>>715717797
The term "powerful" in the context of team is misused. In terms of raw power, charge was arguably the most powerful team archetype in the game. By using one, you would most likely have no trouble winning your clashes and using the ID mechanics. Simple, easy, and strong with the charge effect greatly boosting skills.
The reason it's ranked so low is because other archetypes, while not having exceptionally strong skills except for some outliers, had the status effect themselves to shit out ridiculous amounts of damage to this day.
And today, the identities of these archetypes even have what made charge IDs powerful: skills being vastly powered up by their status effect PLUS having their own unique buffs, making them what we call meta. You need look no further than today's release to see the difference between the archetypes today.
This of course does not mean charge is weak. It's still powerful, but the "issue" is that it does not deal as much damage as the others. With charge you'll never two-turn a sloth-weak boss with T Corp. You'll never blast through waves of bosses like bleed or rupture. You'll still win easily, in fact i'd say you'll have an easier time thanks to the power charge boasts. But again, you'll never deal as much damage.