Shadow Tag:
Do Not Ban
Part 1: shadow tag played in-meta in general:
So far i've been in the ubers metagame for laddering in suspecttest and having some fun (I can't hide that enjoyment :p), shadow tag has been a problem in terms of predictions considering the fact that pokemons that have been trapped (I'm refering notably to walls with no attacks or just weak moves, but also pokemons that aen't strong or fast enough to pick off the shadow tag user) are forced to take some damages despite u initially want it to save because it serve late game sweeping purpose or support for crippling or cure your teammates, unless they are carrying a shed shell or being a ghost type... And also the fact that shadow tag pokemons can abuse their trolly-like moveset and pretty good stats to hinder opposite options in addition of remove the ability of switch out. Like it wasn't enough to prevent switches, shadow tag users can rely on annoying moves such as encore used by wobuffet, trick used by gothitelle or the nasty taunt-destiny bond combo on mega gengar. Anyway what I mean is these annoying support moves combined with the right stats to use them and attacking options besides that (except for that punchin bag called wobuffet which use that countering shenanigans) can really make the opponent lose his/her momentum and gameplan to win because a key pokemon has been neutralized or removed.
Part 2: shadow tag users in details:
I) Mega gengar:
HP:60
Attack:65
Defense:80
SpAtk:170
Spdef:95
Speed:130
Mega gengar is probaly one of the most dangerous pokemon in the metagame, it has stats and the movepool for being a great special sweeper with amazing support, keep in mind that it speedties with mewtwo one of the fastest pokemon in the game, that means it can played around opposite mons by taunting them to prevent any form of crippling or act like a bomb and destiny bond on a strong enough attack to take it out, and if any scarfers can't take it out it's even worse because you are dead next turn after the safely played destiny bond. using will-o-wisp is also a thing to consider, because if a well-trained physical attacker which can be potentially the mvp of the game later on is burned, then guess who is screwed at the end... Rather than its support movepool, its offensive movepool is also as awesome as its supporting one, has access to the most perfect neutral coverage in the game with two 120 base power moves named as shadow ball (after STAB boost) and focus blast, also have a great secondary STAB (sludge wave or bomb, it's a matter of tastes imo) that became more useful since the introduction of fairies. with an addition of a certain hidden power or other coverage move u pretty much become unstoppable, even the dedicated special walls chansey and blissey can't do anything if u choose to run taunt + 3 attacks (especially if u prefer to have specific coverage instead of a powerful poison STAB move), the only remaining move to use for those pink blobs will be then seismic toss most of the time and no need to tell that gengar laugh at it all day every day...
Insatiably using these assets allows mega gengar to make stall teams cries, the incapacity of switching out while taunted is huge and the possibility to cripple stallers with status and deals decent to huge damages reach a step above the acceptance in competitive play. Fortunalety it can't sweep a whole stall team as long the members are carrying an attacking move ensuring to wear down the threat bit by bit if not 2hkos or ohkos depending on the moveset. In fact gengar doesn't have a setup move and stated with kinda frail defensive stats, so that it can't pull off a sweep and cumulate the status of stallbreaker and wallbreaker especially because its physical attack prevents also mega gengar to be a mixed sweeper. in a nutshell mega gengar is a great force to be reckoned with, great offensive stats and movepool allows it to deal a good chunk to everyone and it relatively screw up stall teams by removing a key resistance to a specific sweeper in a team if needed, but the fact that its moves can't ohkos offensive threats that then can retaliate back and merely ohko it more likely with strong physical attack and the lack of a setup move to break through a team make it only reliable on weakens teams more than completely overpowered them and hinder their possibilities to move to death.
II)Wobuffet:
(I live in the shadow of my fame...)
HP:190
Atk:33
Def:58
SpAtk:33
SpDef:58
Speed:33
Now wobuffet is an interesting pokemon, it looks bad at first glance its existence amounting to only 7 moves once and for all!!! (I do not count spalsh tho because I think it's the newly arrived move with ORAS movetutor, I'm not sure.) But by looking like such an awful pokemon with just only 7 moves which are non-attacking and non-directly attacking moves it has the perfect ability to match with these moves. the relatively reliable Shadow tag ability allows wobuffet to "force" its movepool to do some work that means wobuffet can actually put the trapped pokemon in a position where then the player has to pick between 3 types of choices here:
-Due to its huge base hp wobuffet can tank a variety of hits and send it back twice as strong as the original damage output with either
counter or mirror coat so the opponent might risk an ohko back doing so and then switch in something to finish the wobuffet if possible.
-The opponent could not try to attack and click a status move but then wobuffet can use the move encore to stuck the trapped pokemon into this move and allows a switch in initiative.
-The opponent try to play around between those alternatives and eventually win by 2hko the wobuffet under the encore or by taunting the wobuffet and then not attack or lose because failing to get all the predictions right.
All these choices are making the opponent to be extremely lucky or skilled to beat the one carrying wobuffet at its own game and avoid losing an important member or losing crucial initiative for the battle. Beside that and as a conclusion wobuffet hasn't any offensive presence making it less of a big deal, its goal being to support the team by forcing mind games and eventually removed one pokemon or hinder its abilty to put some work.
III)Gothitelle:
HP:70
Atk:55
Def:95
SpAtk:95
Spdef:110
Speed:65
Gothitelle seems like a bigger threat than the previous ones aforementioned considering the fact that she can learn calm mind and potentially become a wallbreaker/sweeper especially with access to psyshock to take down special walls but regarding her actual movepool she's not designed to do so. In a few words she struggles to pick off opposing steel types and dark types in a lesser extent, she just hasn't got the necessary coverage to manage the exploit forcing her to rely on a proper hidden power, but even combling these flaws doesn't allow her to sweep because of her lack luster speed given. she is outsped by the most part of the tier as a sweeper and is one of the pokemons that suffers a lot from the knock off boost since that's a viable option for both mixed or physical sweepers sets and can potentially ohko her.
However even if she struggles against offensive mons and tend to be wear down quickly or ohko by mostly strong physical attacks, she can do great against stall by abusing some trick called trick...
in a more serious note the access to the move trick allows her to crippled a defensive mon like chansey, skarmory,etc... by giving it a choice item and then set up on their faces and later starting wrecks the whole stall team with proper coverage. The thing is the opponent might expect that attempt and so react in consequence by locked his pokemon into an attacking move or using a crippling status move such as toxic and so force eventually gothitelle not being able to set up at +6/+6 with calm mind and switch out. To solve that most of the time we use rest in the set to take on but it misses the opportunity to have coverage and being able to KO the whole team if it is well-synergized.
So not really the best option to have on a team for abusing shadow tag, trick doesn't help vs offensive teams in general and she will more likely forced to switch out on stall teams if crippled enough or encounter an obstacle that can take on her only attacking move if rest is used in the trick/calm mind set.
Part 3: Conclusion on the statement:
To sum up you can more likely lose the game if the matchup is too relevant nothing new here, but the impact will be different on each playstyle used. A stall team is only-reliant on the matchup, (there are mons strong enough to break through these kind of teams but whatever) it's a system based on a very adjusted synergize trying to counter/crippled as many mons as possible with only 6 slots facing 17 possible types of attacks with possible good reliant coverage, so if you manage to block the ability to switch into a counter you'll probably have better chances of winning the match by wearing down/removed an obstacle. Then we come on balance/offensive teams, there aren't as much pressure to be prevented from switch in, I guess balanced teams wouldn't like to lose their defensive members but when you are bringed to build these kind of teams you'll find interesting powerful enough offensive options to make your defensive mons bulky and agressive at the same time, whereas really more offensive based teams aren't really of shadow tag since there are actually a pretty good number of offensive threats that can take some hits considering the tier attributed to the different shadow tag users.
Voting conclusion:
So as I would like I'll vote the non-ban of shadow tag despite it fragilizing an entire playstyle, there are still viable offensive options to put into a stally moveset and so actually playing a faster way to wear down the opposing team while tanking their hits (at least one attack and the rest is standard support). And offensive playstyle users may have to keep a good offensive pressure as usual, shadow tag being only here to lose momentum one time, the key is to prevent your win condition for late game clean or setup and ohko the ST user if u have the opportunity to do so and then u can also use priority moves to prepare the field for your win condition which generally outspeed and will finish the shadow tag if you played correctly before, doing that ensure you to easily avoid painful penalties and will maximize your initiative leading you a road to victory. So yeah, when you faced a team with shadow tag just adapt your play style in a more agressive way just a bit more since shadow tag might affect the gameplay in the slightest and not limit to an extreme degree your options.
PS: Excuse me if I did some grammatical mistakes, english isn't my native language ^^.