General rules apply. There are spoilers in this thread.
So here we have two abilities that do the same thing. Wimp Out which is for Wimpod, and Emergency Exit which is for Wimpod's evo: Golisopod. The aim of this thread is to come up with an implementation for these abilities for Sun & Moon ASB. What I have down for these two at the moment is this:
Wimp Out - Passive | Mold Breaker: No | Switches out of battle at the end of a round where HP < 50% (Switch = OK). Got to think of something here (Switch = KO).
Emergency Exit - Passive | Mold Breaker: No | Switches out of battle at the end of a round where HP < 50% (Switch = OK). Got to think of something here (Switch = KO).
As you can see, I have drawn a blank on what to do for Switch = KO matches (relevant for things like Raids and TLR's especially) and am not sold on its Switch = OK effect. One mechanic to note from in-game:
U-turn/Volt Switch, Circle Throw/Dragon Tail, and Red Card/Eject Button override Wimp Out/Emergency Exit. Its in-game effect is to switch out if HP drops from above 50% to below 50%.
Here's a post in Omnibus Thread to get you started:
So yeah, anyone want to help out? Unless we get a general consensus, this will go to a council vote.
So here we have two abilities that do the same thing. Wimp Out which is for Wimpod, and Emergency Exit which is for Wimpod's evo: Golisopod. The aim of this thread is to come up with an implementation for these abilities for Sun & Moon ASB. What I have down for these two at the moment is this:
Wimp Out - Passive | Mold Breaker: No | Switches out of battle at the end of a round where HP < 50% (Switch = OK). Got to think of something here (Switch = KO).
Emergency Exit - Passive | Mold Breaker: No | Switches out of battle at the end of a round where HP < 50% (Switch = OK). Got to think of something here (Switch = KO).
As you can see, I have drawn a blank on what to do for Switch = KO matches (relevant for things like Raids and TLR's especially) and am not sold on its Switch = OK effect. One mechanic to note from in-game:
U-turn/Volt Switch, Circle Throw/Dragon Tail, and Red Card/Eject Button override Wimp Out/Emergency Exit. Its in-game effect is to switch out if HP drops from above 50% to below 50%.
Here's a post in Omnibus Thread to get you started:
There's a couple of posts afterwards on the matter but that's it.However, theres something that is bugging me about Wimp Out.
The current description implies it will automatically force the pokemon to switch out, but that just seems to have the potential to be way too punishing for it's user. Match up control is an extremely important aspect of ASB, and completely forcing a pokemon to leave the field, even if the user does not want it, is in my opnion, way too big of a disvantage, not to mention the sheer frustation factor.
We changed other abilites for being potentially punishing for it's users, such as the likes of Drought, Drizzle and even the unreleased Dancer. As Wimp Out is not supposed to be a purely harmful ability (Such as Truant), should we allow the user to decide wether he wants to switch or not?
Now, obviously, we have very little information on Wimpod, therefore i believe we should wait before reaching a decision. Wimp Out is just weird in that it has the potential to be awful or game-breaking, depending on the mechanics, but i believe some consideration is necessary.
No real idea on how to make it work in Switch = KO either. A free dodge? Should it bypass Aerial Ace and friends? Should it dodge automatically or the user has to specify an action? Something simpler, but completely unrelated that makes flavor sense?
So yeah, anyone want to help out? Unless we get a general consensus, this will go to a council vote.