IV.) Unhealthy - elements that are neither uncompetitive nor broken, yet deemed undesirable for the metagame such that they inhibit "skillful play" to a large extent
A.) These are elements that may not limit either team building or battling skill enough individually, but combine to cause an effect that is undesirable for the metagame.
1.) We haven't really had an example of an unhealthy ban yet, but a potential example is Stealth Rock; it certainly is on the mind of every team building experience and games are often steeped in Stealth Rock strategy. Whether or not this adds up to limiting team building skill or battling skill is part of the conversation to be had.
2.) One important thing to note with this is that distribution both matters (in the case of large distributions) and doesn't matter (in the case of low distributions).
a.) If Stealth Rock or Scald weren't so common, they probably would not be as controversial issues as they are.
b.) However, just because something isn't highly distributed, like Shadow Tag, doesn't mean it isn't unhealthy. Some tried to state that Shadow Tag wouldn't be broken on a
10/10/10/10/10/10 BST mon, but this is the wrong way to look at it.
c.) Things aren't broken (or unhealthy or uncompetitive) only in vacuums; they can contribute to the whole being greater than the sum of its parts. Instead, consider how potentially broken elements would be with
average distribution on
average BST Pokemon. If Shadow Tag was on, let's say 4-5 OU potential Pokemon as opposed to 1-2 and the average BSTs were something like
80/80/80/80/80/80, would it be broken? The take away from this is to not ignore distribution, but if lowly distributed, to assume how the element would take away from team building or battling skill if it was distributed to average pokemon in an average quantity.(Yes, we will provide average statistics)
B.) This can also be a state of the metagame. If the metagame has too much diversity wherein team building ability is greatly hampered and battling skill is drastically reduced, we may seek to reduce the number of good to great threats. This can also work in reverse; if the metagame is too centralized a particular set of Pokemon, none of which are broken on their own, we may seek to add Pokemon to increase diversity.
1.) The Mega-Metagross suspect could be said to fall under this umbrella; Mega-Metagross wasn't really broken, but it was the best Pokemon in a game with far too many good to great threats. It was felt that, for the sake of metagame health, we should seek to reduce the number of these threats (however, you'll note the community voted to keep it in the tier).
C.) This is the most controversial and subjective one, and will therefore be used the most sparingly. The OU Council will only use this amidst drastic community outcry and a conviction that the move will noticeably result in the better player winning over the lesser player.
D.) When trying to argue a particular element's suspect status, please avoid this category unless absolutely necessary. This is a last ditch, subjective catch-all, and tiering arguments should focus on uncompetitive or broken first. We are coming to a point in the generations where the number of threats is close to overwhelming, so we may touch upon this more often, but please try to focus on uncompetitive and broken first.