Evasion: Test or Ban?

This is one of the biggest disagreements in this topic, and is a obviously a difficult subject to discuss. The one thing that competitive players argue about is that elements of luck can subvert skill. You cannot say that you play pokemon frequently and haven't lost a match you should have won because of luck, it is just how the game was designed. Competitive players want to minimize the frequency this situation happens. You can see this attitude in various competitive gaming communities, one of the most notable being the competitive Smash Bros community and the issue of items in serious play.
I'm glad you mentioned Smash, because I was going to reference eventually. The competitive smash forums are very unfriendly towards inexperienced players, and I would rather avoid that situation happening here. As for the items, Pokemon and Super Smash Bros. Brawl differ in the fact that while Pokemon puts a focus into managing luck, Brawl specifically encourages luck to keep things balanced between the experienced and none. Brawl reached a point where playing with items on certain stages made it impossible to show skill, and that was the point of the game.

Pokemon is designed to that you have almost full control over the different elements of 'hax' in this game.

Critical Hits: Battle/Shell Armor, Lucky Chant
Accuracy: Compound Eyes, Gravity

You have the abilities and moves; you just have to find a way to use them.

Again, we might have a misunderstanding. I wouldn't keep Evasion banned for its potential effect on the metagame. I keep it banned on the principle that it introduces luck into the game and doesn't promote skill, therefore it doesn't even merit testing in a competitive game.
But that's not how it should be. Unlike super smash bros. brawl, which was never created to be a competitive game, and in fact takes some rather annoying steps to ensure that, Pokemon's random elements are restrained and easily controlled by the player. The 'chances' (yes, I used the word) to hit or miss can be altered; it's up to the player to determine if it is a viable strategy. As a competitive forum, we should be open to these strategies and only ban them if they prove overcentralizing.

In the end, though, it all boils down to the fact that I don't believe individuals have the right to decide what is competitive or not, especially when the strategies are perfectly viable in context with each other. I'm of the belief that everything needs to be accepted from the start and as individuals begin to show their dominance, they will be weeded out accordingly.

If you're going to argue semantics, fine. A "random chance" is still luck, depending on which way it goes. And if you're relying on "random chance" to win your battles, or at least keep one of your pokemon alive longer, I can't possibly see how that equates to skill. You're pretty much asking the RNG to play for you, and forgive you if you mess up.
Syberia, I'm not certain what's prompted you to be so aggressive, but regardless, you have not read my posts in full, or at least, have not understood my intentions. If a person is relying on Double Team to win battles thanks to a miss, then that person is unskilled and would likely not win had that person substituted the move for another. If the person is using Double Team to keep their Pokemon alive for longer, he or she may be slightly skilled, but as (apparently ignored) calculations have shown, it is an inferior defensive countermeasure compared to other moves. But if a person is using Double Team as I've described, they are not relying on it; rather they are using it to force the opponent's paw. A person will change their style or the level of their aggression when the opponent uses Double Team, and that is how the move should be used.
 
Why is discussion so heated about... Pokémon, of all things? Guys, it's an evasion move that no one will use anyway.

Why can't we just keep Evasion Clause optional like it's always been? Why do we have to have ALWAYS ALLOWED or ALWAYS BANNED in big, white letters? Can't you see you're TEARING US APART?

Okay, that last one was a joke, but really. Guys, it's Double Team, not Arceus in OU.

Case in point: in the 5 minutes it took me to write this post 3 people replied.
 
Why is discussion so heated about... Pokémon, of all things? Guys, it's an evasion move that no one will use anyway.

Why can't we just keep Evasion Clause optional like it's always been? Why do we have to have ALWAYS ALLOWED or ALWAYS BANNED in big, white letters? Can't you see you're TEARING US APART?

Okay, that last one was a joke, but really. Guys, it's Double Team, not Arceus in OU.

Case in point: in the 5 minutes it took me to write this post 3 people replied.
That's just the thing. It's been a blanket ban, not just an optional clause. I want to get that blanket ban removed. I don't mind if the evasion clause remains, but people should be allowed to use the move and not be chastized for it. It is a perfectly viable and legitamite strategy.
 
Why is discussion so heated about... Pokémon, of all things? Guys, it's an evasion move that no one will use anyway.

Why can't we just keep Evasion Clause optional like it's always been? Why do we have to have ALWAYS ALLOWED or ALWAYS BANNED in big, white letters? Can't you see you're TEARING US APART?

Okay, that last one was a joke, but really. Guys, it's Double Team, not Arceus in OU.

Case in point: in the 5 minutes it took me to write this post 3 people replied.

Because optional is as good as banned as far as usage is concerned. I wouldn't mind it being optional for proper tournaments and leave it up to the tournament creator. But I'd like to see it allowed for ladder (if it proves itself worthy after testing).

By the way chris, it's funny that you're sitting on the fence on this one while your sig is supporting testing something before just banning it.
 
Because optional is as good as banned as far as usage is concerned. I wouldn't mind it being optional for proper tournaments and leave it up to the tournament creator. But I'd like to see it allowed for ladder (if it proves itself worthy after testing).

By the way chris, it's funny that you're sitting on the fence on this one while your sig is supporting testing something before just banning it.
On a further offtopic note, I remember the post that quote was said in. I chuckled in agreement then as I do now.

I've stayed in support for Double Team this entire time, but if under some circumstance it proved itself to be broken, I would understand it being banned. After all, it overcentralizes and that's against what I believe we should be accomplishing.

But what I asked in a previous post (and was never answered) still stands.

What do you expect to happen, honestly? If Double Team were to enter the metagame at this point, what would you do? Would you go and laden your team with Double Team? Would you fill it with countermeasures in a brazen attempt to prove its centralization? Would you keep it largely the same and see how it compares to the other two scenarios? I personally already build my teams to perform in a variety of situations. I put my team through an extraordinary number of clauses so that no changes have to be made before a battle.

Do you think people would attempt to make an effort to centralize it, ruining their own fun while attempting to make the experience as unpleasant as everyone else? That happened in the Advance test. A quick tournament was played in which rather than adapt Double Team into their strategies, they focused on it. Every team revolved around Double Team and countering it, not because it was overpowered, but because that's how they felt a team revolving around a Double Team centric metagame would look. Sadly, the test failed to change anything, mainly because its execution was horrible. If testing does proceed, I think there should be some controls. A certain number of players should be required to make teams that do not include Double Team to see how the two strategies interact.
 
Uh, in Wi-Fi, Evasion is a clause that should be mentioned. I thought Wi-Fi goes by Smogon rules.

I guess this might be worth discussing for tournaments and whatnot, but there's no reason we should blanket ban/unban something or even get rid of Evasion Clause because "it's like a blanket ban". If anything, that line proves that no one wants an unban.

If we really need to eliminate a clause from the face of the earth, can't it be Item Clause?
 
On DT users in the Battle Tower: It's a bit of a moot point to compare 3v3 to 6v6. If you get a lucky crit in the Battle Tower, it matters twice as much as it matters in Shoddy.

The pro-ban crowd is right about abuse. Yes, there will be shitty people that will attempt to abuse DT at some point. Yes, it'll be annoying. Just like shitty people copy any RMT that has "had me rated #1/2 on the Shoddy ladder" point for point and artificially raise their own survivability. You can't stop scrubs from trying to find an easy win in any game, though. It happens now. It'll always happen.

If somebody uses Double Team and you Earthquake them, you still have a 75% chance of hitting them. That's more than Hypnosis. A lot of pro-ban arguers (yes, you're arguing) keep on bringing up the notion that Double Team and Protect are exactly the same thing. Double Team, when used, temporarily gives your opponent at least ONE free turn with pretty much no reward, AND it permanently stunts your movepool.

Before the inevitable, "Well we promote using the better things so let's keep it banned if it sucks so much," that's a loaded question with no logical basis. If that's the case, why don't we ban Magikarp, Clamperl, Regigigas and everything else that "sucks?" Why don't we just force everybody to use only the top 6 OU? You can justify not using something that's not good, but you can't justify forcing people only to use the best things.


Finally, the question was whether or not to test Evasion. I can't see any sort of logic in saying, "Well, I'm right, but I'm not going to bother proving that I'm right. I'm just going to force it upon you."
 
I'm glad you mentioned Smash, because I was going to reference eventually. The competitive smash forums are very unfriendly towards inexperienced players, and I would rather avoid that situation happening here. As for the items, Pokemon and Super Smash Bros. Brawl differ in the fact that while Pokemon puts a focus into managing luck, Brawl specifically encourages luck to keep things balanced between the experienced and none. Brawl reached a point where playing with items on certain stages made it impossible to show skill, and that was the point of the game.

Just because you're trying to use luck to accomplish different goals doesn't mean it changes the result of having it in the game. A random number generator is a random number generator. Brawl doesn't go "Oh, this guy sucks, let me drop a Bomb-omb for him to use". It has the same outcome, luck interferes with skill.

Pokemon is designed to that you have almost full control over the different elements of 'hax' in this game.

Critical Hits: Battle/Shell Armor, Lucky Chant
Accuracy: Compound Eyes, Gravity

You have the abilities and moves; you just have to find a way to use them.

And you're still limited on them. Just because I despise critical hits doesn't mean I can build an entire team with Battle/Shell Armor and Lucky Chant users, because then I'll lose to good teams now instead of good luck. You seem to think that just because there are a few methods of dealing with it means that it is still viable to deal with it. You're not taking into account what can use Lucky Chant, or what has Battle/Shell Armor. You're not looking at the whole picture.

But that's not how it should be. Unlike super smash bros. brawl, which was never created to be a competitive game, and in fact takes some rather annoying steps to ensure that, Pokemon's random elements are restrained and easily controlled by the player. The 'chances' (yes, I used the word) to hit or miss can be altered; it's up to the player to determine if it is a viable strategy. As a competitive forum, we should be open to these strategies and only ban them if they prove overcentralizing.

Not all of Pokemon's random elements are easily controllable. Critical hits are not easily controllable just because a few things have abilities to stop them. We all know that hazing and phazing is a very useful ability to have on a team, but why don't all teams have it? Because not everything can Haze or learning a phazing move. Your limited in how you control things in this game.

And as only banning things that prove overcentralizing, I'd also disagree with that point. Namely because I enjoyed Melee at a high level and would love to change Brawl into something that plays like Melee. This has nothing to do with Brawl not being playable at a high level, it can. It just sucks ass. Its too defensive and slow for my tastes. Double Team and Minimize greatly change the battling environment, and in my opinion, makes it much less enjoyable. But then again, I don't get pissed off at seeing Blissey/Garchomp/Whatever on numerous teams and then try to ban it to ubers. I care more about the mechanics then the characters.

In the end, though, it all boils down to the fact that I don't believe individuals have the right to decide what is competitive or not, especially when the strategies are perfectly viable in context with each other. I'm of the belief that everything needs to be accepted from the start and as individuals begin to show their dominance, they will be weeded out accordingly.

Thats what we've been doing that since the begining of the fucking franchise. I don't believe that the game has changed enough to allow Double Team to suddenly 'be in check' and now be allowed into normal play. Oh yeah, and individuals do decide what is competitive or not. It is completely unrealistic to want this to change. The game designers can do it, and if they fail then the competitive community does. Those are people making decisions.

Syberia, I'm not certain what's prompted you to be so aggressive, but regardless, you have not read my posts in full, or at least, have not understood my intentions. If a person is relying on Double Team to win battles thanks to a miss, then that person is unskilled and would likely not win had that person substituted the move for another. If the person is using Double Team to keep their Pokemon alive for longer, he or she may be slightly skilled, but as (apparently ignored) calculations have shown, it is an inferior defensive countermeasure compared to other moves. But if a person is using Double Team as I've described, they are not relying on it; rather they are using it to force the opponent's paw(what the fuck, HAND, damn furries). A person will change their style or the level of their aggression when the opponent uses Double Team, and that is how the move should be used.

I simply don't agree. You're not mitigating damage with Double Team, you're removing the chance of taking any direct damage and dodge status effects. It isn't like you can come in and Toxic the thing I am Double Teaming with, because I would have the ability to Double Team once on the switch and again if Toxic misses (and it already has a good chance to miss as it is). Double Team also helps remove weakness. Garchomp can't die to ice moves that never hit him.

The problem with DT is that it is in no way a modifier of any actual stat the Pokemon already has. Pokemon have different defense, different special defenses, which alters the effectiveness of stuff like Cosmic Power (which isn't learned by nearly as many things as Double Team). Double Team is equally effective for whatever uses it regardless of stats.
 
Ok, I've gone through all 11 pages of this topic (as of this post), and this is pretty much the same as all previous topics before it in the past. To unban Evasion moves or keep them banned?

I'd like to say this:

Just because a pokemon can learn a certain move does not mean that it should be using it as it will often end up being more trouble then it's worth. Notable examples are Hyper beam moves and their variations as well as toxic. Evasion and OHKO moves are another example of this (but I'll leave OHKO moves out for the moment). Just because Charmander can learn Dig doesn't mean that it's very wise to use it in a competitive moveset.

For example, let's take Electric Pokemon. Electric pokemon on a whole excel in speed and special attack. However, their worst stat on average is defense. What are electric types weak to? Ground attacks (or pretty much any physical attack). What is the most common physical attack? Earthquake. Do you really want to risk a OHKO against Earthquake, a move which nearly every physical or bulky like Pokemon can learn?

Just because you use the move once does not mean you automatically get an instant win. Using the move itself is a gamble, and you have to hope that in that one turn of using double team that you are not OHKOed.

Zapdos however is immune to Earthquake. That's ok. I have a counter for that Zapdos with Thunderbolt/DT/Substitute/BP...

Jolteon @ Expert Belt/Leftovers
Thunderbolt
HP Ice
Yawn
Substitute

So you send in Zapdos. I'm going to switch to Jolteon which gives you 1 free turn to attack. What will you do?

Jolteon is immune to T-bolt. Use Substitute and I will break your sub with HP Ice. Use Double Team and I'll use yawn. If you baton pass, the recipent falls asleep. This isn't theorymon, this is an actual moveset that could prove effective on Jolteon. Yawn is similar to substitute or thunder wave. Attack what you can, and then set up for another team member.

Protect, Toxic, Double Team, and Substitute is one of the worst movesets ever created. Umbreon and Shuckle are known to take advantage of this movest. Dusclops/Dusknoir as well. Let's look at some things that can stop this.

Umbreon and Shuckle suffer from no attack syndrome, so I can easily send in No Guard Machamp. Protect is eventually going to fail and the minute that it does, I'm breaking your sub. Now you have to either put a sub back up, or try and protect again. Machamp has speed on his side, so once the sub falls, your only hope is protect. And once it fails, you're going down. For Dusknoir, I've got foresight. Or I can just send in Gengar and Perish song you since Toxic won't work being half poison. Machamp and Gengar are already used, so it's not like I'm being "forced" to use them. It's just an added bonus that I get for already using them on my team.

I've also got Weezing and Crobat, who are also half poison, so Toxic won't work on them and they both carry haze. Tentacruel is the same deal.

And then I've got taunters and tormentors. Gyardos commonly uses taunt in it's movepool, so I'm not being "forced" to add it into it's movepool.

Ninjask for the most part is used as a lead due to avoiding Stealth Rock later in play and taking 50% damage. But while Ninjask is trying to set up, you are also giving the other player a chance to set up as well or take you out. Ninjask is weak to Fire, Ice, Electric, Rock, and Flying attacks. Tyranitar and Hippowdown are common leads and are rock types. Water types are common leads and water types almost always come equipped with an ice beam. Ice sharders are also an issue.

The options are out there, it's just that people don't want to use them. But honestly, what's the point of banning Double team when in the long run it will hurt more then it will help?

Even though we are talking about the OU game here when questioning the use of evasion moves (at least I'm assuming we are), using evasion moves in the UU tier doesn't do much good either due to the lower stats and overall defences.

I remember there was an old thread discussing Stone Edge and what pokemon would be best at using them. One of the things that a couple of people said (myself included) was that Stone Edge was better on pokemon that could take hits. Aerodactyl, while it boosted 130 speed and had rock stab also had horrible defense and couldn't afford to miss with Stone Edge or it was OHKO.

Double team is the same deal. A lot of pokemon can't afford to fail when using the move. Only a very select few can make good use of the move and even then, I've listed several counters.

I don't think it's the fact that double team is luck based that is the issue. I feel that it's more of the issue that people generally have bad memories dealing with the move and don't want to revisit those bad times again.
 
Okay, so what if I use Confuse Ray, Thunder Wave, Flash/Sand-attack, and maybe Attract, in my team?

I lay Spikes, Stealth Rock and Toxic Spikes, and start annoying you with all those moves, forcing you to switch around and eventually lose.

So that is allowed, right? Or am I a 'haxxor'?
 
See? I post about how pointless this argument is, and the pointless continues to ensue for another landslide of tl;dr saying the EXACT SAME CRAP over and over again.

There wasn't even a new set of calcs, or ANYTHING, the only new thing to pop up is comparing Pokemon to Brawl. That in itself is a moot point, because what you're basically doing is comparing poker to street fighter. Items in brawl =/= double team.

My turn to pull quotes out of my ass to cite arguments and whatnot. And keep in mind I'm not for or against the ban of DT, as I've said before I can give two shits whether or not the move stays legal. Either way I wont be wasting time on it.

Bliksem said:
I'm glad you mentioned Smash, because I was going to reference eventually. The competitive smash forums are very unfriendly towards inexperienced players, and I would rather avoid that situation happening here. As for the items, Pokemon and Super Smash Bros. Brawl differ in the fact that while Pokemon puts a focus into managing luck, Brawl specifically encourages luck to keep things balanced between the experienced and none. Brawl reached a point where playing with items on certain stages made it impossible to show skill, and that was the point of the game.

Since we know how I feel about the whole "using brawl to argue about DT", we can get right to the point. Competitive forums in general are very unfriendly towards inexperienced players. We've gotten better about that here, but thats a general thing. Call it motivation to get better, nobody likes to be chastised b/c they're not good. As far as the items showing it impossible to show skill? You can turn them off. That sounds like a clause to me.

Lord Alchemy said:
Just because I despise critical hits doesn't mean I can build an entire team with Battle/Shell Armor and Lucky Chant users, because then I'll lose to good teams now instead of good luck. You seem to think that just because there are a few methods of dealing with it means that it is still viable to deal with it. You're not taking into account what can use Lucky Chant, or what has Battle/Shell Armor. You're not looking at the whole picture.

I bolded the end of this quote because the argument applies both ways. Just because you despise missing, doesnt mean you can build an entire team with Shockwave/Faint Attack and Gravity users, because then you'll just lose to good teams now instead of good luck.

same post said:
I simply don't agree. You're not mitigating damage with Double Team, you're removing the chance of taking any direct damage and dodge status effects. It isn't like you can come in and Toxic the thing I am Double Teaming with, because I would have the ability to Double Team once on the switch and again if Toxic misses (and it already has a good chance to miss as it is). Double Team also helps remove weakness. Garchomp can't die to ice moves that never hit him.

It isnt like using a move like Toxic would be a good idea in the first place. I'd rather do something like Yawn or Perish Song that would you know FORCE A SWITCH and effectively PHAZE the user of the move. Its not hard to outthink bad strategy. Garchomp cant die to ice moves that never hit him yes, but he also cant kill the thing that easily walls him now that he crippled himself with a bad idea.

astrohawke said:
Because optional is as good as banned as far as usage is concerned.

As good as, but not banned, is not the same thing as banned. Let's use Quick Claw as an example. Its usage is pretty much shit because the skilled players realize that its not worth wasting your item slot on CHANCE, and the less skilled players (for the most part) mock this ideal to increase their skill. I cant see DT not falling to the same fate if good players just fucking adapt and beat it, save for the random losses. Hax fucking happens, whether DT is allowed or not.

Bliksem said:
Do you think people would attempt to make an effort to centralize it, ruining their own fun while attempting to make the experience as unpleasant as everyone else? That happened in the Advance test. A quick tournament was played in which rather than adapt Double Team into their strategies, they focused on it. Every team revolved around Double Team and countering it, not because it was overpowered, but because that's how they felt a team revolving around a Double Team centric metagame would look. Sadly, the test failed to change anything, mainly because its execution was horrible. If testing does proceed, I think there should be some controls. A certain number of players should be required to make teams that do not include Double Team to see how the two strategies interact.

The problem there wasnt a lack of controls, the problem lied in the fact that a single tournament was used to make or break the banning of the move, thus being the reason the outcome was bad. If you lift the ban on DT for an unspecified amount of time and let people not cry and let a "This had me ranked #1 on shoddy for X amount of time b/c I spanked DT" team to pop up and shift the meta (like it does all the time, with DT nowhere in sight, I see a #1 team like every couple months or so, starting with Obi's stall team) THEN you can say whether or not the move is broken.

same user said:
It's what irritates me about the 'promotes luck over skill' retort. That's all that's been said.

Your side of the argument really hasn't said that much more, and thats what irritates me about this whole debate in the first place.

CardsOfTheHeart said:
Show me the skill involved with Double Team.

Theres no way to do this without a test. Retorts like this is what is keeping the fuel on the fire that is this theorymon hadouken battle. Can we get past the arguments that do shit but nullify each other PLEASE.


=============


In the time it took me to compile this there are probably 4 or 5 more posts that have similar arguments with different words. The only real way to quell this argument is to run a test. Dont allow DT on ladder matches but make it fair game otherwise, this way you dont screw over rankings while testing out the waters that is "OMG DOUBLE TEAM".

Chances are this post, like the last one, will go largely ignored and the theorymon kids will go back to "ITS BROKEN! NO ITS NOT! YES IT IS! NO ITS NOT!". If thats the case, so be it. I'll let this be the last tl;dr post I make for this thread. I should just quote one pro and one con from now on and say shut up and test it until I either catch an infraction or it happens.

Like I said before, keeping something banned just because you dont wanna deal with it is a cheap cop-out. If you're gonna ban it, make sure its broken first.
 
See? I post about how pointless this argument is, and the pointless continues to ensue for another landslide of tl;dr saying the EXACT SAME CRAP over and over again/

We all post here because we think it is worth it. The least you could do is respect that opinion from both sides of this debate. Anyway, I trust that the moderation team knows the right time to kill a thread. I've stated before my reasons for not going ahead with a test: I do not have the time nor the resources right now to lead a test tournament

Uh, in Wi-Fi, Evasion is a clause that should be mentioned. I thought Wi-Fi goes by Smogon rules.

I guess this might be worth discussing for tournaments and whatnot, but there's no reason we should blanket ban/unban something or even get rid of Evasion Clause because "it's like a blanket ban". If anything, that line proves that no one wants an unban.
For me, this is the debate about removing the DT clause in the Shoddybattle ladder (eventually, once it is tested and all that).

Thats what we've been doing that since the begining of the fucking franchise. I don't believe that the game has changed enough to allow Double Team to suddenly 'be in check' and now be allowed into normal play.
And I don't believe you can make that kind of conclusion without a playtest.

Oh yeah, and individuals do decide what is competitive or not. It is completely unrealistic to want this to change. The game designers can do it, and if they fail then the competitive community does. Those are people making decisions.
I agree 100% actualy. We need to keep this in our minds as we discuss IMO. We are picking up after the game designers here as we change the rules (IE: Ubers, DT, etc. etc.) we need to understand that we are fundamentally changing the game.

I simply don't agree. You're not mitigating damage with Double Team, you're removing the chance of taking any direct damage and dodge status effects. It isn't like you can come in and Toxic the thing I am Double Teaming with, because I would have the ability to Double Team once on the switch and again if Toxic misses (and it already has a good chance to miss as it is). Double Team also helps remove weakness. Garchomp can't die to ice moves that never hit him.

The problem with DT is that it is in no way a modifier of any actual stat the Pokemon already has. Pokemon have different defense, different special defenses, which alters the effectiveness of stuff like Cosmic Power (which isn't learned by nearly as many things as Double Team). Double Team is equally effective for whatever uses it regardless of stats.
If you're really worried about Toxic, Substitute blocks it 100% of the time ya know. Everyone who learns DT can learn Substitute. Second: if you think every pokemon can double team effectively... then lets see DT Dugtrio vs DT Garchomp and see which one comes out better.

An offensive DT will only work if you manage to have enough attack and BP on your attacks that it becomes difficult to wall you. (IE: Garchomp). Further, bulky defenses are amplified by DT. While Garchomp is still OHKOed by Ice Beam, things like Close Combat or Surf may take several turns to kill Garchomp, while they'll easily OHKO Dugtrio.

As stated before: you cannot just slap DT on anything and expect it to work. DT works better on some pokemon than on others.

Show me the skill involved with Double Team. It takes skill to counter that move like the skill it takes to counter almost any move (even though more "luck" may be needed in most circumstances to overcome it), but does the user of the move demonstrate skill? The move inherently adds "randomness" or variance to the equation. Is there a logical strategy that can be used in which Double Team is a vital component?
More importantly: you should prove to me that increasing luck always decreases skill. We all know examples where luck decreases skill... but in the case of Pokemon, luck is central to the complexity of this game.

Take AI for example. Chess is the best example? Take this: computers have been using the same algorithm, the same program for the past 50 years to play Chess. It is essentially: look ahead as far as you can, and then select the move that correlates to the best board position on some random heuristic.

You can't do that in Pokemon. Lets ignore the fact that the teams are hidden and also ignore that there is some secret information involved. The equivalent of the previous algorithm would be to look as far ahead as you can... and then select the move that correlates to the best set of possible positions.

Whats the difference? To look forward say 1 moves in chess, you only need to play out 1 moves on every choice. Granted, there are maybe ~35 choices per move per player in Chess and only 9 per move per player in Pokemon... but to look forward one turn in Chess requires you to only analyze your 35 choices and then make the move. If both players move (say we also look at the opponent's possibilities), then that is some 1225 board positions per move.

On the other hand... it is far more difficult to look ahead in Pokemon. Because of the randomness in damage, you can rarely rely on a 2-hit or 3-hit KO, because there is usually a chance that you'd 3 or 4 KO instead. And with so many secondary effects on attacks... some of which matter a lot (Specs Seed Flare Shaymin can break a Blissey if it gets a defense drop)... and of course the chance of a critical.

So lets say you use a hax effect and your opponent doesn't. Assuming both pokemon have a chance of 2-hit KOing (or 3-hit KOing) each other... and the other guy isn't using a hax effect, then the number of future positions are < 2592. To fully comprehend every possible effect, you'd have to look at < 2592 states. (It may be an upper bound, but I'm pretty sure it is reasonably close to the upper bound)

Where did I get this number? Well, first like chess, both players have a chance to move. 9 possibilities for both players (5 pokemon to switch to, 4 attacks to choose from). There may or may not be a critical hit, there may or may not be a "hax" (defense drop, burn, or whatever), and you will have a various amount of damage. (which I'll simplify into 2 different cases: Guaranteed 2-hit KO, or still a chance for 2/3 hit KO). Your opponent gets the crit and damage chance as well. Multiply them together, you get that many states.

Where am I going with this? It is simple: luck makes it far more difficult to simply brute force your way to victory. In fact, it is very difficult to look into the future in Pokemon, whereas in a game like Chess it is actually quite easy. That is what makes Pokemon so fun to play. The very existence of luck is what makes this number so large.

What does double team have to offer? For a skillful player, it offers one more thing to take into consideration: the hit/miss chance. This doubles again the upper bound of number of positions to < 5184, making it even harder to see into the future.

From an AI perspective, this is the branching rate of the "game tree" that an AI has to unfold to figure out the best move in a game. Simple games like Connect4 only require you to see some 81 boards each turn, Chess is in the Thousands, and "Go" is in the hundreds of thousands. It is generally considered that a larger game tree correlates to a more difficult game.

It is this skill: the skill of predicting the results of your choice in Pokemon. The skill of finding the optimal strategy each turn despite it getting more and more difficult as these various chances come in. This is what double team adds to the game at the core mechanical level. Another challenge to keep in mind as you battle.

EDIT: A little history if you don't mind: it was the shrinking of this game tree that made me not like Wobbuffet as much. Wobbuffet greatly shrinks the branching of the game tree because it prevents the opponent from switching. Further, the game simplifies into a 3-choice version of matching pennies, which is an absurdly simple game. (Special attack, Stat Up, or Physical attack vs Mirror Coat, Encore, or Counter). Yeah, I know that argument is done and over with... but I figured this might clarify my point I'm making above.
 
As good as, but not banned, is not the same thing as banned. Let's use Quick Claw as an example. Its usage is pretty much shit because the skilled players realize that its not worth wasting your item slot on CHANCE, and the less skilled players (for the most part) mock this ideal to increase their skill. I cant see DT not falling to the same fate if good players just fucking adapt and beat it, save for the random losses. Hax fucking happens, whether DT is allowed or not.

If you can't use it for any type of serious battling then it might as well be considered banned at the moment. The only way you're able to utilize DT currently is if you directly challenge someone on shoddy without the clause on and even then you'd probably have to ask them if it's ok to use evasion in case they throw a hissy fit.

That "random loss" you mentioned it exactly the reason why there are so many against DT. It doesn't matter that no one will use it, it doesn't matter that those who do will still get owned; as long as that 1% chance of being cheated of a win exists, it apparently removes skill from the game.

My main purpose for getting it tested and unbanned is so that all battlers have a competitive environment in which to experience evasion. So that should they enter a proper tournament where DT isn't banned, they aren't completely ignorant on how to formulate a strategy to counter it. In other words, they have experience.

I realize that having DT all the time especially in single elim tourneys can be unfair which is why I suggest it be left up to the tournament creators to decide whether they clause evasion or not. The shoddy ladder on the other hand is a good place to allow evasion. It's a competitive environment where one can have a large number of battles and run into evasion strategies from different players. The ranking is also based on consistency in battles which I feel is perfect because even if you get haxed out of a win because of DT, it doesn't matter because you're just as likely to be haxed out of a win from other forms of hax. As long as you play consistently overall, probability says that you should still come out on top compared to the less skilled players even if they use DT.

I should just quote one pro and one con from now on and say shut up and test it until I either catch an infraction or it happens.

Like I said before, keeping something banned just because you dont wanna deal with it is a cheap cop-out. If you're gonna ban it, make sure its broken first.

You realize the 2 sides to the current argument are
1) Ban without testing
2) Test to see if it should be banned
There's no one here saying that it should be unbanned instantly without testing.

As for test it for what...the only thing it can really be tested for and that's if it's overpowering or overcentralizing.
 
The least you could do is respect that opinion from both sides of this debate.

If I didnt respect the opinion I would've left this thread alone and never posted in the first place. I'm not saying its not worth it to post, but when the same argument gets recycled over and over for 11 pages?
 
What do you mean? Test it to see if it needs to be unbanned. Like any other banned thing we've tested.

But are you testing it for centralization, overpoweredness, or "this is bad for the competetive community even if it's not overpowered"? Any number of other things?
 
What did we test Deoxys-S and Wobbuffet for? How can something be "bad for the competitive community even if it's not overpowered"?

A Pokemon game between two equally skilled players is decided by luck. Even without evasion, luck is what separates two equally skilled players. You can also win when you play worse than the opponent, or lose when you play better than the opponent, due to luck. This is very unlike chess, so stop comparing Pokemon to chess. Stop saying to 'dechancify' Pokemon... you cannot.

This is actually the reason why I barely play any Pokemon except for fun. There's no such thing as competitive Pokemon in the purest sense. When you do all the correct things in a battle and still lose because of your bad luck, how is that competitive? When you play horribly and still win because of your good fortune, how is that competitive?
 
we could go down the skil lroad here with wobbufet and say, have to use counter/mirror coat on a pokemon very hard to OHKO to stop someones setting up is a cheap hax way of stopping a setup.
cant stop the setup you dont deserve to stop it in a such a cheap way.

and my team uses speed boosts to give me sweepers freedom to have high speed without choice restrictions making it a harder game, making my need for phazers useless in some way because i'm already boosted :D
 
A lot of people are saying to "test it" to decide if Double Team (and Minimize) should remain banned or to unban it. Let's say everyone finally comes to a consensus to a test. Now my question is, how exactly do you go about testing it? Will you only use the most annoying pokemon to do the test (Zapdos, Dusknoir, Blissey, Garchomp, Tyranitar, Umbreon), or will you use it on each and every pokemon that can learn the move? I'm not trying to be idiotic, but seriously. Almost every single pokemon in the game can learn double team, and most of them can't use it effectively. Double Team is a level up move for Pikachu and Scyther, but they wouldn't be caught dead using it due to horrible defenses (Pikachu) and several weaknesses to common attacks (Scyther is weak to fire, ice, electric, rock, and flying).

So who do we test it on? Aerodactyl? Aerodactyl is very fragile and weak to water, ice, steel, rock, and electric. Except for steel, the rest of these attacks are very common. Infernape? What move will Infernape give up for Double Team? Grass knot? Now Rhyperior and Swampert can come in. Close Combat? Why would you want to give up stab and let Blissey in to play? You can't give up your fire attack cause that will be your main form of stab, so it would end up being the 4th attack (Stone Edge, U-turn, HP Electric or Ice, ThunderPunch). Let's not forget that Infernape is also very fragile. Garchomp? That now means that you can't use any of the Choice items which are common for Garchomp. Zapdos? I mentioned Jolteon being a counter. Electivire can also come in and taunt.

Seriously, what pokemon would be tested to see if DT can be used effectively?
 
A lot of people are saying to "test it" to decide if Double Team (and Minimize) should remain banned or to unban it. Let's say everyone finally comes to a consensus to a test. Now my question is, how exactly do you go about testing it? Will you only use the most annoying pokemon to do the test (Zapdos, Dusknoir, Blissey, Garchomp, Tyranitar, Umbreon), or will you use it on each and every pokemon that can learn the move? I'm not trying to be idiotic, but seriously. Almost every single pokemon in the game can learn double team, and most of them can't use it effectively. Double Team is a level up move for Pikachu and Scyther, but they wouldn't be caught dead using it due to horrible defenses (Pikachu) and several weaknesses to common attacks (Scyther is weak to fire, ice, electric, rock, and flying).

So who do we test it on? Aerodactyl? Aerodactyl is very fragile and weak to water, ice, steel, rock, and electric. Except for steel, the rest of these attacks are very common. Infernape? What move will Infernape give up for Double Team? Grass knot? Now Rhyperior and Swampert can come in. Close Combat? Why would you want to give up stab and let Blissey in to play? You can't give up your fire attack cause that will be your main form of stab, so it would end up being the 4th attack (Stone Edge, U-turn, HP Electric or Ice, ThunderPunch). Let's not forget that Infernape is also very fragile. Garchomp? That now means that you can't use any of the Choice items which are common for Garchomp. Zapdos? I mentioned Jolteon being a counter. Electivire can also come in and taunt.

Seriously, what pokemon would be tested to see if DT can be used effectively?
What? We do as we always do. We make a pokemon tournament and unban DT in that tournament. If an unbreakable strategy becomes norm, then we reban double team.

Much like how we tested Manaphy, DeoxysS, Wobbuffet... we aren't testing to see if it is valid strategy. We are simply testing to see if it is broken / not fun / whatever.
 
I have no idea honestly. Maybe we'd see an increase in Togekiss/Lucario for Aura Sphere which would be a minor bit of centralization. Perhaps, we'd get move data showing that yawn or perish song was used more. Maybe even Technician AA scyther!

I am just of the opinion that given the fact that wobbuffet was unbanned despite many opinions to the contrary, evasion should be at least tested for a centralizing force. We already have precedent with the aforementioned pokemon that "being considered very annoying by the community" isn't enough to stop such tests.
 
What is slightly interesting, in my opinion, to note is how Double Team strategies effect the newly unbanned Deoxys and Wobbuffet. Deoxys-S is fast. Really, really, REALLY ****ing fast. It also has Taunt. In most situations, Deoxys-S can shut down several different Double Teamers. Conversely, Wobbuffet is horribly ineffective against one. You switch Wobbuffet in, the opponent uses Double Team, and then what? Do you encore the Double Team? That hurts you a lot more than it helps, because unlike Swords Dance or Toxic, Double Team being used more and more is defensive and hurts your chances at victory. It also allows the user, since s/he can't switch out, to attack Wobbuffet and not face certain death from Counter or Mirror Coat. That's not saying that the opponent placed Double Team there for that specific reason, but Double Team does do a lot to ruin Wobbuffet's effectiveness. Taunt is more effective, though.

Which takes more skill to use? Wobbuffet correctly or Double Team correctly? I would say Double Team requires more effort.
 
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