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Once again, we begin to look at Sticky Web. For the past generations of Little Cup, Sticky Web proved too powerful a presence in the metagame to be healthy, forcing teams into running narrow and often sub-optimal options to be safe in the matchup. The current iteration of the archetype is reminiscent of the problems we've had with the archetype in the past: web teams exploit the variety of spin blockers and scant distribution of defog in LC to make removal of their trademark hazard near impossible for many teams. The introduction of Terastillization has introduced another boon to the archetype—the ability, to some degree, to pick and choose its checks and counters. Fast Flying-types like Wingull were usually nigh unwinnable matchups for webs in previous generations, but defensive Terastillization allows offensive Pokemon like Crabrawler, who would normally be forced out by Flying-types to tank normally solid options and KO back with coverage moves. To overcome the danger of losing any web check to the many techs that web teams can choose between, teams seeking to be perfectly safe against webs are forced to run multiple Pokemon that pose problems for the archetype.
Sticky Web teams are not untouchable, though. Even if the spinner or defogger found on nearly every team is successfully blocked, web teams cannot simply collect a free win. They still have to contend with bulky stops to their sweepers that don't care about the speed drop along with fast Flying-types that are able to offensively pressure web teams freely thanks to their immunity to the hazard. These options allow teams a fighting chance against web teams and has prevented them from dominating usage stats or win rates in tournaments, though this does not necessarily preclude the archetype from being unhealthy. If using those checks to webs gives teams a serious disadvantage against standard teams, then teams must choose between beating webs and standard in the builder. This often results in a rock-paper-scissors matchup dynamic that both cuts down on in-game skill and stifles creativity in the team builder. The question that voters will be answering is this: do web teams warp the metagame and create matchup problems to an extent that make them banworthy? Metagames where Sticky Web teams are balanced have existed in the past, where the options to deal with the archetype were widespread and viable enough to avoid significant warping of the metagame. This is somewhat of a sliding scale: at times webs have been fairly obscure and certainly not banworthy (Wingull meta in SM or late Vullaby in SS), and at others they have been a borderline case (a majority of XY and ORAS). Where the line should be drawn is subjective, and the purpose of this suspect.
special thanks to tazz for the writeup
The voting requirements are a minimum GXE of 76 with at least 50 games played. In addition, you may play 1 less game for every 0.2 GXE you have above 76 GXE, down to a minimum of 30 games at a GXE of 80. As always, needing more than 50 games to reach 80 GXE is fine.
GXE | minimum games |
76 | 50 |
76.2 | 49 |
76.4 | 48 |
76.6 | 47 |
76.8 | 46 |
77 | 45 |
77.2 | 44 |
77.4 | 43 |
77.6 | 42 |
77.8 | 41 |
78 | 40 |
78.2 | 39 |
78.4 | 38 |
78.6 | 37 |
78.8 | 36 |
79 | 35 |
79.2 | 34 |
79.4 | 33 |
79.6 | 32 |
79.8 | 31 |
80 | 30 |
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Guess I'm on my way...
Guess I'm on my way...
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