When trying to explain Pokemon to unsympathetic friends, its best to cut out the jargon and speak in terms that are familiar in every day speech. In attempting to do this, I’ve relied heavily on the term “overwhelm.” That is to say:
· One player beats another by overwhelming their opponent.
· A competitive team is one that minimizes the threats that can overwhelm it, and one that can consistently create conditions that allow their team members to become overwhelming.
· Certain effects are overwhelming in a way that trivializes preparation.
Or, with respect to ubers:
· A Pokemon that proves to be an overwhelming force by itself is not a fair competitor.
So a successful meta-game seeks to remove things that are intrinsically overwhelming, because fairness promotes regularity, regularity allows the formation of strategy, and the accumulation of strategy makes a player skilled. In what I’ll call the “Smogon Metagame” the most popular ideas about promoting fair and competitive game play include banning Pokemon and banning moves. Something I see less often, however, is people taking issue with items.
The two items that immediately come to mind are Life Orb and Leftovers. In keeping consistent with the idea of “overwhelming the opponent,” a successful offensive team is one that is overwhelmingly offensive, in that their offense defeats their opponent’s defenses. Likewise, a successful stall team does the opposite. It would seem that people are more comfortable with being overwhelmed by certain items than they would be by certain Pokemon or moves. As it stands, I’d argue that the majority of games are decided before the match begins. The comparative strength between both teams often leaves little room for skill. This is especially evident when looking at a stall team, whose players seek to counter as many threats on paper before entering the match.
I see an inconsistency between the lack of the Item Clause and the enforcement of the Species Clause. Both are in effect when playing in the DPPt Battle Tower and in the official video game tournaments. Both are intended to promote diversity in team building, and both help prevent a player from stacking their deck against their opponent. Further, both reduce a team’s ability to overwhelm by pre-game conditions, and help keep the focus on playing the match itself.
Consider the following:
· Would the reduction of Life Orb users reduce the importance of Stealth Rock? Lots of Life Orb users rely on Stealth Rock for either OHKOs or 2HKOs. Stealth Rock checks many Pokemon weak to Rock-type, but Life Orb variants of Gyarados, Salamence, Dragonite, and others are among those Pokemon’s most powerful sets. Could Pokemon weak to Stealth-Rock survive as well with other items, or is the predictability of choice items enough of a liability? Would suicide leads be as viable?
· Would the loss of Leftovers to stall teams make residual damage more offensive? How would a stall team compete with both stealth rock and sand/hail, given the general weakness of stall’s attacking power and the usefulness of resistances? Would the lack of Leftovers recovery allow for more or less 2HKOs/3HKOs, keeping in mind there would also be a change in offensive power and possibly residual damage?
· In a previous post, Tangerine highlights that balanced teams might become more viable under the Item Clause. Is it even possible for balanced teams to overwhelm opposing teams enough to win? Is it possible for a team to switch between offensive and defensive pressure without becoming too reactionary?
There are a lot more implications to the idea of overwhelming, but for now I’ll put this up for debate.
· One player beats another by overwhelming their opponent.
· A competitive team is one that minimizes the threats that can overwhelm it, and one that can consistently create conditions that allow their team members to become overwhelming.
· Certain effects are overwhelming in a way that trivializes preparation.
Or, with respect to ubers:
· A Pokemon that proves to be an overwhelming force by itself is not a fair competitor.
So a successful meta-game seeks to remove things that are intrinsically overwhelming, because fairness promotes regularity, regularity allows the formation of strategy, and the accumulation of strategy makes a player skilled. In what I’ll call the “Smogon Metagame” the most popular ideas about promoting fair and competitive game play include banning Pokemon and banning moves. Something I see less often, however, is people taking issue with items.
The two items that immediately come to mind are Life Orb and Leftovers. In keeping consistent with the idea of “overwhelming the opponent,” a successful offensive team is one that is overwhelmingly offensive, in that their offense defeats their opponent’s defenses. Likewise, a successful stall team does the opposite. It would seem that people are more comfortable with being overwhelmed by certain items than they would be by certain Pokemon or moves. As it stands, I’d argue that the majority of games are decided before the match begins. The comparative strength between both teams often leaves little room for skill. This is especially evident when looking at a stall team, whose players seek to counter as many threats on paper before entering the match.
I see an inconsistency between the lack of the Item Clause and the enforcement of the Species Clause. Both are in effect when playing in the DPPt Battle Tower and in the official video game tournaments. Both are intended to promote diversity in team building, and both help prevent a player from stacking their deck against their opponent. Further, both reduce a team’s ability to overwhelm by pre-game conditions, and help keep the focus on playing the match itself.
Consider the following:
· Would the reduction of Life Orb users reduce the importance of Stealth Rock? Lots of Life Orb users rely on Stealth Rock for either OHKOs or 2HKOs. Stealth Rock checks many Pokemon weak to Rock-type, but Life Orb variants of Gyarados, Salamence, Dragonite, and others are among those Pokemon’s most powerful sets. Could Pokemon weak to Stealth-Rock survive as well with other items, or is the predictability of choice items enough of a liability? Would suicide leads be as viable?
· Would the loss of Leftovers to stall teams make residual damage more offensive? How would a stall team compete with both stealth rock and sand/hail, given the general weakness of stall’s attacking power and the usefulness of resistances? Would the lack of Leftovers recovery allow for more or less 2HKOs/3HKOs, keeping in mind there would also be a change in offensive power and possibly residual damage?
· In a previous post, Tangerine highlights that balanced teams might become more viable under the Item Clause. Is it even possible for balanced teams to overwhelm opposing teams enough to win? Is it possible for a team to switch between offensive and defensive pressure without becoming too reactionary?
There are a lot more implications to the idea of overwhelming, but for now I’ll put this up for debate.