As has been stated by others, the objective of completely dissuading the opponent from fainting one of our Pokémon is impossible for us to meet, and way to much to ask from this CAP. In order to win the game, the opponent will have to knock out every single of your Pokémon, so it is in his best interest to faint CAP19 in one way or the other.
What we can do, however, is to discourage a straight KO on CAP19, in favour of slower, but at the same time safer, ways of fainting it. One example of this would be the use of status instead of direct attacks in order to score the KO. Although the opponent would allow CAP19 to hang around for a few turns longer than necessary, it might be worth it in order to avoid the trouble that comes with directly KOing it.
Yes, encouraging the use of status is in no way the same as discouraging the opponent from fainting CAP19, but if the opponent chooses to forgo the opportunity of a direct KO on CAP19 fearing the consequences, I feel that we have already succeeded in this part of the concept.
In my opinion, promoting passive and slow KOing methods over direct and immediate ones has the advantage of being not too far out of our reach. We have to concede that the ultimate goal of the opponent is always to faint your Pokémon, so delaying the KO on CAP probably the closest we can get to fulfilling this concept.
This means that we have to discourage direct KOes, as has been suggested already in a lot of different ways, but we also have to give the opponent an alternative way of fainting CAP19 with notible advantages over the faster direct methods.
The most immediate advantage of passive damage is that they don't trigger mechanics such "Destiny Bond" or "Aftermath" with the KO. A Pokémon running those could definitely attract passive damage from the opponent in order to avoid their effects.
On the other hand, a big disadvantage of knocking out a Pokémon with a direct attack is that you are forced into using certain moves and types to do so, and those can be freely determined when building the CAP. Using attacks capable of fainting CAP19 will preferably put the opponent into a bad position later on.
A few examples of this would be having CAP19 be KOed only by:
Of course, we can't limit the entire range of potentially KOing attacks to those cathegories, but if they were to be CAP19's main weaknesses, direct attacking would be much less attractive as a whole
All in all, I think we should not dismiss the idea of discouraging the opponent from the KO too fast.
While we might not be able to prevent him from ultimately wanting to faint CAP19, it is in my opinion very possible to delay the KO and cause the opponent to willingly let CAP19 live a few turns longer, if just to ensure a safer KO for him.
What we can do, however, is to discourage a straight KO on CAP19, in favour of slower, but at the same time safer, ways of fainting it. One example of this would be the use of status instead of direct attacks in order to score the KO. Although the opponent would allow CAP19 to hang around for a few turns longer than necessary, it might be worth it in order to avoid the trouble that comes with directly KOing it.
Yes, encouraging the use of status is in no way the same as discouraging the opponent from fainting CAP19, but if the opponent chooses to forgo the opportunity of a direct KO on CAP19 fearing the consequences, I feel that we have already succeeded in this part of the concept.
In my opinion, promoting passive and slow KOing methods over direct and immediate ones has the advantage of being not too far out of our reach. We have to concede that the ultimate goal of the opponent is always to faint your Pokémon, so delaying the KO on CAP probably the closest we can get to fulfilling this concept.
This means that we have to discourage direct KOes, as has been suggested already in a lot of different ways, but we also have to give the opponent an alternative way of fainting CAP19 with notible advantages over the faster direct methods.
The most immediate advantage of passive damage is that they don't trigger mechanics such "Destiny Bond" or "Aftermath" with the KO. A Pokémon running those could definitely attract passive damage from the opponent in order to avoid their effects.
On the other hand, a big disadvantage of knocking out a Pokémon with a direct attack is that you are forced into using certain moves and types to do so, and those can be freely determined when building the CAP. Using attacks capable of fainting CAP19 will preferably put the opponent into a bad position later on.
A few examples of this would be having CAP19 be KOed only by:
- Choiced attacks from certain types
- Strong stat dropping moves, such as Draco Meteor
- Surprise coverage moves that the opponent might want to keep hidden for a more immediately threatening Pokémon
Of course, we can't limit the entire range of potentially KOing attacks to those cathegories, but if they were to be CAP19's main weaknesses, direct attacking would be much less attractive as a whole
All in all, I think we should not dismiss the idea of discouraging the opponent from the KO too fast.
While we might not be able to prevent him from ultimately wanting to faint CAP19, it is in my opinion very possible to delay the KO and cause the opponent to willingly let CAP19 live a few turns longer, if just to ensure a safer KO for him.
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