Alright. I've withdrawn my judgment for a long while now, since - like several other voters - I've been incredibly borderline on Zangoose. There are a lot of facts about it that you can't deny and they've been talked about to hell and back so I'm not going to touch much on it. If you've been paying attention to this thread at all, you know what every single one of Zangoose's advantages are and what can revenge it. (Also, I'm not going to discuss SD Zangoose as of now, because it's easily the less popular set due to its inherent flaws, like dropping coverage / priority etc.) tl;dr incoming
zangoose & prediction
What I do want to talk about is what Amarillo (and Django) were talking about before. Let's start with a sample scenario here. Player A carries a more defensive, balanced team, while Player B has a hyper offensive team built to allow Zangoose to clean up. Player A has an 80% standard Golem waiting in the wings and a 55% or so physically defensive Amoonguss out, while Player B is down to just his Zangoose that had already been poisoned. Jump into Player A's shoes for a second here and think: what's the best way for Player A to win in this scenario? Anticipating a Facade to finish off Amoonguss, you could easily switch into Golem and proceed Sucker Punch while he uses Close Combat, allowing Amoonguss to come back in next turn, live a Facade, and KO with Sludge Bomb. But if he outpredicts you and Close Combats your Golem, you've essentially lost the game. Damn.
We've talked this over and over, this idea that the player on the defensive has to predict circles around Zangoose to win, but no one really has brought up the fact that Zangoose has to predict just as well, if not better than said player. Someone's going to come in here and say "but Zeb, all they have to do is spam Facade!" and I'm going to call you on your bullshit and tell you that if you don't carry a Normal-type resist in this meta you're going to get destroyed by Swellow / Braviary / Kangaskhan / Tauros / Cinccino / Linoone / Sawsbuck / idfk Slaking anyway. You're right, Zangoose is strong as hell and has the ability to 2HKO every single Pokemon in the tier given perfect prediction. But, uh, who says you have to constantly try to switch around and burn Zangoose out of its own Toxic? Every time you switch, you're giving the Zangoose player another opportunity to try to outpredict you and kill something, hence the need for "perfect prediction". Zangoose is easily the most prediction-based Pokemon in the NU metagame right now. From my experience playing against Zangoose (and with Zangoose), the best way to deal with it is to give it as few opportunities to wreck shit as possible. And that means, don't just try to switch around stupidly and hope that the Zangoose player fucks up seven or eight times, because that's just... awful. Yes, everything in the metagame is potentially 2HKOed. No, that doesn't mean that Zangoose OHKOes everything and automatically sweeps you whenever it comes out. Sometimes you do have to sac something to give another team member a free switch in and a chance to deal with Zangoose. Is there a better way to deal with something that has no legitimate hard counters?
edit: looking back now Dingle posted a little bit about not assuming perfect prediction now, but i'm just confirming that assuming perfect prediction is in general a dumb idea
In my opinion, here's what the almighty Zangoose does to bulkier, slower teams: it forces them to re-evaluate their most important Pokemon mid-game or whenever Zangoose comes out. It doesn't instantly necessitate prediction and flip-flopping half of your team around hoping to stall it out of Toxic damage, it necessitates smart play and knowing how your team is built to handle Zangoose. If you've got a 70% or so Musharna out when Zangoose comes in, you have to make the decision of whether or not it's more important to keep Musharna alive for his Sawk later in the match, or whether you should be letting it take the Facade so you can get a free shot at it with Psychic (and Toxic stalling it a bit!). If Zangoose comes out and everything you have is weakened to the point that Zangoose can clean up with Facade, does that mean Zangoose is broken? Or does it mean that you've just been a victim of good teambuilding and battling?
what does a good team need to beat zangoose?
Let's go over Django's questions for a little bit. What does a good team require to handle Zangoose, and do these requirements actually end up restricting our teambuilding options? Starting with offensive teams, Zangoose's presence in the metagame requires you to carry fast shit and / or Choice Scarf users. A lot of offensive teams work around fast Pokemon anyway (I'm talking stuff like Cinccino, Swellow, Tauros... even Serperior, Floatzel, or fast Miltank can keep Zangoose in check). Choice Scarf users are aplenty in the metagame as well, and Rotom-S is everywhere like it usually is. People experiment with and come up with new Choice Scarf users all the time (I've been hearing stuff about how good Scarf Tauros is lately?), so I honestly doubt that we're limited there. Priority is also available on offensive teams, and Dongle outlined some of the best users of it, like Gurdurr, Carracosta, and Samurott. While all of these things keep Zangoose in check, none of them are really forced by it, and I'd argue that Zangoose really doesn't have any sort of negative effect on offensive teams.
On the flip side, bulkier, defensive teams are where we run into trouble. How do defensive (or just plain slow) teams handle Zangoose? Like I said earlier, the primary way that defensive teams should be handling Zangoose is by minimizing its opportunities, both to switch in and to fire off attacks. Minimizing its opportunities to switch in involves everything from setting up hazards to simply just adjusting your team to make sure that it doesn't get a free switch-in on any given Pokemon. At this point in time, carrying a Misdreavus with just Shadow Ball + a status move is a dumb idea simply because you're giving Zangoose free switch-ins and free attacking opportunities, both things you don't want to be giving it. Minimizing its attacking opportunities is simply a matter of being aggressive with Zangoose. It's frail, it's got a Toxic Orb time-bomb strapped to its chest, and it hits really fucking hard. You might have to give up a Pokemon in order to bring in something that can handle it, but that's what Zangoose (and other Pokemon with no counters; see Amarillo's reference to MixMence, or even just Terrakion) forces you to do. At worst, if you mispredict, you lose a Pokemon for the ability to bring another one in to handle it. Part of the solution is to avoid situations like the one I described at the beginning of this post, where the guy had two weakened mons and was left to fend Zangoose. Can you still handle Zangoose when you're down like that? Yes, but the 50/50 of whether the Zangoose player will use Facade or Close Combat is going to determine the game for you. You should be trying to avoid situations like this at all costs, but if you do end up in a situation where Zangoose is threatening a late-game sweep on all of your bulkier Pokemon, I've got a question for you to think about: Is it really the broken qualities of Zangoose that are running amok over your team, or have you simply been worn down to that point through good play? Have you really kept your Zangoose checks intact, like you should have? Obviously if I let my Golem die early-game, I'm going to have trouble with Swellow. Isn't that the same situation with Zangoose?
There are a ton of mons that can take a hit from Zangoose and retaliate appropriately: think stuff like Tangela, Golurk, Alomomola, Amoonguss, Regirock, Armaldo, Carracosta, Golbat, Golem, Weezing, Relicanth... it might not have seemed like a lot before, but everything that I just mentioned is used on teams for reasons outside of keeping Zangoose in check, and yet they can do that as well. Fuck, guys, I had a 252/0 Vigoroth tank a Close Combat in one game and OHKO with Return in... return. Bulky teams aren't restricted to tanking hits, either; you've got a ton of access to priority (Gurdurr, Carracosta, Skuntank, Samurott, Absol, Linoone, really whatever the hell you want), and you could go for a faster Pokemon to handle Zangoose and keep other fast, powerful threats in check as well.
Playing a mix of both bulky, defensive teams and high-paced offensive teams, I have never directly lost to a Zangoose, ever. Zangoose is indeed manageable if you keep it in mind while you're building your teams (don't just throw together the five physically frailest Pokemon in NU and Alomomola and assume you've got Zangoose down!) and I really, really don't think it's worth banning. Hopefully I explained my thoughts properly, as it's like 2 AM atm and I'm not sure if what I wrote was entirely understandable.
tl;dr: As of now, I will be voting Do Not Ban.