Great idea. I'd love to join in. I'm not that popular but I can tell you that I'm constantly on the ladder in the high 1900's and I can safely say I know this metagame pretty well. Hopefully this will stop arguements going in circles.
				
			This seems like a complicated issue. Damage calculations can be used as supplemental evidence to an argument - for example, damage calculations with Volcarona can supplement an argument that Volcarona is rather easy to set up and wins games after a boost. Damage calculations alone can't be used as an argument though. I could list a bunch of damage calculations with Rampardos's CB Head Smash and say "omg broken" and that would be a bullshit argument. Basically, a damage calculation used effectively can be part of a great argument, and a damage calculation used poorly can be a terrible argument bordering on a fallacy.Here is a fallacy that is quite common in pokemon discussions, the damage calculator fallacy. Basically a user lists a whole bunch of damage calculations in order to prove that a pokemon is A) too weak or B) too strong. This line of reasoning ignores the practical issues encountered (or not encountered) when using a pokemon.
This seems like a complicated issue. Damage calculations can be used as supplemental evidence to an argument - for example, damage calculations with Volcarona can supplement an argument that Volcarona is rather easy to set up and wins games after a boost. Damage calculations alone can't be used as an argument though. I could list a bunch of damage calculations with Rampardos's CB Head Smash and say "omg broken" and that would be a bullshit argument. Basically, a damage calculation used effectively can be part of a great argument, and a damage calculation used poorly can be a terrible argument bordering on a fallacy.
- Ojama - against a ban (I thought I remember him being for Rain's ban before so I'm not sure if he's playing the devil's advocate or I'm just remembering wrong)
 
Huh? This is one of the issues I talked about in my post and I explained it, guess I wasn't clear enough, lol. Basically we're all saying rain is a huge contributing factor to a matchup reliant metagame because you spread yourself far too thin in team building. Obviously you want to try and check everything, but ATM that's impossible, there will always be huge threats and there will always be teams that will simply destroy you, those matchups are the ones that cause the metagame to be too matchup reliant. Rain puts a bigger strain on team building than anything as out there, it forces you to run at least two water resists, and you have to make them extra good against common threats like Keldeo. Not only will there be so many other teams out there that will destroy you if you over prepare for rain, but there are a select few mons that can take care of rain well enough, these mons are well known and are often exploited. Remove rain from the equation, can't spread yourself as thin, and team matchup will rarely be one sided and not as much of an issue overall.Overall, I think what really disappoints me about this thread is that we are discussing Rain in general instead of in relation to the metagame and that is resulting in skipping multiple logical steps. For the most part, I feel the thread consists of "Rain provides X boost" "Rain is therefore match-up reliant" "A metagame that is match-up reliant is undesirable therefore we should ban Rain". It doesn't talk about how the X boost provided by Rain when applied to the metagame is resulting in situations that create a match-up reliant metagame.
Politoed, Keldeo, Starmie, etc can all rip teams apart with their Hydro Pumps. They can all get past Celebi: Specs Keldeo under rain can 2HKO Specially Defensive Celebi after Stealth Rock, all three can run Hidden Power [Bug] (this is very viable), etc. If you don't have at least two water resists you're simply too weak to rain, you will be over powered by the rain boosted hits coming your way, eg. if you only have one it will probably die on the second or third switch in, because their Hydro pumps still 2hko many resists without the help of Special Defense investment, and then every time their Hydro spammer comes out something dies on your team. I'm sorry I didn't put much effort into this post, Smogon Tour is about to start.I was looking more for OU specific examples because you could technically get away with one water resist if the guy is really bulky (if he existed) and the rest of the team outspeeds, isn't too water weak, etc. etc. Rain is being talked about in general when team matchup isn't an inherent characteristic of the ability. It's just another potential factor (arguably the key one) in the metagame that it is present in. So I guess what I want to know is why is it in the current BW2 OU metagame you need two resists and how is it that the presence of Rain introduces too many new threats? (with specific examples because having Rain Dish doesn't make you OU worthy and learning Hydro Pump doesn't mean Celebi can't hard counter you)