Yes. In order to fully fix the Mega Banette exploit, Substitute had to be banned.Is substitute banned? I cant play with my team bacause alakazam has substitute (to fool PH protect), but i have no prankster on my team.
Why is substitute being banned, thats taking a step back in the meta. We already had sub + prankster banned, and the mega banette was an exploit to the ban. Remember wimpod and how at first emergency exit was banned, but then an exploit was discovered so emergency exit + regen was banned to fix it. This is the exact same scenario and now you are just choosing that you would rather have sub banned? Either ban mega banette or mega banette + sub, ottherwise you are banning healthy strategies for no reason. If you start doing this and start banning random things that arent broken, then the meta will start to die and people will stop playing.Yes. In order to fully fix the Mega Banette exploit, Substitute had to be banned.
A Sub + Prankster ban and a Sub + Bannetite ban on top of that was just not going to happen. Between Substitute and Prankster, the metagame suffers less from Substitute being banned. We understand this really sucks but it’s our only presentable option.
Tagging PrincessGardevoir to say sorry :(
Banette isn’t broken either. I do agree with you but this isn’t the right logic to go about it. If you disagree with this, complain to other people because I’m not saying I don’t want that to happen.banning random things that arent broken
Ok, but you explained that Sub was banned because out of Prankster and Sub being banned, Sub would affct less the meta. But why not keep the Prankster + Sub ban and also ban Bannetite? I'm pretty sure that Mega Bannete being banned will affect the meta a whole lot less than Substitute being banned.
The Immortal are you ok with this? I am also down but I was told by multiple people that banning Banettite won’t happen because it’s an apparent random ban. Sub is a bit easier to explain but hurts the meta more than Banette.
Another post that I completely agree with. The biggest impacts that Magic Bounce and Magic Guard have had are invalidating hazards and status. Invalidating hazards has allowed Multiscale and Sturdy to flourish, while invalidating status has destroyed classic Stall. However, Stall has adapted to become pp stall, which is horrible and uncompetitive when 2 stall players face each other. When you have to rely on the infinite battle clause to end games you know it's bad for the metagame. As for invalidating hazards, it is refreshing to be able to use a Talonflame or Charizard without the fear of losing half your health just by switching in. However, this has of course allowed Sturdy and Multiscale to flourish, effectively doubling the amount of Pokemon on your team in an HO vs HO matchup. Now, Skill Link was run a lot to combat these strategies, and it worked. Having a 187.5 power move is extremely useful, especially when it beats Sturdy and Multiscale, which are spammed. However, as has been previously mentioned by NestorKennard and others, Skill Link Technician teams have about the same base power moves as Guts teams. Now, Guts teams are a lot worse due to the Quick Feet ban and the lack of fast users, but they still pack a punch, especially if the counters of Multiscale and Sturdy are gone. But I feel like the reason that Sturdy and Multiscale have become so prevalent is a lack of balance teams. After all, the necessity of having all your abilities work in tandem has made it essential that you either run all out stall or all out HO. Sturdy and Multiscale allowed teams to be slower and still win against fast HO due to their ability to live a hit and instantly kill any opponent. You needed Sturdy, Multiscale, or Skill Link to beat opposing Sturdy teams, and by running those you often lost to stall. This allowed stall players to get to the top of the ladder, but there were still more HO teams because not many people like running stall and taking 1000 turns on games where they run into opposing stall. So Sturdy was still your best bet, and you'd beat 90% of HO teams and lose to stall. The better your team was at beating HO, the better you did. But you'd still never get ahead of the stall players. And the teams that packed the power to beat stall couldn't beat Sturdy HO. Priority isn't reliable when 50% of teams run Lele, Bruxish, or Tsareena, so you needed Sturdy and/or speed. With more speed you got less power. And to run Sturdy you need 2 ability slots. And to beat Stamina, which became increasingly common on stall you needed Unaware. This gave you a lot less strength, making it harder to beat stall. However, if we ban Multiscale and Sturdy while bringing back Magic Guard and then ban something on stall we could make it so balance is necessary to stand up to HO. Being able to take hits from faster HO while being able to break a weakened stall would allow Balanced teams to work, making it so losing Sturdy and Multiscale would not make HO matchups completely reliant on these abilities. Slower but more powerful HO teams would be checked by fast HO, which would be checked by stall and possibly balance. There would still be an RPS element, but you hopefully would not only see games that take under 10 turns or over 500. Now we just need to find what element we need to remove on stall that would stop the horrible stall vs stall matchups and weaken it enough that balanced teams can hopefully break it without completely invalidating the playstyle. So that's what I hope will happen in the meta. But right now here's what I see.Honestly I'm really disappointed with how this meta has been run and the direction it is going, with people's logic and reasoning to find new bans and unbans becoming increasingly ill-informed.
Yes balance is important but so if fun, and we were pretty close to both not that long ago but now it seems we're running all over the place.
Magic Guard was fine. Sure it compressed a lot of effects into one but none of them were broken by themselves, just like Landorus-T can compress roles in OU but is not broken as a pokemon.
Yes, Magic Guard was an enabler of Sturdy and Multiscale, just like Magic Bounce is now the go to enabler, just like Poison Heal will be the next, followed by more and more elaborate ways to heal off or prevent hazards.
Having the ability to prevent Stealth Rock damage does not break the meta and send it diving into Chaos, in fact I'd personally say that it was quite refreshing. Having a meta that quite literally revolves around Stealth Rock to combat abilities like Sturdy and Multiscale, forcing most offence teams to run Excadrill just to be considered viable however is not the kind of meta I enjoy playing or consider balanced. Hazards and their removal are far too centralising and it is because of Sturdy and Multiscale.
Sturdy and Multiscale are both S tier allowing an entire team to survive hits that should not be possible, with the former making offence incredibly difficult to deal with as their mons cannot be revenged killed, and the latter making Stall incredibly difficult to break, as their bulk is doubled with multiple ways of healing and pivoting to refresh their scales.
Even if you do everything you can to limit the power of these two abilities, hazard removal will always still exist, and bringing in at least half the team with intact Sturdy or Scale will never be too difficult, so at best you bring these centralising abilities from S to A tier. Please just ban them, they're all the tier has ever revolved around.
I really don't like unbanning stuff but I have to bring it up because to me these bans were just stupid.
Without Sturdy and Multiscale, Magic Guard is not even remotely broken, and it won't even be centralising. Banning Magic Guard achieved nothing in balancing the meta, it only made it the most hazard centralised meta I've seen because the actual problem still exists. Even before, there was little that Magic Guard did that couldn't be done by Poison Heal. Poison Heal still does wonders in mitigating hazard damage, but also makes you completely immune to other status effects, where as Magic Guard only blocks the damage, meaning Burn Atk drops, Para, Sleep and Freeze are still massive burdens. You're also not getting that incredible natural healing with Magic Guard are you? What Magic Guard did do better was negate recoil effects and allow perfectly balanced, viable and fun strategies like Solar Power and Gale Wings/Reckless to exist.
Without Sturdy and Multiscale, and with Poison Heal, Magic Guard is far from necessitated, so Stealth Rock is still a viable move to carry around in the back pocket for useful match ups.
Plus with Magic Guard unbanned you'll undo all the other negative repercussions that came along with it's initial ban, namely killing off a plethora of balanced strategies and removing a lot of diversity from the tier, and transforming the already powerful stall into a behemoth capable of wearing the opponent down inevitably without needing to attack by conventional means and Iron Barbs Rocky Helmet alike, while also not having to worry about the best SpA boosting ability in Solar Power, with strong Special Attackers being well established as Stall's biggest weakness.
Also I don't care too much for Skill Link because it's not good and people only ever thought it was because of Magic Guard and Sturdy which I continue to proclaim are the only problem abilities in this meta currently. Seriously, Ursaring's Facade hit harder than Mega Bee's 3 ability boosted Pin Missile with just Guts and Toxic Boost, let alone any other boosting abilities they usually run. Cloyster, Cinccino and Mega Beedrill, are not good in standard, buffing one to two of each of their moves does not break a meta where I can run a scarfed Protean Greninja with Hustle, Adaptability and Sheer Force, not even close.
The only reason that I care to bring up a Skill Link unban is because advocating for a Magic Guard unban will inevitably result in people's mindless squeals for "What about 6 Sash offence?!" which is worth having skill link for so I don't have to read through any more of that nonsense.
The Innards Out ban was good.
Wait on Regenerator discussion until Sturdy and Magic Bounce are gone. Magic Bounce's removal will likely nerf Regenerator pretty hard, and it's hard to advocate for a Regenerator ban when it's not really broken. Sure it probably has the least repercussions out of the ways to make the Stall vs Stall matchup less ridiculous, but it's not worth doing unless it completely solves the problem, which I have my doubts that it will. Stall players may just need to be prepared for the long haul or establish their own ways to break opposing Stall.
Tl;dr
This meta has revolved around Multiscale and Sturdy since day 1, let's finally get rid of the problem and unban the things we thought would solve it in Magic Guard and Skill Link.
Thank you have a nice day.
Substitute is still banned because of the difficulty with the complex ban of Bannetite + Substitute. That should get fixed soon.![]()
lol what the fuck
I have been planning to make a post about a team that I really liked in the MGuard not banned + Multiscale banned meta, and this comentary makes it an opportune time.After all, the necessity of having all your abilities work in tandem has made it essential that you either run all out stall or all out HO.
This is a pretty good point, and reminds me of a team I tried to run a while back while building for SP Unity.I have been planning to make a post about a team that I really liked in the MGuard not banned + Multiscale banned meta, and this comentary makes it an opportune time.
Some people might have fought the following team, used during the Multiscale meta, it was built around this almighty Slowbro-M that can so easily sweep so many teams:
After Multiscale got banned, I started experimenting to find which mon could replace Dragonite. In a certain match, I was using Necrozma and fighting against stall. We were 200 rounds in and he says he changed his team so that the infinite match would not happen again, and asked for a rematch. I had previously said the guy's team got destroyed by Tapu Lele, so I asked if I could change my team too, and he said yes. The team I used was the following:
I ended up 5-0ing him, but the team was just built around supporting Tapu Lele against Stall, so it didn't seen like a team I could use in the ladder. I wanted to build a team with the best match up against most teams I could, and I decided that (influenced by that match and stall's overpreparation against physical attackers) the best core to build around would be Unaware Clefable + Tapu Lele:
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But Tapu Lele itself could get easily stalled by Regenerator teams, even without Multiscale, so the next mon had to be one with an offensive ability, and the best one seemed to be Adaptabiltity. So, I added Crawdaunt to the team. Now there were 3 open slots and the team had no clear direction. How could I complete it? I looked at my past teams, and decided to try and make this a "set-up stall" team, like the first one. For this, Slowbro-M's Shell Armor, Magic Guard and Prankster were essential, so the team ended up like this:
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With this team I went from the 1400s to #6, around 1650 Elo (I've never played a match in the account since, and I have decayed a bit), and I don't think I lost a single match to stall. As weird as this team may seem (you can't see the sets, but it was Cosmic Power+Calm Mind Clefable and Acid Armor Reuniclus), it was the closest I got to a very reliable team that could win against both Offense and Stall.
Why am I posting this? To say that without Multiscale, breaking stall can be done even if you don't have your entire team built around it (one of the reasons I oppose a Regenerator ban). That it was possible, during that meta, to build Balance-ish teams, or teams that not every mon benefits from every ability, and to be successful. I am not certain about the future, I just know I really like this period of the meta.
These team colors are so nice, too.
Prankster Destiny Bond spam was and still is a very valid technique, but yeah, it loses one of the better Prankster donors, as Banette could fulfill both roles. RIP.I don't think Mega Banette was not viable. Maybe against stall tho.
It basically defeats at least one mon with destiny bond, and it allows me to do destiny bond stuff with the rest of my team. I think it was usable.Using someone else's version of a team i posted here before that person got pretty far on the ladder so I copied that person's team:
https://replay.pokemonshowdown.com/gen7sharedpower-705746052 Elo Reached 1513
https://replay.pokemonshowdown.com/gen7sharedpower-703914199
https://replay.pokemonshowdown.com/gen7sharedpower-703434071 Vs dogknees (I lost tho)
Older Version:
https://replay.pokemonshowdown.com/gen7sharedpower-700408027 vs Groudon Speed
https://replay.pokemonshowdown.com/gen7sharedpower-699869054 Lost
https://replay.pokemonshowdown.com/gen7sharedpower-698909398 Lost
https://replay.pokemonshowdown.com/gen7sharedpower-698553706
https://replay.pokemonshowdown.com/gen7sharedpower-698536748 Delibirb
you should unban magic guard
I hear you all, but this is a debate for the future. Before we make any rash decisions like unbanning Magic Guard, let’s see how the metagame fares in this metagame first. It’s unwise to base bans on speculation, and if Magic Guard seems like it wouldn’t be centralzed in the future, then we WILL suspect test it. I have a few unban ideas myself, but these can’t be brought up just yet.Without Sturdy and Multiscale, Magic Guard is not even remotely broken,
-snip-
Victini is a mystery, I don't really know what to do with him.![]()
Why not give it stored power? Also, why do you have naive latios and brave kommo-o over timid/adamant?
Also, Intimidate can backfire unless you're using one of the megas that gain or lose it by going mega, and can switch it off against contrary/defiant teams
First of all building for stall took lots of skill, and playing also did when you had to make doubles. I would have preferred for the meta to settle for once instead of going on a BANwagon (get it?) Honestly regenerator had no reason to be banned, but I dont really care anymore. Stall v stall is still endless but its a terrible playstyle now along with balance. HO will dominate, and the meta will just fall apart from here and focus sash will be the exact same as sturdy.The council bans are finally here! In this round, we’ve decided to vote on 3 different things: Multiscale, Sturdy, and Regenerator!
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Multiscale has been a hot topic ever since the metagame’s inception. It’s an incredibly drawback-free ability that can be stacked onto any kind of team. We at the council thought a Magic Guard ban would somewhat mitigate Multiscale’s centralizing effect, but we are evidently wrong. Teams are still taking advantage of Multiscale’s ability to halve all damage at 100% health and, combined with Regenerator, makes defensive teams extremely hard to break. It was a no brainer for us to want this toxic ability out of the metagame. And the result you wanted to hear:
Multiscale is now BANNED from sharing in Shared Power.
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Sturdy was next on the chopping block. Sturdy teams essentially mean every Pokemon has 2 “lives” to do as they please, as they are almost always guaranteed to survive an attack, even at 100%. I’ve already discussed Sturdy and it’s effect on the metagame, and needless to say, Sturdy hs also proven to be an unwanted element in the Shared Power metagame. Because of this,
Sturdy has been BANNED from sharing in Shared Power.
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Regenerator is the big thing here, and it was our toughest decision. Although it was admittedly written quite a while ago, while the metagame was in a different state, you can read about my opinion on stall’s infinite battle effect right here. A Regenerator ban would not completely solve these infinite battles, but it would certainly go a long way where every Pokemon does not get to switch over and over again and simply obtain their HP back. The truth is that Regenerator may not be inherently broken or uncompetitive, but it is undoubtedly unhealthy. I’m just gonna copy my centric point from that post here below:
Battles lasting upwards of hundreds of turns is not something that is unheard of; however, in Shared Power, this is amplified by the omnipresence of Regenerator on these types of teams, making games usually come down to who has the most added sum of PP. Stall vs stall is an absolutely disgusting matchup, and honestly, every time a matchup like this occurs the game should just be tied because nobody wants to play a 1,000 turn game. I am not using hyperbole. I will use the rest of this section to outline the definition of “unhealthy” in the tiering philosophy.
IV.) Unhealthy - elements that are neither uncompetitive nor broken, yet deemed undesirable for the metagame such that they inhibit "skillful play" to a large extent
- These are elements that may not limit either team building or battling skill enough individually, but combine to cause an effect that is undesirable for the metagame.
Switching over and over again inhibits skillful play- usually battles like this do not reflect on the more skillful player winning over the lesser skilled player. As previously stated, battles involving this playstyle usually result in endless PP wars. It takes no skill to play or build this playstyle- and this is something that should be considered heading into the future of the metagame. Is this something we really want? We believe that the consensus answer is NO, but this raises a question. Will stall continue to be good? I hate to base my answers on speculation, but my own answer is YES. Stall still has access to a wide variety of defensive abilities including Magic Bounce, Poison Heal, Unaware, Marvel Scale, among others. Despite this being true, this will never be a point worth making since we do not base bans on what playstyles will better or worsen, but rather to better the overall state of the entire metagame. A Regenerator ban benefits the overall state of the metagame by allowing it to become less centric on infinite battles, and making battles a lot more competitive by punishing multiple brainless switches in a row. The thread poll indicated that the majority of people want this banned, so I hope this pleases more people than it displeases. Without further ado, the big announcement:
Regenerator is now BANNED from sharing in Shared Power.
Moving on to a different topic of interest:
I hear you all, but this is a debate for the future. Before we make any rash decisions like unbanning Magic Guard, let’s see how the metagame fares in this metagame first. It’s unwise to base bans on speculation, and if Magic Guard seems like it wouldn’t be centralzed in the future, then we WILL suspect test it. I have a few unban ideas myself, but these can’t be brought up just yet.
Tagging Kris and The Immortal to implement this as soon as they can! Also tagging them to please ban Mega Banette!