This is the problem, and it's been alluded to earlier by whoever mentioned that many mid-ranked ladder teams are exclusively self-centred, with no thought for stopping the opponent's plans. These teams will lose to (a) any team with any kind of goodstuff element (not necessarily full goodstuffs, i'm talking just running Fake Out or Taunt), which will spot, say, Frost Breath/Anger Point (can't believe no-one's mentioned that one yet) from a million miles off and stop it, and (b) another self-centred team which has a even more ridiculously powerful but preventable strategy (which is therefore in many ways worse than the team it beat). If the losing player is going to react to and emulate one of these teams, it's probably (b), because self-centred teams only require a knowledge of your own team, whereas successful goodstuff requires deep knowledge of the entire metagame, and a newcomer used to Psych Up-passing stat boosts against other newcomers will really struggle to make a team without gaping holes. We should be encouraging newcomers to make these steps, but for many they will have to go backwards (ladder-wise) before they improve, which is preventing them from doing so.
...so basically what (I think) I got out of that is that these sorts of teams exist because of the simplicity in making them (and the fact that they score a lot of wins when they really shouldn't). It's not just the teams though, it is also the mindframe. I large portion of these players think very inactively, just clicking Beat Up on Terrakion and Rock Slide with little to no regard for what the opponent might be doing. Simply put, they don't even think about the opponent, let alone his/her plans. I suppose you could consider it a tendency, as new players will be looking for easy ways to win, or combos that look cool.
Anyways, I don't want to start a big discussion on the ladder in a place that looks into Doubles competitively, so moving on.
Imprison has a lot applications in Doubles, I've run Imprison Chandy, Imprison Musharna, and even Imprison Landorus-Therian. On almost anything, it can be used to prevent opposing Protects, easing prediction. Imprison + Trick Room is a really great way to stop Trick Room, and even opens your team to the possibility of ruining Tailwind teams with Trick Room itself. Overall, it is very useful (and one of the few reasons one might run Uxie over Cresselia).
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