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Evasion: Hit or Miss?

So doubleteam/minimize just appear on your moveset? You only get 4 moves, and choosing luck over power will often cause you to lose when you should have won. It's exactly like choosing Double Team over Calm Mind.

Seriously, if something's obviously Uber, then testing it will be easy and quick, it'll be obvious and we'll re-ban it. But there really is no reasonable argument that double team should not be tested, unless we make other drastic changes to the metagame.

Annnd the difference between the ideas you suggested and Calm Mind is that while Calm Mind also takes up a moveslot, it doesn't in any way increase the amount of luck involved. Double Team and Calm Mind in no way serve the same purpose, and aren't comparable in the type of tradeoff fashion I was presenting. So whereas comparing two items or two moves which are of the same typing are relevant, comparing Double Team to Calm Mind is not. Hell, you can even use both Double Team and Calm Mind on the same 'effective' set, as was mentioned four posts above yours.


RPS is a game that fits your definition of an ideal game. If you make more right moves than your opponent you win 100% of the time. In this case there just happens to be only one move in the game.

Have a nice day.

The reason that I disagree with the RPS comparison is that it seems to have only been used to insult my position. Competitive pokemon is infinitely more complex than RPS, and that fact alone makes it worth playing - without adding any additional 'flair'.
 
Annnd the difference between the ideas you suggested and Calm Mind is that while Calm Mind also takes up a moveslot, it doesn't in any way increase the amount of luck involved. Double Team and Calm Mind in no way serve the same purpose, and aren't comparable in the type of tradeoff fashion I was presenting. So whereas comparing two items or two moves which are of the same typing are relevant, comparing Double Team to Calm Mind is not. Hell, you can even use both Double Team and Calm Mind on the same 'effective' set, as was mentioned four posts above yours.

The end result of every move you make in a pokemon game is to increase your chance of winning. In this respect, your item, your EVs, your moves, and your move choices during the game all serve the exact same purpose. Using DT over Calm Mind is just like using Brightpowder over Life Orb, just because you can't use both Brightpowder and Life Orb doesn't make the entire analogy fall apart.

What if it's Nasty Plot instead of Calm Mind, and it's on Togekiss? Nasty Plot will increase the "hax" by making each Air Slash significantly more powerful (I'm sure no one would complain about being flinch-haxed if Air Slash never did more than 6%). Double Team/Minimize are still just moves, with pros and cons. If they're stupid good, prove it during the test. What else is there to say?
 
Annnd the difference between the ideas you suggested and Calm Mind is that while Calm Mind also takes up a moveslot, it doesn't in any way increase the amount of luck involved. Double Team and Calm Mind in no way serve the same purpose, and aren't comparable in the type of tradeoff fashion I was presenting. So whereas comparing two items or two moves which are of the same typing are relevant, comparing Double Team to Calm Mind is not. Hell, you can even use both Double Team and Calm Mind on the same 'effective' set, as was mentioned four posts above yours.
I dont think you can really make this argument. I mean, lets say you are using CM Suicune right, and you know that my only counter to CMCune is to attack it over and over again with Celebi until I CH. Then it's not really fair to say that it's me that is the one introducing luck into the game if my alternative would be to forfeit.

The reason that I disagree with the RPS comparison is that it seems to have only been used to insult my position. Competitive pokemon is infinitely more complex than RPS, and that fact alone makes it worth playing - without adding any additional 'flair'.
I wasnt trying to insult your insult your position beyond trying to say that it was wrong. I cant see why RPS is not a "perfect" game by your definition. Since I think most people would agree that RPS is not a "perfect" game then I think most people would have to also agree that your definition is wrong or at least incomplete.

If I seemed like I was being overly harsh I'm sorry I didnt intend that for you. I was intending to be harsh to Hector and RaikouLover so maybe that carried on to the part where I replied to you as well.

Sorry Veedrock.

Have a nice day.
 
I dont think you can really make this argument. I mean, lets say you are using CM Suicune right, and you know that my only counter to CMCune is to attack it over and over again with Celebi until I CH. Then it's not really fair to say that it's me that is the one introducing luck into the game if my alternative would be to forfeit.

Well, I'm not sure that either player is introducing luck into the game, since the choice to use CM (without Sub) assumes that either you're willing to take the chance of a crit killing you, or that you will take care of whichever pokemon your opponent has that can kill you if a crit happens before attempting to set up.

Though, if you have to spam Grass Knot at CMcune in order to beat it, the problem is either your team or your earlier play in the match which put you in that position. So, you've already 'lost' under most circumstances. At least, I would consider the person resorting to this to have 'played worse'. No one is going to fault him for trying to win until the last turn, but if he does win, can we really say he was the better player? I've won plenty of battles in a fashion such as this, but in every case I also was upset that I had played badly enough to put myself in that situation. I 'should have lost'.

I understand that the overall point is that a single match does not determine the better player, and that generally in pokemon the better player will be rated higher after a certain number of battles (even with OHKOS, Evasion, and probably Garchomp). I just disagree at what point factors which can cause the 'should have lost but won' should exist. I think perhaps I wasn't clear enough during the whole 51% example thing. I should have also emphasized that no one really wants to play a game in which the winning percentage of the best player is so low. Sure, you can eventually rate each player correctly given enough matches played, but 'better player' (a cornerstone of competition) becomes close to meaningless if you're only better enough to win one more game out of a thousand than the next player. Not to mention the game itself is likely more dynamic and complex the higher the winning percentage of it's best player is (please note that dynamic and complex does not have to mean involving elements which are RNG based).


The end result of every move you make in a pokemon game is to increase your chance of winning. In this respect, your item, your EVs, your moves, and your move choices during the game all serve the exact same purpose. Using DT over Calm Mind is just like using Brightpowder over Life Orb, just because you can't use both Brightpowder and Life Orb doesn't make the entire analogy fall apart.

What if it's Nasty Plot instead of Calm Mind, and it's on Togekiss? Nasty Plot will increase the "hax" by making each Air Slash significantly more powerful (I'm sure no one would complain about being flinch-haxed if Air Slash never did more than 6%). Double Team/Minimize are still just moves, with pros and cons. If they're stupid good, prove it during the test. What else is there to say?

You've gone so far from the original argument that this hardly makes any sense anymore.

You were trying to make a point, saying 'Why don't we ban all these other things which introduce luck then?'. I explained how those things were different. Now you're on this crusade to find the least common denominator.
 
Would the problems be solved (would it matter) if we:

1. Test it

Someone mentioned that on the official ladder DT is allowed, but no one can actually rely on this kind of hax. This shows that DT should be allowed as it is not as "broken" as other people suggest.
However, if it does not matterwhy should we ban from the start, and unban it now? We should ask the creator of Smogon.

2. Just Leave the clause on

That would be unfair though. Our theories showed that DT would centralise the whole game into three types of teams. But would it really happen?
Did we test DT from the very beginning of this Pokemon Community? No.
Is it prooved by theory that DT is overcetralising? Not yet.
Do we have the proof? NO.
Did we ban it? Yes --- looks like the community has done something wrong.

____________________

AH!
A better way?

3. Make a new ladder called "DT"

So people who liked DT would go into the category. Haters do not.
Brave people play it with no DT or AntiDT stragergies.

Would this solve the problem?
 
Would the problems be solved (would it matter) if we:

1. Test it

However, if it does not matterwhy should we ban from the start, and unban it now? We should ask the creator of Smogon.

Smogon is a community, not an individual. And we've got the consensus that it needs tested, but what should we look for? (read the original post).

2. Just Leave the clause on.

It's been banned for awhile; it wasn't a spur of the moment thing or "oh, let's create competitive pokemon but this shouldn't be allowed." Leaving the clause defeats the entire purpose of the discussion.

____________________

AH!
A better way?

3. Make a new ladder called "DT"

So people who liked DT would go into the category. Haters do not.
Brave people play it with no DT or AntiDT stragergies.

Would this solve the problem?

No. We can't just have 2 seperate ladders that do the same exact thing. Let's create a "Garchomp Ladder" for those that didn't mind his overcentralizing.

Please read the original post, at least some of the first posts, and back at least a page -_- Your "solutions" are impractical and just don't work.
 
Annnd the difference between the ideas you suggested and Calm Mind is that while Calm Mind also takes up a moveslot, it doesn't in any way increase the amount of luck involved. Double Team and Calm Mind in no way serve the same purpose, and aren't comparable in the type of tradeoff fashion I was presenting. So whereas comparing two items or two moves which are of the same typing are relevant, comparing Double Team to Calm Mind is not. Hell, you can even use both Double Team and Calm Mind on the same 'effective' set, as was mentioned four posts above yours
Replace Calm Mind with Iron Head then. Even without Serene Grace, it has a 30% chance of making you flinch, compared to DT's about 25% chance (I believe) of stopping your opponent from doing something. Both have the same hax effect, though achieved through different means: to stop your opponent from attacking. But yet Iron Head has the better chance of actually doing that, and it isn't being considered for a ban...

Then add the Serene Grace factor into the mix; Jirachi's Iron Head has a 60% of flinching the opponent, and with a Choice Scarf, it can flinch practically anything in OU that isn't Scarfed itself (yes, there are Inner Focus pokemon for evasion, but much the same way there are things like Haze, Whirlwind, and Taut to stop DT). In other words, Jirachi has a bit more of a chance of stopping your from attacking with Iron Head than 4 Double Teams would. Again, yes, you could switch into an Inner Focus poke to stop flinch-hax. But yet, you could also just switch into something that has Haze/Whirlwind/Roar to stop the Double Teamer. To have as much of a chance of Jirachi of stopping your 100% accurate moves, it has to Double Team 5 times. That would give you four chances to force it out/get rid of the extra evasion, which would mean the odds are extremely in your favor as even with the hax, it's unlikely for you to miss all four times.

Thus, Iron Head Jirachi is much more effective than DT at achieving the same results. But yet, where is the call for its ban? If DT is too much hax, which has to be used 5 times (extremely unlikely) to have the same effect as Jirachi's Iron Head, then logically IH Jirachi would also be too much. So, if DT is banned/not allowed to be tested, then the same would have to go for IH, Serene Grace, or Jirachi itself, as it can do the exact same thing.

Yes, for IH, it's a secondary effect, but the Pokemon its being used against don't really care if it's primary or secondary, as the effect doesn't change and will be exactly the same. Thus, either they're both too much or neither are; they both have the same result, so either they're both broken or neither are, unless we're just arbitrarily deciding and adding things on like "but it's worse if that's it's only function" for some reason, which the actual results in the game don't care about, which we should strive to avoid.

And that's the biggie right there; either something is broken, or it's not. The only reason that Double Team would be bannable but IH Scarfrachi not would be if you say that Double Team is wore because it has no other function (and even then, your pretty much kidding yourself if you don't think that the hax is one of the primary reasons to choose IH on Jirachi). But that's really nothing more than trying to make DT look worse than it is and thus seem more logical to be banned. Either way, the effects still the same, so its still pretty hard to say that one's too much but the other's not; regardless of Double Team being "pure hax" or not the result of 5 DT and IH Jirachi will be pretty similar and THAT'S what we should be concerned about: the actual results and effect it has on the metagame. It doesn't matter if its pure hax or whatever; either it is too much or it isn't. The metagame and actual battles don't care about whether something's a primary or secondary effect; it will still have the same results, and those results are what matter and what should ultimately decide whether something's too much.

And thus if you do try to ban something like DT but not Jirachi, it's not because of effects on the metagame or consistency of results, but just out of a disdain for pure utility, which is not a reason we should be banning something for; we should only concern ourselvs with effects, and not such biases, which are the only things that seperate IH Jirachi flinch-hax and DT-hax.

Edit: Thinking about it some more, this idea of banning pure-hax moves is making even less sense to me. I mean, if DT doesn't work for you, and the opponent hits you, then you've effectively done nothing. Whereas even if Iron Head doesn't flinch you, it's still doing reliable damage. In other words, Iron Head can do more for you (chance for flinch +reliable damage) than Double Team can (increasing the chance of your opponent missing and that's it) so, if anything, it should be the other way around: things like Jirachi should be the things looking at being banned because not only is there that 60% chance of a flinch, but even if there's not the flinch, you're still taking damage, compared to Double Team, where nothing happens if it doesn't make your opponent miss. Iron Head Scarfrachi can do more than Double Team can all in one move, but yet Double Team is supposedly more broken and worthy of a ban, just because of the fact that it can do less? I'm not sure if I can really understand the logic there...
 
You've gone so far from the original argument that this hardly makes any sense anymore.

You were trying to make a point, saying 'Why don't we ban all these other things which introduce luck then?'. I explained how those things were different. Now you're on this crusade to find the least common denominator.

No, I've shown that DT is exactly the same as all of these other things, which other users have done as well, and perhaps even moreso (The Scarf Jirachi above). Your position is at odds when there are plenty of elements that increase luck that you're not calling for a ban on. There is no "least common denominator," I'm not sure what you're implying there.
 
The point is: there is valid reasoning for why other elements that increase luck are 'okay', but Evasion moves are not.

There are two viable flinch-hax moves in the entire game, and those moves are of the flying and steel types. What exactly does Scarfrachi do to Heatran? What exactly does Togekiss do to Blissey? Those aren't the only pokemon which stop those two dead, either - not even close.

Now don't get me wrong, I dislike the idea of that type of strategy and if I were GameFreak I would never have implemented it (along with 'luck' items and other moves, and lots more). However, Serene Grace is a very limited ability with very limited move abuse, and thus it's not difficult to prepare for. How do you suppose I prepare for Evasion moves? The most reasonable option seems to be to not actually prepare much at all and chalk the possible losses into the 'I probably should have won' category along with the already abundant 'haxxy' games. So, again, my problem is not that I think things will be especially broken with Evasion moves around, it's that adding a threat my team cannot reasonably prepare for adds another thing I'm likely to lose to when my teams face it (because if I do prepare for it I'm forced to overspecialize, and am now unprepared for something else).

Obviously this is not my only concern about Evasion moves, but it is the relevant one to the current discussion.


It should also be noted that debating a ban on some idea of flinch-hax is very difficult to do. We can't ban the ability and not the pokemon, so do we ban all Serene Grace pokemon? Do we ban the moves required for the strategy? Do we ban them just on on those pokemon? The most reasonable solution is to 'deal with it', especially since you don't need to carry a specialized counter to do so.
 
The most reasonable solution is to 'deal with it', especially since you don't need to carry a specialized counter to do so.

This remains just as true for evasion-raising moves. They also don't require a specialized counter, but teams that carry such a counter will be better equipped to deal with them.

So, again, my problem is not that I think things will be especially broken with Evasion moves around, it's that adding a threat my team cannot reasonably prepare for adds another thing I'm likely to lose to when my teams face it (because if I do prepare for it I'm forced to overspecialize, and am now unprepared for something else).

It's been said before, but "I don't want to have to deal with a new aspect of the game" is not a very convincing argument for keeping something banned. Pokemon is inherently a very Paper-Rock-Scissors type game in that some teams have inherent advantages over others without being strictly 'worse'. Perhaps Team A has the advantage over Team B, Team B has the advantage over Team C, and Team C has the advantage over Team A.

However, certain changes to the rules make it easier to construct a team that can potentially deal with any threat. Allowing the use of all 6 Pokemon (as opposed to making you choose 3, stadium-style), keeping a very small Pokemon banlist, and banning OHKOs and Evasion-raising moves all make this easier. This results in the slow-paced, I-have-a-counter-for-everything, switch-heavy Pokemon game that most of us take for granted.

Those who play 3-on-3 games (like PBR Wi-Fi) know that that's not the only "right" way to play Pokemon. You build Pokemon significantly differently when you can't afford to pack them into tiny niches. Sometimes your team happens to be stacked against the opponent's and the match is easy. Other times your team is at a disadvantage and you have to make the most of what you have through excellent prediction. Some people prefer this ruleset over the standard one. Others prefer the standard ruleset over this one. Neither is the According to Hoyle Rules of Pokemon.

So when you say, "But my team won't be able to deal with every threat if we add this new element," I say, "Tough luck. Your team isn't supposed to be able to deal with every threat anyway." With each new generation more and more threats appear. We can either keep banning moves and unbanning Pokemon to allow our teams to counter every threat, or we can just accept the fact that sometimes the deck is stacked in one team's favor and try to adapt our teams to the shifting metagame.
 
The point is: there is valid reasoning for why other elements that increase luck are 'okay', but Evasion moves are not.
Can't really see why, because either way, the result is the same.

There are two viable flinch-hax moves in the entire game, and those moves are of the flying and steel types. What exactly does Scarfrachi do to Heatran? What exactly does Togekiss do to Blissey? Those aren't the only pokemon which stop those two dead, either - not even close.
However, much the same way it doesn't matter if you counter the Pokemon your facing if you can't hit them due to evasion-hax, it doesn't really matter if you resist Iron Head if you can't attack. However, both again have another thing in common as of that point: just like it's unlikely for Jirachi to flinch-hax a Pokemon to death, it's unlikely for a counter's attacks to continuously miss its target until it's dead due to DT hax. In both cases, the hax will likely not be enough to keep the Pokemon alive.

Now don't get me wrong, I dislike the idea of that type of strategy and if I were GameFreak I would never have implemented it (along with 'luck' items and other moves, and lots more). However, Serene Grace is a very limited ability with very limited move abuse, and thus it's not difficult to prepare for. How do you suppose I prepare for Evasion moves?
Again, the exact same way you would handle para-fusion or flinch-hax: Just ignore and keep on attacking, because the odds will be in favor of you hitting and KO'ing the thing (or forcing it out with something like Whirlwind or, in just the case of DT, getting rid of the boosts with Haze). There's not much you can do for either beyond that, except hope that the RNG won't work against you. Although, both strategies due have their surefire counters: Flinch-hax has Inner Focus Pokemon and Evasion has Machamp.

However, evasion also does have something else: The fact that both players can play that game. Both players can Double Team at the same time, which isn't farfetched considering how practically everything can learn it. And if that happens, then it's practically as if nothing had happened at all, since both players will remain with the same chances of hitting each other, relative to each other. Once people notice this fact when it's tested, which is extremely likely due to the nature of suspect tests, people will slowly stop bothering to use it, just like they did with Skymin once the hype wore off, since they'll note that it won't get them anywhere. Being so common would seem to make it more threatening, due to having more possible combos, but such availability should keep in it check due to all the possibile strategies involving evasion countering each other.

The response to this I suppose that "if you can't beat 'em, you have to join 'em" is a bad thing for the metagame, aka overcentralizing. However, that's not really a case you can make in the case of moves, unless you think Stealth Rock should also be banned, since most teams aren't going to be winning without it present against good players. And at least in the case of DT, everyone using it will result in it being used less and less, which can't be said of Stealth Rock which is still used because no matter how many people use it, it's still a great move. That's the opposite of Dobule Team, where if both people use it, it becomes fairly pointless.

So, again, my problem is not that I think things will be especially broken with Evasion moves around, it's that adding a threat my team cannot reasonably prepare for adds another thing I'm likely to lose to when my teams face it (because if I do prepare for it I'm forced to overspecialize, and am now unprepared for something else).
However, again, this really is no more so true than it is of flinch-hax: With Flinch-hax, you have to switch in your counter to Jirachi or whatever and hope it doesn't get flinched to death. Much like with Double Team, you have to switch in your (p)hazer/counter and hope it can hit and not just keep missing until it faints. In fact, you have more options for DT than you do for Flinch-hax really: You can Taunt it to stop it from using Dobule Team in the first place, you can use Haze to reset the evasion. Whirlwind/Roar also work better for countering DT, since they don't stop Jirachi from coming back in and Flinch-haxing at full-strength again, but completely reset the evasion-counter. Then there's of course the option of just ignroing it and attacking.

Plenty of options. And also, as TheMaskedNitpicker pointed out above me, simply not wanting to deal with something shouldn't mean that it should be banned. I'd love if it I didn't have to deal with thinks like Stealth Rock, but just because it's one more thing I have to find some way of dealing with it, doesn't mean it should be removed to make team-building options better or whatever.


It should also be noted that debating a ban on some idea of flinch-hax is very difficult to do. We can't ban the ability and not the pokemon, so do we ban all Serene Grace pokemon? Do we ban the moves required for the strategy? Do we ban them just on on those pokemon? The most reasonable solution is to 'deal with it', especially since you don't need to carry a specialized counter to do so.
Yes, we'd have to do one of those if flinch-hax was deemed to be broken, most likely banning Jirachi and Togekiss, since it's the combination of them getting Serene Grace+Moves that normally have a 30% flinch-rate+very workable stats to go with it (Blissey's not doing too much with Serene Grace and Registeel isn't flinching too much with Iron Head) that would make them too much, much the same way as it was the combination of everything about it that made Garchomp too much for standard.

And if flinch-hax is something that can be "just dealt with," then the same definitely goes for evasion, which has the same number of, if not more, options for handling it with.
 
Oh my gosh, thank you MaskedNitpicker. One of the reasons I'm tempted to take hours out of my life to build a good wi-fi team is because shoddy for me has become to predictable. I try out some "gimmicky" off the beaten path strategies to keep it interesting. I don't want to sell out and build the best possible team that plays like every other.

I want to touch on the point of Rock Paper Scissors. Now to an extent, I can see it's validity, but we must not forget that even with out double team there will still be that aspect in the game. Some teams focus on entry hazards, win a good amount against the unprepared offensive teams, and lose against defensive teams with a good spinner. But it's not something that's divied up the metagame into certain exclusive teams. It's also not perfect rock paper scissors, some cases good players can overcome a disadvantage.

If anybodys worried about double team drastically changing the metagame and separating it into three different sects (DT, anti DT, anti anti DT), you must remember moves that could have also done the same thing. Weather moves such as rain dance, hail, and sand teams have a small advantage over most average teams, but it's not so much that groups have developed. Same with baton pass teams.
 
Another long post. You guys are keeping me busy @_@ I respond as I go, not to the post as a whole, so if I make an argument that you bring up in the next section of your post, sue me. I'll respond to what needs responded too (example, I don't see a point to replying to Hip).

Really a big "THANKS", Veedrock.

However, we must come up with one of the solutions right?

I don't know how to read that, but I suppose it's of little importance. Yes, we much come up with a solution, but yours were impractical.

Replace Calm Mind with Iron Head then. Even without Serene Grace, it has a 30% chance of making you flinch, compared to DT's about 25% chance (I believe) of stopping your opponent from doing something. Both have the same hax effect, though achieved through different means: to stop your opponent from attacking. But yet Iron Head has the better chance of actually doing that, and it isn't being considered for a ban...

Good argument, but DT can stack; the user doesn't have to only use it once.

Then add the Serene Grace factor into the mix; Jirachi's Iron Head has a 60% of flinching the opponent, and with a Choice Scarf, it can flinch practically anything in OU that isn't Scarfed itself (yes, there are Inner Focus pokemon for evasion, but much the same way there are things like Haze, Whirlwind, and Taut to stop DT). In other words, Jirachi has a bit more of a chance of stopping your from attacking with Iron Head than 4 Double Teams would. Again, yes, you could switch into an Inner Focus poke to stop flinch-hax. But yet, you could also just switch into something that has Haze/Whirlwind/Roar to stop the Double Teamer. To have as much of a chance of Jirachi of stopping your 100% accurate moves, it has to Double Team 5 times. That would give you four chances to force it out/get rid of the extra evasion, which would mean the odds are extremely in your favor as even with the hax, it's unlikely for you to miss all four times.

You're correct, but this is situational; this applies to Jirachi (and Togekiss), so of course they will pass up DT for flinchax. Double Team has a broad range of users that don't have something like flinch as a better option.

Thus, Iron Head Jirachi is much more effective than DT at achieving the same results. But yet, where is the call for its ban? If DT is too much hax, which has to be used 5 times (extremely unlikely) to have the same effect as Jirachi's Iron Head, then logically IH Jirachi would also be too much. So, if DT is banned/not allowed to be tested, then the same would have to go for IH, Serene Grace, or Jirachi itself, as it can do the exact same thing.

Yes, for IH, it's a secondary effect, but the Pokemon its being used against don't really care if it's primary or secondary, as the effect doesn't change and will be exactly the same. Thus, either they're both too much or neither are; they both have the same result, so either they're both broken or neither are, unless we're just arbitrarily deciding and adding things on like "but it's worse if that's it's only function" for some reason, which the actual results in the game don't care about, which we should strive to avoid.

If Serene Grace was a mass spread ability or these flinching moves had better coverage, there would be an issue. 2 pokemon vs. the whole spectrum of pokemon that can learn TMs is an entirely different issue though. Jirachi can be contained, but with Double Team accessible by nearly every pokemon, there is an issue.

And that's the biggie right there; either something is broken, or it's not. The only reason that Double Team would be bannable but IH Scarfrachi not would be if you say that Double Team is wore because it has no other function (and even then, your pretty much kidding yourself if you don't think that the hax is one of the primary reasons to choose IH on Jirachi). But that's really nothing more than trying to make DT look worse than it is and thus seem more logical to be banned. Either way, the effects still the same, so its still pretty hard to say that one's too much but the other's not; regardless of Double Team being "pure hax" or not the result of 5 DT and IH Jirachi will be pretty similar and THAT'S what we should be concerned about: the actual results and effect it has on the metagame. It doesn't matter if its pure hax or whatever; either it is too much or it isn't. The metagame and actual battles don't care about whether something's a primary or secondary effect; it will still have the same results, and those results are what matter and what should ultimately decide whether something's too much.

There's also the issue that Jirachi must be faster in order to gain the flinch. And I have to pick this out; "(and even then, your pretty much kidding yourself if you don't think that the hax is one of the primary reasons to choose IH on Jirachi)" well why else? The only reason to pick Bullet Punch on Scizor is for priority. Steel gives crap for coverage and if Iron Head didn't have a flinch rate, it wouldn't be used.

And thus if you do try to ban something like DT but not Jirachi, it's not because of effects on the metagame or consistency of results, but just out of a disdain for pure utility, which is not a reason we should be banning something for; we should only concern ourselvs with effects, and not such biases, which are the only things that seperate IH Jirachi flinch-hax and DT-hax.

I'm sure it wasn't banned on a bias.

Edit: Thinking about it some more, this idea of banning pure-hax moves is making even less sense to me. I mean, if DT doesn't work for you, and the opponent hits you, then you've effectively done nothing. Whereas even if Iron Head doesn't flinch you, it's still doing reliable damage. In other words, Iron Head can do more for you (chance for flinch +reliable damage) than Double Team can (increasing the chance of your opponent missing and that's it) so, if anything, it should be the other way around: things like Jirachi should be the things looking at being banned because not only is there that 60% chance of a flinch, but even if there's not the flinch, you're still taking damage, compared to Double Team, where nothing happens if it doesn't make your opponent miss. Iron Head Scarfrachi can do more than Double Team can all in one move, but yet Double Team is supposedly more broken and worthy of a ban, just because of the fact that it can do less? I'm not sure if I can really understand the logic there...

That's what you missed; things like Jirachi. But just how many are there? Now how many DT users are there? You need to look at the big picture rather than focus on one pokemon (and its effects) and comparing it to one move, while ignoring that this move is everywhere.

Nonetheless, a very good argument. Good job.


The point is: there is valid reasoning for why other elements that increase luck are 'okay', but Evasion moves are not.

We'll see.

There are two viable flinch-hax moves in the entire game, and those moves are of the flying and steel types. What exactly does Scarfrachi do to Heatran? What exactly does Togekiss do to Blissey? Those aren't the only pokemon which stop those two dead, either - not even close.

I'll be honest; on at least three occasions I've brought Magnezone or Heatran in on Jirachi from perfect condition and was flinched to death (I got one attack in as Magnezone). But I suppose you're right; there are ways to effectively "stop" flinch, but there's also ways to stop evasion. Don't ignore that.

Now don't get me wrong, I dislike the idea of that type of strategy and if I were GameFreak I would never have implemented it (along with 'luck' items and other moves, and lots more). However, Serene Grace is a very limited ability with very limited move abuse, and thus it's not difficult to prepare for. How do you suppose I prepare for Evasion moves? The most reasonable option seems to be to not actually prepare much at all and chalk the possible losses into the 'I probably should have won' category along with the already abundant 'haxxy' games.

This is also true with critical hits; you can outplay your opponent at every turn but that one "hax" can cost you the match.

So, again, my problem is not that I think things will be especially broken with Evasion moves around, it's that adding a threat my team cannot reasonably prepare for adds another thing I'm likely to lose to when my teams face it (because if I do prepare for it I'm forced to overspecialize, and am now unprepared for something else).

It hasn't been proven that teams can't prepare for evasion AND the rest of the game. It's just speculation that with teams struggling as it is to cope with (literally) everything, but that doesn't mean it can't be done.


It should also be noted that debating a ban on some idea of flinch-hax is very difficult to do. We can't ban the ability and not the pokemon, so do we ban all Serene Grace pokemon? Do we ban the moves required for the strategy? Do we ban them just on on those pokemon? The most reasonable solution is to 'deal with it', especially since you don't need to carry a specialized counter to do so.

That's a totally different discussion (read, don't discuss this anymore), but we can't make exceptions for every pokemon, so the pokemon either stays or goes. We can't literally change their mechanics just to make them fit the game. So "deal with it" is effective in that A) it stops the whining because it goes nowhere and B) people learn to adapt anyways. So why not apply this to evasion?

It's been said before, but "I don't want to have to deal with a new aspect of the game" is not a very convincing argument for keeping something banned.

Agreed, but if it doesn't contribute to the metagame one bit except for make games more prolonged and agrrivating, wouldn't that be essentially weakening the structure and give jurisdiction to the ban?

Pokemon is inherently a very Paper-Rock-Scissors type game in that some teams have inherent advantages over others without being strictly 'worse'. Perhaps Team A has the advantage over Team B, Team B has the advantage over Team C, and Team C has the advantage over Team A.

I have to disagree. If this was the case, people would not play pokemon. In the early stages of playing (say novice vs. novice), this may be the case. But as players become more adept and learn the odds and ends, that "structure" effectively becomes nullified and teams are more or less even. If team A has an advantage over team B, it's a flaw in team B rather than simply being at a disadvantage.

However, certain changes to the rules make it easier to construct a team that can potentially deal with any threat. Allowing the use of all 6 Pokemon (as opposed to making you choose 3, stadium-style), keeping a very small Pokemon banlist, and banning OHKOs and Evasion-raising moves all make this easier. This results in the slow-paced, I-have-a-counter-for-everything, switch-heavy Pokemon game that most of us take for granted.

Perhaps I should have read further before responding but I'll keep that above response there. Despite all of those "changes" I don't think the game is slow paced. And anybody that has played 3 vs 3 should know that 6 pokemon is a blessing @_@

Those who play 3-on-3 games (like PBR Wi-Fi) know that that's not the only "right" way to play Pokemon. You build Pokemon significantly differently when you can't afford to pack them into tiny niches. Sometimes your team happens to be stacked against the opponent's and the match is easy. Other times your team is at a disadvantage and you have to make the most of what you have through excellent prediction. Some people prefer this ruleset over the standard one. Others prefer the standard ruleset over this one. Neither is the According to Hoyle Rules of Pokemon.

3 vs 3 is essentially RPS because you simply can't "counter" everything like you can in 6 vs 6. I also disagree where you say "tiny niches"; every pokemon plays a major role in standard. There are no fillers or dead-weights on compotent teams.

So when you say, "But my team won't be able to deal with every threat if we add this new element," I say, "Tough luck. Your team isn't supposed to be able to deal with every threat anyway." With each new generation more and more threats appear. We can either keep banning moves and unbanning Pokemon to allow our teams to counter every threat, or we can just accept the fact that sometimes the deck is stacked in one team's favor and try to adapt our teams to the shifting metagame.

Again, I disagree. Your team should be able to deal with everything (though it'll be even hard next gen...). That's what distinguishes a good player from a bad. If this wasn't the case, then what exactly is so competitive about it? I would not play Pokemon if I didn't have a chance to win every match (of course, I'm not there yet ^_^;). If my team doesn't cover something effectively, it should be something I can fix to deal with next time rather than be fucked everytime I encounter such a threat. That's not the type of game I'm willing to play. (But with evasion, I like the theory that you can essentially "ignore" it and still do fine, but that is just in theory. I haven't actually played to see yet).

Again, the exact same way you would handle para-fusion or flinch-hax: Just ignore and keep on attacking, because the odds will be in favor of you hitting and KO'ing the thing (or forcing it out with something like Whirlwind or, in just the case of DT, getting rid of the boosts with Haze). There's not much you can do for either beyond that, except hope that the RNG won't work against you. Although, both strategies due have their surefire counters: Flinch-hax has Inner Focus Pokemon and Evasion has Machamp.

But for both, you don't have to have a surefire counter; as Nitpicker said, you can just deal.

However, evasion also does have something else: The fact that both players can play that game. Both players can Double Team at the same time, which isn't farfetched considering how practically everything can learn it. And if that happens, then it's practically as if nothing had happened at all, since both players will remain with the same chances of hitting each other, relative to each other.

Except you neglect counters. My opponent sends in Heatran on my Parasect (lol). I send in Suicune as he DTs. I start to double team. He's +6 when I'm +5. Who has the advantage? Suicune, because Heatran should've switched to something that can actually HIT BACK rather than stay and get stonewalled.

Once people notice this fact when it's tested, which is extremely likely due to the nature of suspect tests, people will slowly stop bothering to use it, just like they did with Skymin once the hype wore off, since they'll note that it won't get them anywhere.

I don't see why you're bashing Skymin. It wasn't a bad pokemon. And you're making predictions with no base, be wary of that. Who's to say it won't stick?

Being so common would seem to make it more threatening, due to having more possible combos, but such availability should keep in it check due to all the possibile strategies involving evasion countering each other.

And for those that don't use evasion? (I won't lie, I don't quite understand this part, but oh well).

The response to this I suppose that "if you can't beat 'em, you have to join 'em" is a bad thing for the metagame, aka overcentralizing. However, that's not really a case you can make in the case of moves, unless you think Stealth Rock should also be banned, since most teams aren't going to be winning without it present against good players. And at least in the case of DT, everyone using it will result in it being used less and less, which can't be said of Stealth Rock which is still used because no matter how many people use it, it's still a great move. That's the opposite of Dobule Team, where if both people use it, it becomes fairly pointless.

I don't see where these claims are coming from.

However, again, this really is no more so true than it is of flinch-hax: With Flinch-hax, you have to switch in your counter to Jirachi or whatever and hope it doesn't get flinched to death. Much like with Double Team, you have to switch in your (p)hazer/counter and hope it can hit and not just keep missing until it faints. In fact, you have more options for DT than you do for Flinch-hax really: You can Taunt it to stop it from using Dobule Team in the first place, you can use Haze to reset the evasion. Whirlwind/Roar also work better for countering DT, since they don't stop Jirachi from coming back in and Flinch-haxing at full-strength again, but completely reset the evasion-counter. Then there's of course the option of just ignroing it and attacking.

Taunt can miss. Not to mention that only prevents further boosts (it still carries the ones it has). Haze is rare to say the least. Phaze can miss.

Plenty of options. And also, as TheMaskedNitpicker pointed out above me, simply not wanting to deal with something shouldn't mean that it should be banned. I'd love if it I didn't have to deal with thinks like Stealth Rock, but just because it's one more thing I have to find some way of dealing with it, doesn't mean it should be removed to make team-building options better or whatever.

SR is like Double Team; you can choose to ignore it. If you have an SR weak pokemon, don't switch it in as much. (that's pretty much what I do).

Ignoring the next part to (hopefully) stop that side discussion.

And if flinch-hax is something that can be "just dealt with," then the same definitely goes for evasion, which has the same number of, if not more, options for handling it with.

Correct. But just how bad evasion can be has yet to be seen.

Oh my gosh, thank you MaskedNitpicker. One of the reasons I'm tempted to take hours out of my life to build a good wi-fi team is because shoddy for me has become to predictable. I try out some "gimmicky" off the beaten path strategies to keep it interesting. I don't want to sell out and build the best possible team that plays like every other.

As much as I want to rant about this (like, you have no idea), I'm going to neglect it to stay on topic. (I'll summarize though; lol)

I want to touch on the point of Rock Paper Scissors. Now to an extent, I can see it's validity, but we must not forget that even with out double team there will still be that aspect in the game.

I disagree. I don't see it period, and if that aspect was there, it wouldn't be such a popular game.

Some teams focus on entry hazards, win a good amount against the unprepared offensive teams, and lose against defensive teams with a good spinner. But it's not something that's divied up the metagame into certain exclusive teams. It's also not perfect rock paper scissors, some cases good players can overcome a disadvantage.

Then that team is too focused. You say it won against an unprepared team, but that's just it; it was unprepared. If it loses to defensive teams with a spinner, then that team isn't good now is it? There should be no team disadvantages between 2 adequate players with nongimmick teams.

If anybodys worried about double team drastically changing the metagame and separating it into three different sects (DT, anti DT, anti anti DT), you must remember moves that could have also done the same thing. Weather moves such as rain dance, hail, and sand teams have a small advantage over most average teams, but it's not so much that groups have developed. Same with baton pass teams.

>__> Rain could be massively devastatng if there wasn't auto-weather to cancel it immediately. To say that they have a "small" advantage is seriously, seriously underestimating them. The reason groups haven't flocked is because Sandstorm only benefits rock types (and certain abilities), and hail just benefits certain abilities. If there was an perma-rain that wasn't uber (even if it was luvdisc) and it wasn't banned, I'd be lobbying like a freaking maniac for uber status. Rain/sun are much more dangerous than ss/hail. But again, let's NOT deter the discussion to weather, I was simply pointing out that you used a horrible, dreadful comparison.

Baton Pass teams are only good on paper. They may pick back up with evasion though.


Jeez. Finally done. I probably have things worded wrong and whatnot, but oh well. It took forever to go through this ;o; If there's more posts I might just cry, lol.
 
I find it pretty ridiculous that 'You can't ban things just because you don't want to deal with them' is an acceptable strawman regardless of which suspect we're talking about. Let me try to make this even more clear.

It's not about whether or not I want to deal with it, it's the fact that it adds yet another threat to the metagame - a threat which is not only more unpredictable than most in how it plays out, but one that puts a serious strain on teambuilding if one wishes to actually come prepared.


TheMaskedNitpicker: You throw in even another strawman. I'm not claiming that teams can deal with every threat currently, and the fact that teams cannot actually adds to the problem I've been describing. Also, more pokemon does not necessarily mean more diverse threats. Though, if in the next new generation the developers decide to add more neat little toys along the lines of Trick for every Psychic/Ghost and Outrage for every dragon, and not enough balance defensively, we may actually have to reconsider our traditional definitions of what makes pokemon competitive in the first place. Hell, players like MoP would already argue DPP is all offense as it is, and saying 'counter' is now as bad as saying 'theorymon' or 'overcentralized'.

Make no mistake, it's harder to cover all threats than it ever was in previous generations (ignoring the siliness of RBY here). That's why I feel the generalized 'anti-ban' argument is ridiculous. We're not in danger of someone ever creating the 'perfect team which counters all threats' - not even close. This is especially complicated by the amount of pokemon which are now able to attack from both sides of the spectrum.

The 3-on-3 style you mention is not smogon's preferred type of battling - and for good reason. If using 6 pokemon decreases the 'oh shit my opponent has X pokemon, gg' factor, it's a preferable method of play for a competitive community.

(Note that I assume 'dealing with' a threat in this argument to mean completely shutting that threat down - basically countering it, as TMN used the words interchangeably. Otherwise, 'dealing with' every threat will never cause the metagame to become stagnant and boring, and is something every good team must aspire to do if they want to win.)


Naxte: Do you even have any idea how many flinches Jirachi needs to kill the likes of Heatran, Magnezone, Empoleon, and others? This is a large part of the reason I don't see any real comparison between your example and Evasion moves. Sure, it can happen, but as I mentioned elsewhere the probability is well below that of a critical hit (which is a game mechanic, and not up for discussion for removal as I would gladly discuss it).
 
Double Team isn't gamebreaking on its own, but it is the combination of DT and other moves that banned it. BP Chains with Evasion, RL's Diuble Team Suicune. Garchomp was banned because the Swords Dance Yache set was deemed overcentralising. Without a clear definition of Uber as well, we cannot justify unbanning. As for testing, that would be rash and unwarranted at this time.
 
Double Team isn't gamebreaking on its own, but it is the combination of DT and other moves that banned it. Without a clear definition of Uber as well, we cannot justify unbanning. As for testing, that would be rash and unwarranted at this time.

That is a horrible argument. As has been mentioned before, Double Team consumes another precious moveslot in hopes that you may have a chance at evading a move or two of the opponents. This makes all Pokemon considerably easier to counter with the reduced type coverage. I'm not going to go further into the argument since it's been beat to death already.

Also, I can't even begin to comprehend how you can say that we CANNOT unban because we don't know what an uber is but we CAN ban? Seriously, ask yourself how that even makes sense. If you need to define something to take action, you also need to define it to justify your inaction.

Finally, no testing is rash and unwarranted. That is how we're going to solve this ban issue and finally prove you guys who worry too much about Double Team/OHKO wrong. Now IS the team to go about the testing. It's clear that it's the most interesting subject to the community at this point and I don't see why we should for a tier list around a certain set of rules and then change the rules after we're done testing suspects. We should set the rules first and check them again after the process is complete.
 
Good argument, but DT can stack; the user doesn't have to only use it once.
It can, but that doesn't really matter in the case of Scarfchi Iron Head, which you have to use Double Team 5 times, almost the maximum, in order for it to match Iron Head's chance of stopping your opponent from doing anyway.


You're correct, but this is situational; this applies to Jirachi (and Togekiss), so of course they will pass up DT for flinchax. Double Team has a broad range of users that don't have something like flinch as a better option.
True, but the effect is still the same: Making your opponent unable to attack, while you rake up the damage on them (nothing is immune to Steel). If DT ends up being too much hax and thus is bannable, then the same would have to go for Iron Head Scarfrachi and Air Slash Scarfkiss, which can both do the same thing with much less setup.


If Serene Grace was a mass spread ability or these flinching moves had better coverage, there would be an issue. 2 pokemon vs. the whole spectrum of pokemon that can learn TMs is an entirely different issue though. Jirachi can be contained, but with Double Team accessible by nearly every pokemon, there is an issue.
Limited coverage doesn't really matter if you can never get a chance to attack. And if you can get a chance, then it's probably not that broken.

As for how common it is, that alos makes it less of a threat. Everyone would be trying to either squeeze it on to all of their Pokes or make an Evasion Baton Pass team, and trying to Taunt the opposing Pokemon to stop the opponent from using DT at all. Taunt just ends up in speed-ties, which give you only a 50% chance of the match going your way, which will cause people to give that strategy up eventually due to not wanting the match to be decided by a coin-flip. Both Pokemon using DT would result in no real gain for either side, resulting again in people to stop bothering with it.

Serene Grace Pokes have some problems with coverage, yes, but DT's problem is the huge risks that a strategy with it involves: Getting Taunted right off the bat, having the opponent do the same thing, and even if you manage to get it set up while preventing he opponent from doing so, there's still the chance of it not doing anything and having been a waste of a move. There are chances for huge gains, but the tremendous risks in using such a strategy, especially in an environment where it would be extemely common, shold keep it in check.

There's also the issue that Jirachi must be faster in order to gain the flinch. And I have to pick this out; "(and even then, your pretty much kidding yourself if you don't think that the hax is one of the primary reasons to choose IH on Jirachi)" well why else? The only reason to pick Bullet Punch on Scizor is for priority. Steel gives crap for coverage and if Iron Head didn't have a flinch rate, it wouldn't be used.
Scarf pretty much takes care of that, and either forces you to use a Scarf on something yourself (analogous to forcing you to use DT yourself) or an Inner Focus Pokemon (analogous to Machamp).


That's what you missed; things like Jirachi. But just how many are there? Now how many DT users are there? You need to look at the big picture rather than focus on one pokemon (and its effects) and comparing it to one move, while ignoring that this move is everywhere.
Irrelevant. There only being one Jirachi (and Togekiss as well, which can play the same game) doesn't change one it can do. Either a 60% chance of stopping your opponent from attacking is too much or it isn't. How many Pokemon can pull it off doesn't affect whether it's broken or not. What matters is if the strategy is actually effective enough and if there are Pokemon that can effectively use it.

Yes, there are a lot more Pokemon that can use DT. But if that increased chance of an attack missing isn't enough to actually stop Pokemon from being hit, then it really doesn't matter how many Pokemon can use it, as the basis of the strategy plain and simply doesn't work. Likewise, if such a chance is significant, then that should also lead to Togekiss and Jirachi being suspect, due to having a very high chance of accomplishing the same thing right off the bat.

Nonetheless, a very good argument. Good job.
Thanks.


I'll be honest; on at least three occasions I've brought Magnezone or Heatran in on Jirachi from perfect condition and was flinched to death (I got one attack in as Magnezone). But I suppose you're right; there are ways to effectively "stop" flinch, but there's also ways to stop evasion. Don't ignore that.
This is very true. They are ways of stopping both, so likely neither is broken. DT has things like Taunt, Whirlwind/Roar, Haze, Machamp, plain old attacking, and itself while flinch has Whirlwind/Roar as a temporary answer, Inner Focus Pokemon, Faster/Equal Speed Pokemon and just continuing to keep attacking.

Agreed, but if it doesn't contribute to the metagame one bit except for make games more prolonged and agrrivating, wouldn't that be essentially weakening the structure and give jurisdiction to the ban?
Ah, but this goes into whether it should matter if something should contribute to the metagame or not. Take Sky Attack for whatever. It's not really that great of a move, since it will just give your opponent a free switch-in to a Flying-resist, but it's still a very powerful move on Pokemon like Honchkrow and will probably take off a fair amount of HP as a result of that. And then there are moves like Bubble and Tackle, and movesets with only one good move, and the ability to use Pokemon like Gible in OU. Should those be banned just because they don't contribute to the metagame? Do we really care more about making the game competetive and avoiding luck (which no matter what we do, we won't we rid of anyway, since the RNG plays a huge part in Pokemon), or staying true to the original game and thus having to tell people to just accept that the RNG is a huge part of what Pokemon is and thus will cost you some matches ocassionally?

But for both, you don't have to have a surefire counter; as Nitpicker said, you can just deal.
There are surefire counters for both: Inner Focus/faster Pokemon for flinching and Machamp for evasion. With Prediction, a speedy Taunt will also stop a DT, and Defog, which I don't believe is affected by evasion, will cancel it out.

Except you neglect counters. My opponent sends in Heatran on my Parasect (lol). I send in Suicune as he DTs. I start to double team. He's +6 when I'm +5. Who has the advantage? Suicune, because Heatran should've switched to something that can actually HIT BACK rather than stay and get stonewalled.
That also shows how DT isn't that great of an option though, although in a diffrent way. The standard Crocune would be better in that situation; Calm Mind up 5 times and you solidly wall Heatran, and will only need one hit to KO it. Since you solidly wall it by that point, the chance highly favors you being able to KO it since, barring a crit, which is something that could happen anyway, it won't be doing anything to you. That would also have been a huge waste of DT on his part if he doesn't get a crit or two, in additon to the misses, since Heatran can't even Pass the DT's to something else. Of course, there's also the option of Explosion on Heatran, but that would pretty much have the same result regardless of DT, so it doesn't really need to be considered.

Also, even in that situation, if your other moves are Rest/Sleep Talk/Surf, you still pretty solidly wall it, so despite having a bit less evasion, the odds are in your favor that you will probably be able to KO it due to that, combined with how you can recover your HP with Rest, which since I'm getting the feeling is offensive, wouldn't be able to do.

I don't see why you're bashing Skymin. It wasn't a bad pokemon. And you're making predictions with no base, be wary of that. Who's to say it won't stick?
I'm not meaning to bash Shaymin-S; it's a very solid sweeper in OU, and it also has SubSeed, which can get very annoying. What I'm saying is that people really overhyped it's abillity to sweep at first, which caused its usage to be very high at first, and then start to drop once the hype wore off and people got a more accurate view of its abilities. It is a very good Pokemon, but in practice it usually wasn't as devestating to a team as the hype made it seem.

And ture, it may not turn out that way, but that's why it needs to be tested: So we don't need to rely on this theorymon. Right now though, that's all we have. And going on that, based on Shaymin-S's sharp decrease in usage, which was originally very high because of Serene Grace but then started decreasing once that didn't work often enough to be dependable, I'm for now expecting the same thing to happen with DT: It will start off high, but then start to decrease due to everyone using it, meaning people not being able to get far with it. A similar thing with the Wobbuffet test will probably also have a role in it, with people insisting that it's broken, but not using it themselves out of honor and respect for the opponent.

And for those that don't use evasion? (I won't lie, I don't quite understand this part, but oh well).
I mean pretty much what I said earlier in my post by that; in the beginning of the test, due to it's nature, everyone will probably be testing Double Team, and since practically every Pokemon can learn it, it will probably also be on multiple Pokemon on each team. Because of this, it's very likely that two players who face each other on the Test ladder will try to use it against each other. However, in doing so, neither player will make any progress, meaning that Double Team itself will have a small effect in such matches.

If you don't use DT yourself, then there are other ways to get rid of the effects of DT or stopping your opponent from using it, which you will probably have on your lead anyway due to the nature of the test. There's also of course the option of just keeping attacking, which will probably work.

If you mean what happens if you DT and your opponent doesn't, then it's pretty much the reverse situation: Your opponent will probably be using one of the other ways to deal with evasion or will just plain old attack you, which will probably work.

I don't see where these claims are coming from.
Pretty much based on the results of the Skymin and Wobbuffet tests; Shaymin-S has a pretty good chance of causing you some big problems one way or another with Seed Flare and Air Slash, even when compared to DT. That didn't turn out to be enough for it to be reliable though, and its usage began to plummet for several months in a row. Based on that, I'm expecting such decreases to occur when DT is tested. Of course, I could be wrong and it turns out to be more reliable then I'm thinking and thus is able to maintian usage, which is why it needs to be tested, preferrably over a multi-month period.

Taunt can miss. Not to mention that only prevents further boosts (it still carries the ones it has). Haze is rare to say the least. Phaze can miss.
What I mean in the case of Taunt is predicting the opponent's actions and using a speedy lead with Taunt to Taunt the opponent's lead before it can use DT (DT Baton Pass teams are likely to be tried, so it wouldn't be surprising to see it on leads). And even if the Pokemon doesn't have DT or wasn't planning on using it, Taunt is still a good move as it will stop recovery moves, support moves, and stat-upping moves. Meaning, unless the Pokemon is Choiced, using Taunt has a pretty good chance of doing you some good anyway, especially on leads.

Only a few Pokemon have access to Haze, but there are a few good ones and it is a good move. DT inspring the use of an uncommon move isn't necessarily a bad thing, unless it becomes a constant war between the two moves. And even if it doesn, again, SR comes in to play. Taunt and SR are in a war on leads right now, but that doesn't seem to be enough to ban either of them, so moves simply inspring the use of themselves or others isn't enough to call for a ban. The stratagey itself will actually need to prove broken, which we'll have to wait for the results of the test to see.

Phazing can miss, but will more than likely end up htting before the Pokemon is defeated, which means it will have done its job.

SR is like Double Team; you can choose to ignore it. If you have an SR weak pokemon, don't switch it in as much. (that's pretty much what I do).
True. Both are ignorable and have means that can be used to deal with them. I suppose only the test itself can show whether those means for DT are actually effective enough to stop it.

Correct. But just how bad evasion can be has yet to be seen.
True. How good DT is in this metagame will ultimately only be revealed through the test.

Jeez. Finally done. I probably have things worded wrong and whatnot, but oh well. It took forever to go through this ;o; If there's more posts I might just cry, lol.
Yeah. >.< These tl;dr posts really take too long to think of responses to and type up, but they are what these kinds of threads have a habit of leading towards.
 
Then that team is too focused. You say it won against an unprepared team, but that's just it; it was unprepared. If it loses to defensive teams with a spinner, then that team isn't good now is it? There should be no team disadvantages between 2 adequate players with nongimmick teams.



>__> Rain could be massively devastatng if there wasn't auto-weather to cancel it immediately. To say that they have a "small" advantage is seriously, seriously underestimating them. The reason groups haven't flocked is because Sandstorm only benefits rock types (and certain abilities), and hail just benefits certain abilities. If there was an perma-rain that wasn't uber (even if it was luvdisc) and it wasn't banned, I'd be lobbying like a freaking maniac for uber status. Rain/sun are much more dangerous than ss/hail. But again, let's NOT deter the discussion to weather, I was simply pointing out that you used a horrible, dreadful comparison.

Baton Pass teams are only good on paper. They may pick back up with evasion though.


Jeez. Finally done. I probably have things worded wrong and whatnot, but oh well. It took forever to go through this ;o; If there's more posts I might just cry, lol.

Start crying. I may have worded my post badly, but you help prove the point I was trying to make. Like rain teams, double team teams could have the power to become devastating. And, like rain dance teams, their effectiveness could be severely nerfed by a single move/Pokemon (Haze). If most Pokemon on the team depended on double team, like most Pokemon on rain teams, then the team would be severely hampered. My main point was that saying the game would be divided into rock paper scissors sort of thing is unreasonable because there are already strategies similar in nature to DT that have not divided the game.

But, this always leads in circles. We can't prove anything. We need to test it to see if our points our true or not.

I support double team because I'm tired of the same usual suspects all the time. I'm one of those stubborn people who would rather lose it in a way that I have fun playing, then win in the way every other player plays the game. I would really love to see it tested.
 
Double Resting is actually a dangerous strategy on Pokemon as bulky as Suicune and Cresselia especially if you lack the initial pokemon to counter them. Now, I'm not for a SECOND saying that they won't still have their counters. But say that your best bet at handling Curselax / Crocune / Cressbitch / Zapdos... or other pain in the ass annoying pokemon to take down is to chip away at their health with 2 heavy hitters to knock them out before they can set up (very common tactic, especially since none of them are speed demons). Now the pokemon I've listed (especially Suicune) are extremely difficult to take down. Now, instead of putting Sleep Talk on them... we opt for Double Team, hence Double Resting (which worked brokenly enough in GSC with Suicune). I send out Suicune and your cune counter is dead, or you just lack a general strategy in taking it out, but you still have some heavy hitters in SD Lucario or CB Flygon etc. Think of how daunting that task becomes when the damn thing starts raising evasion and your moves fail to hit a Pressure stalling pokemon while its sleeping.. Obviously I'm just theorymoning here and drawing off my old experiences from GSC, but I'd just rather not bring that shit into the metagame.. especially when Curselax and CM Cresselia are annoying enough.

EDIT: Cursepert... oh god
 
No, I don't agree that we should "be liberal and keep evasion banned." Putting that attitude towards anything nets the game zero progress and the metagame eventually comes to a standstill.

Gliscor.

Isn't that a good enough reason to be liberal towards evasion?
Not to mention other Sand Veilers, Snow Cloakers or anything that has the
possibility to manifest it with excellent support.

However, let's take the thread a turn towards psychology in Shoddy.

We had very well detailed arguements of why Skymin should not be sent to the Uber tier.
Well, we kind of did lose. No denying in that. And that was because of pure
luck Shaymin packs behind its wings.
Now. Look at this:
http://www.smogon.com/dp/moves/double_team
There is literally a shitload of Pokémon who can learn Double Team, and I wouldn't
be surprised if there are more than 10, no, 20 Pokémon who can utilize it
and destroy the opponent's team like Skymin did: by pure luck.
 
Gliscor.

Isn't that a good enough reason to be liberal towards evasion?
Not to mention other Sand Veilers, Snow Cloakers or anything that has the
possibility to manifest it with excellent support.
Not really. Pokemon like Gliscor are well-suited toward Evasion movesets, true. However, if it, Froslass, and Cactunre become too much due to Sandstorm/Hail+Sand Veil/Snow Cloak+Double Team+Brightpowder sets, but nothing else are really problems with DT, then it would probably be best just to ban them and not DT, since it would clearly be the combination on those Pokemon that's broken in that case and not DT itself.

We had very well detailed arguements of why Skymin should not be sent to the Uber tier.
Well, we kind of did lose. No denying in that.
Not exactly. Nothing's really resolved with Shaymin-S yet; as soon as the Latias test is finished, Shaymin-S will be retested due to how close the votes were. Plus, how the votes turned out may very well have been partly due to a flaw in the voting process: The ratings on the Standard ladder weren't reset, which allowed a lot of people who didn't actually bother to test Skymin qualify, and once they found out they could, they did, despite they're actual limited experience with it. How it would have gone if this weren't the case is unknown, which is another reason why it will be retested.

And that was because of pure
luck Shaymin packs behind its wings.
Now. Look at this:
http://www.smogon.com/dp/moves/double_team
There is literally a shitload of Pokémon who can learn Double Team, and I wouldn't
be surprised if there are more than 10, no, 20 Pokémon who can utilize it
and destroy the opponent's team like Skymin did: by pure luck.
Skymin usually wasn't able to destroy anything with luck; it might have been able to pull it off every now and then, but it was hardly a dependable or game-breaking amount of luck, which was a big part of why the usage of Shaymin-S really started to decrease once the hype wore off.

And this was with Shaymin-S, which had around a 60% chance of doing its stuff. One DT, by comparison, only gives you about a 25% chance of making your opponent miss. So if most people were able to handle Shaymin-S or found its chance of flinching/lowering Special Defense underwhelming in mos tcases, I have high hopes that the same will be true for DT. Of course, the only way to be sure is testing, I suppose.
 
Veedrock, first off, referring to your Thunder/TB example, there's another factor behind it, which is being, what if the Pokemon takes TWO Thunderbolts to kill anyways, then it will be 2HKO with TB, whereas if Thunder is used and if 1 miss happened, it can result being a 3HKO, and during that extra turn, the opponent might well kill you instead. To what extend does luck extend there? Of course, with, I see none. With Thunder, I see 30% with every move for being lucky for the opponent. However, in this case, YOU have the control of which move you use, whether would it be Thunderbolt or Thunder. The opponent is simply following your moves, and can luck out if one of your Thunder misses. This is similar to reduction of accuracy, in which you have the control to switch out and reset the accuracy loss if it happens.

That example can also be looked as a passive stat change, such as Charm has been used to lower your attack. Comparing to your opponent, your attack is 2 stages lower, but you can reset that by switching out.

With EVASION, it is different. When it comes to Double Team or Minimize, the opponent is the active machine, and you're simply passively following what your opponent's doing. Albeit moves such as Roar/Haze/Perish Song/Whirlwind are available, the opponent still also have control for moves such as Taunt. In the end, the opponent will control of the evasion, and you cannot do anything else besides try your best to hit it.

This example can also be mirror in a way the opponent uses Sword Dance, where you have no control over the opponent's choices. Your attack stage is still 2 stages lower than the opponents, but you cannot reset that by simply switching out.

To unban Evasion then shall Brightpowder be unbanned. The argument for Garchomp from before was, it was too broken for its ability to lower all your attacks by 20% of accuracy. It was possible to swept an entire team with Garchomp if 1 attack missed. What now if Gliscor does the same? Although its power is nowhere nearly as high, it has accessability to Roost. Furthermore, Sand Veil + Brightpowder + 2 stages of Evasion boost will cause what? To what extend will this not be broken just like Garchomp?

Arguably you may be able to say that all of these Pokemon are much less inferior than the mighty Chomp, however, do remember that Baton Pass is always an option for Double Team. Ninjask/SporeMeargle combo works wonder also almost every time.

To Tangerine, who probably thinks of either deleting this post or infract me or ban me for whatever reason if so happens, which I may not doubt as he's already spoke for me (>.>) as I don't understand. Now questioning you, how is that above not a fair argument. By now I do have read Veedrock's thread, and do understand his example, also incorporating it into a further-end discussion above. If you are to do so, please give me reasons. I see myself of putting up a fine argument.

To all that isn't familiar with it: the Evasion Clause BANS the usage of the moves that raises EVASION 1 stage, namingly Double Team and Minimize. This was previously banned due to the "HAX" factor that can turn a game from a regular strategic battle into a much more "hax-blamed" luck game. Albeit the move Accupressure can also raise a Pokemon's evasion (2 stages per use), the move does not GUARENTEE a raise due to its anonymity, thus in today's environment, Accupressure is NOT banned even if the Evasion Clause is on in a battle. The main reason is that the opponent has arguably the same amount of luck needed to get the raise. The item Brightpowder can also raise a Pokemon's evasion by 10%, and is often banned from standard non-Nintedo-hosted fan tournaments as a hax-item, along with Quick Claw, King's Rock and a few other items.

Remember that IF the Evasion Clause is unbanned, there's almost a guarentee that Garchomp will NEVER come back to OU (although it looks like it won't ever come back anyways, but EVASION had its factor in Garchomp's ban to Uber originally).

LIST OF MOVES THAT CAN RAISE EVASION:
- Double Team (+1 Stage)
- Minimize (+1 Stage)
- Accupressure (+2 Stages; effect random)

LIST OF ITEMS THAT CAN RAISE EVASION:- Brightpowder (+10%)

LIST OF ABILITIES THAT CAN RAISE EVASION:
- Sand Veil (+20%; Sandstorm only)
- Snow Cloak (+20%; Hail only)

LIST OF MOVES THAT CAN LOWER EVASION:
- Defog (-1 Stage)
- Sweet Scent (-1 Stage)
- Haze (Reset to 0)
- Mist (Prevents reduction of abilities)

LIST OF ABILITIES THAT WILL IGNORE EVASION OF AN OPPONENT:
- Unaware
- No Guard

Calculating by stages, the opponent's accuracy will be shown below, remember this is the percentage of original. Say if it says 75%, but your attack move is Stone Edge (80% accuracy), to calculate the new accuracy, you will use 0.75 * 0.8 = 0.6 (new accuracy at 60%).

If Roar/Whirlwind is used on a Pokemon, the effect or raised evasion will stay during the turn Roar/Whirlwind is being used, that means the Roar and Whirlwind can miss. If the opponent has been successfully phazed, the effect will be reset to 0. Just like any other stats boosted by stages, the effect wears off if the user switches out.

Unlike moves such as SmokeScreen or Keen Eye ability, this evasion factor is on the opponent's side, so you cannot get rid of it simply by switching your own Pokemon. In other words, you will have no control besides trying to hit the other Pokemon and hope that the move will not miss, which makes this different and much more luck-based than just simply accuracy loss.

List of Pokemon that can learn Double Team can be found here.
List of Pokemon that can learn Minimize can be found here.
________________________________________________

There are a few damage-dealing attack moves that will NEVER miss, thus trespasses all the stages of Evasion boosts; moves will be listed in the format of [- Name (Base Power/Type/Physical or Special)]:

NOTABLE MOVES:

- Aerial Ace (60 / Flying / P)
- Aura Sphere (90 / Fighting / S)
- Faint Attack (60 / Dark / P)
- Magical Leaf (60 / Grass / S)
- Magnet Bomb (60 / Steel / P)
- Shadow Punch (60 / Ghost / P)
- Shock Wave (60 / Elec. / S)
- Struggle (50 / Normal / P), only available if all other moves have 0 PP.
- Swift (60 / Normal / S)
- Vital Throw (70 / Fighting / P), always move last.

Note that many of these moves are at base power 60, that means it will activate Technician ability.

A few examples Pokemon that commonly use one of these moves:
Lucario: Aura Sphere (STAB)
Togekiss:
Aura Sphere
Persian:
Swift (STAB, Technician)

SHOCK WAVE
is also TM34.

Furthermore, the move STOMP will ignore any evasion factor caused by the move Minimize, and attack with DOUBLE the power. If the user of Stomp was hit with SmokeScreen, the accuracy loss still remains, but the Evasion of the opponent by Minimize will not be a factor. This, however, does NOT work for Double Team, which is TM32.
__________________________________________________ _

Evasion is also great on Baton Passing chains and super tanks and walls, making the hard-to-kill things even more difficult to kill. When tagged together with the move Rest, Substitute, or any other Healing Moves (such as Recover), the results will be a phenomenon.

Examples of Baton Passing Evasion Abuse:
(1) Ninjask @ Focus Sash [Lead]
Ability: Speed Boost
- Double Team
- Protect
- Baton Pass
- Substitute

(2) Smeargle @ Focus Sash
Ability: Own Tempo
- Spore
- Double Team
- Ingrain
- Baton Pass

(3) Tyranitar @ Brightpowder / Leftovers
Ability: Sandstream
- Rest / Taunt
- Substitute / Taunt
- Crunch
- Focus Punch

This above is just an example. With 2 or 3 Double Team passed to it, speed boosts and Ingrain, Tyranitar will be unstopable if healing by Ingrain and Leftovers (if chosen) all the time. Its immense defense will let it live long, especially if behind a Substitute. Taunt prevents moves such as Haze, Perish Song, Defog or other weather moves since Sandstorm not only boosts Tyranitar's Special Defense but also hurts opponent per turn as they struggle to land a hit. STAB Focus Punch will hurt a horde of things, even some that resist it. Crunch are for Ghosts and other things that resist Fighting. Both get STAB, so Tyranitar is offensively amazing as well. The only Pokemon that needs to watch for is probably Machamp or Focus Sash special Lucario (ignore that if Tyranitar is behind a Sub as well).



Of course, EVASION does also have its disadvantageous side, since it takes a lot of luck, meaning it MAY not pull off the way you want it to; Weather can ruin setups, and Double Team takes up 1 of your 4 precious move slots, but if pulled off, the results are as told above.

The game definitely change as moves such as Aura Sphere or Shadow Punch will be used more often, and the following list of Pokemon I can almost guarentee raise in usage:

- Ninjask
- Smeargle
- Tyranitar
- Gliscor
- Machamp
- Blissey
- Swellow
- Shuckle (especially BP'd Sub/Power Trick version)
- Suicune
- Mamoswine
- Weavile
- Togekiss
- Persian
- Lucario

And of course, it won't be a doubt if more and more Ice Shard starters will come into the game, thus changing the game significantly, but as always, this is simply just a hypothesis.
I made a thread on Evasion but I didn't see this thread's existances already, thus I apologize, but my opinion stays. The quote above is just for reference to those that don't understand Evasion well. I'm not sure if Tangerine+ understood my true motive behind the idea, which are now more in-depthly stated above the quote at the top of this post.
 
...are you seriously trying lol

Remember that IF the Evasion Clause is unbanned, there's almost a guarentee that Garchomp will NEVER come back to OU (although it looks like it won't ever come back anyways, but EVASION had its factor in Garchomp's ban to Uber originally).
To unban Evasion then shall Brightpowder be unbanned. The argument for Garchomp from before was, it was too broken for its ability to lower all your attacks by 20% of accuracy. It was possible to swept an entire team with Garchomp if 1 attack missed. What now if Gliscor does the same? Although its power is nowhere nearly as high, it has accessability to Roost. Furthermore, Sand Veil + Brightpowder + 2 stages of Evasion boost will cause what? To what extend will this not be broken just like Garchomp?
At this point in stage - you can't ever make the claim "reason X was why Pokemon Y was banned" - particularly because we now vote on it and we don't provide you with real reasons why they are banned. However, the general consensus was that Garchomp's evasion was only "icing on it's cake"

You can't make this kind of sweeping statements particularly because Garchomp can't even make use of double team. Since you're referring to Brightpowder, People HAVE used Brightpowder in competitive play. And you know what, what people cared about in the end was consistency in being able to survive huge hits - hence Yache Berry and near the end, some players even ended up using Haban Berry.

Essentially you attempting to hype up evasion really shows me you literally have no idea what you are talking about. In fact, I don't think you can even define Broken for me at this point.

Examples of Baton Passing Evasion Abuse:
(1) Ninjask @ Focus Sash [Lead]
Ability: Speed Boost
- Double Team
- Protect
- Baton Pass
- Substitute

(2) Smeargle @ Focus Sash
Ability: Own Tempo
- Spore
- Double Team
- Ingrain
- Baton Pass

(3) Tyranitar @ Brightpowder / Leftovers
Ability: Sandstream
- Rest / Taunt
- Substitute / Taunt
- Crunch
- Focus Punch

This above is just an example. With 2 or 3 Double Team passed to it, speed boosts and Ingrain, Tyranitar will be unstopable if healing by Ingrain and Leftovers (if chosen) all the time. Its immense defense will let it live long, especially if behind a Substitute. Taunt prevents moves such as Haze, Perish Song, Defog or other weather moves since Sandstorm not only boosts Tyranitar's Special Defense but also hurts opponent per turn as they struggle to land a hit. STAB Focus Punch will hurt a horde of things, even some that resist it. Crunch are for Ghosts and other things that resist Fighting. Both get STAB, so Tyranitar is offensively amazing as well. The only Pokemon that needs to watch for is probably Machamp or Focus Sash special Lucario (ignore that if Tyranitar is behind a Sub as well).
Hey I can pass 2 agilities and a sword dance to Tyranitar and sweep AGILITY IS BROKEN.

So what - the point is that you required a ridiculous turns to "set up" - and you are relying on luck to do so since during most of it you're hoping that they don't even hit you.

You're showing me that you have zero idea why we are testing evasion to begin with. Note that this is a test - and judging by your statements I don't think you can make that kind of statements about how your opponents will play just because Evasion is unbanned.

If Pokemon is a game of risk/reward then why are you only hyping up reward and no mention of risk? If Pokemon is a game of probability management then why is there no mention of it what so ever? In the end, I can just answer to you saying "so what" and you can't say a thing back because you're obviously not qualified to even attempt such arguments.

I'll just let everyone know right now - we are testing evasion because the risk/reward remains unclear. The idea is that while people are too busy attempting to double team, better players *can* use those turns more wisely and end up with a better advantage over the evasion abuser. Of course, what it comes down to is this - "can" they? If evasion doesn't increase "unskilled" players beating more skilled plyaers in the long run then is it an effective strategy? To use evasion is to use a turn, a moveslot - things that define the game. Is it worth the moveslot? This is why we are testing it. You can't use the "skill" argument particularly because there is no convincing evidence that using evasion is going to let unskilled players "win more" by abusing evasion. Not yet anyway, hence "we are testing"

How are you managing to even put together such sweeping assumptions anyway lol
 
In blue text for reply.

...are you seriously trying lol

At this point in stage - you can't ever make the claim "reason X was why Pokemon Y was banned" - particularly because we now vote on it and we don't provide you with real reasons why they are banned. However, the general consensus was that Garchomp's evasion was only "icing on it's cake"

Those were simply examples taken to a level. I'm not saying that can guarenteed happen, but it is a factor that can lead such Pokemon to be more luck based than before. If you use the analogy of "icing on its cake" for Garchomp, then fine. Wouldn't adding Evasion on top of those be "sugar on icing on its cake"?

You can't make this kind of sweeping statements particularly because Garchomp can't even make use of double team.

Garchomp can't make use of Double Team? I'm sure anything can make use of Double Team if passed to it. Some Pokemon can of course use it itself. I don't see how is, say, +2 stages of Evasion, cannot be made use.

Since you're referring to Brightpowder, People HAVE used Brightpowder in competitive play.

I don't doubt that, but again, some also have banned it. You're taking it from one side and I'm taking it from the other.

And you know what, what people cared about in the end was consistency in being able to survive huge hits - hence Yache Berry and near the end, some players even ended up using Haban Berry.

Although evasion may not be "constistent" in being able to survive huge hits, walls that can boost attack while retaining a great defense can definitely make use of the evasion to a level where the thing may just be unstopable. Talking about a Suicune with a few stages of Evasion. I'm sure it can pull off those Calm Minds much easier now.

Consistent or not, the every-once-in-awhile miss from an opponent = every once-in-awhile free turn for you. Say that not be precious?


Essentially you attempting to hype up evasion really shows me you literally have no idea what you are talking about. In fact, I don't think you can even define Broken for me at this point.

Hey I can pass 2 agilities and a sword dance to Tyranitar and sweep AGILITY IS BROKEN.

Sash + Close Combat + Mach Punch? (By the way that was to an extend.)
But literally, the sweep can be stopped by moves such as HAZE or halted before the Baton Pass chain ends up on Tyranitar. In other words, it can be stopped, just like Belly Drum chains.

Of course, you can argue that Evasion BP Chain can be stopped as well, and I certain agree so. But remember, Whirlwind/Roar do not have 100% accuracy, and 1 miss of those move can lead to devastation, whereas Whirlwinding or Roaring Agility passers, you can't miss, unless due to abilities and such. It is not really to the extend where that is broken or this is overpowering or whatever, but more of a luck-of-the-draw game, where if you miss, you die. You can say that with things like Critical Hits as well, but the chance is by far smaller than a stage or two of Evasion. I'm just saying, this extends the luck part of the game even further. Not sure what you think, but feel free to give feedbacks.

So what - the point is that you required a ridiculous turns to "set up" - and you are relying on luck to do so since during most of it you're hoping that they don't even hit you.

Never said they won't hit me, but even if they do, it would still be all right, at least for the most part or most of the times. Protect on Turn 1, Double Team on Turn 2 if they don't have things like Ice Shard or a Bullet Puncher or Taunter on the field, then Sub/Pass to Smeargle, Sleep, blah blah etc. Even during the setup, the opponent can miss, resulting in an even more successful BP or a devastation of the opponent's team. The miss = free turn. Where in your example of Agility/2 Sword Dance Idea, there will be no miss, barring BrightPowder, which is generally on ban right now. And for your information, I do know what is broken, just may not by the same exact words and phrases that you may use to describe it.

You're showing me that you have zero idea why we are testing evasion to begin with. Note that this is a test - and judging by your statements I don't think you can make that kind of statements about how your opponents will play just because Evasion is unbanned.

I know this is a TEST. You can't make any statement of how my opponent or your opponent or whoever that plays if Evasion is unbanned. They may choose to use it, or they may not. The senario I gave is only an example when they would use it, not a hardcore concept of which it must be used that way and no ways other.

If Pokemon is a game of risk/reward then why are you only hyping up reward and no mention of risk? If Pokemon is a game of probability management then why is there no mention of it what so ever? In the end, I can just answer to you saying "so what" and you can't say a thing back because you're obviously not qualified to even attempt such arguments.

And are the risk/rewards balanced? Plus, an example would be Belly Drum: high risk, high reward--all right. However, by not pulling off Belly Drum, you may not be able to sweep and end up losing due to lack of power. In the contrary, if a few Double Teams are not pulled off, the result is just today's standard Metagame, with no Double Teams or Evasions...

I'll just let everyone know right now - we are testing evasion because the risk/reward remains unclear.

Sure it is unclear, but as my post stated, it was a hypothetic post. If you had read it, along with the examples, it meant that hypothetically, the Evasion thing seems to be a luck-based low-risk, high reward game. I never said I'm opposed to the test, but simply stating my opinions within reasons and examples. Whether you think they're legit, that's your opinion. If you have something against me, I have no control over it.

The idea is that while people are too busy attempting to double team, better players *can* use those turns more wisely and end up with a better advantage over the evasion abuser. Of course, what it comes down to is this - "can" they? If evasion doesn't increase "unskilled" players beating more skilled plyaers in the long run then is it an effective strategy?

Sure a turn of Double Team may end up having opponents in advantage, but remember that you have the control of when to set the Double Team up. For example, Rotom-H vs. standard Scizor. Logically, Scizor will switch; on the turn of the switch, Rotom-H can set up Reflect. This works same with Double Team; on the turn of opponent's switch, they can Double Team or Substitute. Even if the opponent does send in a counter, there is a 25% upon turn 1, things may not work out so well due to luck and the counter misses (although there is a risk involved indeed, but results of Double Team, due to that one turn, may change the results of the game because the opponent may not have another counter or something that can take it down.)

To use evasion is to use a turn, a moveslot - things that define the game. Is it worth the moveslot? This is why we are testing it. You can't use the "skill" argument particularly because there is no convincing evidence that using evasion is going to let unskilled players "win more" by abusing evasion. Not yet anyway, hence "we are testing"

Again, I didn't oppose the test. I simply stated an opinion based on the facts of the Metagame, the moves, the Pokemon available and such... You may lose 1 or two move slots for Double Team or even Baton Pass, but remember, the opponent will also need to be prepared, lose 1 or two move slots for haze or taunt or whirlwind/roar. Although they're already common in today's metagame, people that may not need them today will be needing them in the future due to Double Team, agree not?

How are you managing to even put together such sweeping assumptions anyway lol

It's not without logic. Dare you say that, for example, my Tyranitar example, when pulled off, will still not be a huge threat? There's always failure at pulling off a setup, but again, luck starts to become a huge factor once the chain even starts.

I'd love to argue with you Tangerine, but I remain confident that my arguments stand. As for testing, I am for it. I am just doubting that it will pass. Feel free to criticize more, as long as you don't use harsh languages. I'll try to give you as much respect as I can give.

Edit: Crud lol I forgot the original text in quotes are already Italicized, hence it was impossible to distinguish at first lol. I put in blue now.
 
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