Sleep in SV OU
Interesting topic and glad to see pretty open discussion around this, my position was initially a very clear-cut "this is pointless as sleep is clearly not broken on anything other than Darkrai, which even then is questionable" but having spoken to some other users on this with knowledge of the metagame (on both sides of the debate) I think there's a lot more nuance to it than that, and the main point that lies at the centre of this question more than anything is how we approach Pokemon Showdown as a whole, how consistent we should be in applying consistency, what we're willing to allow that isn't explicitly broken but is uncompetitive and how we feel about what is now a somewhat archaic modification to cart that we apply to the game to enforce sleep clause.
With this post, I aim to take a look at not only the sleep users in OU right now but also the sleep moves, discuss things which are clearly problematic, things with the potential to be problematic and things which aren't too much of an issue right now. I'll also take a quick look at our current Tiering Policy along with some comparable scenarios in past such as the Baton Pass and King's Rock ban. Thanks for taking the time to read this, let me know of any inaccuracies or missing points that deserve inclusion here!
1. What sleep moves do we have and who uses them?
1.1. Spore, 100% acc
Notable users:
Spore's perfect accuracy has always been balanced by its poor distribution, with its fastest relevant user being the otherwise pretty abysmal Smeargle that only uses it on Focus Sash hazard lead sets - Toedscruel has a faster Spore, but its ability Mycelium Might always forces it to Spore last in its priority bracket and so won't really be discussed here. Here is the first instance where we can draw a line between two variants of Sleep users, offensive and defensive. Amoonguss is a defensive Sleep user with clear ways to be taken advantage of, stonewalled hard by Gholdengo and Gliscor and not posing any significant threat to its switch-ins outside of Sludge Bomb to hit the Grass-types that also have an immunity to Spore. The most uncompetitive thing about Amoonguss is Red Card + Spore which can be hard to deal with for certain offensive teams, but even then it's a mechanic with clear counterplay that only has any issue regarding competitiveness because of Sleep itself being RNG-dependant for the number of turns slept. On the other hand, Breloom and Brute Bonnet are offensive Spore users that can put checks to sleep and use this to break through teams, which will be a topic discussed further later in this post. This is again balanced by the users; it's not hard to stack checks to Breloom due to its limited coverage, frailty and lack of speed, and Brute Bonnet has more bulk to make up for its even lower speed but a just-as-limited movepool along with an inability to set up makes this far from an overwhelming threat. Although not as egregious as some of the other sleep moves here, this does also raise the first issue with our current implementation of the Sleep Clause Mod, as on cartridge these mons are significantly more free to click Spore and not worry about things being sacrificed to sleep, a concept entirely invented by Sleep Clause that has no relevance to the actual games. There are definitely no broken Spore users though, and so this move alone in current gen OU is not really enough to suggest any drastic changes to tiering policy.
1.2. Yawn, 100% acc
Notable users:
Yawn is hard to argue as broken, since it is a move with clear counterplay that doesn't tend to involve using Sleep Mod to pick a sacrifice and most actually relevant Pokemon with access to it such as Clod, Slowking-G, Dirge and Dozo don't even opt to waste a moveslot on it. This is an almost purely defensive move and it's hard to argue that this is broken in any way, which raises the question - would Yawn be included in a sleep move ban and what justification is there for this aside from consistency?
1.3. Sleep Powder, 75% acc
Notable users:
Sleep Powder is where the mechanic begins to get more of an RNG than a skill check; 75% accuracy is not bad and is still more reliable than Hurricane or Focus Blast, but both for the user and for the target it's inherently more risky to play around. This, along with only marginally better distribution than Spore and the same drawback of Grass-types being immune, means that defensive use of Sleep Powder is very limited outside of in the lower tiers on mons like Vileplume. It is the offensive uses of Sleep Powder where this shines though, particularly on Chlorophyll users, as forcing a switch-in and being given opportunities to put them to sleep with a faster Sleep Powder both on the switch and on the turn they come in can make these far harder to check, Hisuigant being the primary example of this although Venusaur also has access to this option. Again, the poor distribution limits how broken this is along with the mons individually struggling to fit them in their movepools, with Venusaur having to drop either important coverage or the setup option of Growth, but Lilligant-H can often find a place to slot this into its moveset and remain a threat which is only really handled well by Gholdengo due to running Ice Spinner (pre-DLC2) / Triple Axel (post-DLC2) to threaten Grass-types and Gliscor. Sleep starts to feel a little uncompetitive around this point due to not only the inaccuracy of the move but also the number of turns slept being random, but again, the limited distribution here makes this more of a fringe option that by itself doesn't need serious addressing outside of whether Sleep Clause Mod making the answer "sac one mon to sleep then go into the counter" is a reasonable thing for us to manually add to the game.
1.4. Hypnosis, 60% acc
Notable users:
Finally, we get to the main pont of the issue and the mons which sparked this discussion in the first place. Ninetales-Alola is a quasi-defensive Hypnosis user with its access to Aurora Veil and solid speed tier giving it the opportunity to spend multiple turns on the field fishing for a Hypnosis land, with the odds of putting a target to sleep going 60% -> 84% -> 94% -> 97% depending on the number of turns spent clicking Hypnosis. This is balanced by Ninetales' weak offensive stats meaning that many mons are completely free to sit on it including the Hypnosis-immune Gholdengo, along with the fact that spending those turns trying to fish for sleep wastes turns of Aurora Veil that sweepers would otherwise appreciate, but sleeping common switch-ins like Slowking-Galar can later give teammates like Raging Bolt and Volcarona safer opportunities to sweep. The other two Hypnosis users, however, are far more problematic simply by virtue of being offensive sleep users that can incapacitate their counters and use this to break through teams single-handedly essentially off a coin flip; Darkrai is a powerful offensive presence with a near-unmatched speed tier and access to Nasty Plot to take immediate advantage of sleep turns, while Iron Valiant outruns the entire tier bar Boulder and can flip its matchups into bulkier checks like Slowking-Galar while also generating turns to boost with Calm Mind. Darkrai in particularly functions as a nasty Focus Sash lead, often forcing opposing leads to switch out by merit of being a faster offensive threat and getting 2 or even 3 chances to click Hypnosis, enabling it to get set up opportunities while
doing Magma Storm-esque chip damage with its ability Bad Dreams. This is not a competitive mechanic whatsoever, but Darkrai on the whole doesn't feel like a broken, unbeatable check and on every turn it clicks Hypnosis it has a 40% chance of giving the opponent a free turn. This is particularly bad for Iron Valiant who gets less opportunities to force switches and click Hypnosis for free with its one-time use Booster Energy. How do we tier things which aren't exactly broken, but create uncompetitive, luck-based situations? I'll touch on this more later. One huge thing that this has brought to light though is the Sleep Clause Mod. We are so used to using a completely artificial mechanic to balance sleep that now the use of 60% accurate moves actually feels cheaper than the 100% accurate Spore, as you cannot consistently predict a Hypnosis, switch out into a fodder mon and then back into your counter as that runs the risk of a 40% miss that will leave you in an objectively worse spot. Is this the fault of the move or the mons using it, or is this because Sleep Clause is a poor modification of the game that makes this worse while also taking us further from cartridge?
1.5. Other sleep-inducing effects - Sing, Dark Void, Relic Song, Dire Claw, Effect Spore
Notable users:
Sing is a 55% accurate sleep move with no real users, several viable mons have the option of using it but none have any reason to over a better move, while Dark Void is a 50% accurate move exclusive to Darkrai which only serves any purpose if Hypnosis is banned independently. What is the justification for banning these moves? Where do we draw the line with calling a mechanic balanced by accuracy, when it's clearly an intentional design choice by Pokemon? A big part of what these questions lead to is the Sleep Clause Mod in general. Is it just that sleep moves in general are broken and should be removed altogether, with a patch fix in a mod that cartridge doesn't even support being an insufficient answer? That's the only solid justification I can give for these terrible moves being banned. Relic Song and Dire Claw are Meloetta and Sneasler's signature moves respectively (with the latter only being relevant if Sneasler ever drops in a future OU, although technically Smeargle
could use it in OU right now) and they have 10% and 1/6 chances to sleep the opponent, while Effect Spore gives an opponent a 10% chance to be put to sleep on contact. This currently can lead to one of the most egregious examples of the Sleep Clause Mod being different to cartridge, as (to my knowledge as an avid Sneasler user) if a first mon is asleep and a second gets hit with a sleep proc from these methods,
this does not go through. This is much more than emulating a simple handshake at the start of the game to not put more than one mon to sleep, and is a pretty solid part of why the Sleep Clause Mod may be worth examining. If the mod is removed though, these ways of applying the effect should not be removed in the same way that Freeze chance is still retained on many Ice-type moves (and Tri Attack!), and they will simply happen as they do on cartridge with the users tiered accordingly with their movepool / ability in mind.
2. The Sleep Clause Mod
2.1. What is the Sleep Clause Mod?
For anyone who needs some explanation of the Sleep Clause Mod, this implementation of Sleep Clause artificially modifies the game to prevent you from putting two of your opponent's Pokemon to sleep. This, in turn, inadvertently balances sleep by allowing you to sacrifice a member of your team to sleep on purpose, letting you send in another mon on the target without risking them being put to sleep.
This has been part of online Pokemon battle simulators for over a decade and is regarded as pretty standard, with very limited criticism of it within SV until Darkrai's drop into OU in DLC2. This elicits the question, is sleep only broken because of Darkrai? Or is Darkrai just something that has pushed the community towards thinking about sleep in general more, leading to this discussion? If the former is true, then the mon should be banned first and foremost, but I don't know if that's the case.
2.2. Why is this only being seen as problematic now?
As has been said before in this thread, this is actually not the first time the Sleep Clause Mod has been brought up as problematic, with suggestions of an overall sleep ban in mid-SWSH that ended up amounting to nothing. This still raises the question though, why now? Without Darkrai to make use of the mechanic, sleep was mostly a non-issue - should we not just ban Darkrai? This is a very important thing to answer, as such a drastic tiering / ruleset shift based off the addition of one Pokemon to the metagame seems like a very clear-cut case of "This thing is broken, we should ban it and our problems are solved". However, even if Hypnosis Iron Valiant and Ninetales-A are non-issues in a post-Darkrai world, are they options in the tier that improve not only competitiveness but fun? HypnoHex CM Valiant has been picking up usage recently, with a good general matchup spread that also gives it a chance of beating some of its otherwise solid checks like Slowking-Galar, Toxapex and even Unaware Clodsire with good enough fortune. Even if this isn't a consistent strategy, its counterplay is also inconsistent and it's hard to justify this as fair or adding anything to the tier.
Although I mentioned sleep being seen as problematic before, there has never been any push strong enough towards a ban for it to have seriously been considered a top priority. To understand why this is, it's important to make the distinction between defensive and offensive sleep users. Regardless of how hard people try to argue it here, I don't think any amount of convincing will make me see Amoonguss with Sleep Clause Mod as uncompetitive, as it has clear counterplay in Grass-types immune to Spore (not to mention Gholdengo and Gliscor) and does not exert any pressure itself other than putting something to sweep and allowing a free switch. In contrast, offensive sleep users can incapacitate their answers - think Darkrai using Hypnosis to beat Ting-Lu, or CM Iron Valiant beating Slowking-G without needing to Tera. This loops back to the initial question though, why only now and not SWSH or before? To work this out, let's take a look back through the past couple generations and see why this hasn't been an issue before (aside from with BW sleep mechanics), and why it's not a good idea to apply this retrospectively without the debate being raised independently within the generation.
2.2.1. SWSH
Access to sleep:
Amoonguss and Tangrowth are both defensive sleep users with clear counterplay in Grass-types immune to Spore and Sleep Powder, neither being oppressive presences in the tier. Venusaur is a solid pick, but sun is not particularly high in viability and Venusaur already struggles for moveslots to pose any offensive threat at all. Gengar is an already somewhat uncommon mon that typically opts to run Choice Scarf to have any OU niche, while Blacephalon is almost exclusively Choiced and so Hypnosis does not make sense here. Ninetales-A is, again, a quasi-defensive sleep user that can run Hypnosis, but no high-tier offensive threats in SSOU are capable of using sleep well to cheese through defensive answers and Tapu Fini / Koko exist with abilities that block all sleep entirely, leading to much less of a need for action in this tier.
2.2.2. SM
Access to sleep:
Mega Venusaur is an addition to the list of defensive mons with access to sleep moves, but here it's hard to justify it over other options like Leech Seed on most teams. Breloom exists in this gen, but the high power level of the format along with abundance of defensive switch-ins means that it cannot take full advantage of Spore to operate as a solid offensive threat. Gengar does have more of a potential here to use Hypnosis but note that it does not yet get access to Nasty Plot or any form of setup whatsoever, so it cannot exploit sleep turns in the same way that SV Darkrai and Iron Valiant can. Xurkitree can run a gimmicky Z-Hypnosis set that gives it a speed boost while having a chance of getting a free setup turn, but again, Xurk is not a high-tier mon in the meta and it does not have the good speed or natural bulk to get the opportunities to click Hypnosis. Mega Gardevoir is heavily outclassed in OU by Tapu Lele while also only having passable speed and bulk, while Mega Gallade is more usable but needs the coverage along with having a worse speed tier. Tapu Koko and Tapu Fini are again present with their Electric / Misty Surge field effects blocking sleep moves entirely, while Mega Diancie and Mega Sableye bounce back attempts at sleeping them with Magic Bounce; this is not a tier where sleep is problematic.
2.2.3. ORAS
Access to sleep:
This is a similar story to SM, where several defensive mons have the option of running sleep moves but opposing high viability Grass-types provide counterplay to the extent of MVenu not even opting to run Sleep Powder on defensive sets. Politoed is somewhat relevant in ORAS as a rain setter, but again, this mon exerts no offensive pressure and it mainly exists to try and fish for a free switch into a sweeper while wasting turns of rain. Breloom is walled by Amoonguss, Celebi and Mega Venusaur and Spore doesn't help with this, limiting its viability greatly and preventing it from leveraging sleep to get past its counters. Again, Gengar does have Hypnosis as an option, but no Nasty Plot along with preferred options like Taunt and Will-O-Wisp for some of its key matchups make it hard to justify even considering. Mega Gardevoir is better in ORAS, but even on CM sets you need Focus Blast for the Steel-types of the tier and Psyshock to break through Chansey while counterplay is often through faster mons and priority attackers like Mega Metagross and Mega Scizor that cannot be slept once in, so Hypnosis has not been seriously explored. Mega Gallade again cannot afford the moveslots while being a very fringe and outclassed pick at best, and again Gliscor and Mega Diancie both exist to block most offensive sleep strategies entirely. Despite this tier not having forms of terrain present to grant sleep immunities, there are no real issues here with sleep and it makes sense for Sleep Clause Mod to remain unchanged and unchallenged in the tier.
2.3. What is different about SV?
A quick look at the past few generations of OU reveals why Sleep Clause Mod has not been considered as much of an issue in past, as counterplay to sleep has been much more direct while the sleep users have not been nearly as much of a game-ending threat as both Darkrai and Iron Valiant can be in SV OU. One important thing to note is the quality of the sleep immunities in the tier, both independently and in relation to the offensive sleep users.
Terrain -
In both generations 7 and 8, Tapu Koko and Tapu Fini have existed with Electric and Misty Surge respectively to block sleep moves entirely. These abilities are relegated to Pincurchin and Weezing-Galar in SV, and Pincurchin is a very niche, low viability pick while Weezing-G gets much more value from both Levitate and Neutralising Gas as an ability. These mons were a common sight in SM and SWSH, but without either being present sleep is much more of a viable strategy.
Status Immunity -
Gliscor existed for generations 6 and 7 to block sleep moves, and has returned for SV; however, the quality of offensive sleep users has increased drastically, and Darkrai threatens Gliscor with an unboosted OHKO from Ice Beam while the aforementioned HypnoHex Iron Valiant still takes it out with a +1 Tera Ghost Hex unless you run full SpDef.
Magic Bounce -
Similar to previous generations with Mega Sableye and Mega Diancie, we do have Hatterene as a strong Magic Bounce user; however, it cannot switch in hard to Darkrai as it is 2HKOd by Life Orb Dark Pulse, while it does make a somewhat solid Iron Valiant check if they are running Hex - it loses to Shadow Ball variants however as +1 Tera Sball will OHKO even max HP Hatt.
New Immunities -
Gholdengo and Garganacl are completely new options that stonewall the defensive sleep users in SV OU, with Ghold in particular also having a good matchup into some of the offensive users such as Breloom, Lilligant-H and most variants of Iron Valiant. However, Darkrai threatens to OHKO Ghold with Dark Pulse and Iron Valiant can snowball into too much for Ghold to handle after a Calm Mind and with Tera available, while Garganacl is struggling to find a solid spot in OU with the prevalence of hazards along with often being forced to Tera itself in case of the Darkrai or Iron Valiant running Fighting coverage.
Defensive Grass-types -
Regarding defensive Grass-types that would typically be used to handle Sleep Powder users like Lilligant-Hisui, this tier is surprisingly devoid of those, with both Ferrothorn and Tangrowth absent from SV. Even then, Lilligant-Hisui has a great toolkit to threaten Grass-types, with the Ice coverage that Breloom always dreamed of - Triple Axel threatens a 2HKO on Amoonguss, while OHKOing all but max bulk Hydrapple.
2.4. What does this mean?
As can be seen, SV is a unique issue with regards to sleep counterplay being unable to handle the offensive threats with access to sleep moves in the tier. It has been stated before in this thread, but I wanted to provide justification for sleep and the Sleep Clause Mod being tackled in SV while left unchanged in previous generations, along with examining why exactly sleep has arose as this much of an issue past Darkrai just being a threatening new addition to the tier.
3. Past examples of tiering
This is not the first time we have seen a mechanic or set of moves be banned, with Shed Tail and Last Respects being controversial issues earlier in the generation - both were clearly broken moves, but the users were banned until proof was provided that they would break multiple users, with Cyclizar only being freed from Ubers once Orthworm rose significantly in usage post-Lizar ban and Last Respects staying unbanned due to it only being on the Uber Houndstone until Basculegion entered the tier. These decisions were not without criticism, but do provide some context as to why such a solid argument is necessary to even consider a blanket ban on sleep moves and why the suggestion of simply banning Darkrai is not without merit. However, it is clearly true that the Sleep Clause Mod is a completely invented concept that does not currently balance the sleep mechanic as it is intended to and causes more issues than it fixes with inaccurate sleep moves like Hypnosis, and so a large-scale shift in tiering is also a reasonable suggestion. Here we will take a quick look at some past tiering decisions and their relevance to sleep moves in general along with Sleep Clause Mod.
3.1. Baton Pass
Although a pretty different situation, Baton Pass is a wide distribution move that breaks a selection of Pokemon to the extent of it being deserving of a ban - no one would really argue that dry passing is uncompetitive on mons that cannot boost their stats such as pre-Flip Turn Alomomola, but stat passing is clearly broken on certain viable mons and so it is banned across all users. Similarly, sleep moves don't feel broken whatsoever on certain defensive users, but offensive threats that can leverage it well provide the main argument for a ban. Is this the fault of broken sleep users or sleep moves being broken in general? Without the Sleep Clause Mod, sleep does seem clearly broken, so we already acknowledge that it's a broken mechanic, while Sleep Clause Mod no longer actually provides artificial balance it as well as it once with the prevalence of inaccurate sleep moves that actually get rewarded by missing if you use this invented counterplay. Why don't we give it the Baton Pass treatment and remove it from the tier entirely? Then again, is this really necessary with how few sleep users pose a large metagame threat compared to how many mons Baton Pass breaks?
3.2. Evasion Boosting
Evasion is an inconsistent strategy that often requires turns to set up and adds variance to the game by making countering an offensive threat an RNG check, while other times being completely useless and wasting turns due to the RNG not going your way. Sounds familiar? Although the ban of evasion abilities and items is a little different, the blanket ban of evasion boosting moves is a very similar situation - no one is arguing that Double Team Raichu would be an overwhelming threat, but the uncompetitive nature of the mechanic adds nothing to the tier and is not only unbalanced but unfun. Is sleep on a level where it needs a blanket ban though, or is Sleep Clause Mod enough for us to comfortably deal with it?
3.3. King's Rock
King's Rock was a controversial ban in SSOU that still holds today, introducing an element of inconsistency into the tier that made multi-hit move users like Cloyster perhaps not broken but frustrating and unfun to deal with. Although many argued at the time that the ban was unnecessary, I think it was pretty clearly a good decision mostly contested by people without any desire for the tier to actually be competitive. Should it be unbanned now that Cloyster is all the way down in NUBL and our other Skill Link mons are Cinccino and Ambipom? It's a somewhat similar situation where it only makes a select range of mons uncompetitive and doesn't even make them explicitly broken, but it does add nothing positive to the tier and only serves to make counterplay more of an RNG check - is sleep this much of an issue in its current state?
4. Solutions and Conclusions
What can we do about this? Several suggestions have been discussed both here and in the opening post of the thread, and I will cover those here along with how they relate to what I've covered here and my personal thoughts on them.
4.1. Ban Darkrai, leave sleep unchanged
This is the most simple solution and makes sense, as sleep was not seen as so much of an issue before Darkrai's drop in DLC2. This may also address the issue of the Sleep Clause Mod to an extent, since without Darkrai clicking Hypnosis the issue of the mod's artificial balancing effect leading to counterplay that fails when Hypnosis
misses may be less of a problem. However, that issue will still exist - Hypnosis Iron Valiant, while previously explored and not seen as much more than a gimmick that loses to Gholdengo, is now at a stage where it's actually seen as a pretty solid pick that has a good chance of RNG-ing past its checks, while Sleep Powder Lilligant-H has proven itself both on ladder and in tours as a consistent sun mon that has a 75% chance of putting opponents to sleep for both itself and for strong physical partners in the back to later luck through with sleep turns, while picking a sleep sacrifice risks a 25% chance of just giving the opponent a free hit. Are we fine with keeping these around and leaving the Sleep Clause Mod as it is, not following how games actually play on cartridge and introducing counterplay that should not exist and isn't perfect in that it rewards the sleep user for missing?
4.2. Ban Hypnosis, leave sleep unchanged
This would fix the two most relevant sleep users in OU right now, and makes the Sleep Clause Mod much better counterplay to sleep as it allows for you to sacrifice something to sleep much more easily and then be safer to switch in your counter - with this change, it is likely that OU would be fine with sleep in its current state. However, this is not a good solution whatsoever, as Hypnosis is an objectively worse move than every other sleep move barring the low-relevance Grass-type immunities of Spore and Sleep Powder. There is no solid justification for banning this move on its own, and so this is not at all a reasonable solution to sleep in the tier despite being an easy patch fix that would solve most of our issues.
4.3. Do nothing
Is Darkrai really that much of an issue right now? Is Iron Valiant packing a low accuracy move to try and beat some checks but instead wasting turns and opportunities to set up or do damage 40% of the time actually problematic? Are we really having issues with Lilligant-H sun when it's forced to commit Tera to not be completely walled by our most prevalent sleep immune mon, Gholdengo? I don't agree with this take on the issue, but this all has to be proven wrong for us to take action here. So many things are clearly not broken by having sleep right now, so the burden is on people asking for change to prove that sleep is a clear issue on more than just one mon - I think it is, but how do we prove this?
4.4. Remove Sleep Clause Mod, ban sleep moves
On the other end of the scale, the most drastic change possible to solve this is a complete removal of the Sleep Clause Mod and ban of sleep moves that Sleep Clause Mod already acknowledges as broken in their cartridge form by its existence. This would be a massive change and, as previously discussed, would make SV unique due to the change not being easily blanket applicable to the past few generations despite sleep as a mechanic being unchanged; BW is similarly unique, but that is entirely due to the sleep counter resetting on switches which makes it clearly broken in that generation. Of course, this change could be implemented in generations 6-8 too, but this would likely require large amounts of internal discussion and consideration within those gens due to differences in how sleep moves interact with the tier. This would balance not only Darkrai but also remove any potential future issues with Iron Valiant and Lilligant-H, coming at the expense of gutting clearly balanced mons like Amoonguss and Breloom that incorporate sleep as an integral part of their movesets and function much worse without them. This also brings our battle simulator significantly closer to cartridge. Does our metagame actually benefit from sleep moves being around?
4.4. What do I think?
I personally like the removal of Sleep Clause Mod and ban of sleep moves the most. I would like to see a mod that we've had for over a decade, before any sense of consistency was really applied for tiering, removed in place of an actual cartridge-accurate solution to sleep as a mechanic being clearly broken - if it wasn't broken, we wouldn't have Sleep Clause Mod in the first place. We don't aim to tier with the end result of letting niche picks keep their niches because they have limited access to an otherwise broken mechanic, and every problematic mon that has an issue with sleeping its checks is not at all an issue without their sleep moves lacking safe and consistent counterplay.
Sleep Clause Mod is an archaic mechanic that has no place in modern tiering and adds more problems than it does solutions, and the cleanest and most elegant, cartridge-accurate fix is to remove Sleep Clause Mod entirely and ban sleep moves altogether.