Metagame BW Doubles OU (NEWLY UPDATED SAMPLE TEAMS!)

ROA DOU tour was fun, went 3-1 in sets and 5-2 in games (Albeit one of my game wins was disappointingly very lucky, but who knows.) Ladder I was 40-15 with me trying a lot of teams, to varying success.

I'm not a GEN 5 DOU god, or someone who is good at team building; but I enjoy sharing the teams I made for feedback and maybe if someone else wants to try them. Because doubles ou is fun.

Teams I used on the tour:

Double Swim Rain

Kabutops is really good, however due to having kabutops you're electric weak and also you NEED rain up. The bright side is with two swift swimmers, one of them getting para'd isn't as bad and you can throw one out early without worrying about not having a late game cleaner. The frustrating thing is you're relying on 85-90% accurate moves, which can provide frustration. Genesect douse is really fun and skill expressive. In rain techno boost does a shitload. make sure to make it shiny. Rest is standard.

This team went 1-0 in the tour, however on the ladder this was my main team

Hailroom

Very Match-Up dependent. And I wouldn't say it's that good. But I love hail and trick room, so I played it. Glaceon is scary as hell; I love this mon on hail teams in bw and dpp. I probably should've went some stats in glaceon's special attack but I am bad at team building (I think I used just the reccomended stat spread by showdown for this one lol). Also Max def and Max HP allows you to tank a suprising ammount while you're just blizzspamming. Everything else is standard; but I made cress more support based than offensive. Helping hand is good with the blizz spam and heat wave spam. I will probably rebuild this later since I made this team when I just started to get into the game and it hasn't changed that much since then.

This somehow went 1-1.

Sand + Floaters

This is pretty regular. I think there's a sample team just like this. Latias is a cool pokemon and it's bulk is great and allows it to spread para + helping hand. I originally had a cress, but I liked latias better (plus penter told me to use latias instead), It's a bit like the sample team but I like sub on drill over IH. Gastrodon is cool.

This team went 2-0 and this is the other team i played ladder a majority of the time on.

Generic non Goth rain but SG over band Sect

This the last team I cooked, and my genesect set should've been life orb instead of bug gem. Everything else is normal for non goth rain. Rocks are cool for this team so I went lando. Not much to say it's generic, but it worked and got me my only win vs Akaru

1-0.

shitty sun team that probably wont work lol


(It isn't work) I don't know why it's flame burst; I swear I read somewhere it's good but I think I just gaslit myself into thinking I read that somewhere. The two advantages over heatwave is that the secondary damage goes through sub (This won me a game on ladder once), and it doesn't proc flash fire; none of these are worth it, just use flamethrower or heatwave. I probably shouldn't have played this on the actual tour but I prioritized fun over competitiveness since its just a silly ROA tour.

I really wanted to play a sun team too because I played sand, rain and hail lol.

0-1.

BONUS TEAM:

Bulky Rain tailwind offense

I never brought this to a tour, but I really wanted this team to work. E vire because t-wave was my biggest op; however evire is lackluster at best outside of being t wave immune. 60% of my 15 ladder losses were probably because I tried to make tailwind teams work. Teams reliant on tailwind does not work. (Tailwind can work; but not if your whole team is build around it... probably) I think torn-t could work as a bulky rain mon that can set up tailwind to outspeed opposing rain teams + flying gem hurricane is really sheist and volcarona on rain probably isnt the worst thing ever concoted (You don't get walled by those who usually wall you since you're rain boosted hp water!)

I didn't play this at all during the tour. Feel free to try to make it work yourself though.
 
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My second DPL down, I actually finished positive personally this time with a 4-2 record with my team finishing 5-2 in the BW slot. I'm really happy with my play and my building this season, and I think in another world there's a chance I get an even better record than I did. Below are the teams that I used, and my process going into every week.

One small aside before that: ban Gothitelle. It is easily the most frustrating Pokemon to prep for, and is totally centralising in every single matchup both in-game and in the builder. This meta would be way healthier without it, and it would mean we don't have to stuff Shed Shells and multiple weird pivots on to every single team to combat that.

Week 1 vs Smudge (W, thanks Fragments)
:genesect::landorus-therian::thundurus::jellicent::amoonguss::hitmontop:

Going into week 1 against a familiar opponent, I knew I wanted to keep the team very very simple against Smudge. Band Genesect is still one of my favourite attackers in the format, so I wanted to pull off a similar team I used against them last season. The key difference in this team compared to the last one was the addition of Amoonguss, as I felt like I was going to run into another matchup where whoever kept their Thundurus would be the more impactful player.

That being said, Amoonguss made this team a bit of a nightmare to craft early on. I started off initially with Sitrus Landorus-T + Fighting Gem Conkeldurr, and found that this team was far too reliant on Thunder Wave and Trick Room to actually pressure offensively. I decided to try and patch up the Speed tiers and bring the special threat of the team up with Dragon Gem Latios > Conkeldurr, but this made the team a lot worse into Kyurem-B and I felt like I'd lost some solidarity into U-turn. Finally the pieces clicked for me later on. Hitmontop was a perfect Pokemon for this team, offering the Fighting Gem nuke that Conkeldurr was providing while also giving me double Intimidate and a Fake Out that ended up being quite nice in the game. Scarf Rocks Landorus was the last change I made to the team, deciding I wasn't really fast enough without it. Rocks were going to be super impactful for me as I felt like Kyurem-B and Thundurus would be common Pokemon for Smudge, and that they prefer Sash Landorus-T over Scarf wherever possible. Rocks + Electric Gem Thundurus made me feel like I had an edge over opposing Thundurus.

I ended up scheduling this really irresponsibly, but Fragments played a really good game and demonstrated a lot of what I wanted the team to do. The Choice Scarf ending up mattering was a really nice feeling in the end, as that last second "vibes" choice ended up being right.

Week 2 vs mimi (W)
:gothitelle::ferrothorn::thundurus::landorus-therian::kyurem-black::heatran:

In scouting for mimi, I was expecting to run into something with Tyranitar + a Steel, likely with some standard core. Tyranitar was mimi's 2nd most used Pokemon in BW DOU according to my scout, so I decided pretty early on that if I was going to run into a pretty normal team I was not going to play normally. Gothitelle completely disrupts how most people like to play the game, and it even kinda goes against how I like to play in switching to make reads rather than sitting on the field for multiple turns doing not much. Fighting Gem Thundurus did exactly the job I wanted it to do, nuking Tyranitar but on the same turn I was really irresponsible and made the most obvious Landorus switch likely of all time. The Fighting Gem also offered me an extra check into Heatran should I haved needed it, as keeping that off the board with a Ferrothorn team is obviously vital. Double Scarf felt right, as I found that this team really couldn't fit Sub Kyurem-B and that Scarf Toxic + Gothitelle + Leech Seed Ferrothorn is actually a lot of passive damage that is really hard to play into if done right. Landorus-T could have been Sash, but I think Scarf was the right call as positioning my back pieces is really vital to the success of a team like this.

I played this team really weirdly in the first half of the game, but I am happy overall with how I came back into the game. I used Gothitelle fairly unorthodox, switching it out repeatedly on targets that would have been totally good to trap in. My logic behind this was that I'd rather position my field a little bit more aggressively, because even if those same threats got back in later on, so what?

Week 3 vs Amaranth (L)
:abomasnow::jellicent::genesect::landorus-therian::heatran::conkeldurr:

I feel like every part of me knew this week was going to be against Goth Rain. Amaranth was coming off of 2 losses, and turning to comfort was going to be really easy to do. So I adopted a team that zee once gave me with Blizzard Genesect with Abomasnow. Heatran remained on the team from that original team because I still felt like having an answer to Genesect and Ferrothorn after I cleared the rain away. What I didn't anticipate is just how good Amaranth would be with that Gothitelle. I was fairly powerless early in the game, and, while I did claw some of the game back, I'd already been so irresponsible with the rest of my team that I didn't have enough to actually catch up. In future weeks, I decided to prep for Gothitelle even more and I felt like I did a pretty good job of that in the rest of the tour.

Week 4 vs xMarsh (W)
:thundurus::tornadus::landorus-therian::scrafty::kyurem-black::genesect:

xMarsh is a player I'm less familiar with overall, so I decided that this should be the week I play into my comfort picks and go with triple genie + Sub Kyurem-B, which is also the team I used to get my first win in DPL last season. The major differences between this year's team and last are the inclusion of banded Genesect instead of Tyranitar feeling that I wouldn't be coming up against rain this week anyway and wanting the extra offensive pivot in case of other Gothitelle stuff; and using Scrafty over Hitmontop, simply because I felt Scrafty was a better Pokemon overall. Toxic remained on Scrafty as it did Hitmontop to improve matchups like Jellicent and Gastrodon as much as I could, plus having naturally good synergy with Sub Kyurem-B. Thundurus again took HP Fire in order to have matchup into Ferrothorn as often as possible. Double Taunt was something I found handy last time I used this team, so kept it for this year. I got a bit of positive luck in the matchup, but I felt I played it really well but damn this Scrafty was determined not to lose.

Week 5 vs Idyll (L)
:genesect::latias::jellicent::landorus-therian::scrafty::thundurus:

It may be obvious this week, but I knew I was going to end up facing Gothitelle. Shed Shell Jellicent is something I saw my opponent using the week prior, and I found it nifty so took it to get arguably my most useless piece into Gothitelle off the board. Other than that, this is a very simple VoltTurn balance using Volt Switch Thundurus instead of the more common Taunt in order to facilitate the team's pivoting more. This became even more crucial an idea as I elected to go with zero Protects, as I felt I wanted to be on the front foot as much as possible and use my switches to defensively read Idyll while trying to trade my attackers positively. Gothitelle was effectively useless against this team after the Scarf was Tricked to my Latias. I wanted to keep my priority intact for Kingdra into the middle-to-lategame. I get fairly lucky with a Landorus crit on Amoonguss to avoid being put to sleep, but then later the universe balances everything out in a tough endgame decision where I miss Stone Edge as I was slightly too afraid to Explode in case of a switch or Protect from Thundurus losing me the game.

Week 6 vs DaWoblefet (W)
:gothitelle::tyranitar::excadrill::latios::thundurus::amoonguss:

In prep for this game, I would describe DaWoblefet as a creature of comfort. His scout over the last couple of seasons suggests he picks a core group of around 10-15 Pokemon, and almost exclusively builds fairly safely within those groups. This team echos a really old team from Biosci using the Trick Specs Gothitelle with Sand as I felt Excadrill Tyranitar actually matchup fairly positively into DaWoblefet overall. I felt I could get away with this type of team as well as he generally ran less Genesect than some of the scouts I had seen prior to this week. I felt this game was really nice overall, utilising Shadow Tag really well in the early game with a Spore from Amoonguss creating a fairly nice pin on the Bisharp and Mew. I think I played the endgame especially well, recognising that Conkeldurr was the most important piece in the endgame as if it went down, Excadrill had almost free license to stomp for the rest of the game. I was also happy with how I preserved Latios' HP to always live the Scarf Landorus U-turn. I was happy that I decided not to bring Intimidate this week, as I felt very early on Bisharp was a pick used for me as I'd brought Landorus every single week up until this point, with Double Intimidate being in 3 of them.

Week 7 vs Mishimono (W)
:jellicent::landorus-therian::genesect::kyurem-black::tyranitar::thundurus:

Early on in prep, I actually wanted to use Sub Metagross as the main idea of the team. On paper, it seemed pretty good into Mishimono but in the builder I just couldn't make anything that I actually wanted to use. I pivoted back into my usual comfort with Sub Kyurem-B, but with this team I paid particular attention into the Gothitelle Rain matchup. Shed Shell Tyranitar makes another appearance in this team, this time taking Fire Blast as a measure for Ferrothorn which ended up paying off for me. Shed Shell also paid off against the Gothitelle, being able to pivot the Tyranitar out of the lock on a Muddy Water, healing my Jellicent. Explosion Landorus was used to attempt to punish as many Politoed switch ins as possible, and it ended up doing just that getting a bit fortunate with the Fire Blast burn that followed. I ended up in the endgame I wanted with Fire Blast Tyranitar not likely to drop to any of Ferrothorn's moves, while Gothitelle was its lone partner and unable to do anything back to it. I get the read right at the end, opening me up to the win.
 
In 2023, I worked on an alternative to Sleep Clause Mod for BW DOU. On this new model, Sleep Clause would prevent a player from clicking a Sleep move on the opponent if they have already put at least one Pokemon to sleep. Another way to put it is that sleep is prevented on move selection, but not move execution. You simply wouldn't be able to click Spore, then target the opponent, if one of their mons was already put to sleep by you - Showdown just wouldn't let you click the target or type out the equivalent command. See the video for a demonstration of how it would work.


I originally was going to make a full-fledged video on the history of Sleep Clause and the potential models that could be implemented to replace it in BW DOU, but never had time to complete it. The following is my script on sleep clause from May 2023, which I have modified a bit to account for the 2-year delay and to make it more compatible for a Smogon post.

What is Sleep Clause Mod? Showdown describes Sleep Clause Mod in the following way: "Prevents players from putting more than one of their opponent's Pokemon to sleep at a time". That "prevents" word is what makes Sleep Clause Mod a mod; if you attempt to put an opponent to sleep when you've already put one of their Pokemon to sleep, the move will just fail, modifying the standard cartridge behavior. Most folks just call it Sleep Clause for short, and I will too throughout this post. Importantly, this isn't just Sleep from anywhere - it must be sleep that you yourself inflicted. So if a Pokemon uses Rest or you Spore your ally or something, the opponent can still put one additional Pokemon to sleep, since they weren't the ones to do it. Sleep Clause prevents the sleep as a last resort, but only before it's actually applied; for example, if you had already put one Pokemon to sleep, but then tried to Spore into a Substitute, the Substitute's failure message will kick in first. The same thing would happen for an Ability like Insomnia. Lum Berry would be a good example of where this wouldn't work - even though the Lum Berry would immediately wake you up, Sleep Clause will block the Spore from being successful, so you never fall asleep with a second Pokemon at any point.

Sleep Clause as a concept in competitive Pokemon has been around forever. Even back when Generation 1 was current in the early 2000s, it was considered a standard and just assumed for both in-person and online play. On the old Azure Heights forums back in July of 2000, user 'da great one' talked about hosting a tournament which featured sleep clause on PBS, or Porygon's Big Show, the first battle simulator.
azure-heights-1.png

pbs.png
As Gold/Silver started to roll around in January of 2001, another user spoke of how, in their opinion, Sleep Clause and Freeze Clause would be unnecessary due to mechanics changes between generations, implying it was standard in tournament play before then.
azure-heights-2.png
Finally, in May of 2001, Mr. K reports that according to official Nintendo tourney rules, "Out of your opponent's three Pokemon, you may 'Put to Sleep' and 'Freeze' only one Pokemon at a time.".
azure-heights-3.png
Keep in mind that this was enforced in-person on the old RBY games; user TeeJay relates how he was disqualified from a tournament for freezing two of his opponent's Pokemon with Ice Beam, losing his chance at winning a cool hat.
teejay-freeze.png
As the generations progressed, Sleep Clause remained a standard in competitive singles play and was even supported officially on the home console releases during those generations, like Pokemon Stadium and Pokemon XD. It was a feature you could just toggle on in the settings.
stadium-rules.png
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Pokemon Showdown's implementation of Sleep Clause is similar, but those games notably counted self-inflicted sleep. As you can see in this footage [note: did not ever get high-quality footage], if a player used Rest on one of their Pokemon, it would prevent the opposing player from putting any additional Pokemon to sleep. Trying to do so would just cause the move to fail. Important to note is that if a Pokemon was already asleep, from Rest or from the opponent, you could still use Rest on additional Pokemon to heal up. So you could always use Rest yourself without worrying about Sleep Clause. This same implementation was kept all the way up through Pokemon XD. I'm not too sure how things like Effect Spore were implemented in those games; did it loudly announce Effect Spore, but not do anything? Did it affect the odds of rolling poison or paralysis? I'm not sure, and unfortunately don't own the games to investigate myself. Pokemon Battle Revolution, the home console release on the Wii tied in with generation 4, did not have sleep clause available as a battle option.

But getting back on track, why was Sleep Clause a standard back in the day? Well, most singles players past and present consider sleep to be an extremely powerful status condition. In singles play, a Pokemon being put to sleep means it's not able to take any actions, which means the entire side can't take any actions. Switching out doesn't get you a whole lot either if your opponent can just put that new Pokemon to sleep too. In addition, the RNG elements sleep brings can be frustrating for some players; since neither player knows how long a Pokemon will be asleep for, it can be difficult to plan ahead.

Although the mechanics of sleep changed from generation to generation, by the time of Gen 5 it was still considered an oppressive force. Putting an opponent to sleep would prevent them from moving for 1-3 turns, evenly distributed. So you had a 1/3 chance to sleep 1 turn, a 1/3 chance to sleep 2 turns, and a 1/3 chance to sleep three turns. In addition, in Generation 5 only, when a sleeping Pokemon is switched out, its number of turns asleep resets back to 0. So if you had taken 3 turns of sleep, then swapped out, you're starting from scratch at 0 again. Not only that, but because sleep turns are fixed, you'd have to sleep for all 3 of those turns again – and your opponent knows it. This mechanic was so powerful that some players equated a sleep to a kill. If you stay in with the sleeping Pokemon, it's a huge momentum loss if you don't wake up. But if you switch out and come in later, no matter how many sleep turns you burnt previously, then you're guaranteed to be unable to move for at least that turn, potentially even longer. Even official VGC play recognized the power of sleep and banned the move Dark Void in all Generation 5 VGC events. Of course, only Smeargle could use it, but its potential of putting two Pokemon to sleep at once was recognized as too powerful. This is not typical for VGC play, and Dark Void was perfectly legal in both Generations 4 and 6, boasting huge success especially in VGC 2016. Of course, even in generation 5, VGC did not have a sleep clause, and you could put multiple opponents to sleep just fine, but I think the ban on Dark Void shows TPCi had some awareness of sleep's inherent power.

Focusing in on our particular tier, BW DOU, in December 2012, Smogon Doubles was announced, now possible thanks to Showdown's support of the doubles format. With the introduction of this new tier came most of Smogon's standard clauses, including banning evasion moves, OHKO moves, and of course having Sleep Clause. Most comments on Sleep Clause in these early threads were from VGC players and were generally negative. Synre, administrator of the popular new VGC website Nugget Bridge, identified the clause along with many others as holdovers from singles and generally unnecessary. Firestorm, another Nugget Bridge administrator, criticized Sleep Clause as artificially nerfing Breloom and Amoonguss to make up for bad teambuilding. Crow350, a VGC Regional winner, viewed Sleep Clause as completely pointless, and later argues that Amoonguss can't keep Trick Room in check with it present. Pocket addresses this general sentiment across these and other posts by asserting Sleep Clause is there to attract singles players, though it may be tested later once the metagame became official.

Calls to test Sleep Clause continued by VGC and non-VGC players alike throughout Generation 5, and once Generation 6 rolled around, the demand for testing Sleep Clause was so great that it deserved an explicit note at the start of the first metagame discussion thread to let players know it would be tested. In Generation 6, several significant mechanics changes to sleep happened which nerfed it overall. Sleep turns no longer reset after the user switched out, and Spore, the most consistent sleep move, now no longer affected Grass-types or Pokemon holding the item Safety Goggles. After Kangaskhanite, the 2nd suspect of the generation was for sleep clause, and in a landslide 80% supermajority, Sleep Clause was voted to be removed. Of course, this decision only impacted the XY Doubles OU metagame, and BW Doubles OU remained unchanged.

Although not related to BW Doubles OU directly, more recently, in December 2019, BW singles OU was facing major problems with how to handle Sleep. Even with Sleep Clause active, many players felt sleep was too strong. Most teams had a dedicated Sleep Talk Pokemon they would switch in to try to relieve some of the momentum loss, but even those dedicated sleep sacks were considered unreliable. The proposed solution was to ban Sleep moves entirely, which passed both an initial vote and a revote in April 2020 with flying colors.

To summarize, BW DOU's initial inclusion of sleep clause was basically just because it was a Smogon standard. Though some VGC players quibbled about its necessity, it was never seriously challenged when Generation 5 was current because the metagame wasn't yet considered official.

Sleep Users​

There are 2 major users of Sleep: Amoonguss and Breloom, both using Spore. Hypnosis also sees occasional use on Politoed. A few other ranked Pokemon have access to a sleep move, but rarely use it, though I will touch on them briefly.

:bw/amoonguss:
Amoonguss is by far the most relevant Sleep-inducing Pokemon. Any player familiar with Doubles formats should know Amoonguss's general strengths, supporting a team by disrupting the opponent with Rage Powder and Spore. Specifically in BW DOU, Amoonguss serves as an important check to rain, being bulky enough to withstand several Water attacks, as well as Kingdra's boosted Draco Meteor. When holding a Mental Herb, it's an excellent check to Thundurus, shrugging off a Taunt to neutralize one of the tier's best support Pokemon, as well as redirecting Thunderbolt and Thunder Wave away from offensive sweepers. It also serves as a great check to Trick Room, especially semiroom teams leveraging Pokemon like Jellicent and Conkeldurr. Redirection in general is quite hard to come by in BW; Rage Powder Volcarona is the only other ranked Pokemon with access to Follow Me or Rage Powder.

:bw/breloom:
Breloom is the other viable Spore user, and unlike Amoonguss it boasts a high Attack stat complemented with STABs to smash Pokemon like Tyranitar, Excadrill, or bulky Water-types. Breloom isn't the fastest thing around, but base 70 puts you past a ton of metagame threats, and it can even justifiably use an Adamant Nature. It can viably use a Choice Scarf set to buy turns for its allies as well. Even though Sleep Clause basically forces Scarf Breloom to switch out after it gets off a Spore, the surprise value can generate a lot of momentum. Focus Sash and Fighting Gem are still considered to be stronger items in most cases, giving Breloom the chance to tank one hit or destroy Tyranitar even through Chople Berry.

:bw/politoed:
Politoed sometimes runs Hypnosis as a filler move on a support set. Other options like Helping Hand, Encore, Toxic, or an Ice-type attack tend to be more consistent, but Hypnosis has a much bigger reward, especially if the rain team lacks Amoonguss.

:bw/shaymin-sky:
Shaymin-Sky gets Grass Whistle, but 55% accuracy is pretty terrible, and it really needs Seed Flare, Air Slash, and two of Earth Power, Substitute, and Protect to be effective in most games. Serene Grace Air Slash on its own has a 57% chance to prevent the target from moving, after considering accuracy, which is just straight-up better than Grass Whistle. Skymin is a very viable Pokemon, but I don't think I've ever seen it slot Grass Whistle.

:bw/marowak:
Marowak gets Sing, but it's usually played to take advantage of its extremely high Attack stat and Lightning Rod, not roll sleep. Most players prefer Bonemerang, Protect, and a Rock move, and one of Substitute or Stealth Rock to round out the set.

Overall, when talking about Sleep in BW, we're really talking about Amoonguss, and to a lesser extent Breloom. Of course, even with Sleep Clause, you can still put 1 Pokemon to sleep. Preventing that is usually a good thing to do, and lots of natural counterplay exists in the tier that finds additional value in how it responds to sleep moves.

Sleep and its Counterplay​

Substitute is a great option. While Substitute's up, Spore, and any other status, will fail completely. Many of the Pokemon using Substitute wall Amoonguss as a bonus, leaving it unable to do much of anything but Rage Powder. Heatran and Metagross both commonly run Substitute, and it sees viable play on Kingdra, both forms of Thundurus, Kyurem-Black, Shaymin-Sky, Calm Mind Suicune, and more.

Taunt is also a great option to shut down sleep; unlike Substitute, it'll stop the Spore for both teammates, as well as Amoonguss's Rage Powder. Although Amoonguss sometimes runs Mental Herb, it's by no means the only item Amoonguss runs; both Sitrus Berry and Lum Berry are also common. Even Mental Herb Amoonguss can find itself getting Taunted twice in a match if it isn't careful. Gothitelle is one of the most effective users of Taunt against Amoonguss, crippling it and locking it in to be picked off by its Psychic or an ally's attack later.

Lum Berry draws utility in stopping both Spore and the ever-popular Thunder Wave. Examples include Tyranitar, letting it function as an even better Thundurus answer, or fast, frail attackers that want to avoid getting paralyzed, like Kingdra or Shaymin-Sky. Amoonguss itself sometimes carries Lum Berry for the mirror, since as you'll recall Grass-types aren't immune to Spore in this generation.

As obvious as it sounds, KOing the sleep user is a pretty good way of dealing with Sleep too. Amoonguss is slow and can often be doubled into, and Breloom is frail, sometimes not even running Focus Sash.

Getting into more niche options, Heal Bell Chansey can both cure sleep and function effectively as a sleep absorber vs Amoonguss thanks to Natural Cure. Drawing from singles, a Choice Band Kyurem-Black will occasionally fit Sleep Talk as a last move since it doesn't have many other viable options, though I must confess I'm not sure I've ever it actually come up in relevant way during a tournament game.

Sleep sacking​

Although there are countermeasures to sleep available, it's of course not always possible to prevent the initial sleep. This is where the concept of "sleep sacking" arrives, especially against Amoonguss. Because Amoonguss's pressure often decreases drastically without Spore, if you give up a Pokemon to sleep that you don't need, you could basically trade your sleeping Pokemon for their Amoonguss in terms of value, a sort of one for one trade. For example, if you leave a Pokemon at 1 HP from Focus Sash asleep and save it, now a healthy Pokemon in the back can switch in and attack completely unafraid of Amoonguss. Here's a pretty simple example: [would have included an example from recent BW tournament here; example I had is now lost when replays were wiped]

With how Sleep Clause is currently implemented, a player may take advantage of certain plays that could otherwise be risky on other implementations. For example, if a Pokemon is asleep and you want to Spore it or its partner to cover a wake up, that's perfectly fine to do. In a worst case scenario, you just lose a turn. On cartridge, this play is very risky – if they happen to switch out or just don't wake up, you'd be breaking Sleep Clause. Similarly, it's possible to set up a situation where you KO a sleeping Pokemon, then immediately put its ally to sleep on that same turn, because they don't have 2 Pokemon simultaneously asleep at any point. This play could again be risky if breaking Sleep Clause was more than just a lost turn, and the opponent switched out.

In my judgment, there are 4 criteria a person might use when comparing alternate Sleep Clause models.

Cartridge Accuracy
The first is cartridge accuracy. Pokemon Showdown is a battle simulator of the official games that you would play on your GameBoy, DS, or Switch, and it's ideal for the simulator to simulate the games we're actually basing them on. This is reflected in Smogon standard tiering policy in this way:

We play, to the best of our simulator's capabilities, with the mechanics given to us on the cartridge.

Notably, an exception for Sleep Clause is made, but it's stressed that this is not the norm. If we could play without an implementation of Sleep Clause that breaks cartridge, so much the better.

Metagame Impact
A second criterion is metagame impact. This could be a positive or negative change. It's preferable that a different Sleep Clause model doesn't, say, make all your teams immediately irrelevant, or drastically change the dynamic of the metagame.

Being Easy to Understand
The third criterion is simplicity, as far as being easy to understand to players. If the model is convoluted or difficult to follow, or it's very likely for players to misunderstand it and screw up in the middle of a game, it is less preferable to a model that is easier to understand.

Being Easy to Implement
The fourth criterion is simplicity, as far as being easy to implement. At the end of the day, it doesn't matter if your model is super easy to grasp, completely cartridge accurate, and offers no or only beneficial impact on the metagame, if it's too challenging to actually implement on Showdown, you can't do it! This criterion also could apply to the work needed to implement it by the playerbase, if there is any.

Not each criterion is weighted equally, and severe deficiencies in one of the criterion could weigh down the whole model. Still, I think these are helpful guidelines to assessing competing models.

It seems to me that there's at least 8 different models to handling sleep that could be considered. I'll be assessing these models based on the criteria I explained previously.

Standard Model​

The standard model is the current implementation of Sleep Clause on Showdown for BW DOU.

Cartridge Accuracy
Of course, to no one's surprise, the standard model fails the criterion of cartridge accuracy. It does no good to reply that Sleep Clause existed in some form in past official titles; in Generation 5, Sleep Clause is in fact nowhere to be found.

Metagame Impact
Also to no one's surprise, it passes the criterion of metagame impact. This just is how the metagame is currently. I also think the metagame with respect to sleep is perfectly healthy right now, so maintaining the status quo is just fine.

Being Easy to Understand
Perhaps more controversially, I do think it fails the criterion of being easy to understand. Because all other modern generations of Doubles OU do not have sleep clause, playing in a tier without it can often feel foreign to newer players and even veterans, to the point where it is a common mistake to straight-up forget about Sleep Clause. Take two tournament examples from 2023: Doubles Premier League Week 1 - tennisace vs Lunarr (https://replay.pokemonshowdown.com/smogtours-gen5doublesou-680147) and [I would have included BW Cup round 1 - fangame vs teals, but the replay is lost. tl;dr is that fangame Spored in a situation where Sleep Clause would have always applied no matter what).

In tennisace's game, after Heatran took a sleep turn, it could have potentially woken up. The reaction from tennisace makes it clear that they had forgotten about Sleep Clause however, trying to put Jellicent to sleep instead of Giga Draining for damage. Examples of this can be multiplied, including where players attempt to break Sleep Clause multiple times in the same game. Now, in one sense, this is the player's fault; you might compare it to the player who doesn't know that Prankster moves weren't blocked by Quick Guard in BW. But I'd like to give these players the benefit of the doubt and say it's at least partially due to how non-obvious Sleep Clause is.

I also have heard players who think that Sleep Clause means you can only Sleep one Pokemon for the entire game, and don't realize it just means you can't have two of their Pokemon currently put to sleep. As much as I love to joke about people not understanding Sleep Clause, at the end of the day, it's because it's not that simple.

Being Easy to Implement
The fourth criterion of being easy to implement is obviously passed, because it is already implemented on Showdown.

Self-Sleep Standard Model​

Our first competitor to the standard model is what I'll call the self-Sleep standard model. This is the old implementation that the Pokemon home console games like Stadium and XD used, where self-inflicted sleep like Rest counts towards Sleep Clause. Although it's similar, there is some nuance in how the criteria are applied.

Cartridge Accuracy
The criterion of cartridge accuracy of course is still not met, since Generation 5 didn't have Sleep Clause. Again, it does no good to reply that this is how it was implemented when Sleep Clause was actually a thing – in fact, there is no Sleep Clause available in Generation 5 cartridge play.

Metagame Impact
How about the criteria of metagame impact? Here the impact is admittedly rather low. It buffs Rest to a degree, but BW doesn't really see many Rest users. Cresselia and Suicune have used Rest in the past, but they're definitely on the more niche end. It would also open up the option to side-Spore your own Pokemon with Amoonguss, letting you choose what gets Sleep sacked. I don't anticipate this being a play you'd regularly see. Overall, you get some niche additional counterplay.

Being Easy to Understand
What about being easy to understand? Well, it is a deviation from the standard Sleep Clause implementation, so you might confuse some players used to the standard model who try to Spore an opponent when their ally has used Rest. But really, this model suffers from the same problem of players forgetting it exists that the standard model has. If anything, it makes the problem worse.

Being Easy to Implement
Fortunately for this model, it is already implemented on Showdown, since Showdown supports simulating Pokemon Stadium. So it passes the criterion of being easy to implement with flying colors.

Removing Sleep Clause​

Cartridge Accuracy
Next, let's consider that alternative the old VGC players brought up: removing Sleep Clause in its entirety. You could put as many Pokemon to sleep on the opponent's side as you wanted. Obviously, this passes the criterion of cartridge accuracy, since it is possible to do this on cartridge.

Metagame Impact
The real issue with this implementation is the criterion of metagame impact. Unrestricted sleep increases the relative strength of Amoonguss significantly in BW. This is because for the most part, there are basically no switchins to Spore, unlike in future titles with Safety Goggles, Grass-types, or Misty and Electric Terrain. Most of the existing counterplay, like Taunt or Substitute, requires the Pokemon already be on the field. Take this example [would have used the example of DPL 9 finals, me vs mishiimono, but the replay is lost. I used it as an example of what Amoonguss could do in TR without Sleep Clause active]. Now, my point really isn't so much that this is better or worse – it's just that the dynamic of this game in particular changes significantly without Sleep Clause. Now, granted, you can look at plenty of BW games and find matches where the opponent pins down Amoonguss and never lets it get out of hand. But I think lots of players would want to give additional respect to Amoonguss in the teambuilder and that changes teambuilding significantly. For example, I think that Jellicent gets significantly worse with Sleep Clause enabled – it never runs Protect, and would have to resort to dropping a critical status move for Taunt if it wanted to keep up with the increased mushroom usage.

But perhaps I'm overreacting – after all, VGC didn't have Sleep Clause, and their metagame was very similar. So how did VGC players react? Well, in 2013 at least, the format most similar to BW DOU, Amoonguss consistently stayed towards the top of the usage stats – across the top of European Nationals, US Nationals, and that year's World Championships, Amoonguss was the 5th most used Pokemon. An Amoonguss or Breloom was featured on the winning teams of every champion. Top 8 Worlds finisher Enosh Sachar was using an unorthodox Timid max Speed Amoonguss to outspeed Pokemon like Latios in Tailwind! Teams would come well-prepared to handle Amoonguss, be it Taunt Thundurus, Substitute, their own Lum Berry Amoonguss, and sometimes even Lum and Chesto Berry on the same team. More unique counterplay included Ray Rizzo's Fire Gem Eruption Torkoal, which keep in mind was pre-Drought, and Matthias Suchodolski's Safeguard Bronzong. It's not as if, however, Sleep was such an overwhelming issue that you saw, say, Lum Berry Safeguard, which was a metagame staple on Bronzong in VGC 2016 as one way of dealing with the oppressive Dark Void Smeargle.

I do think there is an important difference between the two metagames, however, and that's how impactful just 1 sleep is. In VGC, it is proportionally worse for one Pokemon to become inaccessible on your team than in Doubles OU; you're comparing 1/4 to 1/6. Because of sleep's heightened impact, that means teambuilding to maximize prevention of any sleep is super valuable, unlike in 6v6. Take a look at Arash Ommati's winning Worlds team from that year. He had not only 2 defensive measures to Amoonguss in Substitute Heatran and his own Amoonguss with Lum Berry, but also several OHKO measures, including Tornadus and several double target options – in fact, every team member had a way to threaten Amoonguss in some meaningful way. This isn't even touched on in his report, likely because it's just part of teambuilding in that era.

Personally, I am quite happy with the metagame we have in BW DOU right now, so I am not eager to change it if I don't think the benefits are there. In my judgment, I would suspect removing Sleep Clause doesn't improve the player's experience in BW DOU, either in play or in teambuilding. I think it's not something that can be completely ruled out on theory alone, but I do think the impact of this change is likely negative.

Being Easy to Understand / Being Easy to Implement
Our other two criteria are as straightforward as the first. The only way it doesn't pass the criterion of being easy to understand is if you're considering folks used to BW who might be caught unaware by the rule change, but consistency with other Doubles formats is a big plus. And of course, it's trivially easy to implement on Showdown, since all you have to do is remove that clause from the tier.

Sleep Clause as a Win Condition​

Our third model to consider is to enforce Sleep Clause by treating it as a win condition. If you put two of your opponent's Pokemon to sleep, you lose the game. On this model, you could enforce such a win for both controllable and uncontrollable Sleep Clause violations, or just for controllable violations. What do I mean by controllable and uncontrollable here? Well, suppose your opponent clicked two contact moves into your Effect Spore Amoonguss, and by chance the Ability triggered and put both opponents to sleep. In such a case, you might consider this an uncontrollable violation of Sleep Clause and not award a win. I don't think that's a good thing myself, but I could imagine someone arguing for it.

Cartridge Accuracy
First up, the criterion of cartridge accuracy. While there's of course no mode in the Generation 5 games, or any Pokemon game for that matter, that awards a win if the opponent successfully puts two of your Pokemon to sleep, nevertheless this is cartridge-accurate in the sense of it being enforceable. It's just like how both players show up to a match agreeing not to turn the game into an endless battle, or how both players could show up in a game of Generation 8 and simply agree not to Dynamax. Traditionally, this is how Sleep Clause is "enforced" on cartridge across generations. If you end up putting two Pokemon to sleep, you lose the game, because both players agreed to follow the Sleep Clause rule, even if the game doesn't explicitly enforce it.

Metagame Impact
How does this sort of Sleep Clause stand up to the criterion of metagame impact? I think it has very marginal impact. Basically, it makes plays where you try to resleep an opposing Pokemon to cover a wakeup extremely risky. For example, suppose a Cresselia has already taken 3 turns of sleep, and you want to use Spore to cover it waking up and attacking, putting it back to sleep. This play is not safe - if Cresselia switches out, you just cost yourself the game, because you just put two Pokemon to sleep. I highly doubt this would work as a strategy you could abuse intentionally to force the opponent to put multiple of your Pokemon to sleep. One hypothetical way to do it would be to Trick a Choice item onto Amoonguss with Gothitelle, trapping it in, and then switching in another Pokemon with Follow Me or Rage Powder to try and get both of your Pokemon sleeping.

Being Easy to Understand
But realistically, it's very likely, in my opinion, that the vast majority of Sleep Clause violations are going to be from player error, which leads to the third criterion of being easy to understand. In my judgment, this model fails this criterion miserably. This is unlike how Sleep Clause is implemented everywhere else on Showdown. This means newer players who don't understand the nuances are punished not just with a wasted turn, but an entire game loss. That's a pretty steep price for the player who decided to try out the tier for fun in a room tour.

Being Easy to Implement
I also think this model faces problems with the criterion of being easy to implement. What happens if a player breaks Sleep Clause? Does the turn just immediately end, right then and there? Imagine if you play the turn out to its completion. You could end up with scenarios where you break Sleep Clause mid-turn, but say, KO the other sleeping Pokemon on that same turn so you don't end up breaking it, which seems wrong. Or consider what happens if both players try to break Sleep Clause on the same turn - what should happen then - a tie? Keep in mind that Sleep Clause violations don't have to be mistakes - they could just be calculated risks. Both players might just happen to go for a risky play of attempting to resleep their opponents. So then you're ending games during the middle of the turn, which isn't exactly cartridge accurate either and may cause some trouble for PS, though I don't think it would be the end of the world. If you try to implement the distinction between controllable and uncontrollable methods of sleep, that's also going to cause additional implementation headaches. Minimally, it's not as straightforward as other models to implement.

Can't Select Sleep Moves model​

The fifth model we'll consider is very similar to the previous model, but differs in a crucial way: Sleep Clause would prevent a player from clicking a Sleep move on the opponent if they have already put at least one Pokemon to sleep. Another way to put it is that sleep is prevented on move selection, but not move execution. This would be implemented via user interface and server-side restrictions. You simply wouldn't be able to click Spore, then target the opponent, if one of their mons was already put to sleep by you – Showdown just wouldn't let you click the target or type out the equivalent command. The crucial difference between this model and the previous one is that Sleep Clause would never result in a game loss.

Now, you might initially think we could just disable the move, and just gray out Spore like how Choice items work for example. But that won't work because there's some board states where you have to click Spore twice. For example, suppose you have a Choice Scarf Breloom, and lock into Spore. But oh no! The opponent has switched into Gothitelle. If you make Spore unclickable, what happens here? Does Breloom have to use Struggle? You don't really want to allow the Breloom to click Spore on the opponent either though, because what if the sleeping Pokemon just switches out? Luckily for us, this is Doubles OU, and there's still another target available – your ally! You can always target your ally, even a fainted ally, and never break Sleep Clause. We'll talk later about whether or not this is a good thing, but at this point I'm just trying to outline the model.

As you'll recall with the "breaking Sleep Clause is a loss" model, uncontrollable elements like Effect Spore or Relic Song are also factors to consider. The current model we're discussing doesn't assign losses for breaking Sleep Clause, so it does allow for potentially multiple Pokemon to be put to sleep via random means.

Also worth noting is that the restriction for selecting a Sleep move goes away if the opponent only has one Pokemon remaining, as it's impossible to break Sleep Clause in that scenario.

Cartridge Accuracy
How does the "can't select Sleep moves" model fare against our criteria? First, it passes the criterion of cartridge accuracy. It's very similar to the "breaking Sleep Clause is a loss" model in that regard; the only difference is that Showdown prevents the player from clicking a move, in a similar way to how it prevents the player from clicking Dynamax in formats with Dynamax banned. The game is never modded to make sleep moves fail, force a Pokemon to Struggle when they otherwise wouldn't, and so on. It's an agreement made by both players going into a match, similar to the agreement they make not to bring Zekrom or Gravity that's also automatically enforced.

Metagame Impact
What about the criterion of metagame impact? I think it's important to note that the vast majority of players already play Sleep Clause in this way. When you click a sleep move, you're already not going to click it again, because that would just be a wasted turn in most scenarios. However, what about those scenarios where it might not be a wasted turn? Take for example a board state where the opponent already has taken 3 turns of sleep. You might be tempted to Spore this turn, because it's pretty likely the opponent will want to take advantage of the guaranteed wakeup and attack. However, on the "can't select Sleep moves" model, this play would be restricted, because the opponent could switch, which would break Sleep Clause. A similarly restricted play would be using Spore with Amoonguss and Breloom on the same turn into a Pokemon you're confident has Lum Berry. This is because theoretically the Pokemon could have Eject Button and be hit by their ally's attack, forcing them to switch out mid-turn and thus breaking Sleep Clause. Other examples where you probably wouldn't break Sleep Clause, but nevertheless hypothetically could exist, such as feeling very confident the Chansey with Natural Cure will switch out, but what if it doesn't, etc.

Remember again our hypothetical of a Choice-locked sleep user locked in vs Shadow Tag. As we said there, this means the Shadow Tag user has a devastating punish, since in order to avoid potentially breaking Sleep Clause, the sleep user is forced to target their own ally, putting it to sleep. Now, this isn't so different to the "breaking Sleep Clause is a loss" model, since your opponent might see the opportunity and switch out their sleeping mon to try to cheese a win, but it is pretty significantly different from the standard model, where the Choiced Pokemon in such a situation is just punished with their attacks failing a few times.

Now, all of these scenarios are pretty strange. But the proponent of the model will likely point out that, while strange, this just is what you would have to do on vanilla cartridge mechanics if you didn't want to risk a loss. Plus, it's not the responsibility of the player to know not to click the sleep move. Showdown is enforcing this move selection restriction automatically.

Also of note is that in my research for this video, I surveyed the top 8 of all 4 BW Cup Smogon has held, which is the primary standalone annual BW DOU tournament, as well as all of the BW games of Doubles Premier League for the last 3 years [note: remember this was as of May 2023]. This was a fairly large sample size among intelligent players, and I could not find a single game of a player intentionally Sporing their opponent when they already had already put one Pokemon asleep. I wanted to pull tournament replays to showcase examples of this concept, but I literally could not find one. That's not to say they don't exist, but I do think it eases worries of concerns about the impact of intentional Sleep clause breaking plays on the metagame.

This implementation does potentially face problems with another game mechanic though: moves that call other moves. Sleep Talk, Assist, and Copycat are most notable. The problem with these moves is that they don't target the opponent – they target the user. When these moves are used and call a single-target attack, they actually target either opponent randomly. So, if your Choice Band Sleep Talk Kyurem-Black happens to call Dragon Claw, you don't know if Dragon Claw will target the opponent's left slot or their right slot. This is a problem because we can't restrict these moves that call other moves at move selection in the same way that we could for the single-target sleep moves. Here's a basic example: suppose a Choice locked Amoonguss only has the moves Sleep Talk and Spore, and becomes Choice locked into Sleep Talk while trapped by Shadow Tag. In such a case, it has to click Sleep Talk – there's literally no other options! That means it could Spore both Pokemon if the rolls happen to align just right. Is this likely to happen? No, but it and related situations means you can't restrict moves that call other moves with this clause, even if there's the potential for the player to put more than one opponent to sleep on the opponent's side. So, what does that actually mean? Well, you could build a gimmick team built around Assist, where the only callable move is Spore, and the rest of the team's moves are filled with attacks like Thief, Dig, or Focus Punch to deal damage. I think such a team would obviously suck and not likely to actually win games. Why? Because you're using untargetable Spore paired with terrible attacking moves - eventually, the opponent will just KO Liepard and Purrloin and wipe out the rest of the cheese without breaking a sweat. What about Copycat? It's not really a concern because the only ranked Pokemon that even gets Copycat in Gen 5 is Chansey. What about Sleep Talk + Spore, or perhaps Sleep Talk Rest Psycho Shift Cresselia or Deoxys-Defense? Well, if you want this to be reliable, you have to run only those moves – any more ruins the odds of the combo working, and you also have to take the time to set up those janky board states, requiring at least one other Pokemon to either put your ally to sleep or self-damage for Rest, and all for the reward for potentially putting multiple Pokemon to sleep via 50/50 RNG calls. Overall, although this model of Sleep Clause means these sorts of strategies are possible, and can't be restricted programmatically, nevertheless their impact is so low that any player who plays BW would recognize they'd have no actual effect on the metagame.

What about RNG sleep-inducing effects like Effect Spore or Relic Song? Technically, this model of Sleep Clause gives a marginal buff for those two, since those effects could bypass it. However, nearly everyone recognizes the superiority of Regenerator over Effect Spore on Amoonguss and likewise for Technician on Breloom. Effect Spore randomly picks between poison, paralysis, and sleep, and will inflict one of those statuses 30% of the time to an attacker than makes contact with Amoonguss. So to break Sleep Clause with Effect Spore, the opponent has to use a contact move into Amoonguss, and it has to roll the chance for a sleep. Keep in mind that if it rolls poison or paralysis, it could block a Spore aimed at that Pokemon, causing Effect Spore to backfire! As for Relic Song, I don't even know Meloetta's stats because it's so bad that I've never bothered to look at it, even for this video. So it's not a concern either.

Overall, in terms of metagame impact, while these edge case scenarios are funny to think about, realistically not a whole lot changes. There's a few plays restricted from a player that are available on the standard model, but the tier itself doesn't really change a whole lot. I think even with the hypothetical ways to sleep multiple opponents, this model actually represents a net nerf to Sleep, and overall it passes the criterion of metagame impact.

Being Easy to Understand
What about the criterion of being easy to understand? This one is much more of a mixed bag. On the one hand, you literally can't screw it up – you can't waste a turn or lose the game clicking a sleep move when you shouldn't, because Showdown will prevent you from clicking it. On the other hand, if you don't understand how sleep clause works, you might be confused as to why you can't target the opponent. I would compare it to someone who tries to bring a Pokemon with Trick and Assault Vest – it might not immediately click why they can't Trick the item away to prevent status moves, but the game prevents you from doing it. There's also something to be said about all the hypothetical scenarios we talked about and the "gotchas" they bring. It may not be immediately obvious to a player how it would work mid-battle if say, they're the ones with a sleeping Pokemon and can't see that the opponent can't target them anymore with sleep moves. Overall, I don't think it passes the criterion of being easy to understand, but I do think this is mitigated significantly by the game handholding you through it.

Being Easy to Implement
What about the criterion of being easy to implement? Well, right now, there is nothing comparable to this implementation in the codebase. However, the footage you've been shown to represent this model is from code I wrote myself! [note: obviously there is no video, it would have been used as a visual aid in the video]. It took me a couple hours, but it all works great! The logic for Sleep Clause preventing you from selecting a sleep move if the opponent is already asleep is based on how Curse changes target based on whether or not the user is Ghost-type at the time of move selection. Preventing players from double clicking Spore on the same turn was based on how we prevent, say, trying to click 2 Z-moves on the same turn. Now, this hasn't gone through standard code review or anything yet, but I think the criterion of being easy to implement is reasonably met, because, well, I've done it!

Ban Sleep Moves​

Shifting gears to our sixth model, we encounter something strikingly simple: simply ban all Sleep moves. So in a similar way to how you can't bring Dark Void to a game of BW DOU, you also wouldn't able to bring Spore, Hypnosis, and so on. As you'll recall, this is the implementation singles decided to adopt to deal with how powerful sleep was even with the standard model active. Of note, Relic Song and Effect Spore are not banned in BW OU, though this could an option if deemed necessary.

Cartridge Accuracy
Just like any other thing banned in a Smogon metagame, this model passes the criterion of cartridge accuracy. Both players agree that when playing BW DOU, they won't bring Zekrom, or Fissure, and this is just another agreement.

Metagame Impact
Of course, the big debate in this model is the criterion of metagame impact. What this model effectively does is kill off Amoonguss. Although Amoonguss gets other status moves like Stun Spore or Toxic, realistically that isn't going to save its viability. Take a look at Togekiss, which could hypothetically do the same thing with Follow Me and Thunder Wave, but nobody does that and Togekiss isn't even a ranked Pokemon. Now, the defender of this model might reply that the reason nobody does that is precisely because Spore Amoonguss fills that role better. But if you took Spore away, Amoonguss is still viable, just nerfed. I think that's just mistaken. Amoonguss's offensive pressure in BW especially is driven by Spore, as opposed to just redirection. This is most apparent in the concept of sleep sacking, where you're intentionally giving up a Pokemon to Spore in an attempt to make the game a 5v5. The only reason that works is because Amoonguss's value drops so much after using its initial Spore. That's not replicable with Toxic or the inaccurate Stun Spore. There's already so many viable Thunder Wave users that nobody is going to use a version of it that's only 75% accurate. The team composition that requires specifically Amoonguss with paralysis is obviously niche. As for Breloom, while I do think it represents a nerf, it doesn't really change much else. Scarf sets are probably impossible, and all Breloom sets would probably just use Bullet Seed, Mach Punch, Superpower, and Protect, instead of deciding between Superpower and Protect. That just means Breloom's not as threatening vs Pokemon like Cresselia or Metagross, or in trading Sash for a sleep. Breloom is less likely to appear on a team vs competitors like Conkeldurr, but it's not like losing Spore makes Breloom unviable. So it all comes down to Amoonguss's impact on the metagame. Rain teams which rely on Amoonguss as a defensive pivot are now forced into either Volcarona or Togekiss as a redirection Pokemon, likely leading to more offensive rain compositions, which now have one less answer with a key Water resist plucked out of the metagame. Balance teams which use Amoonguss as support to get up Trick Room or Substitutes are similarly left with less than ideal options. Trick Room teams that would be slowed down by Spore trades from Amoonguss have freer reign. The list goes on. Whether you find these things good or not is up to the player's opinion, but BW's metagame does clearly shift, and I personally am quite happy with its current state. Minimally, even if you don't like the current BW DOU metagame, it's unlikely that's because of Amoonguss, and probably more because you don't like how ubiquitous Thunder Wave is as Speed control. So I don't think banning Sleep moves passes the criterion of metagame impact.

Being Easy to Understand / Being Easy to Implement
It does however pass the criteria of being easy to understand and easy to implement with flying colors. Since it's enforced at the teambuilder level, you can't screw up at all and lose a turn or the game. And it's really straightforward to implement: just ban the moves.

Ban individual Sleep move abusers​

The next model of Sleep Clause is similar to the last one, but instead of banning all Sleep moves, you instead ban individual abusers of Sleep moves. To be clear, this isn't directly restricting sleep in any way; it's just removing Sleep Clause and banning broken Pokemon that appear as a result of a lack of Sleep Clause.

Once again, this model passes the criterion of cartridge accuracy with flying colors, but struggles with the same issues as the "ban Sleep Moves" model in terms of metagame impact. Except this is much worse, because you're likely going to end up banning way more than just Amoonguss. Scarf Breloom's Spore is broken - just ban it. Politoed spamming Hypnosis as a filler move is broken - just ban it. People using Eviolite Foongus? Just ban it. If I was already concerned about the potential negative impact that banning just Spore from Amoonguss would have, you'd better believe that ripping out Politoed from the metagame would just be ridiculous. It's also not simpler to understand or simpler to implement. Instead of targeting the actual issue with the ban, Sleep moves, you're targeting individual Pokemon that can abuse the mechanic. It's not hard to implement on Showdown in the sense of banning the individual Pokemon, but the whole process of suspecting each individual Sleep user would be a time-consuming, repetitive process likely not fit for an oldgen like BW DOU. I find this model unlikely to have many supporters; it's not even really a model at all.

Mod Sleep in another way​

The final model to discuss is a more novel idea; if we're OK with modding sleep through the standard model, why not simply mod in other ways instead? We could modify sleep to behave like the generations following black and white, where Sleep turns are not reset on switchout. If that's not enough, we could introduce additional nerfs, such as making it so the number of sleep turns is known and displayed visibility to both opponents. This information is known by the game already, since the number of turns a Pokemon is asleep is determined when that Pokemon is put to sleep. And if that's not enough, perhaps the maximum number of sleep turns could be reduced to 2.

Cartridge Accuracy
This is our first model in a while that does not pass the criteria of cartridge accuracy; in fact, it sort of flaunts it altogether by suggesting we just modify the mechanic in different ways. While novel, I think most players would agree that it goes considerably too far. Modding how the game's mechanics works is supposed to be a last resort, when no other options are available. At least Sleep Clause has some precedent, even if not quite the same implementation and no direct support in the mainline series, but modifying how the Sleep condition itself works is too radical a move to be consistent with tiering policy.

Metagame Impact
What about metagame impact? It probably depends on how much you nerf sleep, but even with all the nerfs I laid out in my opening comments, where you don't reset on switches, reveal the Sleep turns to both players and even reduce the maximum number of sleep turns, I think Amoonguss and Breloom would actually get better, because the fundamental issue of being unable to switch defensively vs Spore still remains.

Being Easy to Understand / Being Easy to Implement
It also fails the criterion of being easy to understand because, ya know, you're changing how the game works, and that's likely going to be confusing for players that anticipate Showdown to simulate how the game works. It may or may not pass the criteria of being easy to implement, depending on what nerfs you assign to sleep. Really, the criterion of cartridge accuracy weighs this model down so much that it would take significant benefits in other areas to counterbalance, and they just aren't here.
 
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