Another thing about FEAR tactics is the shield Steelix put on at 50% health, meaning that the shield could be a crossroad of Raid fights. That would render FEAR tactics moot because, in such a scenario a Mon like Steelix could:I doubt FEAR even works. The Boss' HP is inflated like those in Pokemon GO. Making it fall to FEAR would be very insulting feature design. Also, the boss can target it twice per turn anyway, although two FEAR user may still break that.
I'm thinking that they would just make percentage-based attacks unusable, as that'd bypass the boss' HP too easily.
Ah thanks for the info. So we will want not only a high DPT Pokemon, but those who can still survive the beatdown too. This will be interesting to make raid builds. Bulky Pokemon will be favoured, and so things like Assault Vest.
Hmm... I'll want to know about status ailments like Poison. Particularly Toxic. Any kind of percentage damage seems to be good tactics (although with Toxic normally causing 15/16 HP loss already just in 5 turns make me think they'd think ahead of that too.)
- Attack twice the FEAR mon/mons, getting them to 1 HP;
- Sandstorm kicks in;
- FEAR mon brings it down to 50% HP and shield
- Sandstorm kills a mon
What I mean is that one trick ponies like FEAR may work in the immediate but could cost you 1-2 mons in the first 1-2 turns, and then it's probably desperation time: as in every Raid game, the likelihood of succeeding could very well be strongly tied to how many of the raiding party manage to survive consistently. Food for thought given the fragmented info we have.
As I said in a previous post of mine, I disliked Dynamax as an idea for gyms and the like. But for Raid battles it looks like a neat progress from Totem encounters.