E4 Flint : I thought about including Vital Insomnia in an earlier post about sleep checks/counters, but, when you break it down, they're not relevant abilities anymore. Comatose does all the anti-sleep stuff you could want from them. AND it blocks other status effects. AND its immune to Mold Breaker. AND it cannot be removed by Core Enforcer/Entrainment/etc. The only drawback is its vulnerable to Bad Dreams, Nightmare, and Dream Eater, but nobody uses those.
Also, for the sake of being clear, I favor option 1. I dislike half measures as they seem to have a history of not working well (-ate clause last Gen for BH or OU's history of trying to ban Baton Pass without banning Baton Pass for years and years). I feel like option 2 is either gonna be a bandaid that'll get ripped off later or it'll ban so much it might as well have been a full ban.
Also, for the sake of being clear, I favor option 1. I dislike half measures as they seem to have a history of not working well (-ate clause last Gen for BH or OU's history of trying to ban Baton Pass without banning Baton Pass for years and years). I feel like option 2 is either gonna be a bandaid that'll get ripped off later or it'll ban so much it might as well have been a full ban.
So if anybody else would like to tell me chatter is unquestionably better than spore please go ahead.
-Chatter can be used with an Assault Vest
-Chatter can be used while Taunted
-Chatter bypasses Substitute without using Infiltrator
-Chatter bypasses Comatose
-Chatter bypasses Magic Bounce without Mold Breaker
-Chatter bypasses Magic Coat
-Chatter bypasses Poison Heal and other status orb sets
-Chatter only has one relevant "counter item", which is a one-use Lum Berry, and that only blocks the status effect
-Chatter does direct damage and, with enough boosts, can be used as a sweeping or clean-up tool on its own
-Confusion can be stacked on top of other status effects, notably Paralysis (less chance to move)
-Confusion not only skips turns, but does unblockable damage to the victim, which can break Sashes or put targets past KO break points.
-Confusion's "counter ability", Tangled Feet, doesn't actually mitigate the status effect in any fashion
-Confusion's other "counter ability", Own Tempo, has no use besides checking Confusion and does nothing to stop Chatter's direct damage
-Confusion is not blocked by Electric Terrain
-Chatter does damage through Misty Terrain
-Chatter has no type-based immunities
-Chatter's ability-based immunity, Soundproof, does not give the user a boost when it blocks the move (like Sap Sipper)
-Chatter does not have a move-based counter (although Sleep Talk is sketchy and Psycho Shifting sleep is really hard)
-Coverage or stronger STAB moves can be paired with Chatter for maximum damage, identically to Spore (EG: Chatter > Shell Smash > Oblivion Wing)
-Confusion can last up to four turns
-Confusion turns don't count if the opponent fails to move (paralysis, sleep, flinch, etc.)
-Chatter can have STAB
-Chatter can be boosted by more abilities (Adaptability, Gale Wings (not as relevant anymore), Mold Breaker, etc.)
-Cannot be cured by status-removal moves, like Refresh or Heal Bell
-Chatter has more PP (base 20 versus Spore's base 15)
-Confusion is carried by Baton Pass
-Chatter can be used while Taunted
-Chatter bypasses Substitute without using Infiltrator
-Chatter bypasses Comatose
-Chatter bypasses Magic Bounce without Mold Breaker
-Chatter bypasses Magic Coat
-Chatter bypasses Poison Heal and other status orb sets
-Chatter only has one relevant "counter item", which is a one-use Lum Berry, and that only blocks the status effect
-Chatter does direct damage and, with enough boosts, can be used as a sweeping or clean-up tool on its own
-Confusion can be stacked on top of other status effects, notably Paralysis (less chance to move)
-Confusion not only skips turns, but does unblockable damage to the victim, which can break Sashes or put targets past KO break points.
-Confusion's "counter ability", Tangled Feet, doesn't actually mitigate the status effect in any fashion
-Confusion's other "counter ability", Own Tempo, has no use besides checking Confusion and does nothing to stop Chatter's direct damage
-Confusion is not blocked by Electric Terrain
-Chatter does damage through Misty Terrain
-Chatter has no type-based immunities
-Chatter's ability-based immunity, Soundproof, does not give the user a boost when it blocks the move (like Sap Sipper)
-Chatter does not have a move-based counter (although Sleep Talk is sketchy and Psycho Shifting sleep is really hard)
-Coverage or stronger STAB moves can be paired with Chatter for maximum damage, identically to Spore (EG: Chatter > Shell Smash > Oblivion Wing)
-Confusion can last up to four turns
-Confusion turns don't count if the opponent fails to move (paralysis, sleep, flinch, etc.)
-Chatter can have STAB
-Chatter can be boosted by more abilities (Adaptability, Gale Wings (not as relevant anymore), Mold Breaker, etc.)
-Cannot be cured by status-removal moves, like Refresh or Heal Bell
-Chatter has more PP (base 20 versus Spore's base 15)
-Confusion is carried by Baton Pass