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OU ADV OU Bans (ruleset change) discussion

Does anybody know the reason why there isn't a Sand Attack ban more generally?
As I understand OGC would need to sign off on it though someone please correct me if that is incorrect.


discussions i've found about EBC have only touched later gen berry loops.
i just had this battle:
https://replay.pokemonshowdown.com/gen3ou-2436042825?p2
View attachment 769324
it would be nice if EBC would trigger sometime after the 100th turn if this many deliberate components are present.
i don't want to dive into accuracy move & trapper discussions on their own, just when so piled together it is obvious there is no attempt to allow a winner to be determined.

min noncrit dam&recoil:
0- Atk 0 IVs Diglett Struggle vs. 196 HP / 252+ Def Blissey: 29-35 (4.1 - 5%) -- possibly the worst move ever
252 HP Struggle 4.1 - 5% (3.2 - 3.9% recoil damage)

max noncrit dam&recoil:
252+ Atk Diglett Struggle vs. 196 HP / 252+ Def Blissey: 63-75 (9 - 10.7%) -- possibly the worst move ever
0 HP 0 IV Struggle 9 - 10.7% (12.1 - 14.4% recoil damage)

with leftovers and no sand, i think there is a threshold that can trigger when the chances of not being endless are infinitesimally small.

i was advised i could report them if they declined the draw offer, but they accepted & i lost rating.
i was just using my suspect attempt account to test out some teams, i would've just left but i don't want this guy laddering with this strat.


idk if this is the same guy, but it looks like the same team:
https://replay.pokemonshowdown.com/gen3ou-2141693301?p2

at least allow a draw to issue without letting the lower rated player exploit the scenario to gain rating, however inefficient it is at that goal
disclaimer: I have not touched policy since gen 5 into early gen 6, where I was early to the party asking for something like what would eventually turn into EBC because of what very slow play was doing to Balanced Hackmons in gen 5, which I was OM leader for at the time. Policy staff and thoughts have obviously changed a lot in the interim... decade...

The current iteration of EBC is implemented here and the unit tests are here. There are attempts to catch such situations but as it turns out it is extremely hard to draft conditional logic that simultaneously:
  • minimizes restrictions on legitimate "playing to win" tactics
  • only hit explicit "playing with your food" tactics
  • are easy for players to understand at a glance when looking at the rules
If something isn't being done it's probably running afoul of points 1 and/or 3.
 
As I understand OGC would need to sign off on it though someone please correct me if that is incorrect.



disclaimer: I have not touched policy since gen 5 into early gen 6, where I was early to the party asking for something like what would eventually turn into EBC because of what very slow play was doing to Balanced Hackmons in gen 5, which I was OM leader for at the time. Policy staff and thoughts have obviously changed a lot in the interim... decade...

The current iteration of EBC is implemented here and the unit tests are here. There are attempts to catch such situations but as it turns out it is extremely hard to draft conditional logic that simultaneously:
  • minimizes restrictions on legitimate "playing to win" tactics
  • only hit explicit "playing with your food" tactics
  • are easy for players to understand at a glance when looking at the rules
If something isn't being done it's probably running afoul of points 1 and/or 3.
Point 1:
If a player is placed in a position, where they can only click struggle and never progress within the turn limit, by the other player who has options to end that position, the onus is on the player with agency to make progress, right? Otherwise it's clear they're either playing to draw or violate EBC. It can't be difficult for the system to observe that a player is in the former position. I don't think the boundary of defining that progress is important, since we want it to cover both literally & stochastically impossible-to-progress positions anyway. If they have an out that is barely possible, I'd rather have a rule that terminates the game without punishing that player than ensure their right to go for that slim, uncomfortable, and unreasonable chance. All effort can be put into assessing the player with initiative. There are some cases that will be more difficult than others. We can find and implement solutions to the easier ones that don't account for the harder ones before finding solutions to the harder ones, if any exist.

Point 3:
The clause says: "Players cannot intentionally prevent an opponent from being able to end the game without forfeiting."
That will always be easy enough for players to understand at a glance. They will never find these strategies without trying to violate this clause. If a player is looking for legitimate uses for the components of these strategies, those uses are also complicated enough to warrant more than a glance at the rules.

And I want to reiterate the last line of my earlier post:
at least allow a draw to issue without letting the lower rated player exploit the scenario to gain rating, however inefficient it is at that goal
I think a chess-style draw is an appropriate option for optimal play locks.
 
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I was reading this thread...
And I never understand why is so dificulty to open a new tier, between OU and Ubers where the people can use the Game Freak rules, called it Anything Goes Gen3.

Mostly of players worldwide prefer real rulez then smogon ones, and this debate it is infinty...
 
Why isn't Dugtrio banned? It's banned in every generation OU from 4-9, but not 3. Just a quick glance at OU and UUBL makes it clear that Dugtrio singlehandedly gatekeeps Raikou, Houndoom, Blaziken, Jynx, and arguably Smeargle from OU. The only fire types in OU are flying, and the only electric types are Jolteon (fast enough to HP Ice/Pass), Zapdos (flying), and Magneton (no explanation needed). That's not a coincidence.
 
Why isn't Dugtrio banned? It's banned in every generation OU from 4-9, but not 3. Just a quick glance at OU and UUBL makes it clear that Dugtrio singlehandedly gatekeeps Raikou, Houndoom, Blaziken, Jynx, and arguably Smeargle from OU. The only fire types in OU are flying, and the only electric types are Jolteon (fast enough to HP Ice/Pass), Zapdos (flying), and Magneton (no explanation needed). That's not a coincidence.
Blaziken and Houndoom would still be doodoo without Dug around, Raikou is worthy of rising IMO and I don't see in what way Dugtrio gatekeeps Smeargle

Edit: Jynx arguably likes Dug since it gets the special walls out of the way for it lol
 
Blaziken and Houndoom would still be doodoo without Dug around, Raikou is worthy of rising IMO and I don't see in what way Dugtrio gatekeeps Smeargle
i gatekept a smeargle yesterday
1769881603236.png
 
Blaziken and Houndoom would still be doodoo without Dug around, Raikou is worthy of rising IMO and I don't see in what way Dugtrio gatekeeps Smeargle

Edit: Jynx arguably likes Dug since it gets the special walls out of the way for it lol

Smeargle demonstrates the entire problem with Dugtrio. If I open with Smeargle and you open with Dugtrio, the game is now a 6v5. And it's not a brilliant play, it's just putting him in the front spot hoping it gets lucky and catches something slow. I understand Swagger was banned because sometimes it worked so why isn't the "it's 6v5 on turn 1" mechanic treated the same way?
 
Smeargle demonstrates the entire problem with Dugtrio. If I open with Smeargle and you open with Dugtrio, the game is now a 6v5. And it's not a brilliant play, it's just putting him in the front spot hoping it gets lucky and catches something slow. I understand Swagger was banned because sometimes it worked so why isn't the "it's 6v5 on turn 1" mechanic treated the same way?
Lead smeargle is 6v5 against many things anyway due to it's 8 or 80 nature and, as Kollin7 said, a metagame has no obligations to make certain mons or strategies better
 
Why isn't Dugtrio banned? It's banned in every generation OU from 4-9, but not 3. Just a quick glance at OU and UUBL makes it clear that Dugtrio singlehandedly gatekeeps Raikou, Houndoom, Blaziken, Jynx, and arguably Smeargle from OU. The only fire types in OU are flying, and the only electric types are Jolteon (fast enough to HP Ice/Pass), Zapdos (flying), and Magneton (no explanation needed). That's not a coincidence.
Dug doesn’t gate keep these from OU at all. Kou should just be ou now tbh and the rest wouldn’t be regardless of dug ban. Their issues are much bigger than dugtrio
 
Smeargle demonstrates the entire problem with Dugtrio. If I open with Smeargle and you open with Dugtrio, the game is now a 6v5. And it's not a brilliant play, it's just putting him in the front spot hoping it gets lucky and catches something slow. I understand Swagger was banned because sometimes it worked so why isn't the "it's 6v5 on turn 1" mechanic treated the same way?
When I lead cb Meta, do you switch to Gengar in case I explode? Well I mashed and now it's 6v5 and I can stil explode.
Do you switch to Skarm in case I mash? Well I exploded and now my attackers are unbothered by spikes and the best physical wall in the game.
Against a lot of leads on a lot of teams, cb Meta forces not necessariy a coin flip, but a very tough decision with no play that doesn't get punished hard if you get it wrong.
This is the nature of ADV. Lead match ups are mostly luck. Sure only dug gives you literally no other option, but leading it is also a huge risk itself.
Most mons can 1v1 dug from full and you're likely forced out and have to eat a big hit on something else or get spiked on. Not only that, but revealing dug is kind of a big deal.
To be clear I don't like lead Dug and I think if you use it you're a degenerate gambler, but I don't think it's broken.

PersonallyI think that Dug in general is kinda fucked up in ways that potentially haven't been fully explored yet. However, with Dug I think we should talk more about the metagame impact rather than the mon itself.
 
Arena Trap (Dugtrio) is not broken and would have been banned by now if it was problematic as it is in later generations. Dugtrio has many factors holding it back from being problematic- people like to look at Arena Trap’s own tiering history rather than ADV’s development and often fail to see the whole picture. Dugtrio itself is very prone to take being advantage of once it’s made even a single trap, and while multiple traps in a game varies in how common an occurrence that is, Arena Trap simply does not enable broken cheese to the extent we’ve seen in other generations. It’s similar to Baton Pass in that it’s sort of like “reverse power creep” where trapping becomes stronger the stronger the power level of the metagame is, but unlike Baton Pass teams, Dugtrio teams aren’t seen as a matchup fish nearly as often and, though this is up for debate, doesn’t warp the team builder as much as one would expect. In fact, Dugtrio’s actually one of my least favorite Pokémon to use in ADV, because I feel like it has a tendency to hold my teams back because it provides almost nothing outside of Arena Trap. I’ve had plenty of games where I get punished for a successful trap by being forced out by a Dragon Dance Gyarados or Salamence (usually Mence) that ends up sweeping half of my team just off of that (at least) one extra turn of setup because I locked into Earthquake.

That’s ultimately the key difference here between Arena Trap and other more contentious elements. Players can account for Arena Trap without having to go too far out of their way to do so, and the Arena Trap Pokémon available are specifically used for that purpose. Compare this to Baton Pass, where save for Ninjask and Smeargle, Baton Pass is another thing in the best users’ arsenals that they just so happen to have access to, meaning you can’t build to account for Baton Pass in the same way you can for Arena Trap.

The only possible way I could see Arena Trap be problematic is in combination with Backline Skarmory + a Haze user (Weezing or Vaporeon, preferably) to shut down Dragon Dance sweepers while maintaining a stronger defensive core. But even this has its issues beyond accounting for literally half out of your six available team slots, leading to less metagame flexibility overall and a greater variance of results, especially against non-Haze Arena Trap cores which should maintain a stronger head-to-head matchup against you.
 
Arena Trap (Dugtrio) is not broken and would have been banned by now if it was problematic as it is in later generations.
I take an issue with that sentence. That's text book circular logic.
"If speed pass was broken, surely it would have been banned by now"
I’ve had plenty of games where I get punished for a successful trap by being forced out by a Dragon Dance Gyarados or Salamence (usually Mence) that ends up sweeping half of my team just off of that (at least) one extra turn of setup because I locked into Earthquake.
Seems like a skill issue to me. Whenever I switch mence into Dug, I sigh and click an unboosted hp flying into the mence check.
I'm really not a good adv player and even I generally don't run into Dug teams without solid menche checks. It's surprisingly hard to abuse a dug trap when the team is well built since there aren't many flying wall breakers. Charizard is probably the best and it's hard to fit.
The low power level goes both ways.
 
I take an issue with that sentence. That's text book circular logic.
"If speed pass was broken, surely it would have been banned by now"

Seems like a skill issue to me. Whenever I switch mence into Dug, I sigh and click an unboosted hp flying into the mence check.
I'm really not a good adv player and even I generally don't run into Dug teams without solid menche checks. It's surprisingly hard to abuse a dug trap when the team is well built since there aren't many flying wall breakers. Charizard is probably the best and
Speedpass was NOT broken!!
 
Dug doesn’t gate keep these from OU at all. Kou should just be ou now tbh and the rest wouldn’t be regardless of dug ban. Their issues are much bigger than dugtrio
What I like Raikou the most compared to Zapdos is Kou is a nice concealed gun similar to Aero & that it can get messy once Kou’s checks are gone. (I’m liking Kou on mixed offense, I’m trying to build a double electric special offense with Zap + Kou.)

Yea the Dug match up is miserable, which is why you need plenty of Dug bait to make the mole weaker.
 
Banning Dugtrio would cause a major shakeup to the tier. The fallout could take years to resolve and finally settle into a stable metagame. One which we may like less than the current one.

ADV has seen an explosion in games played since 2023. If the metagame devolves into a mess and players leave because they don't like the new state of the metagame, there's no telling if ADV will ever recapture the popularity and momentum it has in current day. This cannot fly as it would really hurt Ad Revenue. Smogon Metagames are designed to maximise engagement to increase Ad Revenue. I was told this by a higher up directly in private.

Please think of the Shareholders.
 
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You can make arguments that Dugtrio should be banned, but the metagame has no duty to make the mons named (or any mon or any strategy) better/viable.
I don't like this line of argument because it sidesteps the intention to dunk on the author for the literal meaning of their post (especially if the argument is poorly formulat, and from a status-quo position. If any position needs to be given the benefit of the doubt, it should not be the status quo understanding of the tier, because there are a million biases that favor that which is already known and celebrated. I also think this kind of argument can be used to easily reduce any argument for change without engaging with the feeling behind it, even if it is explained. Same goes for the other responses, but I'm only replying Kollin, because I feel it's done in good faith.

The strongest Spikes teams in the metagame are Aero and Dugtrio Spikes builds. Every once in a while, a team from another style becomes popular, but the most centralizing and populous of builds tend to be from those two styles. I would argue that the builds that are the exceptions prove the rule in aiming to counter those builds. Dugtrio gatekeeps a lot of mons from being viable. I'm not sure whether this is a good or a bad thing, but I can say it significantly reduces tier-diversity, and as someone who enjoys building, I find the hyper centralization and tendency to ban offense tools and overlook problematic defense tools to always favor increased centralization. So to flip this logic around, why do we owe it to Dugtrio builds to keep them viable in ADV when the status quo is banning Dugtrio across tiers? Parallel argument to the Speed Pass ban, rather than targetting the most problematic elements ||Smear Pass, that some dickhead unbanned, and Jask||.

Dug doesn’t gate keep these from OU at all. Kou should just be ou now tbh and the rest wouldn’t be regardless of dug ban. Their issues are much bigger than dugtrio
This is also a bad argument because Raikou needs to be paired with one of DD Mence(/Aero), P2, or some kind of anti-revenging tech (Salac, well-played Sub) in order to adequately punish or prevent Dugtrio from farming common builds, or otherwise, the builder needs to accept that in some games, Raikou will just be Dug bait. E.g. unreliable suicide-lead Dug-off builds or hard match-up dividing. I think we can generally agree that Salac is not a panacea for Kou's woes and that Sub isn't either, and hard match-up division can just mean your team bricks into certain comps with unsupported threats. You could argue that Blissey doesn't gatekeep Moltres from OU nor does Dol to Loom by similar logic, but that sidesteps the idea that these mons are inherently more limited and see significantly less standard play. The question should not be, "Can we make these mons work in a limited capacity in the tier as is," but rather, "Do we want a tier in which the mons in question are more capable? Would that be more fun, interactive, or rewarding in the game or builder?"

Arena Trap (Dugtrio) is not broken and would have been banned by now if it was problematic as it is in later generations
As a former student of BKC's videos and posts, I've learned that you often have a large and loud demographic who will argue against the most obvious shit because they like it. Mons isn't a science -- it's an art -- and what you consider 'broken' or 'problematic' comes down to preference and feel. Can you adapt to this metagame with Dugtrio with a comparatively diverse range of styles? Sure. Does the fact that a tier is playable with the inclusion of a certain mon mean that the state of the tier is ultimately desirable? I would argue this doesn't naturally follow. Depending on how you come down on the Speed Pass issue, for example, you could argue the same logic until last year could be applied in favor of keeping it, or you could argue that justice eventually prevails. Either way, bans don't happen until they happen -- in an instant. Just because someone hasn't convinced you yet that a mon isn't ban-worthy doesn't mean that there won't come a time when you share that opinion or that you wouldn't enjoy the tier that follows a ban.

people like to look at Arena Trap’s own tiering history rather than ADV’s development and often fail to see the whole picture. Dugtrio itself is very prone to take being advantage of once it’s made even a single trap, and while multiple traps in a game varies in how common an occurrence that is, Arena Trap simply does not enable broken cheese to the extent we’ve seen in other generations
While Dugtrio doesn't enable what you might call 'broken cheese,' it enables Recover spam stalls that are broken and can be cheesy AND can compensate for the abuse you mentioned with relatively robust builds. Dugtrio removes the counters to certain extreme defensive builds. Again, while you can build for these match-ups, the thing that makes these teams so annoying is that Dugtrio disables so many would-be threats, preventing players from using them. The problem isn't that Dugtrio feasts on every build in the tier, becoming so oppressive that it is optimal to bring Dugtrio in every game (although ABR made a point to bring it in almost every game in a winning Invitational run); the problem is that it does this to so many mons and teams. The fact that it doesn't autowin against any legacy/status quo (Dugtrio-adapted) styles makes it easy to talk about how it isn't oppressive. Imagine an ADV where Dug didn't exist, but we discussed introducing it now. Legacy is not a meaningful defense: just say you like how things are, and that you enjoy the current tier balance instead -- if you've done your due diligence and considered the alternative.

Banning Dugtrio would cause a major shakeup to the tier. The fallout could take years to resolve and finally settle into a stable metagame. One which we may like less than the current one. ADV has seen an explosion in games played since 2023. If the metagame devolves into a mess and players leave because they don't like the new state of the metagame, there's no telling if ADV will ever recapture the popularity and momentum it has in current day. This cannot fly as it would really hurt Ad Revenue. Smogon Metagames are designed to maximise engagement to increase Ad Revenue. I was told this by a higher up directly in private. Please think of the Shareholders.
For the people who aren't interpretting the first half of this ironically, I would like to say that metagame stability is something that cannot be understood in absolute terms. How 'stable' does a tier have to be before it's stable enough? When we declare it dead? Is complete stabilization the goal, or would we like some instability baked in to have an evolving tier? I understand we don't want a tier to become unrecognizable and impossible to play for those who take a break for a year or so, but at the same time, we don't want a metagame to become boring to a playerbase after a few years. That is something that needs to be taken into the calculations here, even for shareholders. But also, I don't think that the tier itself deserves all or even most of the credit for its popularity. The people who have played and promoted it deserve that, and we need to have conversations about and with these people rather than abstracting away into some vague conservative notion of representing a majority opinion when the majority hasn't really had a seat at the table in these conversations. That part of the argument is definitely weak, and I'm also not tryna hear how the 'big guys upstairs' have their tiering policy that they got from the top of the mountain to teach us 'right' from wrong. Especially if they're gonna be undemocratic about it and get butthurt when people mentions their 6-figure salaries and delete posts.
 
I don't like this line of argument because it sidesteps the intention to dunk on the author for the literal meaning of their post (especially if the argument is poorly formulat, and from a status-quo position. If any position needs to be given the benefit of the doubt, it should not be the status quo understanding of the tier, because there are a million biases that favor that which is already known and celebrated. I also think this kind of argument can be used to easily reduce any argument for change without engaging with the feeling behind it, even if it is explained. Same goes for the other responses, but I'm only replying Kollin, because I feel it's done in good faith.

The strongest Spikes teams in the metagame are Aero and Dugtrio Spikes builds. Every once in a while, a team from another style becomes popular, but the most centralizing and populous of builds tend to be from those two styles. I would argue that the builds that are the exceptions prove the rule in aiming to counter those builds. Dugtrio gatekeeps a lot of mons from being viable. I'm not sure whether this is a good or a bad thing, but I can say it significantly reduces tier-diversity, and as someone who enjoys building, I find the hyper centralization and tendency to ban offense tools and overlook problematic defense tools to always favor increased centralization. So to flip this logic around, why do we owe it to Dugtrio builds to keep them viable in ADV when the status quo is banning Dugtrio across tiers? Parallel argument to the Speed Pass ban, rather than targetting the most problematic elements ||Smear Pass, that some dickhead unbanned, and Jask||.


This is also a bad argument because Raikou needs to be paired with one of DD Mence(/Aero), P2, or some kind of anti-revenging tech (Salac, well-played Sub) in order to adequately punish or prevent Dugtrio from farming common builds, or otherwise, the builder needs to accept that in some games, Raikou will just be Dug bait. E.g. unreliable suicide-lead Dug-off builds or hard match-up dividing. I think we can generally agree that Salac is not a panacea for Kou's woes and that Sub isn't either, and hard match-up division can just mean your team bricks into certain comps with unsupported threats. You could argue that Blissey doesn't gatekeep Moltres from OU nor does Dol to Loom by similar logic, but that sidesteps the idea that these mons are inherently more limited and see significantly less standard play. The question should not be, "Can we make these mons work in a limited capacity in the tier as is," but rather, "Do we want a tier in which the mons in question are more capable? Would that be more fun, interactive, or rewarding in the game or builder?"


As a former student of BKC's videos and posts, I've learned that you often have a large and loud demographic who will argue against the most obvious shit because they like it. Mons isn't a science -- it's an art -- and what you consider 'broken' or 'problematic' comes down to preference and feel. Can you adapt to this metagame with Dugtrio with a comparatively diverse range of styles? Sure. Does the fact that a tier is playable with the inclusion of a certain mon mean that the state of the tier is ultimately desirable? I would argue this doesn't naturally follow. Depending on how you come down on the Speed Pass issue, for example, you could argue the same logic until last year could be applied in favor of keeping it, or you could argue that justice eventually prevails. Either way, bans don't happen until they happen -- in an instant. Just because someone hasn't convinced you yet that a mon isn't ban-worthy doesn't mean that there won't come a time when you share that opinion or that you wouldn't enjoy the tier that follows a ban.


While Dugtrio doesn't enable what you might call 'broken cheese,' it enables Recover spam stalls that are broken and can be cheesy AND can compensate for the abuse you mentioned with relatively robust builds. Dugtrio removes the counters to certain extreme defensive builds. Again, while you can build for these match-ups, the thing that makes these teams so annoying is that Dugtrio disables so many would-be threats, preventing players from using them. The problem isn't that Dugtrio feasts on every build in the tier, becoming so oppressive that it is optimal to bring Dugtrio in every game (although ABR made a point to bring it in almost every game in a winning Invitational run); the problem is that it does this to so many mons and teams. The fact that it doesn't autowin against any legacy/status quo (Dugtrio-adapted) styles makes it easy to talk about how it isn't oppressive. Imagine an ADV where Dug didn't exist, but we discussed introducing it now. Legacy is not a meaningful defense: just say you like how things are, and that you enjoy the current tier balance instead -- if you've done your due diligence and considered the alternative.


For the people who aren't interpretting the first half of this ironically, I would like to say that metagame stability is something that cannot be understood in absolute terms. How 'stable' does a tier have to be before it's stable enough? When we declare it dead? Is complete stabilization the goal, or would we like some instability baked in to have an evolving tier? I understand we don't want a tier to become unrecognizable and impossible to play for those who take a break for a year or so, but at the same time, we don't want a metagame to become boring to a playerbase after a few years. That is something that needs to be taken into the calculations here, even for shareholders. But also, I don't think that the tier itself deserves all or even most of the credit for its popularity. The people who have played and promoted it deserve that, and we need to have conversations about and with these people rather than abstracting away into some vague conservative notion of representing a majority opinion when the majority hasn't really had a seat at the table in these conversations. That part of the argument is definitely weak, and I'm also not tryna hear how the 'big guys upstairs' have their tiering policy that they got from the top of the mountain to teach us 'right' from wrong. Especially if they're gonna be undemocratic about it and get butthurt when people mentions their 6-figure salaries and delete posts.
why do we owe it to Dugtrio builds to keep them viable in ADV when the status quo is banning Dugtrio across tiers?
We don't and it's not implied at all in my post that we do. My post specifically says that tiering does not owe it to any mon or style to be viable. I also was not "dunking" on the poster, I was replying in earnest to what seemed to be a misunderstanding of tiering. As I said in my post, you can argue for Dug to be banned such as on the bases you're proposing, but not on the bases the poster was proposing. That was all I was saying without getting into the weeds of anything else.
 
I don't like this line of argument because it sidesteps the intention to dunk on the author for the literal meaning of their post (especially if the argument is poorly formulat, and from a status-quo position. If any position needs to be given the benefit of the doubt, it should not be the status quo understanding of the tier, because there are a million biases that favor that which is already known and celebrated. I also think this kind of argument can be used to easily reduce any argument for change without engaging with the feeling behind it, even if it is explained. Same goes for the other responses, but I'm only replying Kollin, because I feel it's done in good faith.

The strongest Spikes teams in the metagame are Aero and Dugtrio Spikes builds. Every once in a while, a team from another style becomes popular, but the most centralizing and populous of builds tend to be from those two styles. I would argue that the builds that are the exceptions prove the rule in aiming to counter those builds. Dugtrio gatekeeps a lot of mons from being viable. I'm not sure whether this is a good or a bad thing, but I can say it significantly reduces tier-diversity, and as someone who enjoys building, I find the hyper centralization and tendency to ban offense tools and overlook problematic defense tools to always favor increased centralization. So to flip this logic around, why do we owe it to Dugtrio builds to keep them viable in ADV when the status quo is banning Dugtrio across tiers? Parallel argument to the Speed Pass ban, rather than targetting the most problematic elements ||Smear Pass, that some dickhead unbanned, and Jask||.


This is also a bad argument because Raikou needs to be paired with one of DD Mence(/Aero), P2, or some kind of anti-revenging tech (Salac, well-played Sub) in order to adequately punish or prevent Dugtrio from farming common builds, or otherwise, the builder needs to accept that in some games, Raikou will just be Dug bait. E.g. unreliable suicide-lead Dug-off builds or hard match-up dividing. I think we can generally agree that Salac is not a panacea for Kou's woes and that Sub isn't either, and hard match-up division can just mean your team bricks into certain comps with unsupported threats. You could argue that Blissey doesn't gatekeep Moltres from OU nor does Dol to Loom by similar logic, but that sidesteps the idea that these mons are inherently more limited and see significantly less standard play. The question should not be, "Can we make these mons work in a limited capacity in the tier as is," but rather, "Do we want a tier in which the mons in question are more capable? Would that be more fun, interactive, or rewarding in the game or builder?"


As a former student of BKC's videos and posts, I've learned that you often have a large and loud demographic who will argue against the most obvious shit because they like it. Mons isn't a science -- it's an art -- and what you consider 'broken' or 'problematic' comes down to preference and feel. Can you adapt to this metagame with Dugtrio with a comparatively diverse range of styles? Sure. Does the fact that a tier is playable with the inclusion of a certain mon mean that the state of the tier is ultimately desirable? I would argue this doesn't naturally follow. Depending on how you come down on the Speed Pass issue, for example, you could argue the same logic until last year could be applied in favor of keeping it, or you could argue that justice eventually prevails. Either way, bans don't happen until they happen -- in an instant. Just because someone hasn't convinced you yet that a mon isn't ban-worthy doesn't mean that there won't come a time when you share that opinion or that you wouldn't enjoy the tier that follows a ban.


While Dugtrio doesn't enable what you might call 'broken cheese,' it enables Recover spam stalls that are broken and can be cheesy AND can compensate for the abuse you mentioned with relatively robust builds. Dugtrio removes the counters to certain extreme defensive builds. Again, while you can build for these match-ups, the thing that makes these teams so annoying is that Dugtrio disables so many would-be threats, preventing players from using them. The problem isn't that Dugtrio feasts on every build in the tier, becoming so oppressive that it is optimal to bring Dugtrio in every game (although ABR made a point to bring it in almost every game in a winning Invitational run); the problem is that it does this to so many mons and teams. The fact that it doesn't autowin against any legacy/status quo (Dugtrio-adapted) styles makes it easy to talk about how it isn't oppressive. Imagine an ADV where Dug didn't exist, but we discussed introducing it now. Legacy is not a meaningful defense: just say you like how things are, and that you enjoy the current tier balance instead -- if you've done your due diligence and considered the alternative.


For the people who aren't interpretting the first half of this ironically, I would like to say that metagame stability is something that cannot be understood in absolute terms. How 'stable' does a tier have to be before it's stable enough? When we declare it dead? Is complete stabilization the goal, or would we like some instability baked in to have an evolving tier? I understand we don't want a tier to become unrecognizable and impossible to play for those who take a break for a year or so, but at the same time, we don't want a metagame to become boring to a playerbase after a few years. That is something that needs to be taken into the calculations here, even for shareholders. But also, I don't think that the tier itself deserves all or even most of the credit for its popularity. The people who have played and promoted it deserve that, and we need to have conversations about and with these people rather than abstracting away into some vague conservative notion of representing a majority opinion when the majority hasn't really had a seat at the table in these conversations. That part of the argument is definitely weak, and I'm also not tryna hear how the 'big guys upstairs' have their tiering policy that they got from the top of the mountain to teach us 'right' from wrong. Especially if they're gonna be undemocratic about it and get butthurt when people mentions their 6-figure salaries and delete posts.
I don’t think this is a bad argument at all. My point is these pokemon are either good or bad regardless of their current interactions with dug. I said kou should prob already be ou regardless do my point wasn’t even really directed at it more do doom Ken etc. I also do not think kou needs one of those things to work tbh. I think those abr kou spikes builds are a good example afaik none use those tools. Like sure these pokemon are limited by dug. But their issues go beyond dug which is the point I made. Dug is NOT gatekeeping any of these things from OU. Would all of them be better without dug ofc. Would they all be ou level? No shot. I think you kinda missed what I was getting at. I didn’t mean dug has no sway on their viablity at all but it doesn’t have such a sway that all of those pokemon would suddenly be ou. (Especially since I think kou should be ou roght now regardless of dug). A dug ban doesn’t change much about my point of view here maybe just slight boosts. And as the world’s premier Houdoom user. As much as I’d like to think no dug would boost it. There’s no world in which it’s ou level maybe borderline at best. Same goes for Ken and beagle. Even with no dug their niches aren’t strong enough imo. And they have other pokemon that get in their way.
 
adv meta has evolved around dug and has brought forth many cool sets/spreads due to it. dug can also be a liability at times imo. dugs fine.

lets not entertain the notion of totally upending a meta that had dug in it for like 20 years and has been mostly fine and one of the best balanced on the site.
Before I say anything else, I'm against any action against Dug, however, the meta game today isn't even the same as a year ago, let alone 20 years ago, if dug became toxic because of some discovery or ban (some, such as Fruhdazi and Giraffe, argue speedpass ban made dug too much too restrictive on team building), then it would indeed be banworthy
 
I don’t think this is a bad argument at all. My point is these pokemon are either good or bad regardless of their current interactions with dug. I said kou should prob already be ou regardless do my point wasn’t even really directed at it more do doom Ken etc. I also do not think kou needs one of those things to work tbh. I think those abr kou spikes builds are a good example afaik none use those tools. Like sure these pokemon are limited by dug. But their issues go beyond dug which is the point I made. Dug is NOT gatekeeping any of these things from OU. Would all of them be better without dug ofc. Would they all be ou level? No shot. I think you kinda missed what I was getting at. I didn’t mean dug has no sway on their viablity at all but it doesn’t have such a sway that all of those pokemon would suddenly be ou. (Especially since I think kou should be ou roght now regardless of dug). A dug ban doesn’t change much about my point of view here maybe just slight boosts. And as the world’s premier Houdoom user. As much as I’d like to think no dug would boost it. There’s no world in which it’s ou level maybe borderline at best. Same goes for Ken and beagle. Even with no dug their niches aren’t strong enough imo. And they have other pokemon that get in their way.
I think your point was pretty clear, and this is exactly what I understood from it. Mine was that you side-stepped the argument of the poster (or any related argument) to argue a status quo position. What you have said is quite obvious to anyone who has been around the block a few times.

I chose not to respond to the commentary on e.g. Ken, Beagle, or Doom and focus on Kou and fighters who go from being Dug bait to more reliable answers to certain mons in the tier to suggest maybe you could dig more into that line of thinking to see that there is something appealing to it, even if you ultimately favor this tier.

I just don't think that the entire forum base has to respond intellectually dishonestly -- by arguing a point from a position of experience without regularly questioning one's principles. As you may well know, my philosophy is strongly informed by breaking everything I know and favor to craft a new approach. The only questions I'm asking in the builder when looking for a new direction are, "What have I missed?"; "What did 'X' player see when they built that team?"; and "How can I improve?", because no one knows everything, and the person who has a strong conviction without having challenged their understanding gets stuck peddaling stagnation.

I guess what I'm getting at is that my starting point is, "What if I'm wrong and they're right?", especially when it comes to a game/artform/subjective discussion like mons, and I fundamentally disagree that you don't have to engage with the perspectives with which you disagree, if for no other reason than that I have been wrong so many times, and I've learned so much incorporating that into my process.
 
Smeargle demonstrates the entire problem with Dugtrio. If I open with Smeargle and you open with Dugtrio, the game is now a 6v5. And it's not a brilliant play, it's just putting him in the front spot hoping it gets lucky and catches something slow. I understand Swagger was banned because sometimes it worked so why isn't the "it's 6v5 on turn 1" mechanic treated the same way?
This argument doesn’t stand up to scrutiny.
Smeargle is an inherently high risk-high reward pokemon. If you KNOW that a Dug lead will auto KO against Smeargle and you lead with it anyway, you’re just being punished for taking a risk. And there all sorts of ways to deal with it. You can:

1) Just not lead with Smeargle so you don’t have to complain about it.
2) Lead with Smeargle but use items/moves so it beats Dug 1v1.
3) Use Porygon 2 too and just trade with Dug
4) Just accept that you’re taking a risk and sometimes it won’t work out. Make sure you can use your free turn productively.
 
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