cleaner I firmly believe Gar is outclassed by Zap there, who can provide AgiPass, better safety vs Classico, and do some nice combos like SubSeed Loom or mini chains w Vap, to me this team is once again too weak to phys spam (see the trend?) especially bc Ttar can be used as setup, or Loom once spore is spent, which it might be on Dol, Zap doesnt fix Mence, ill admit, but Zap makes the MU a lot more feasible vs classico and gives off more and more synergy, ofc in this particular game, Modest 4a gar ended up being better, but overall, I believe Zap would be superior from a team comp perspective
The conclusion: To me, I said these were a bit misguided because none showed the performance of said Agility-pass less mixoffs vs Aero/Dug to provide a argument that this is not necessary for the tier, for example me vs triangles is a mence cune team vs spikeless balance, river vs starmaster were 2 unpopular type of offense facing each other, hell starmaster's team is literally what i was talking abt, look at how ridicuosly weak it is to aero spike or dug, this is what happens when offense decides to not bring mence or agizap, it basically means classico or cele spikeoff farms, the same is true for the new age registeel+aero spikeoffs
Other side tangents:
About Padeli's post in the other thread. He says he thinks its a very absurd reason, i say that not just you padeli, but ppl in general are too keen on saying stuff is cheese just because they dont use it, i have highlighted a lot of stuff as to why AgiZap is great for this purpose and to make offense less one dimensional, id say to keep a open mind, i know u didnt mean to offend when u said it was absurd, but I feel too many ppl that dont play the archetype consistently dont really know the overall truth and are too happy to just say its cheese, wout ever tinkering w it, i know its not the case w SEA or JG2, but its something to keep in mind for everyone, especially the ppl who mostly play Spikes balance every tour.
Examples of Menceless teams Zap can enhance w AgiPass:
https://replay.pokemonshowdown.com/smogtours-gen3ou-854734
https://replay.pokemonshowdown.com/smogtours-gen3ou-846032
I wanna make a tangent on these 2 replays, notice that my game for example, still was quite hard to win with and AgiPass making Jira able to bypass CB Gon was incredible for my strat, I would probably win at some pt but crit+fullpara ended up helping me quite a lot, think of CB Gon as just Aero there, if I didnt have Agili, I was potentially screwed, as many teams that drop Agili usually are in the face of revenge killers like this, as offense has to be naturally slow due to the need of setup to compensate for lack of power, and the need of bulk to hold the fort vs dugtrio
The 2nd replay is very interesting bc this is technically speaking a terrible MU to sapientia, which would usually lean towards uninteractive right? While sapientia got quite lucky, it shows too that because of AgiPass, this MU, which would be incredibely bad is able to be flipped over its head and ur able to have a fighting chance vs it, it doesnt, however, diminish ur opps chances to win w it, as its still p diff to pull off and stuff like hera missing can happen and u can be screwed bc of it (also, hera may not have KOd raikou?) Idk the item tho, it might have been CB, for all I know, either way SEA's team is still interactive and idt anyone would seriously argue otherwise, besides making sure MUs arent like 70-30 or 80-20 is a good part of the game, the more MUs r quite equal the better, although that doesnt mean we shud strive for perfect 50-50 MUs either, I do believe prep shud be rewarded as part of the game, and that MU fishing is a aspect of it overall, but that if possible, the maximum advantage shud be around 60-40 or 65-35, which I believe AgiPass doesnt pass this threshold w Smear+BP and Taunt+BP bans, that said, if our options is to either Ban or DNB, ill vote DNB every single day, and I frankly reccomend u to do the same, as it is my personal opinion that this debate wont end ever, because all that can be discussed is the OGC's agenda and stuff like Jask/Sand Attack gets shutdown immediately, despite the great support on it, but im getting ahead of myself, I may make a post talking abt these more bureocratic matters in the future, but quite frankly, I think they r boring and id rather talk abt how valuable AgiPass Zap is for offense actually. That is all.
 
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Precedence and consistency arguments fail when you consider Smogon is a legacy institution originally run by kids for kids, and every successive change in tiering policy grandfathers in the previous generations' approaches in a Frankenstein's monster of tiering. What is the precedent for the Council unilaterally shadow unbanning Mr. Mime without discussing with the playerbase before rebanning Soundproof and Smear Pass? Swagger was banned in the blink of an eye for being uncompetitve, but Sand Attack isn't a problem unless used by mons with Arena Trap -- outside of its existence as a corollary of Baton Pass? We can be pedantic and small-minded and accept the rules as the natural state of being, but we didn't get to this point through physical laws and Natural Reason granted to us by God. Let's be for real.

I take issue with the games within the games of tiering and the discussions being had. Let's not pretend that things are the way they are because some elite group of highly-experienced and qualified game balancing wizards are in charge here, and let's not pretend that the current set of rules are sacred just because you might be familiar with them or have learned to live with them. They aren't special just because you might personally like them, either. Let's also not pretend that every tier is the same and parallel rules make sense when the goal is to maximize the competitive experience. The mechanics from tier to tier are similar enough that with a few games played, you'll be able to pick up many of the subtleties. They're different enough that you might not be able to pick up all of them. If not knowing all of the ins and outs qualitatively effects your experience, then you'll play more and get better at the game.

Wrt Speed Pass, if the only way we get anything done on this front is to blanket ban it all because a certain OGC member doesn't allow for shades of nuance in the name of some obscure, non-transparent policy that seems to allow for shadow-unbanning (and re-banning?? Can someone explain any of this to me?), then I come against action until the problem is big enough that we can discuss serious solutions that aren't divorced from the experiences from the majority of the playerbase. Jask is annoying, but it hasn't been proven to be a big problem in tour. Zap cheese comes and goes and will continue to come and go. It's not difficult to adapt to. Smeargle is a problem, in my opinion, but if you recall, nobody asked for Smear Pass to be unbanned. That's the biggest joke of all, here.
 
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The theory behind why Speed Pass is broken has already been discussed extensively, so I'd like to try offer a look at a different part of this issue. Why is it unfun?

I'm going to begin with stating that I think SpeedPass strats are boring, linear, and non-interactive strategies. I would be fine with them being axed.

Ninjask Pass:
Most often comprised of Ninjask, Magneton , Marowak and 3 other Speed Pass recipients.
Ninjask will generate its Speed boosts by spamming Substitute and Protect in front of opposing Mons. As the player facing SpeedPass, you mustn't let the Ninjask get a free pass off.. So you either have to attack constantly with your current Mon or try go to a Phazer on your team and phase them out.

Currently, it is generally optimal to have Sand up to limit Jask to 3 subs and a second phaser that isn't susceptible to being trapped by Mag. Of course it is still possible to win without these two things.

Unfun interactions:

Substitute Spam with Speed Boost


Ninjask will often place itself in front of Mons without 100% accurate Moves and then begin spamming Substitute and Protect. Physical Tyranitar sets without Double Edge, most Metagross sets , Zard with Fire Blast come to mind. On paper, in sand, these Mons are favoured. With a #73% chance for 90% accuracy move users to land 3 times and ~61% chance for 85% moves to land. Despite this, it's very common for Ninjask players to still take their chances on these exchanges. Seemingly, Ninjask players are content with losing this exchange a pretty significant amount of the time as long as they get to claim their win from time to time. Outside of sand, the Ninjask player can become favoured depending on how many sequences they can repeat. (7 Sub usages to be favoured against 90% moves, 5 Sub usages to be favoured against 85% moves.)
Overall this interaction sucks because it is RNG dependent.

SubProtect Spam in conjunction with Toxic:

Now in order to avoid accuracy woes, players facing SpeedPass may want to go to their Phaser as soon as possible vs Jask to limit. Skarmory is vulnerable to getting trapped, so your second phaser is going to be non-Steel/ non-Poison type Mon that is susceptible to being poisoned. This isn't an immediate death sentence, after all Poison takes its time to ramp up to kill you. However, this exchange brings in the same interaction from the inaccuracy situation. You may find yourself failing to kill the Jask / limiting its Substitutes if the Ninjask user tries their luck with getting Double Protects. On paper, it's a 50% chance to get double protect. So the Ninjask player actually has even odds in this scenario. However this still wont feel interactive and fun as the opposing player, because again , this is a RNG dependant interaction.

'Just attack' strategy:

With the aforementioned interactions mentioned, we naturally arrive at the topic of what happens when we have a Mon with accurate moves in on Ninjask. For example, let's say you have a Swampert in. Standard defensive set [ Hydro Pump, Ice Beam, Earthquake , Protect]. You spam Ice Beam into Jask to wear down it's Substitutes. Once Jask hits +2, it will likely go for a Pass into one of many potential recipients. You click Ice Beam as they pass into Suicune? Now it will set up easily , and you must have a solid answer for a +2 Speed Suicune. Explode it? Suicune can run Substitute. Status? It can Substitute and Rest? Phase it? It can run Roar and outspeed your Phasing attempt. To be clear, Suicune cannot run all these options at the same time and is not an Invincible Mon. But the SpeedBoost does create a unique guessing game situation where if you pick the wrong answer, you can end up potentially losing the game. This isn't an RNG situation, but can leave a player questioning how can they reasonably prepare for situations like this in the builder whilst still sufficiently addressing the wider metagame.
Other SpeedPass recipients pose a similar issue, it's not just Suicune. Click any attack as they go into a Poliwrath , and they get a shot at throwing off a Hypnosis followed by Belly Drum to end the game.
Hariyama can also Belly Drum if it switches in on an Ice Beam.
Heracross can get a Swords Dance off and run riot.
Breloom is a potentially entry , where it can use Sleep to take one of your Mons out of the game and potentially wipe depending on which of its sets it runs ( Sub Leech Punch and SD being prominent options.)
Swampert was used for this example, however you can swap it out for many Mons in the metagame.

Intermediary Passers:

The main Mon that comes to mind here is Umbreon. Has access to taunt to prevent Phasing, and [ Redacted] to create new windows of opportunity for a free pass. Vaporeon can also fit here, as it can be used to block Phasing attempts by Phasing the Phaser. With a huge 130 HP stat, it can also generate Substitutes in front of many defensive Mons in the metagame. Of course [Redacted] is the embodiment of the RNG issue. The taunt , phasing and Substitute issues come back to the teambuilder point ( is this something players should reasonably be expected to have an answer for).

Speed Pass recipients and their potential RNG:
Marowak and Heracross - Rock Slide -> 30% Flinch Chance
Breloom - Spore -> Potential for 4 turn sleep
Poliwrath - Hypnosis -> 60% to land and Potential for 4 turn sleep ( though it'll likely Belly Drum and maybe win if you don't wake up immediately anyway)
Jirachi - Uses Thunder to try Para its way through Phazing attempts (60% chance to induce para, 25% chance to get individual para turns). Ice Punch has 20% chances to freeze each time.
Hariyama - Cross Chop -> 12.5% chance to crit + Rock Slide -> 30% chance to flinch

Now these sort of flinch chances and sleep rolls and what not are present in various other offense strats, so my point of course isn't that these should be removed or these Mons should be punished for having them. However, in a metagame where even the most offensive Strats will typically take a solid 10+ turns or so to fully dismantle opposing teams, Speed Pass is an outlier because it enables a strategy where it can take as little as 2 turns for a game to be completely shutdown. A Marowak at +2 could very well just win the game immediately if it flinches Skarmory. Jirachi can freeze or para its way through a Claydol or SpDef Zap. Poliwrath can sleep its check and then Drum up and win immediately if there is a lack of Intimidate.
When facing most offense strats, one crit or flinch on your check will rarely end the game immediately. However for SpeedPass, this is very much the case as the firepower is extremely high.

Summary of for this section:
Ninjask Pass is a strategy which intentionally attempts to maximise RNG-decided interactions. The various forms of Counterplay all have RNG and guessing games baked in. Ninjask Pass isn't broken in the sense that it has a really high win rate ( in fact is is inconsistent), but rather that it tries to make RNG the deciding factor of a match. This is not interactive and leads to very linear gameplay (unfun) where both players often are hoping the RNG rolls in their favour.

Zapdos Agility Pass

The most honest form of Speed Pass in my opinion. Without Speed Boost, Zapdos must find a turn where it can click Agility safely and then pass it to a recipient. In this sense, it has to "earn" its pass attempt. Zapdos is great at this role because it is already a monstrous offensive presence in the metagame, generating switches often which are opportunities to Agility up. With the ability to kill a lot of Mons in the metagame; access to Phasing to combat opposing Phasing; ability to Substitute in many common scenarios ( in front of Dol, on Leech from Celebi, status from DefRachi, on a protect from a Swampert/ Flygon scouting Hidden Power typing, etc); and dual status of its own, Zapdos is a formidable Speed Passer with a variety of tricks up its sleeve.

Personally I think my only gripe with Zapdos Speed Passing is the guessing game element ( can a player reasonably be expected to account for the various Speed Pass recipients in the builder). Overall though, if this was the only Speed Passer in the metagame, I wouldn't care to ban it. But alas..

Smeargle Pass

Nal has recently brought Smeargle DD Pass to the limelight again, his post is linked in the original post by Gold. This strategy is impressive because it manages to exploit metagame teambuilding practices whilst still having 3 slots left over for Mons who don't particularly require Speed Pass to function well. This is another strategy which can leave players wondering how they could reasonably account this strategy whilst satisfying all the other constraints of the builder.

Mawile Pass
Johnald and Spreek, you will be handled privately.

Minun Pass
Ts is not real

Salac Vaporeon/ Salac Medicham / Starf Swellow
I'm perfectly fine with these. One time consumption items means these are high risk / medium reward sets that can create great progress for your team potentially. With the presence of Sand and Spikes in the tier, these Mons essentially have to give up their life to get a pass off.

TLDR;
Speed Pass is a strategy that aims to maximise the number of RNG based interactions or it seeks to exploit metagame teambuilding common practices to enable extreme tactics that can shutdown games within a couple of turns.

Are people's frustrations with RNG and teambuilding constraints enough to constitute action/ a ban?
Yes I believe so, these are major factors in determining what a "healthy" metagame are.

"Only bad players complain about Speed Pass"
A fairly common statement by bad faith actors who try their hardest to derail discussion of this topic. For a long time now, it has been common opinion amongst SPL ADVers, Jimvitational players, ADVPL players, etc that Ninjask and SpeedPass suck and that action should be taken. Of course there are supporters of keeping both, but yeah, if anyone throws this line out, please know they're being obtuse on purpose.

"I don't really play ADV beyond roomtours and-"
we-do-not-care-mike-tomlin.gif
 
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I will make a small post now because I believe its very pressing for me to already say something, but I pretend to do a post talking about more bureocratic matters once I collect all the evidence and stuff. This post will solely be about Agipass Zap's place in the meta and why it matters. I will also say my perspective abt some of the top player's arguments and why I respectfully think they dont really hold up, especially because I was mentioned in most of them

1. Why use Agilipass Zap?
The reason at its core is simple, offense by itself has problems w revenge killers like Mie/Aero/Dug, offense inherently has power issues, so it has to compensate w setup, however, most of the powerful wallbreaking setup is revenged by those 3, examples go for the likes of CB Meta, End Pert, and DD Tar, to win these MUs, spikeless offense needs a consistent cleaner thats well supported by this relentless pressure, this niche is only done well by DD Mence, theres a argument for Aero, sure, but Aero is rather a bit too weak at times and also incredibely awnkard, not only that but replacing DDMence w Aero in these teams means not having the Intim flexibility, which is crucial for these teams defensive duties, also, one of the best breakers for a Spikeless Aero type is in fact DDMence, so do u really wanna replace em? Theres also the fact that the Spikeless Aero r weaker to Aero spikes, due to the lack of the flexibility DDMence provides, being able to be built either as the breaker or as the sweeper,
which Aero cant really do. Mie also cant do that because of Blissey and the fact its also still revenged by Dug/Aero, this means that to make good Mie or Aero spikeless offense, you would need Dug to remove key bulky mons or you need really good justifications and even more high octane breaking than usual, which usually means limiting your SpikeOff MU, and even then bulky balances can fuck you over w tactical play and Dug, but tbf, its still a interesting game, with Mie (wout Dug), you still are gonna slot DDMence for flexibility and also the MU vs spikeoff anyway, so u didnt really escape the need ow why did I go over all of these alternatives and how Spikeless is fundamentally built? Because its important to highlight how restricted Offense has become since the pass restrictions, to a pt where Aero Spikes or Dug Spikes is simply too good vs them, and the only realistic way to counteract this is DDMence, which in turn makes offense frailer to specials as a result, this I believe is healthy but I also think the fact offense quite requires Mence is not and limits building, the only offense that doesnt require Mence is frankly Dug offenses, which is believed by many top players to be one of the worst types of offense, and its also very weak to Aero (or even DDMence), going back to this point, now if you already caught on, you would understand why AgiZap is very important for this conundrum, it means that offense doesnt need DDMence and it can actually be somewhat better than DDMence there, as it can make Ttar/Meta faster than Aero/Dug, and theres even more creative winpaths with +2 Speed, however, it still is hard to pilot and probably harder and more skill intensive than DDMence is vs fat, while being way easier to pilot than DDMence is vs offense, however AgiZap gives ways to be able to cover both MUs in a way thats interactive for both users, and having AgiZap means offense can have a fighting chance vs those teams wout relying on Mence over and over, this also comes w some benefits of being better vs specials and also being a better supporting piece than Mence is, being able to play both support and having the option to clean is incredible. Sure, Zap can support in other ways, but usually the other ways dont really help and means u have to slot Mence in regardless, TW is unironically too slow for offense, only helping in MUs like Wish Jira, which I think should be a secondary worry, compared to Dug/Aero/Bliss, so basically TW doesnt break and only helps in the offense mu, compared to the flexibility of AgiPass, TW also doesnt really help much vs Aero, Tox is very slow for breaking, and doesnt fit much w the high octane pressing style these offenses r known for. I will admit SubPass actually does, however wout Dug, SubPass is much easier to answer and while dangerous, it also has some severe downsides (just like Agility), and it is way worse at handling Aero, while being better vs fat and balances, but again, that means you must use DDMence with it or else ur actively MU fishing w ur offense, imo. Zap needs to play more of a support role in spikeless because it cant break well wout Spikes, therefore Agi/Sub r the best at doing this, removing Agi makes Zap's spikeless game more one dimensional and makes sure offense will be forced into Menceing or MU fishing in the near future, offense itself already is restricted enough and has enough flaws to work with, its nowhere near the level it was when AgiPass+CMPass was allowed, I can guareentee you, and since its been the best its been in years, we must not restrict it even further, at the possibility that the style may become too one dimensional and in some years time, killed completely, like how Spikeless balance eventually phazed out of the meta naturally due to the rise of stuff like Dug fat.

2 - Interactiveness
Well, here I talk abt interactiveness, Smeargle is uninteractive not only because it negates phazing, but also because it can negate counterplay like Leech Seed or status. Think of Nal's DDPass best MU, its Celebi spike off, purely bc if Beagle enters safely on Skarm, it can Taunt up or DDPass, same if Vap gets the sub up vs it and Beagle can also just negate the Seed w Taunt, and btw, Nal's team is actually quite hard to pilot, compared to the other example I will use anyway, I have seen many ppl actually mess up w Nal's team and its sequencing, however when played correctly it can be very uninteractive and that is a issue in its entirety, its very consistent when done right, I am kinda indifferent to it in the end of the day, but its honestly quite powerful. Mawile fullpass is a lot more uninteractive but also quite more inconsistent, it would be 1000% worse and easier to interact with if Taunt+BP was banned, as Maw becomes unviable and one of the best ways to deal w all in BP types is phys spam, and phys spam is really good, it also means that its easier to continue breaking Subs and easier to really tell if Zap has no attacks, I genuinely think losing to Zap+Vap middlemans into Wak/Yama is perfectly alright because its a lot harder to get the perfect pass off wout Mawile, and so is losing to naked Zap+Wak, its a alright/OK strat that can punish passive teams very well, and I say whats really wrong w that? The idea that BP punishes offense well is a misguided one, sand off has quite a easy time w most BPs and so does heavy on boomspam, naked Zap+Wak can win games off surprise, but its nowhere near the value of genuinely honest AgiPass either way, and Zap+Wak w middlemans when both Taunt Beagle (Smear+BP should be reinstated anyway, the unban wasnt done with our consent) and Taunt Mawile r out of the picture, it becomes a lot easier to handle, due to the fact u cant sleep to generate free turns and taunt+intim cycling to negate counterplay, btw, I wanna keep this a secret for now (as its not tested), but Smear+BP might need to be banned for even other reasons (it should be done regardless, no one asked for this unban, and ill go over on another post why it was purely done to reinforce an agenda), anyway, I am of the firm believer that a mix of Taunt+BP and Smear+BP bans would pretty much kill the issue, and that complaining abt ZapVapWak is kinda just a "get better" moment, just like how Jask isnt even that good, and the only bad thing abt it is that it can collect free cheese wins w sand attack, again id agree w Nal that stuff like this is alright for the meta, we have some near uninteractive MUs that dont get complained, because well, the teams suck, see for example MagDolLax vs stuff like Fat (wout Sableye/Roar Cune) or even normal Bliss TSS, or stuff like how ZapDug makes sure all of our Zap's answers r limited and that Zap-weak leads cant really exist and running one puts you at a inherent difficult scenario, that and the fact u can just get cheesed off a win bc you just so happened to trap the special wall bc there was no good answers to Zap lead, its not really all that different from AgiZap's problematic aspects, and could arguably say SubPass is more toxic, but we move on, because those teams kinda suck, and cant really handle well stuff like Ttar, Aero, DDMence, Lax, Registeel, etc, you really gotta wonder when arent you being just a bit too ban happy w all of this stuff, I guess this is where the post would take a more criticism at the system turn, which I plan to do a post like that later, so hold ur horses for now

3. Restriction on offenses
As I said, a big part of this is that Spikeless offense gets another nerf, ill now refute the stance many ppl have parroted that this isnt a big deal, it absolutely is, ill give examples of how Menceless offense is absolutely hopeless vs Aero/Dug teams (this being a major reason CMPass Cele is pretty mediocre overall): https://replay.pokemonshowdown.com/smogtours-gen3ou-846059 this team by SEA for example absolutely overwhelmed by Aero rock spam, it also would be quite difficult to play vs Dug+Spike+Milotic, AgiZap and possibly a SuperBi could somewhat fix the issue, but again, this goes to show how much Mence > Zard would help this team a lot (esp DD Fire Blast Mence), and give this team the pressing it needs for Dug or Aero, going back into my pt that a AgiZap ban likely means offense being restricted into Mence or MU fishing.
I wanna shed light into JG2's post, as i found most of his arguments abt offense interesting, but misguided imo, as some of the replays dont feel they tell the full story:
1) https://replay.pokemonshowdown.com/smogtours-gen3ou-812913?p2
This replay is fairly interesting, and I can see where its coming from, but this team is heavily flawed vs DDMence / Aero regardless, Rock+Meta can only do so much at the face of Spikes, esp w Gar support or SuitTar, tbf Registeel Spike off didnt exist at this time, but it absolutely shits on that 6 for example, and ZapGarAero doesnt have a hard time either, finally while the MU is quite neutral, if not good vs most standard Dug Fat, the lack of sand bites a lot and you need to be very precise w the boom timing, Lax helps a lot though, but again, if CB Lax didnt get Skarm there, ABR would be in a lot of trouble vs a simple Tox Skarm+Pert, even, see how he needs to precisely pilot almost every line to get around Pert because his best tool to manhandle Pert is Explosion, he does have somewhat the time to do it, but Pert+Mence still is quite at comfort, and almost snatched a win if wasnt for ABR's brilliant play. It goes to show the fundamental flaws of Aero spikeless and how weak it gets to opposing phys spam, its a interesting idea, but nowhere near the level of the Mence builds and quite fishy, its also (to me) worse than the Agizap builds as well, it goes to show that all the issues I highlighted prior abt building offense, I think we shud talk more abt replays of Aero vs offense, if u wanted a good example, you could have used me vs garay oak r2, not that it doesnt disprove my overall pt abt salamence, but smth to consider about
2) https://replay.pokemonshowdown.com/smogtours-gen3ou-849967
This is fun. A mention of me (pro speedpass) to put for a post anti speedpass, I can safely say however, that this just proves everything I was saying correct, see how im forced to use Mence there because of Dug/Aero, sure Mence is a great mon but I dont wanna play Mence on every spikeless off bc there will obviously be drawbacks and problems to face for being too one dimensional, Ludi was chosen here for a similar reason AgiZap would, in fact id say this is a team u could just replace Ludi w AgiZap and mostly be fine w it, outside of the Cele SpikeOff MU, so its likely ud have to change Cune from Stalk to IB, because the main objective of Ludi isnt weather clearing, thats a mere bonus for me here, its function is to be a Swampert check (so Suicune isnt overwhelmed) and be a checkmate tool vs EC, because again, im quite weak to Aero, both things Agi Grass Zap could do and I could create a variant where I simply add a breaker over Mence and Zap>Ludi and the team wud function very similar, it could even be a improvement at the cost of being harder to pilot, it goes to show that a Agipass less team needs Mence to compensate for these MUs, esp Classico, which again makes our offenses more and more one dimensional
3) https://replay.pokemonshowdown.com/smogtours-gen3ou-847966
This one is interesting, but ultimately, I think while the trading is quite potent and subpassing here is cool, its too weak to Aero or even Dug, Dug fat absolutely munches this and Skarm can get 3x on Meta rather easily, lack of Mence means ur overreliant on Loom to do the work, Lax can break alright I suppose, but just goes to show the Gar weakness, even w Suittar, as Gar can suddenly trade w Suittar and aero becomes nightmarish, esp since it can pivot on Gar and click moves, Zap is also similarly terrifying for a offense like this, and its not easy to play vs Mence+Bliss either (tbf, neither wud Mence/Zap there, but still), as a cleaner I firmly believe Gar is outclassed by Zap there, who can provide AgiPass, better safety vs Classico, and do some nice combos like SubSeed Loom or mini chains w Vap, to me this team is once again too weak to phys spam (see the trend?) especially bc Ttar can be used as setup, or Loom once spore is spent, which it might be on Dol, Zap doesnt fix Mence, ill admit, but Zap makes the MU a lot more feasible vs classico and gives off more and more synergy, ofc in this particular game, Modest 4a gar ended up being better, but overall, I believe Zap would be superior from a team comp perspective
The conclusion: To me, I said these were a bit misguided because none showed the performance of said Agility-pass less mixoffs vs Aero/Dug to provide a argument that this is not necessary for the tier, for example me vs triangles is a mence cune team vs spikeless balance, river vs starmaster were 2 unpopular type of offense facing each other, hell starmaster's team is literally what i was talking abt, look at how ridicuosly weak it is to aero spike or dug, this is what happens when offense decides to not bring mence or agizap, it basically means classico or cele spikeoff farms, the same is true for the new age registeel+aero spikeoffs
Other side tangents:
About Padeli's post in the other thread. He says he thinks its a very absurd reason, i say that not just you padeli, but ppl in general are too keen on saying stuff is cheese just because they dont use it, i have highlighted a lot of stuff as to why AgiZap is great for this purpose and to make offense less one dimensional, id say to keep a open mind, i know u didnt mean to offend when u said it was absurd, but I feel too many ppl that dont play the archetype consistently dont really know the overall truth and are too happy to just say its cheese, wout ever tinkering w it, i know its not the case w SEA or JG2, but its something to keep in mind for everyone, especially the ppl who mostly play Spikes balance every tour.
Examples of Menceless teams Zap can enhance w AgiPass:
https://replay.pokemonshowdown.com/smogtours-gen3ou-854734
https://replay.pokemonshowdown.com/smogtours-gen3ou-846032
I wanna make a tangent on these 2 replays, notice that my game for example, still was quite hard to win with and AgiPass making Jira able to bypass CB Gon was incredible for my strat, I would probably win at some pt but crit+fullpara ended up helping me quite a lot, think of CB Gon as just Aero there, if I didnt have Agili, I was potentially screwed, as many teams that drop Agili usually are in the face of revenge killers like this, as offense has to be naturally slow due to the need of setup to compensate for lack of power, and the need of bulk to hold the fort vs dugtrio
The 2nd replay is very interesting bc this is technically speaking a terrible MU to sapientia, which would usually lean towards uninteractive right? While sapientia got quite lucky, it shows too that because of AgiPass, this MU, which would be incredibely bad is able to be flipped over its head and ur able to have a fighting chance vs it, it doesnt, however, diminish ur opps chances to win w it, as its still p diff to pull off and stuff like hera missing can happen and u can be screwed bc of it (also, hera may not have KOd raikou?) Idk the item tho, it might have been CB, for all I know, either way SEA's team is still interactive and idt anyone would seriously argue otherwise, besides making sure MUs arent like 70-30 or 80-20 is a good part of the game, the more MUs r quite equal the better, although that doesnt mean we shud strive for perfect 50-50 MUs either, I do believe prep shud be rewarded as part of the game, and that MU fishing is a aspect of it overall, but that if possible, the maximum advantage shud be around 60-40 or 65-35, which I believe AgiPass doesnt pass this threshold w Smear+BP and Taunt+BP bans, that said, if our options is to either Ban or DNB, ill vote DNB every single day, and I frankly reccomend u to do the same, as it is my personal opinion that this debate wont end ever, because all that can be discussed is the OGC's agenda and stuff like Jask/Sand Attack gets shutdown immediately, despite the great support on it, but im getting ahead of myself, I may make a post talking abt these more bureocratic matters in the future, but quite frankly, I think they r boring and id rather talk abt how valuable AgiPass Zap is for offense actually. That is all.
Forgive me for throwing in some replays at the end that didn’t make my argument the best and using your replays for a pro-ban perspective when I should have been more careful.

I think the argument for banning speed pass should be divorced from how banning it impacts the metagame and tackled separately. I’m defining “degenerate” speed pass teams that are entirely built around one/a few sweepers such as this example

Lead/speed passer | mag/support | support | speed passer/support/sweeper | sweeper | sweeper

An example is this replay I played against hclat in a random tour few years ago: https://replay.pokemonshowdown.com/smogtours-gen3ou-733941

This is a pretty unoptimized version which has since been optimized further. I guarantee you that whatever half measures you adopt to stamp this and more complex ones like outlined in the op, it will return and we’ll be here again, asking for more half measures until we finally say speed pass should be banned. Why? Bc in a tier with power levels such as advance, where powerful sweepers such as wak/cune/yama/ursa/rachi/etc are balanced by their speed, the ev sacrifices needed to make them fast and, for most of them, their frailty, passing them speed is an extremely powerful strategy against fat teams. It removes faster revenge killing as there’s no choice scarf in advance, and drum/sd hits too hard to take their hits, meaning you need to either beat the passer w pressure/phazing or hit the recipient on the way in.

BP teams have been endlessly optimized to beat phasers (tox/coverage jask + mag, agiliroar zap) which is still interactive, but that means fatter teams eventually just lose bc they can’t output enough pressure to stop the pass without specifically having caveats for bp (see my fatter dug teams like having to slot perish song on cb gar to not lose to bp). This cycle has repeated throughout the history of adv, starting with full pass and adapting to the ruleset changes without fail. I will say that this has been true for all post gen 3 ou gens where bp was initially legal like gen 4/5, it just became broken more easily with more powerful tools available. Why don’t we finally put a nail in the coffin now? I don’t think adv’s offensive options are as such that non speed pass will truly break the tier, which is why I think the gen 4 bug arceus stuff is a dumb distraction. Let’s allow adv, literally the metagame that launched smogon, be able to litigate baton pass a little longer, it’s not hurting you.

I also think exploring particular quirks of replays where speed pass wins/losses is almost missing the point. The point is that degenerate speed pass can adapt to whatever whack a mole you throw at it.

So w that discussed, now we can talk about the argument fruhdazi mentioned, that preserving nondegenerate speed pass allows for more stylistic diversity in the tier by allowing faster offenses to fit other mons more easily with speed pass zap. I decided to take you up on looking for replays that better made my point and while I did find some, mostly replays that had spikeless offense beatdown SkarmDug like this one, most of the aero losing replays like this one, two, and three minus the garay oak one mentioned are either quite old or flawed in some way, either through play or bad luck. I saw a bunch of replays where aero cleaned up spikeless offense. I see your point that these teams in 2025 really need mence to punish especially aero (and really punish dug) structures. Additionally, after thinking more on how I personally struggled to build w mixed offense w zap, I definitely see your point about having it do something more dynamic w allowing it to speed pass, helping you survive different match ups, more so than a Zard for example. Point taken and I definitely underrepresented that view in my first post.

At the same time, do we as a player base have to resort to making caveats for keeping a particular style around or more diverse? Fruhdazi mentioned that the replay I showed in December of 24 from abr predated the Regi spikes explosion in adv and required brilliant piloting. this exploration of agility pass is largely in 2025, I don’t really remember seeing it used a lot in spikeless offense before this year when giraffe posted his dump and I watched a lot of fruhdazi replays. If we suspect speed pass and it ultimately is removed, I believe the many creative builders will find a way around skarm dug/aero with the options available in the future without just using mence, even though I know we’re getting limited on viable fliers. Or if we need to have mence on spikeless offense, is that such a bad thing? I think the opportunity cost of losing the degenerate speed pass parts of the tier is worth potentially limiting the options of spikeless offense.
 
Forgive me for throwing in some replays at the end that didn’t make my argument the best and using your replays for a pro-ban perspective when I should have been more careful.

I think the argument for banning speed pass should be divorced from how banning it impacts the metagame and tackled separately. I’m defining “degenerate” speed pass teams that are entirely built around one/a few sweepers such as this example

Lead/speed passer | mag/support | support | speed passer/support/sweeper | sweeper | sweeper

An example is this replay I played against hclat in a random tour few years ago: https://replay.pokemonshowdown.com/smogtours-gen3ou-733941

This is a pretty unoptimized version which has since been optimized further. I guarantee you that whatever half measures you adopt to stamp this and more complex ones like outlined in the op, it will return and we’ll be here again, asking for more half measures until we finally say speed pass should be banned. Why? Bc in a tier with power levels such as advance, where powerful sweepers such as wak/cune/yama/ursa/rachi/etc are balanced by their speed, the ev sacrifices needed to make them fast and, for most of them, their frailty, passing them speed is an extremely powerful strategy against fat teams. It removes faster revenge killing as there’s no choice scarf in advance, and drum/sd hits too hard to take their hits, meaning you need to either beat the passer w pressure/phazing or hit the recipient on the way in.

BP teams have been endlessly optimized to beat phasers (tox/coverage jask + mag, agiliroar zap) which is still interactive, but that means fatter teams eventually just lose bc they can’t output enough pressure to stop the pass without specifically having caveats for bp (see my fatter dug teams like having to slot perish song on cb gar to not lose to bp). This cycle has repeated throughout the history of adv, starting with full pass and adapting to the ruleset changes without fail. I will say that this has been true for all post gen 3 ou gens where bp was initially legal like gen 4/5, it just became broken more easily with more powerful tools available. Why don’t we finally put a nail in the coffin now? I don’t think adv’s offensive options are as such that non speed pass will truly break the tier, which is why I think the gen 4 bug arceus stuff is a dumb distraction. Let’s allow adv, literally the metagame that launched smogon, be able to litigate baton pass a little longer, it’s not hurting you.

I also think exploring particular quirks of replays where speed pass wins/losses is almost missing the point. The point is that degenerate speed pass can adapt to whatever whack a mole you throw at it.

So w that discussed, now we can talk about the argument fruhdazi mentioned, that preserving nondegenerate speed pass allows for more stylistic diversity in the tier by allowing faster offenses to fit other mons more easily with speed pass zap. I decided to take you up on looking for replays that better made my point and while I did find some, mostly replays that had spikeless offense beatdown SkarmDug like this one, most of the aero losing replays like this one, two, and three minus the garay oak one mentioned are either quite old or flawed in some way, either through play or bad luck. I saw a bunch of replays where aero cleaned up spikeless offense. I see your point that these teams in 2025 really need mence to punish especially aero (and really punish dug) structures. Additionally, after thinking more on how I personally struggled to build w mixed offense w zap, I definitely see your point about having it do something more dynamic w allowing it to speed pass, helping you survive different match ups, more so than a Zard for example. Point taken and I definitely underrepresented that view in my first post.

At the same time, do we as a player base have to resort to making caveats for keeping a particular style around or more diverse? Fruhdazi mentioned that the replay I showed in December of 24 from abr predated the Regi spikes explosion in adv and required brilliant piloting. this exploration of agility pass is largely in 2025, I don’t really remember seeing it used a lot in spikeless offense before this year when giraffe posted his dump and I watched a lot of fruhdazi replays. If we suspect speed pass and it ultimately is removed, I believe the many creative builders will find a way around skarm dug/aero with the options available in the future without just using mence, even though I know we’re getting limited on viable fliers. Or if we need to have mence on spikeless offense, is that such a bad thing? I think the opportunity cost of losing the degenerate speed pass parts of the tier is worth potentially limiting the options of spikeless offense.
I will do a pro-speedpass argument in due time, excellent points all around, I would just like to add on that u really dont need to ask for forgiveness for using my replays to support a side im against, if anything I encourage replays of mine that prove against theories or assumptions of mine, ie pointing out inconsistencies, it really helps improving one's game imo. I did however think said replays werent really great at helping ur argument, however I do still appreciate em regardless, as spikeless offense is barely discussed in ADV before recent time, thought to be just a very mediocre style, while I think I should take time to whip out a response worthy of such excellency displayed in this counterargument, ill say that I personally think of Jask as a "necessary sacrifice" for honest Agi+BP to exist, who I think is worthy of doing so, for the reasons I highlighted, just like how ppl think of this ban as more of a "sacrifice" rather than wanting it to be banned bc of their firm belief all of its aspects r broken. I do recognize that Jask teams cud be problematic, but rn I feel they r just annoying, what I think im more worried about is the Taunt+BP component of stuff like DDPass or even this new age Fullpass, however I wont delve into it too much rn, ill also say ill probably not make a post abt the bureocratic aspects if anyones asking, I came to the conclusion its a bit too boring and im not the right guy to do a post like that, and I just wanted to whip up this quick response as I think of pointers I could give, very nice post overall, id want this more from both proban and prospeedpass sides, instead of the endless dumb bickering and post deletions we are getting right now. Cheers.
 
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I would like to address the state of Speedpass in ADV OU, and the best arguments for its ban or lack thereof. I would like to start by establishing the premises.
Speedpass has existed in fringe form in ADV in its current state of baton pass legality for years. Ninjask has two(?) notable SPL showcases over the past couple years -> Conflict's dominant victory, and baddummy's swift loss. I believe the showcases in invitational play to be similarly sparse, and I don't believe it shows up a lot in sidePLs like ADVPL and RoaPL, but feel free to correct if you perceive this not to be the case. Beyond this, Agility Zapdos has also existed in fringe form. There's that one ursaring team, and then the very very very occasional zapwak bring. The point I am getting to here is that over the years it is generally Not A Big Deal. It doesn't really show up and win in tournament play at all. I don't particularly buy any of the arguments about how speedpass ruins the ladder as well - you do not have to have a phaser to beat speedpass, etc. Any arguments about banning speedpass that hinge on its dominance, how oppressive it is, its presence in competitive ADV, all of these are pretty invalid to me.
However, particularly on the ladder, recently there has been an explosion of a new wave of speedpass. Currently, I believe there are two forms of problematic speedpass.
1: Ninjask + Sand Attack(and other accuracy lowering phasing strategies)
Speedpass is limited by the fact that it is difficult to pass a boost safely to Marowak. Being able to safely pass boosts and setup and win via dodging attacks with sand attack is stupid and uncompetitive. I wholly think we should ban sand attack. Realistically, the reason why accuracy lowering moves haven't been touched until now is how little people care about it, but I believe the general sentiment is that nobody would be sad to see it go, and everyone views it as some degree of uncompetitive.
2: Fullpass, specifically with Smeargle.
Spore -> DDPass
Spore to continue a chain
Taunting a phaser to continue a chain
et cetera.
The new wave of speedpass largely hinges on Smeargle's ability to spore, taunt, and baton pass whatever it wants. Smeargle is the reason why fullpass is able to semi consistently get a boosted Hariyama to Belly Drum. Smeargle DDpass is the biggest way for Marowak to steal a game with some good fortune. I don't particularly care about writing a whole book to prove this to be true, I will just assume everyone accepts this to be the case. If you disagree, please feel free to comment!
Therefore, this is the speedpass ban argument.
1: We are unable to fine-tune bans within Smogon's tiering policy, such as targetedly ban BP Smeargle and accuracy lowering moves.
2: The most egregious forms of speedpass are actively lowering the competitiveness of the format, and honest forms of speedpass(Salac Vap and AgiZap Mixoff) are an acceptable sacrifice.
I think this argument is reasonably compelling! The egregious forms of speedpass doing stupid nonsense is stupid nonsense, etc.
The Do Not Ban argument is made up of:
1: We should push to fine-tune bans to remove the specifically problematic elements, even if it takes a lot of time and effort, because ADV is a slow changing tier that people will continue to care about. It doesn't matter that this tiering action is going to be laborious. Also, there is not a great impetus currently to get rid of this stuff Right Now(it's not being used in spl, invite, cup even so far, etc).
2: Salac Vaporeon and Agility Zapdos are important tools for spikeless offense to be able to fight Aerodactyl squads and Dugtrio squads, and we should not be eager to sack these guys just to catch Smearpass.
The second part of this is backed up by fruhdazi and giraffe's and vapicunos posts in the thread. I think it has been established that there is at least some value in keeping these things around.
Basically, what it boils down to for me -> will we be able to fine tune a ban?
I would greatly prefer to do everything real slowly and pull teeth to get Smogon to re ban Smeargle + Baton Pass and also ban accuracy lowering moves, but if it is Totally Impossible(or at least close to it) then I would be in favor of a speedpass ban.
With how many nonsense posts and reasonings have filled this thread, I would also like to call for the suspect test to be pretty damn difficult. Something like 1900 ELO or 1750 + 88% GXE. I really value gatekeeping here.
 
The Do Not Ban argument is made up of:
Third argument:
Speed pass actually re-balances the sandless fat metagame trend by differentially nerfing stalls and promoting offense (which has much fewer issues facing speedpass).

That was the main point of my previous post.

Add on: This does not mean that speed pass needs to proliferate to balance the meta. Just a 5% presence of anything forces serious reconsideration.

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