Hey all, you might know me from probably pioneering all this cheese when I made my
Ogerpon-Wellspring HO earlier in DLC1 which featured a Hypnosis Iron Valiant, which was the most spammed team on ladder and in tours with great success (even making a finals appearance in the Charity Bowl) in the first few weeks of the DLC1 metagame, which even showed itself in the usage data to the point where all 6 mons on the team were amongst the
top 12 of usage. I am mentioning this because during this time, there was a lot of discussion about the cheese around Hypnosis mons, and this discussion is returning again so I just wanted to give my insight on the whole situation. My original reasoning for using a Hypnosis Iron Valiant set was that it was able to reverse its matchups on its counters with the RNG of sleep turns and Hypnosis' 60% accuracy, with the exception of Gholdengo. Someone such as Zapdos or Amoonguss who would have normally stopped Iron Valiant in its track could have been beaten with the power of luck, and running Moonblast + Psyshock as coverage to hit everything with the exception of Gholdengo and CM as its coverage proved to be very successful. However, many people argued against this, saying Hypnosis was just cheese and it was terrible to play and something with more consistency like Encore or Destiny Bond would have been better, however I believe that being able to turn a matchup from completely lost to 40% lost with the power of RNG was, whilst uncompetitive, a perfectly viable strategy. Recently, we have been seeing the rise of Sash Darkrai with Hypnosis as a lead, completely coinflipping games (no longer matchups) by fishing for a Hypnosis and going from there. As someone who has played against it a lot, I can say that it is terrible to play against since it is simply annoying, and there is limited counterplay however switching to another faster mon such as Zamazenta or booster Ival right after getting slept is the best counterplay right now, however if you are playing as balance it is almost an insta-loss, especially if the Darkrai is Nasty Plot. As for Iron Valiant, Vert had shared me a CM hypnosis Hex Moonblast set around the end of DLC1 before all this controversy on sleep, and it has come back and proven itself to be great at what its doing, albeit this time it also hits Gholdengo too. I strongly believe this sort of "cheese" to outright win games is extremely uncompetitive and it stems from the problem of sleep itself, rather Darkrai. This is even more ridiculous when even at high level tour play such as PTPL,
both players are trying to cheese a win with lead Darkrai LOL.
Personally, I believe this all more of a sleep issue than a Darkrai issue, and I think banning the latter mon would be a terrible idea. Darkrai is the prefered choice of lead on these hypnosis cheese strategies thanks to its ability complementing well with sleep, however it is forced to choose between 2 coverage moves if you are running Nasty Plot + Hypnosis, often having to neglect being able to deal with Kingambit due to lack of Focus Blast or being able to deal with opposing Fairies due to no Sludge Bomb. Having to scout for that last "coverage" move is extremely annoying if you are slept and will put you behind in game a lot, since you are practically gambling on the 50/50 in terms of whether Darkrai will be able to hit you. Not to mention, you are practically forced to switch out if you are slept by Darkrai, or else that slept mon will die and the cycle will continue with the Hypnosis fishing. This is incredibly uncompetitive and I will not be opposed to the introduction of a outright sleep ban, however I do not want Darkrai to be caught up in any of that since outside of sleep it has a good niche in the tier being able to deal with Gliscor and have great coverage, and even good utility too with trick choice-item sets and wisp + knock. Back to the topic of sleep, it does not help that the wake-up timers are literally RNG as well; when I played with Hypnosis Iron Valiant if I was able to get 2 Calm Minds thanks to a 3 turn sleep it was pretty much game over. The same goes for Darkrai here, however being able to use sash to fish for 2 Hypnosis it is really unfun to play against. At the same time, waking up at the 1st turn will pretty much ruin the Darkrai cheese strat altogether, making the counterplay frankly RNG dependant as well. However, there is another thing with this cheese Darkrai strat that I think Aislinn outlined perfectly, being that if you do lose the hypnosis 60%s twice in a row, the game becomes very unfavourable for you, considering now you gotta play a 5v6. This is literally just a gambling game at this point, and I think this is the real reason why sleep may be viewed as "balanced" in a sense.
However, in my opinion I think it would be unfair to only focus on sleep when it comes down to the natures of uncompetitiveness. Throughout the generations, I believe paralysis has been the most frustrating status condition to play against, even moreso than sleep. Although sleep is seen to be more "insta-gamewinning", paralysis can do this too, and arguably easier and more consistency due to moves like Thunder Wave having higher accuracy and Static existing. Flame Body can be added to this discussion too, as I can say for certainty throughout the years that there have been infinitely many more games being insta-lost by Flame Body or Static, whether its getting the Weaville, Urshifu or Kartana getting paralyzed/burnt by those abilities in SS, or Gambit/Tusk in SV, they are extremely detrimental and all come down to that "30%" chance which feels like 100% a lot. I recently played a
game vs mind gaming where despite having an auto-won matchup thanks to prep, a series of 4 paralyses made the game go from easily winnable to straight up unwinnable. Flame Body and Static are not the main sources of hax either; the most relevant likely being Scald's supposed "30%" chance to burn, being more relevant in past generations, however many games came down to whether this move burnt or not, and I think we can all agree that scald fishing is most definitely a viable strat to save/end a game outright. If we are going to ban sleep for its uncompetitveness, I strongly believe that there needs to be a look into Flame Body/Static/Scald since similarly to sleep, they are also in a sense "gamelosing" that cannot be stopped unless you specifically run something like covert cloak/protective gloves, often a much worse item than something like a choice item or leftovers.
If there had to be a decision made between the ban of sleep, keeping the metagame as it is, or the ban of Darkrai, I lean towards the ban of sleep, purely for the sake of this frustration and how annoying it is to face one of these cheese strategies, even if half the time it fails. Banning Darkrai here would be completely nonsense as whilst its the main culprit of abusing sleep, whats stopping a sash Iron Valiant or speed boost Ninjask to be sleep cheesing everyone? Sleep is completely RNG-dependant, stemming from the poor accuracy of the moves (excluding Spore which are all on slow mons), to the 33% wake-up chance per turn, which could easily define a game. Reiterating what I said above, I believe this kind of RNG can be compared to the likes of Paralysis and Scald burns, with Flame Body and Static being massive culprits too, and if sleep was to be banned I would strongly advocate to at least have a discussion around those for the current gen. At the same time, Pokemon Showdown is supposed to be a cart simulator, and by banning sleep, although it may be healthier and less uncompetitive for the metagame, it will raise questions whether PS is really upholding its real purpose of existing. One thing is for sure - I strongly believe Darkrai is not the issue, and it is sleep itself, so please can we not go around wanting Darkrai nuked, because realistically if that does happen, sash Iron Valiant will be next up.