if imp is dead/they don't have imp then you can set up without worryNo if you cant 1v1 imp why do you setup? just to show your sets to your opponment? unless youre like hp kart that can do untankable damage in one turn.
double imp shouldn't be common and no imp shouldn't be weird, no imp has shown to be good by impless teams succeeding since like forever, double imp takes up too many slots to be worth running commonly even if i think it should be messed around withI might exaggerated here but what I think it should be is 2 imp being common and no imp being wield. but Idk enough about building to say that if 4 slots are enough for a strong team.
usual improofing methods (plates/memory) are secure enough vs most imps and while dual imp does fix this by letting you run more niche items easier it still means you lose to uncommon wg sweepers (e.g. pdon, mgyara) and these aren't common enough to tech for without losing out on more important mus. dual imp does somewhat punish looser improofs though it's tough to make work given you have to give up multiple slots for what's typically a somewhat redundant mon.Which means Im taking about technically the usual ways of improofing is not safe. plates are arguably strong, especially when you have 2 impostors which is why I said we need 2 imp. Impostor is usually a consumable powerful hp trading (or just sash and life trading here) machine, and effectively doing damage is the prerequisite.
imp definitely still is good i'm not trying to argue it's bad, though i feel like it's not as good as you're saying it is if you have proper counterplay for it. like i said in the previous post imp is definitely more constraining in the builder though in game innards is better which i value moreNo, like how I have said, if everyone prep for a thing it will certainly be a less odd for it to win in actual games, but the fact that everything have to prep for it make it good.
