I wanted to write a short post here echoing some of the thoughts already expressed about Speed-Pass and the Ladder given I cannot post in the main forum. In particular Padeli's post.
My Background/experience:
I pretty much only ladder ADV and have probably played 5000-10000 games in the last year or so. I mostly just team-build and test teams, sometimes trying for strict optimality, sometimes trying to just try something fun/more "out-there" and see if it holds water. In any case, I would say I have a decent amount of experience to give my "ladder main" opinion on the matter.
Main Take:
I think that speed pass strategies, as allowed by the current rules/bans are essentially impossible to cover in the builder with 1 team that also has a good MU spread into the rest of the general metagame. I think this is fairly uncontroversial given the plethora of different full Pass, Jask and DD-Pass Smeargle teams that seem to get spammed a lot on the ladder at the moment (maybe people have a 6 in mind that does so but, in any case, I think we should all be able to agree that covering these teams plus the more standard metagame is unrealistically restrictive).
Is this a problem?
I think this is where I find myself agreeing/disagreeing with a lot of the prior posts. Ultimately, fishy strategies will always exist in the game. Things like triple-trap have been mentioned, but I think there are a lot of teams that do achieve the huge MU swings/upsides that these Speed-Pass teams often get. The example I think of here is something like special/mixed offence team without any counterplay to Blissey - I am sure one could produce a team that, ignoring Bliss as restriction in the builder, could get extremely strong MUs into the a large portion of the remaining metagame.
The same goes with teams which just ignore Skarmory. I am sure that many people who play ladder regularly will have been frustrated by getting rolled by a 1400 player using a fishy team like the examples above.
Is there any difference between these fishes and the Speed-Pass strategies?
Perhaps the Speed-Pass strategies are slightly stronger. However, as I think has been pointed out, many cases in which someone loses to Full-Pass, were as a result of some misplay (trying to Roar into opposing Roar/Taunt, not breaking subs when needed etc...). I know this has certainly been the case for me. I think part of these teams relative success on the ladder is the unfamiliarity that players have playing against them, combined with their ability to create a winning situation from a free turns created by misplays, favourable RNG or favourable matchups.
However, I think the difference really lies in terms of how uninteractive, uncompetative and just generally "non-fun" these strategies are to play against. To me, a team shouldn't be able to win off of 1 misplay, or from winning a Taunt vs BP mind game with DD-Smeargle. More subjectively, as frustrating as being beaten by something like triple trap or Water-spam can be, I find it no where near as frustrating as losing to a speed-pass team in a game where I had literally no agency at all in the battle. The last month or so has definitely been one of the worst times to play ladder I can remember with these teams being spammed everywhere.
What to do?
I am sympathetic to many of the arguments around needing Speed-Pass, and there are "honest" uses of it. However, I cannot emphasise enough how little we see these honest uses on the ladder compared to people just fishing for free wins. Even people who are using Agil-Pass Zapdos on non Full-Pass teams are often just trying to get a free win with Marowak in most situations, as opposed to specifically using Agil-Pass to give flexible counterplay revenge killers (Aero/Dug) against fat teams.
I think, all things considered, I would be in favour banning Speed-Pass. My feeling is that this might be the only viable option given the nature of tiering policy surrounding complex bans (as far as I understand it) but also as I think it will be very difficult to make a complex ban that won't allow this rubbish to keep cropping up again and again with different intermediate receivers on Full Pass teams.
In Summary
Whilst there are lots of fishy/uncompetative strategies, Speed-Pass feels unique in its ability to be abused in a way that is uninteractive and leaves one devoid of all agency in the game. It has legitimate uses but, at least on ladder, is predominantly used to just try to either get wins via MU fishing, Taunt vs Roar mind games or just punishing the opponent excessively for one misplay over the course of many turns. It is not good for the health or enjoyment of the game. I think banning Speed Pass would be best for the game as a whole, and is worth the loss of certain legitimate use cases.
This is just one persons opinion, particularly that of a ladder player - see
SpeedPass in ADV OU if you want opinions of more tour plays.
Thanks for reading.