jpw234
Catastrophic Event Specialist
Okay, I've finally achieved suspect reqs so I'm going to make one last post in this thread. At this point I've resigned myself to the fact that Keldeo will be staying OU, but I'll give it one last go and explain why I think it should be sent to Ubers.
The first hurdle that I think needs to be overcome is explaining why Keldeo is in a class of its own as far as offensive threats go. There's been a lot of anti-ban people wondering why Keldeo is any different from other powerful threats like Terrakion, or other rain threats like Starmie or Specs Politoed. There are a couple of key attributes that Keldeo has that make it far better than the rest of OU:
- STAB boosted by weather. Water is already a fantastic attacking type, and Keldeo can boost its water STAB with the help of Politoed. This set it apart from most physical attackers like Terrakion and Dragonite by giving it an extra boost on its main attack which lets it 2HKO many specially defensive pokemon that might otherwise counter it. It also contributes to the mindlessness of Keldeo, as you are incentivized in rain to spam Hydro Pump because none of your other attacks are all that powerful or boosted by the weather.
- The ability to hit from both sides of the spectrum. This is a HUGE thing that I feel like the anti-ban side has not spoken to. Other than Specs Latios and maybe Alakazam with Psyshock, nothing puts pressure on special walls like Keldeo's Secret Sword. The additional fact that it's Fighting type (which is way better than Psychic as far as special attacking goes, because most good special walls aren't weak to or resist Psychic since it's a common special attacking type, while Fighting is almost exclusively physical) lets Keldeo easily bypass Blissey, Chansey, Ferrothorn and more. This also gives it the ability to break down great defensive cores like SkarmBliss or FerroCent, straining stall teams. This also specifically differentiates it from other rain abusers like Starmie.
- Lack of weakness to priority. Other powerful pokemon like Terrakion, Dragonite and Salamence are weak to common priority moves. This obviates the need for a scarfer and opens up a wide range of possible checks or revenge killers for them such as Breloom, Mamoswine, Scizor, etc. This is not the case for Keldeo. Keldeo resists Ice Shard and Bullet Punch and is neutrally hit by Mach Punch meaning to offensively check it, you must run a dedicated scarf set. This contributes to the narrowing of potential checks/counters that the pro-ban side is worried about. You can also tack on to this a lack of weakness to Stealth Rock, which means Keldeo can switch in and out many times over the course of a game without losing too much health or quickly putting it in KO range from a priority move.
- Complementary rather than redundant STABs. Water and Fighting cover each other's offensive weaknesses very well (in fact, every singular type is neutrally hit by Water or Fighting). This combined with Keldeo's overwhelming offensive power and ability to hit on both sides of the spectrum makes it pretty much necessary for any counter to resist both of its STABs or be immune to one. This is apparent in Keldeo's small list of counters - Jellicent, Latias, Amoonguss, Celebi, etc. Keldeo's fantastic coverage also allows it to neutrally hit most other threats which is what gives it the power to OHKO so much of the metagame. When you give it the additional ability to cover holes in its coverage with Icy Wind and a Hidden Power (generally Ice, Bug or Ghost) you make Keldeo very scary.
- A versatile list of sets that can put pressure on all of its counters while retaining utility. The standard Scarf/Specs sets are very powerful on their own merits and present a lot of trouble for stall and offense alike. The additional threat of Expert Belt Keldeo, CM Keldeo, or Rain Dance Keldeo makes playing against this musketeer even more difficult. Moves like Icy Wind and HP Bug can dent or destroy Keldeo's counters and make it very easy for Keldeo or a partner to sweep a weakened team. Keldeo's movepool in this regard may not be impressively expansive, but Keldeo doesn't need a big movepool - it can do pretty much all it needs to with Icy Wind and a Hidden Power. Sure, these moves aren't optimal, and Ice Beam/Thunderbolt/Signal Beam would really make Keldeo happy, but it performs very well with what it has. This is distinct from threats like Starmie which is very one-dimensional, Garchomp, Volcarona, etc.
I'd like to make an aside and discuss the (rather silly IMO) argument that if you're losing to Expert Belt or CM Keldeo you "just got outplayed", or you "need to predict better", or you "lack game sense" and couldn't tell from Team Preview what the set was. These statements are all rather pretentious and don't seem warranted to me. The sheer power behind Keldeo's moves means that staying in on the thing with a sub-optimal pokemon in anticipation that it's going to try to Icy Wind your Latias could just as easily backfire when you take a Hydro Pump to the face. The decisionmaking here can't be called "prediction", it's just coin-flipping. It most cases you're going to lose something to Keldeo if you don't switch out when it comes in on you, so switching to a counter like Latias, Celebi or Jellicent is simply the most logical option. Sure, looking back you can say that you "should have predicted better" after you take a Specs HP Ghost to the face, or that you could have just "played around it", but if you had made the other decision and lost a pokemon to Hydro Pump spam you would have the exact same regrets. Putting the onus on the defender to make the right 50/50 call every time Keldeo comes into play is not balance, and the hypothetical ability to switch perfectly on every single one of its attacks doesn't really implicate Keldeo's brokenness.
So these are the reasons why Keldeo is distinct in terms of its offensive abilities. There isn't another pokemon in OU that can boast all of these attributes, and saying that something like Starmie will just fill in for Keldeo when it's gone ignores the unique capabilities that Keldeo possesses.
Now we should look at why these things make Keldeo broken. Coming at banning from a teambuilder's perspective (shameless promotion: here is the post that explains this in detail), Keldeo appears quite obviously too strong for OU. The centralization caused by Keldeo is, in my opinion, fairly apparent (given the arguments above about how Keldeo is unique in terms of the stresses it puts on opposing teams). For stall teams, it is required to run at least one counter and one check, if not two counters, to Keldeo in order to break even against a Keldeo user (for me, personally, it's Celebi and Gyarados, although several combinations are viable). Given how small the pool of checks and counters to Keldeo is, this is quite restrictive in teambuilding and IMO harmful. On the offensive side of things, you either need to outspeed it with a large majority of your team to be safe, or pack two of (few) offensive checks to Keldeo. Otherwise you're pretty much accepting at least one pokemon lost if you don't predict perfectly. The necessity of these check/counters to be safe from Keldeo is, IMO, too much for the metagame and justifies a ban.
I'd like to finish this post off by addressing another popular stance/argument from the anti-ban side here. Namely, the argument that "my team is safe from Keldeo, therefore, no big deal", which is also framed as "Keldeo's checks/counters are good pokemon so suck it up" or "standard play doesn't have too much trouble with Keldeo". I have gripes with the validity of each of these statements, but those are mostly addressed above, so let's assume that they are true. These statements fundamentally miss the point of our banning process. Arguing about the ability of common, "Standard Play" to handle Keldeo ignores the fact that we, the battlers and controllers of banning policy, create and define "Standard Play". To say "the metagame we have shaped to this point is fine with Keldeo therefore there's no need for a ban" is silly, because we could have just as easily created a metagame that got totally steamrolled by Keldeo and banned it without a second thought. We can always choose to shape the OU metagame to support the existence of broken pokemon - we did it, in fact, for long periods of time with Excadrill, Landorus-I, Deoxys-S, etc. (and are currently doing it with Kyurem-B and Drizzle/Drought). But this forecloses the possibility of creating an even better metagame by banning these powerful threats. To say that "something can be handled --> leave it be" is essentially a willful settling for a worse metagame when we could do better. There's no rules set in stone that prohibit banning something that isn't an insta-win button. We have the opportunity to create a healthier metagame by banning Keldeo, and we should do it, even if the current metagame isn't completely abhorrent to you (although it is to me and many others). In other words (and I will put this in big bright letters):
The first hurdle that I think needs to be overcome is explaining why Keldeo is in a class of its own as far as offensive threats go. There's been a lot of anti-ban people wondering why Keldeo is any different from other powerful threats like Terrakion, or other rain threats like Starmie or Specs Politoed. There are a couple of key attributes that Keldeo has that make it far better than the rest of OU:
- STAB boosted by weather. Water is already a fantastic attacking type, and Keldeo can boost its water STAB with the help of Politoed. This set it apart from most physical attackers like Terrakion and Dragonite by giving it an extra boost on its main attack which lets it 2HKO many specially defensive pokemon that might otherwise counter it. It also contributes to the mindlessness of Keldeo, as you are incentivized in rain to spam Hydro Pump because none of your other attacks are all that powerful or boosted by the weather.
- The ability to hit from both sides of the spectrum. This is a HUGE thing that I feel like the anti-ban side has not spoken to. Other than Specs Latios and maybe Alakazam with Psyshock, nothing puts pressure on special walls like Keldeo's Secret Sword. The additional fact that it's Fighting type (which is way better than Psychic as far as special attacking goes, because most good special walls aren't weak to or resist Psychic since it's a common special attacking type, while Fighting is almost exclusively physical) lets Keldeo easily bypass Blissey, Chansey, Ferrothorn and more. This also gives it the ability to break down great defensive cores like SkarmBliss or FerroCent, straining stall teams. This also specifically differentiates it from other rain abusers like Starmie.
- Lack of weakness to priority. Other powerful pokemon like Terrakion, Dragonite and Salamence are weak to common priority moves. This obviates the need for a scarfer and opens up a wide range of possible checks or revenge killers for them such as Breloom, Mamoswine, Scizor, etc. This is not the case for Keldeo. Keldeo resists Ice Shard and Bullet Punch and is neutrally hit by Mach Punch meaning to offensively check it, you must run a dedicated scarf set. This contributes to the narrowing of potential checks/counters that the pro-ban side is worried about. You can also tack on to this a lack of weakness to Stealth Rock, which means Keldeo can switch in and out many times over the course of a game without losing too much health or quickly putting it in KO range from a priority move.
- Complementary rather than redundant STABs. Water and Fighting cover each other's offensive weaknesses very well (in fact, every singular type is neutrally hit by Water or Fighting). This combined with Keldeo's overwhelming offensive power and ability to hit on both sides of the spectrum makes it pretty much necessary for any counter to resist both of its STABs or be immune to one. This is apparent in Keldeo's small list of counters - Jellicent, Latias, Amoonguss, Celebi, etc. Keldeo's fantastic coverage also allows it to neutrally hit most other threats which is what gives it the power to OHKO so much of the metagame. When you give it the additional ability to cover holes in its coverage with Icy Wind and a Hidden Power (generally Ice, Bug or Ghost) you make Keldeo very scary.
- A versatile list of sets that can put pressure on all of its counters while retaining utility. The standard Scarf/Specs sets are very powerful on their own merits and present a lot of trouble for stall and offense alike. The additional threat of Expert Belt Keldeo, CM Keldeo, or Rain Dance Keldeo makes playing against this musketeer even more difficult. Moves like Icy Wind and HP Bug can dent or destroy Keldeo's counters and make it very easy for Keldeo or a partner to sweep a weakened team. Keldeo's movepool in this regard may not be impressively expansive, but Keldeo doesn't need a big movepool - it can do pretty much all it needs to with Icy Wind and a Hidden Power. Sure, these moves aren't optimal, and Ice Beam/Thunderbolt/Signal Beam would really make Keldeo happy, but it performs very well with what it has. This is distinct from threats like Starmie which is very one-dimensional, Garchomp, Volcarona, etc.
I'd like to make an aside and discuss the (rather silly IMO) argument that if you're losing to Expert Belt or CM Keldeo you "just got outplayed", or you "need to predict better", or you "lack game sense" and couldn't tell from Team Preview what the set was. These statements are all rather pretentious and don't seem warranted to me. The sheer power behind Keldeo's moves means that staying in on the thing with a sub-optimal pokemon in anticipation that it's going to try to Icy Wind your Latias could just as easily backfire when you take a Hydro Pump to the face. The decisionmaking here can't be called "prediction", it's just coin-flipping. It most cases you're going to lose something to Keldeo if you don't switch out when it comes in on you, so switching to a counter like Latias, Celebi or Jellicent is simply the most logical option. Sure, looking back you can say that you "should have predicted better" after you take a Specs HP Ghost to the face, or that you could have just "played around it", but if you had made the other decision and lost a pokemon to Hydro Pump spam you would have the exact same regrets. Putting the onus on the defender to make the right 50/50 call every time Keldeo comes into play is not balance, and the hypothetical ability to switch perfectly on every single one of its attacks doesn't really implicate Keldeo's brokenness.
So these are the reasons why Keldeo is distinct in terms of its offensive abilities. There isn't another pokemon in OU that can boast all of these attributes, and saying that something like Starmie will just fill in for Keldeo when it's gone ignores the unique capabilities that Keldeo possesses.
Now we should look at why these things make Keldeo broken. Coming at banning from a teambuilder's perspective (shameless promotion: here is the post that explains this in detail), Keldeo appears quite obviously too strong for OU. The centralization caused by Keldeo is, in my opinion, fairly apparent (given the arguments above about how Keldeo is unique in terms of the stresses it puts on opposing teams). For stall teams, it is required to run at least one counter and one check, if not two counters, to Keldeo in order to break even against a Keldeo user (for me, personally, it's Celebi and Gyarados, although several combinations are viable). Given how small the pool of checks and counters to Keldeo is, this is quite restrictive in teambuilding and IMO harmful. On the offensive side of things, you either need to outspeed it with a large majority of your team to be safe, or pack two of (few) offensive checks to Keldeo. Otherwise you're pretty much accepting at least one pokemon lost if you don't predict perfectly. The necessity of these check/counters to be safe from Keldeo is, IMO, too much for the metagame and justifies a ban.
I'd like to finish this post off by addressing another popular stance/argument from the anti-ban side here. Namely, the argument that "my team is safe from Keldeo, therefore, no big deal", which is also framed as "Keldeo's checks/counters are good pokemon so suck it up" or "standard play doesn't have too much trouble with Keldeo". I have gripes with the validity of each of these statements, but those are mostly addressed above, so let's assume that they are true. These statements fundamentally miss the point of our banning process. Arguing about the ability of common, "Standard Play" to handle Keldeo ignores the fact that we, the battlers and controllers of banning policy, create and define "Standard Play". To say "the metagame we have shaped to this point is fine with Keldeo therefore there's no need for a ban" is silly, because we could have just as easily created a metagame that got totally steamrolled by Keldeo and banned it without a second thought. We can always choose to shape the OU metagame to support the existence of broken pokemon - we did it, in fact, for long periods of time with Excadrill, Landorus-I, Deoxys-S, etc. (and are currently doing it with Kyurem-B and Drizzle/Drought). But this forecloses the possibility of creating an even better metagame by banning these powerful threats. To say that "something can be handled --> leave it be" is essentially a willful settling for a worse metagame when we could do better. There's no rules set in stone that prohibit banning something that isn't an insta-win button. We have the opportunity to create a healthier metagame by banning Keldeo, and we should do it, even if the current metagame isn't completely abhorrent to you (although it is to me and many others). In other words (and I will put this in big bright letters):
Stop making the perfect the enemy of the good and look at banning as what it is, not some godly hammer handed down from on high which we use to scientifically and precisely determine a perfect brightline for brokenness, but a policy tool that we can utilize to make the metagame better for everybody. Don't succumb to some masochistic impulse to put up with Keldeo simply because you think it isn't "quite Uber enough", or "quite broken enough", or bad but not "quite bad enough": take the tool that is given to you for the purposes of making a healthy metagame and USE IT.
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