Hey guys, time for something you've never seen before:
A Post on Sleep in 1v1!
or, Sleep and the role it plays in the 1v1 Metagame
Sleep, as I am sure everyone who is reading this already knows, is a mechanic in Pokemon wherein an affected Pokemon is unable to perform an action for 1-3 turns. There are some exceptions to this, primarily when Sleep Talk is performed, but for the most part it is very cut and dry. In a regular 6v6 format, the status of Sleep is balanced through the enforcement of a Sleep Clause, stating that no more than one Pokemon on an opposing team can be afflicted by Sleep from an opponent at a time. This works fine in 6v6, as the other 5 members of the team can account for this, but in 1v1, the ongoing debate is and always has been, is Sleep a problem?
see TGC's post about this.
yea 6v6 isnt 1v1. counterplay to things are different in each tier, 6v6 is reactive based counterplay which stuff like vivillon can make impossible, but 1v1 is a matchup based meta, not reactive one.
The Principles:
Sleep as a status in Pokemon takes away control from the entirety of a team, in a 1v1 situation. This pretty much goes against the standards of sleep clause in a metagame. Despite the fact that 1v1 does not yet enforce such a clause, Sleep Clauses are seen in many official tiers as a balancing measure to ensure that teams don't need to predominantly worry about the RNG associated with being hit by Sleep-inducing moves and waking up. In essence, Sleep Clause exists in 6v6 because excess Sleep is uncompetitive/unhealthy.
This is probably due to the fact that, while asleep, Pokemon cannot perform the basic tasks they have been set out to do, and opens the door for less skilled players to gain an advantage over more skilled players, exasperated by the randomness of when a Pokemon wakes up and when a sleep move actually hits. Referencing the tiering policy of Smogon, "The majority of our potential suspect discussion will center around the defined versions of uncompetitive, broken, and unhealthy and how a particular suspect element lowers some component of player skill within those three constructs", with skill being defined as:
no, sleep clause exists in 6v6 tiers since it can destroy any counterplay available in those tiers as they are not matchup based
e.g: sack a mon, bring vivillon in vs the opponent if they have a bad matchup vs it, theyll have to switch and you can get a free quiver dance. after this you should outspeed almost anything,, sleep the mon they switched in, use sub, if they wake up you can sleep and sub again, and if they switch you can just sleep that mon. You can take away any reactive counterplay because you got your vivillon in when the opponent had a bad matchup out against it.
I.) Skill - the subjective metric we use to judge player worth in competitive Pokemon.
- Team Building Skill - the part of skill that is involved in the preparation for a battle
- Assessing and Dealing with Threats
- Building Towards a Strategy (or Strategies)
- Creativity
- Catering to Metagame / Opponents
- Battling Skill - the part of skill involved in actually battling
- Picking the Right Lead
- Recognizing the Win Condition
- Picking the Right Move
Smart Switching (Not relevant in 1v1)
- Gathering Information and Making Assumptions
- Long-term vs. Short-term Goals
- Assessing Risk
- Probability Management
- Prediction
Sleep significantly undermines skill when a Pokemon is asleep, in particular negatively affecting Building Towards a Strategy, Creativity, Picking the Right Move, Long-term vs. Short-term Goals, Probability Management, and Prediction, among other qualities. This becomes unacceptable in 6v6 when more than one of the six Pokemon is put to sleep, therefore Sleep Clause was enacted. To limit sleep in a 6v6 is to promote skill based gameplay.
the skill in battling in 1v1 is picking the right move for your matchup, if you can only win that matchup by using spore, then clicking spore is the skillful move, it doesnt undermine skill to pick the correct move that gives you the best chance to win. people playing mons like jumpluff do have to consider things like probability management and have a goal on how to win.
again, 1v1 is not 6v6, and in 6v6, sleep clause was enacted due to extremely limited counterplay once a sleep mon came in on a good matchup, mons like vivillon and venomoth set up a quiver dance and there wasnt any counterplay after that. (taking away all counterplay by finding one good matchup in a switch based counterplay tier is what made sleep uncompetitive).
That being said, 1v1 isn't a 6v6, and 1v1 has core values that separate itself from any 6v6. While sleep still inhibits many of the aforementioned qualities of skill, any good 1v1 team is built to beat almost everything and anything that it comes across; in theory, that should include sleep and sleep users. This then deviates to a conversation on whether or not sleep strategies limit teambuilding significantly, which then ties into more of the facts rather than principles.
how does it inhibit skill in 1v1? this is a matchup based tier, the only real skill in this when it comes to battling is choosing the right mon, and the right moves. if choosing to use a sleep move is the right move, you are making a skillful play.
Some users may bring up that having the ability to remove choice and skill from an opponent through sleep is no different from KOing your opponent. The problem with that argument is that KOing your opponent is the objective of competitive Pokemon, and is directly related to your skill in a Pokemon game. Putting an opponent to sleep is not the objective of competitive Pokemon, and thus removing the possibility of knocking out your opponent through sleep is not only not a measure of skill from the sleep user, but also serves the role in removing skill from the afflicted player, as I have already stated.
If KOing is the objective of competitive pokemon, and sleep is banworthy because it doesnt do that, shouldn't toxic, leech seed, and pp stall all be considered banworthy too? Why not throw strategies that win with stuff like confuse ray or burn damage in there too (such as kee mew).
the objective of competitive pokemon is WINNING, and if you can find a way to win, then that is actually skilled play.
this: "
Putting an opponent to sleep is not the objective of competitive Pokemon, and thus removing the possibility of knocking out your opponent through sleep is not only not a measure of skill from the sleep user, but also serves the role in removing skill from the afflicted player, as I have already stated." is completely incorrect.
again, a skilled play is making the best moves possible to allow you a win.
The takeaways from this section should be: When you are asleep, a player cannot move, thus negatively affecting the traditional core tenants of skill-based gameplay in Smogon; however, these tenants may be subtly different in 1v1 compared to other metagames. Sleep Clause or other effective measures to limit the effectiveness of sleep should only be put in place if and when sleep has proven to significantly prevent skill based gameplay.
252 Atk Lopunny-Mega Giga Impact vs. 248 HP / 0 Def Tapu Lele: 322-379 (93.8 - 110.4%) -- 62.5% chance to OHKO
If you are OHKOd, you cannot move, thus negatively affecting your ability to react and ko this fighting type with your fairy / psychic type, even tho it was luck based!
using sleep in 1v1 is a matchup based thing, same as any other matchup in 1v1. if you are winning by using jumpluff vs a magearna, it is actually skill. knowing when to use what moves, and actually doing it, even when you are using a sleep move. 1v1 is hardly skill based when it is compared to other metas, since in 1v1 the person who picks right at preview (which is most of the time a GUESS), is most likely going to win. There are plenty of variables, 50/50s between stuff like haxorus and zardx, will they mega or no, winning with crits, flinches, or the opponent missing. 50/50s. These are arguably bigger problems as mons in the top 10 of usage stats are things like gyara, zardy, zardx, and more. Most of the time at team preview, you are forced to guess whether the opponent is zard x or y, or maybe youll have to guess if zardx will mega or not when the battle starts, gyara runs waterfall which can indeed flinch out a lot of matches for it. Zardy usually runs air slash and can beat any sturdy mon by flinching it then using blast burn.
You may say, "oh but these arent that common". Gyara and magearna are 2 of the most used mons in 1v1, and gyara relies on flinches to win vs it. gyara relies on flinches to win vs zardy, or vs tpunch megagross, or vs gardevoir, lele, and many more. Keep in mind these are all mons that are in the top 15- top 10 of usage, with gardevoir being at like 17.
contrary to that, jumpluff is at 70 in usage, smeargle is at 96, gengar 62, breloom 66, and vivillon 85. None of these sleep mons are very used, and you are much more likely to get matchups with zardy needing to flinch sturdy mons, gyara needing flinch wins, or matchups where you need to guess what the opponent will do in order to win.
These are much less skillful than sleep, especially matchups where you need to guess a lot, like with zards, since guessing is much less skillful than making correct plays with sleep mons.
The Facts:
Sleep in 1v1 is utilized by several Pokemon, including Jumpluff, Vivillon, Mega Venusaur, and Mega Gengar, among others. Their sleep strategies, in one way or another, involve taking advantage of a Pokemon while they are immobilized by Sleep, whether it be through damage or stall. The undisputed best sleep abuser is currently Jumpluff; it can essentially automatically win after hitting Sleep Powder and Leech Seed, has an amazing Speed Tier, and possesses ways to mitigate Sleep Powder's mediocre accuracy, Substitute users, and a weakness to Taunt. Other Pokemon either rely on less accurate sleep-inducing moves, are not as fast as Jumpluff, or both.
this is true, but if you are arguing that jumpluff is broken, i would argue against that. zards, gyara, magearna, dnite, and many other mons are much more versatile than jumpluff, more unpredictable, and beat a lot more mons than it. jumpluff, while being good, still has a large list of solid counters, and you should consider it when teambuilding just like you should consider any other good mon when teambuilding.
However, looking past Jumpluff, several other Pokemon utilize sleep in a less-than-honest way in order to turn unwinnable matchups into 50/50s, based on uncontrollable RNG. Mega Gengar, with its absurd 394 max speed, can easily cheese a win from almost anything that Ghost hits neutrally about 50% of the time, thanks to Hypnosis and Hex. Whimsicott can utilize Grass Whistle to win against Pokemon such as Mega Charizard Y and Naganadel, which it would otherwise be incapable of beating reliably, about 50% of the time. These strategies highlight the dangers Sleep poses to a healthy metagame more so than anything else.
are these unhealthy only because of their accuracy? If so, why are things like thunder, zap cannon, hurricane, focus blast, hydro pump, etc not under talks for being banned?
I realize these arent as necessary for as many matchups as a gengar hypnosis, but it seems like a giant
double standard to bans some moves for their accuracy and not others.
Whimsicott rarely ever uses grasswhistle and doesnt eend it for most of its matchups, so this seems like it should go in the zap cannon category where it can cheese some matchups while being a 50/50.
But, besides those, sleep-inducing moves breaking a Pokemon is not necessarily the rule; rather, a sleep move works in tandem with a Pokemon's pre-existing tools to sweeten the deal. Pokemon like Hypnosis Rapidash and Grass Whistle Cacturne are never going to be incredibly viable or threatening thanks to their respective sleep moves, but the moves do allow each user to gain possibly unwarranted advantages against any Pokemon by removing their ability to actually do anything.
yea, zmoves can do this too. Illumise can abuse zcharm to make unwinnable matchups winnable, such as zardx, darmanitan, crustle, golem, aggron, and flyinium dnite amonth others. random mons that would normally be bad being able to win normally unfavorable matchups isnt a thing only sleep can do.
Lastly, sleep users are naturally restrictive on teambuilding; any viable 1v1 team must run at least a reliable Jumpluff answer, if not the hardest sleep counter they can muster, or else risk being 3-0ed simply because they are put to sleep before they can do anything, and cannot wake up before it is too late.
NEWS FLASH: ANY GOOD MON IS RESTRICTIVE ON TEAMBUILDING.
any viable 1v1 team needs a magearna answer, zard answer, gyara answer, lele answer, pz answer, zygod answer, slowbro answer, etc. Are we going to be banning these anytime soon because of this?
The takeaways from this section should be: Sleep-inducing moves have allowed Pokemon such as Jumpluff and Vivillon to rise up the ranks, as well as provide others a way to cheese out wins that neither side can control, but sleep-inducing moves by themselves don't practically break any Pokemon that can use them, even though they promote unhealthy strategies, rather they must be used in conjunction with individual complimentary strategies.
Zmoves have allowed mons like Magearna, dnite, lele, pz, and lando t to rise up the ranks too, and zmoves also led to the ban of mons like mimikyu, snorlax, koko, and (unjustly) kyub. Zmoves make bad pokemon usable, usuable pokemon great, and amazing pokemon top tier / broken.
Zmoves make the meta more unpredictable and less skill based in many ways too. if pokemon like jumpluff and vivillon can rise up the ranks because they have good tools to work with sleep powder, are zmoves bannable for doing the same thing but to a much greater extent (in making most any mon better just by using it)
sleep, for the most part, you can control, since most sleep in the meta has a sleep move combined with substitute, meaning you really only worry about hitting your move.
as I've posted earlier, with 4 subs and 5 chances to use sleep total, considering the possibility of the opponent waking up on T1 each time, there is about a .4% for that to happen.
the only rng you cant control in this strategy is the accuracy of hitting your move, and accuracy should not make something bannable unless we are looking to ban all moves with subpar accuracy.
yes there are matchups such as jumpluff beating zard (which is about a 12% chance to happen), or jumpluff vs other flame charge mons, but how is having a chance at sleep rolls deciding a battle in limited matchups like this any different than gyara or zardy needing to flinch a win?
in the case of mons like gengar, I can see how it is problematic, but it uses sleep differently than any other mon does in 1v1, and shouldnt be a reason to ball all sleep strategies, instead discussion over banning gengar should be had.
My own personal thoughts: Sleep is both principally and practically flawed in the 1v1 metagame, allowing sleep users to remove elements of skill from their opponent, with no viable counterplay options available after an opponent is put to sleep. This has led to several sets to either win consistently simply by being faster or beat matchups in essential RNG 50/50s, which I do not approve of in a competitive environment.
The counterplay to any sleep mon, as is the counterplay to any other mon in 1v1, is to pick the correct mon at team preview and make sure you teambuild considering it, you wouldnt want something to be banned because it KOed you with a move thats a roll, even though getting KOed by that RNG is uncompetitive and takes away your counterplay, would you?
Many mons do only win by being faster than other mons, such as mega lopunny, zeraora, kartana, and naganadel. why is winning because you outspeed things banworthy again?
if you have a problem with rng and 50/50s, why are you not wanting things like zap cannon, commonly used moves with high chance of secondary effects, team preview with 3 mons, or other moves with low accuracy banned, or removing the need to guess which zard it is, will they mega or not.
This brings me to my final point
After discussing with a few of my contemporaries, we have narrowed down a few of the 'problem children' of sleep moves in 1v1. I am personally curious to hear what the community thinks about these specific moves:
Dark Void, Grass Whistle, Hypnosis, Lovely Kiss, Sing, Sleep Powder, Spore
These are all of the moves that activate sleep on the turn when the move is used. They prevent an opponent from doing anything at all during that turn and a random amount of following turns.
I and others I know believe being put to sleep immediately is a significant detriment to skill in 1v1, as defined by the tiering policy of Smogon.
What are your thoughts on the healthiness of those moves in the 1v1 metagame?
- Picking the Right Lead
- Recognizing the Win Condition
- Picking the Right Move
- Gathering Information and Making Assumptions
- Long-term vs. Short-term Goals
- Assessing Risk
- Probability Management
- Prediction
How does using a sleep mon not meet the qualifications of: predicting and picking the right lead, recognizing the win condition or picking the right move?
How does sleep not meet the teambuilding requirements of assessing the risk of using a sleep mon, and having good probability management between using your sleep move and substitute or minimizing sleep turns on gengar with hex?
grasswhistle is hardly used in 1v1, even on whimsicott, and at best it is used to cheese a few normally unwinnable matchups like magnezone using zap cannon.
spore, sleep powder, and lovely kiss (and sometimes hypno gengar) are the only relevant sleep moves on your list in 1v1, and are almost always used in conjuction with other tools to minimize your need to win with any RNG from sleep turns, and meet each of the skill requirements you listed[/QUOTE]