So, Crystal_'s latest discovery means Double-Kick, Bonemerang, and Twineedle can hit a ridiculous number of times if an ally was KOed while using Bide (though the trick only works once). While that might seem pointless, Bide could potentially be a filler death fodder / mind game move that also boosts a teammate later in the battle.
Double-hit attackers are Jolteon, Hitmonlee, the Nidos, Beedrill, and Marowak. Jolteon is easily the most viable of those and would run Double-Kick regardless of the strategy. A well-timed Bide sacrifice earlier in the match could give Jolt the ability to quickly OHKO the likes of Chansey or GolDon. The major downsides of course are only getting one shot at it, kinda like Explosion without the self-KO, and having to run Bide on something (preferably something fast and definitely nothing with Explosion).
Jynx would probably be the best Bide death fodder if you were going to attempt this. After it's slept something and generally chipped up the opponent's team, it's often pretty beat up and something you're more willing to part with. Going out with a Bide puts your Jolteon is much more favorable position late-game.
Ultimately, though, it just feels pretty gimmicky. I could maybe see the surprise value in a tour setting against someone unfamiliar with this, but even then there's no guarantee. If you were planning on running Jynx + Jolt on your team anyway, or really hoping to make Beedrill work somehow, then it's mostly just a generally worse but potentially nifty 4th move on Jynx that can cause a lot of 50/50s against an opponent that is aware of this trick.
All of that, of course, is if we even want this implemented on the sim (it's not been implemented yet so we could discuss it here first.) This technically results from a desync, so we could loop it under Desync Clause. That said, it doesn't actually interrupt gameplay the way regular desync bugs do; it just adds a funny little mechanic that gives a few mons a new gimmick to play with.
I personally don't think this is worth breaking mechanics and updating a clause over, but I can kinda see why others might, so I figured we should open this up to discussion first~
Double-hit attackers are Jolteon, Hitmonlee, the Nidos, Beedrill, and Marowak. Jolteon is easily the most viable of those and would run Double-Kick regardless of the strategy. A well-timed Bide sacrifice earlier in the match could give Jolt the ability to quickly OHKO the likes of Chansey or GolDon. The major downsides of course are only getting one shot at it, kinda like Explosion without the self-KO, and having to run Bide on something (preferably something fast and definitely nothing with Explosion).
Jynx would probably be the best Bide death fodder if you were going to attempt this. After it's slept something and generally chipped up the opponent's team, it's often pretty beat up and something you're more willing to part with. Going out with a Bide puts your Jolteon is much more favorable position late-game.
Ultimately, though, it just feels pretty gimmicky. I could maybe see the surprise value in a tour setting against someone unfamiliar with this, but even then there's no guarantee. If you were planning on running Jynx + Jolt on your team anyway, or really hoping to make Beedrill work somehow, then it's mostly just a generally worse but potentially nifty 4th move on Jynx that can cause a lot of 50/50s against an opponent that is aware of this trick.
All of that, of course, is if we even want this implemented on the sim (it's not been implemented yet so we could discuss it here first.) This technically results from a desync, so we could loop it under Desync Clause. That said, it doesn't actually interrupt gameplay the way regular desync bugs do; it just adds a funny little mechanic that gives a few mons a new gimmick to play with.
I personally don't think this is worth breaking mechanics and updating a clause over, but I can kinda see why others might, so I figured we should open this up to discussion first~