>>30704610Well, the point is that due to its ability to run any set imaginable, you can't know what the pokemon plans to do. This makes it impossible to know how the enemy plans to use it. Some of this in the metagame is healthy and makes the game interesting. However, a healthy level of unpredictability is, "I didn't see that coming, I lost [1 or 2] pokemon! He has a big advantage now."
An unhealthy level of predictability happens when it is paired with an egregiously strong pokemon. Instead of, "I lost [1 or 2]," it's "He sent out Lando-I. If I predict its completely random set incorrectly, of which there are about 6 sets, then I automatically lose the game. If I waste just 1 turn with the wrong prediction, I lose automatically."
That's not fun or fair. It's not a good thing that the game-determinant is whatever random Lando-I set the enemy brought and whether you predict it, in a completely random fashion.
We play pokemon, so we like and expect a little bit of randomness. That makes the game interesting and fun, and leads to some crazy moments we will remember for a long time. However, it's different when the entire battle is determined by what amounts to the roll of a 6 sided die.
Even if you predict the 1/5 or 1/6 dice roll correctly, at which the odds are against you, your victory is to have a marginal chance at dispatching 1 of the enemy's field pokemon. That's it, and he has 5 more.
I hope that helps you understand why landorus-I is too powerful to be allowed for a fun game.