I really feel like this move negatively impacts the average player experience in ADV OU while adding effectively no positives in return.
In 80% of spots spots it seems like your only counterplay is to pray you don't miss, this is especially bad if you have a well positioned Roar user but miss the roar after the Sand Attack anyway.
If Double Team is banned, why not sand attack/flash etc?
(I know Double Team has higher distribution, but between Sand Attack, Flash, and Smokescreen, accuracy lowering moves probably come pretty close)
I wish I saved the replay, but I had a full health Roar Swampert and 3 healthy Mons lose my opponents last 2, a Sand Attack Ninjask and Marowak. I missed 2 roars in a row, my opponent even Sword Danced in my face after speed passing knowing if the roar connected it could have won me the game.
I didn't missplay, I had a a huge lead and a clear answer to Speed Pass Ninjask, but I lost anyway.
For arguments sake, let's say you mention that there are Pokemon that can phase out with Roar/Whirlwind, while also not having their accuracy lowered.
Great, the list of actual good Pokemon that can do this is... 1. (I checked clear body and roar as well.)
"But Skarm is really good! If you want to avoid Sand Attack Ninjask just run Skarm."
So in order to avoid this highly volatile and un-interactive strategy, I'm expected to run Skarm on every single team? Are auto-include Pokemon not something to avoid when currating a metagame? (Also, it's not uncommon to pair Sand Attack Ninjask with Magneton in order to counter it's one and only gauranteed counterplay.)
"What about Dynamic Punch, or Hypnosis?" You may mention, being a similarly high variance and RNG heavy strategy.
When you run Dynamic Punch or Hypnosis, you are spending your opportunity cost to run a risky strategy, you have to spend a move slot in order to engage in a high-risk high-reward strategy.
When you run Sand Attack, you are forcing your opponent into risk they did not sign up for, and it's this forced risk paired with a potentially huge, game ending punish that detracts from the competative experience.
I understand that Speed pass is being suspected right now, but it really feels like Sand Attack is a more pressing issue netagively impacting the average player experience.
Even ADV LITTLE CUP just recently banned accuracy lowering moves, and I think that's been on the ladder for about 6 days.
(Albiet due to it's relationship with Diglett, but you can argue similar with Ninjask)
Sorry for the big wall of text or if I'm coming off as a big whiny baby, but I cannot understand this move being legal for this long.
If you're a Sand Attack defender, please let me know what you believe Sand Attack brings to the competative OU experience, and how that outweighs the negatives.
thx 4 reading
In 80% of spots spots it seems like your only counterplay is to pray you don't miss, this is especially bad if you have a well positioned Roar user but miss the roar after the Sand Attack anyway.
If Double Team is banned, why not sand attack/flash etc?
(I know Double Team has higher distribution, but between Sand Attack, Flash, and Smokescreen, accuracy lowering moves probably come pretty close)
I wish I saved the replay, but I had a full health Roar Swampert and 3 healthy Mons lose my opponents last 2, a Sand Attack Ninjask and Marowak. I missed 2 roars in a row, my opponent even Sword Danced in my face after speed passing knowing if the roar connected it could have won me the game.
I didn't missplay, I had a a huge lead and a clear answer to Speed Pass Ninjask, but I lost anyway.
For arguments sake, let's say you mention that there are Pokemon that can phase out with Roar/Whirlwind, while also not having their accuracy lowered.
Great, the list of actual good Pokemon that can do this is... 1. (I checked clear body and roar as well.)
"But Skarm is really good! If you want to avoid Sand Attack Ninjask just run Skarm."
So in order to avoid this highly volatile and un-interactive strategy, I'm expected to run Skarm on every single team? Are auto-include Pokemon not something to avoid when currating a metagame? (Also, it's not uncommon to pair Sand Attack Ninjask with Magneton in order to counter it's one and only gauranteed counterplay.)
"What about Dynamic Punch, or Hypnosis?" You may mention, being a similarly high variance and RNG heavy strategy.
When you run Dynamic Punch or Hypnosis, you are spending your opportunity cost to run a risky strategy, you have to spend a move slot in order to engage in a high-risk high-reward strategy.
When you run Sand Attack, you are forcing your opponent into risk they did not sign up for, and it's this forced risk paired with a potentially huge, game ending punish that detracts from the competative experience.
I understand that Speed pass is being suspected right now, but it really feels like Sand Attack is a more pressing issue netagively impacting the average player experience.
Even ADV LITTLE CUP just recently banned accuracy lowering moves, and I think that's been on the ladder for about 6 days.
(Albiet due to it's relationship with Diglett, but you can argue similar with Ninjask)
Sorry for the big wall of text or if I'm coming off as a big whiny baby, but I cannot understand this move being legal for this long.
If you're a Sand Attack defender, please let me know what you believe Sand Attack brings to the competative OU experience, and how that outweighs the negatives.
thx 4 reading