It's already well-known that you can manipulate the RNG (random-number generator) in the to produce legit flawless and\or shiny Pokemon. But that's not what this is about. The in-battle RNG in 4th gen, unlike 3rd gen's RNG, only changes as random numbers are needed. So you can know that a critical hit would appear on a certain number, and a skilled player could get that number to show up right when he needed it, all by in-battle actions. We also have ways of figuring out the random number that the game has stored internally. We know that the RNG is seeded by a particular date\time\time spent lingering on the Continue menu, and we can confirm we got the right seed by examining in-game actions. We don't know how the in-battle RNG is seeded yet, but it's only a matter of time. This makes predicting luck in Pokemon a very real possibility, and could be interpreted as just another aspect of the game. So, what new game would Pokemon be if both players could predict opportunities of "luck"? Knowing when they'd get a critical hit, knowing when their opponent would get criticals or freezes, etc. - Your opponent sees you'll get a critical hit and uses Protect\Substitute to dodge. Hello, Bullet Punch\Feint Scizor. - Knowing he might use Protect, you use Swords Dance. Or he attacks, suspecting that's what you were going to do anyway. - Send in a Pokemon with a Quick Claw. The Quick Claw uses up an extra RNG number, and that ruins your opponent's plans to use a critical hit that would've appeared for him on turn 12. - Well, maybe we can legalize Double Team again. I would love to see this on a Shoddy server someday. In the meantime, speculate away.