I never claimed that Smogon should conform to GameFreak simply for the sake of doing so. The reason that Smogon should support GameFreak's formats first and foremost is that they are the format that GameFreak is actually balancing.
That's actually not a good answer at all. You're saying that we should conform to Game Freak's formats just because Game Freak is trying to balance them? That honestly doesn't make any sense at all. We are in no way obligated to follow their format just because they make attempts to balance them. Your whole argument here is just "give them a chance, and if you don't, you're old fashioned."
But this brings up another big question: why does everyone keep acting like Game Freak is creating balanced metagames? They try to balance out certain things through new mechanics, but the metagames themselves remain unchanged from day one. There are several strategies that even in a 3v3 metagame are obviously more powerful than others, if not outright broken. Don't pretend that there aren't. However, you know what Game Freak does about that? Absolutely nothing. Their initial banlist is literally 660+ BST legends + pixies + a couple of other 600 BST legends (along with a couple of other weird bans for technical reasons or such, namely Chatot and Sky Drop).
GameFreak absolutely caters to competitive players. Do you think they'd bother tweaking the power and accuracy of so many moves this gen for the casual players? Laughable.
Move mechanics are constantly changed. This in no way proves that they're trying to cater to competitive players at all. Do you honestly think that casual players never care about accuracy or power or have their own personal wishlists of future move mechanic changes?
The reason Smogon needs all of its tiers is that the 6v6 system it uses heavily favors some Pokémon over others. I'm not claiming that every single fully-evolved Pokémon is viable under GameFreak's rules, but the majority of them are viable in one of the four battle formats (Sinlges, Doubles, Triples, Rotation) without the need for crazy, hard-to-remember tiers.
If you have a hard time remembering the tiers, we have a database with the Pokemon in each tier listed quite plainly, lol. Besides, you get used to which Pokemon are in which tier very easily by actually playing them. "Hard to remember" is a really lazy excuse for not wanting a tier system.
Also, could you please provide ample examples of Pokemon that are actually good in Doubles/Triples/Rotation battles whereas they would not be otherwise? Because many Pokemon such as Kangaskhan and Musharna are probably going to have a lot easier time shining in one of Smogon's lower tiers than in one of these alternate metagames.
As for not having a bunch of suspect tests and things mid-gen, that's a combination of logistics issues and wanting consistency.
Smogon doesn't have this problem. Yet another thing that makes Smogon and Game Freak different.
Do you really not know the history here? 3v3 is almost as old as Pokémon itself. It's been around since 1st gen (Pokémon Stadium on the N64). Nintendo's own "Simulators", the console games, have been using it ever since. With the advent of 5th gen, GameFreak abolished the console battling games and the rules therefore migrated onto handhelds. It's not new.
I know it's not new, but in no way is it forced. Even in 5th and 6th Gen, you're only forced to play by these rules on Random Matchup and Battle Spot. 6v6 is still very possible, so I'm still not seeing how this can be considered "unsupported." If Smogon played 8v8 or something, you'd have a fantastic point, but that's simply not the case.
Does GameFreak want to discourage stall teams? Maybe, but I really doubt it. Do you think they'd be creating new moves, etc. that encourage stalling tactics if that were the case (Grassy Terrain, Venom Drench just off the top of my head)? Would they have reduced the power of several of the most powerful moves? I don't think so.
To be honest, they also made Defog an unblockable Rapid Spin, crippled permanent weather which both helps stall by weakening Rain/Sun offense while also hurting stall by eliminating effective weather based stall teams, removed two of Steel's resistances, introduced insanely powerful Mega forms for Pokemon like Lucario and Garchomp, specifically created Mega Gengar which breaks stall down the middle by removing the ability to switch out and actually counter the threat, etc. Besides these, none of the perks you mentioned (especially Grassy Terrain and Venom Drench, which are situational at best) can quite measure up to the impact of limiting each player to 3 Pokemon teams.
As for timers, last I played, the online simulators also had such timers. And what's the in-game time limit for a battle? An hour? I think that's long enough for 99% of 3v3 stall teams to do their jobs.
Timers were honesty a small detail, but at any rate, the timer on PS! is completely optional and must be activated by one of the players. In fact, many tournaments don't use it simply because they prefer to give each player as much time as they need (without going completely overboard, mind you).
I never suggested that 6v6 play should be abolished, so let's not pretend that I did. Obviously lots of people enjoy 6v6 or Smogon wouldn't be as big as it is. What I'm saying is that either Smogon should either really support GameFreak's formats as one of their primary focuses OR that Smogon should change their front page and/or "About Smogon" page to make it clear that Smogon primarily cares about its own, self-created format and that the vast majority of their advertised articles, tutoring and mentoring programs, etc. are geared toward that, rather than the official games.
That's just it. Smogon
does care primarily about its own formats, and most of the articles and advice you see on this site
are geared towards that. We are a site dedicated to promoting competitive battling. We are constantly trying to achieve optimal competitive metagames through suspect testing and updated tiers, and our articles and analyses are designed to help people learn the metagames that we set forth to design. We are always happy for people to come play our tiers and enjoy our metagames, but we are in no way trying to equate ourselves to Game Freak, Pokemon Online, or whatever other game authority with their own rulesets.
"Competitive" is a buzzword that doesn't mean anything in the context that it's often used here. Players can be competitive or not. A game is exactly as competitive as the players choose to make it. If you mean "skill-based", say that.
"Competitive" in this context is almost always used to mean "skill-based." In fact, I have even defined my own use of the word several times before, so there shouldn't really be any confusion at this point.
No, it doesn't. You keep equating the viability of stall teams (specifically the kind of stall teams you're used to building) with variety of the metagame.
If more types of teams are viable and used, then the variety of the metagame will be greater than otherwise. It doesn't take much to see that.
You of course completely ignore all of the Pokémon and moves that the 6v6 format itself obsoletes (in part due to the omnipresence of Stealth Rock).
Then that's the fault of Stealth Rock, not 6v6. Can you give specific examples of Pokemon that are invalidated by 6v6?
Your reasoning that stall becomes less viable when you only have 3 Pokémon in battle also seems to completely ignore that your opponent also has only 3 Pokémon with which to threaten your stall team.
3 Pokemon means less switching around and less hazard damage, less room for certain roles (cleric, spinner, spinblocker, etc.), less room for strong defensive cores, etc. Most stall cores are generally solid with a weakness to only one or two threats, which is perfectly natural since it's impossible to cover everything in the game with just 3 Pokemon. However, it is far easier for offensive cores to cover all defensive Pokemon than it is for defensive cores to cover all offensive Pokemon. There are such things as offensive Pokemon that cannot be countered defensively (and much be simply kept in check as a result), but there is no such thing as a defensive Pokemon that cannot be countered offensively. So yes, offense has a much easier time with just 3 slots than defense does.
3v3 has less switching, not no switching. It's still got plenty, trust me. I 100% agree that switching is a vital part of the Singles game. A 1v1 game really would be very dull. But your claim that more switching is better is equally absurd. Let's say GameFreak created an 18v18 format. Here you'd see many times more switching even than in 6v6. The chance that you'd have a hard counter to whatever your opponent brought out would go way up. Would this be a more skill-based format? Probably. Would most of Smogon's players switch over to it? Doubtful. I submit that they'd stick with 6v6 because that's what they've always played and they're resistant to change.
Red herring, to be honest. 18v18 doesn't exist, so there's no point in bringing up such an extreme example. But a greater emphasis on switching does make the game more skill-based. As long as you see that, then the rest really comes down to opinions over which is more "fun."
But did you bring the right 3 Pokémon to respond to those threats? The pre-game selection of your 3 Pokémon is a very high-skill decision that is completely absent from the 6v6 format. There is no chance at all in this process; it's all prediction. And I think that you and I can agree that prediction is at the heart of what makes Pokémon great.
Nah, prediction is glorified guesswork. Intelligent analysis of risk and reward is a far more important skill.
Again, on Random Matchup (a.k.a. a ladder), you don't need a rematch because luck balances out over time. As for most tournaments already using best 2 of 3, my argument still holds. In the amount of time you could play best 2 of 3 in 6v6, you could play best 3 of 5 in 3v3.
The fact that you have to up the number of matches in 3v3 just to match the balance of hax offered by fewer 6v6 matches says something.
You talk as if the three Pokémon you and your opponent choose is random. Predicting which 3 Pokémon your opponent will bring and choosing your own 3 accordingly is 100% prediction; no randomness involved.
100% prediction is a pretty scary thought, to be honest, because prediction is just educated guessing. Even if you have great prediction skills, you're still hoping that your guess is right, and you're just going to have to take the loss if you guess wrong.
I too have plenty of experience in both formats (albeit mostly in 3rd and 4th gens; I mostly sat 5th gen out). Let me ask you a question. Did you actually train a team for the 3v3 meta, or did you just train a standard 6v6 team and play that in random matchup?
Yes, I have trained teams specifically for 3v3. In fact, I had a very successful "ladder" run with a DrizzleSwim team back on BW, which still proved to be just as broken in 3v3 as it was in 6v6 (maybe even moreso, since you have fewer teamslots to check it). Of course, my record ended up being something like 10-6 even though it was realistically more like 80-6 because of sore losers disconnecting all the time, but that's thankfully been fixed in XY.
So.. you have one or two pokemon with something like stab Aerial Ace and it's a treason? That's bullocks. Both Scizor and Hitmontop learn Aerial Ace and they have Technician to boost it up to a base 90 move. Given their respective base ATK stats that's nothing to laugh at. Flying is almost as neutral as you can get for typing as well.
Aerial Ace/Shock Wave/etc. are downright weak and inferior moves. Period. You can try to dance around that issue all you want, but they are. They're passable at best as coverage moves on Technician Pokemon (bar those that get STAB like Roserade and Scyther), but almost every other Pokemon would much rather be running a more powerful STAB or coverage move. Even with Technician users, the moves are still surprisingly weak. Take, for example, CB Scizor. Even with its great base 130 Atk stat with an Adamant nature, the Choice Band boost, and pseudo STAB due to Technician, Scizor can still only 3HKO the standard Double Booster Thundurus-T 3.78% of the time. Even Stealth Rock only guarantees a 3HKO, while Thundurus-T does a 64.13% minimum to Scizor with an
unboosted Thunderbolt. Granted, Thundurus-T does resist the move, but it also has pitiful 79/70 physical bulk. These moves are nowhere near perfect answers, but more on that later.
There's also the fact that Substitute doesn't block sound moves which mean something like a Smeargle setting up Moody behind a sub is irrelevant if you have a proper way to deal with it, just like anything else in your current metagame.
The only good offensive sound moves are Boomburst, Bug Buzz, and I guess Hyper Voice. Boomburst is limited to Exploud, Chatot, and Noivern as of right now, and Noivern is the only one that even looks somewhat OU viable. Bug Buzz has Genesect and Volcarona, and that's about it. Hyper Voice...well, I'm not really sure what uses that besides Exploud and Chatot, which each now have Boomburst. Pyroar I guess? Regardless, none of this matters if the opponent gets enough SpD and/or evasion boosts and you can't break them.
The ability Scrappy can be used with a multitude of moves primarily Swift/Roar which would hit ghosts as well.
Did you research this? What gets Scrappy + Swift? Also, unless I've been missing something all these years, Roar and Whirlwind already affect Ghosts.
You could easily turn a phazer into a phazer for evasion too.
This is actually the one good check on your list, but not every team can afford to run a phazer. In fact, offensive teams rarely do. Phazing moves also do nothing to stop Baton Pass chains, which are some of the biggest benefactors of a repeal of the Evasion Clause out there. Not only that, but you also have to have the right phazer for the right opponent, but again, more about that later.
Again, switch out Swords Dance for Hone Claws and that evens things up - you could easily baton Hone claws as well.
There's a reason why Hone Claw is only used on niche stuff like SubRoost + DTail Kyurem-B and Hustle Durant. If you have another physical boosting move such as Swords Dance, it's going to be superior. Even if you don't, it's usually better to just forgo boosting altogether and run a fourth coverage move/Substitute/something instead of go for that +1 Atk boost.
There's one huge problem with all these "evasion checks." Do you know why you'd be using them? It's not just to keep in check any old legitimate skill-based strategy. You're using them to keep yourself from getting screwed over by the Random Number Generator. You're essentially forcing yourself to use inefficient or completely mediocre strategies just to keep your opponent from winning due to the luck of the draw. Not only that, but how do you know you have the right tools to beat the opponent's evasion move user? One thing I think people keep forgetting is that literally everything in the game capable of learning TMs can learn Double Team. If this were a one or two Pokemon deal, it would be another story, but an evasion abuser could be anything. I mentioned Scizor earlier; just because you toss on an Aerial Ace user doesn't mean that you're safe from everything, as your opponent's evasion booster might be something like Thundurus-T or Jirachi. Tossing on Roar Hippowdon as a phazer doesn't help too much when your opponent is attempting to sweep with Double Team Keldeo or Shaymin. Now, you're probably thinking, "Just run several different countermeasures to evasion," but do you see what you're doing at this point? You're using up multiple team and/or move slots just to stop a weapon of pure hax, which is especially bad considering many of these are mediocre or downright awful outside of stopping evasion. Do you honestly think this is healthy for a competitive metagame?
That isn't to say that I would outright oppose a new suspect test for it, but I'm just giving you a preview of some of the same arguments and complaints you're going to see in such a discussion. I've played in metagames with evasion allowed plenty of times (even a few times in XY) and it hasn't gotten any less luck-based or any more healthy for a metagame.