>>52912408>PoisonPoison and Steel types are immune to Poison
Poison follows the same principles as Burn/Frostbite, wherein a set amount of Poison status points determine the status of the Pokemon.
>Tiers - I reached at points = 30% target's maximum HP, II reached at points = 60% target's maximum HP, Toxic reached at points = 120% of target's maximum HP>I: Deals a flat amount of Poison damage each turn (as if a low-power Poison move were used against the opponent, rather than a % of maximum HP)>II: Deals 1/8 maximum HP DoT per turn. Damaging poison moves lower Poisoned Pokemon's Defense and Special Defense 1 stage on hit.Curing Poison II reverts to Poison I
>Toxic: Takes 1/4 Maximum HP DoT per turn. This damage increases by an additional 1/8 Maximum HP each turn, increasing the Toxic Counter. Curing Toxic reverts to Poison II, but does NOT reset the Toxic Counter.The best stab I could take at updating Poison to not be just boring chip damage. Tier I is excellent at dealing with squishier Pokemon, with the potential for the flat damage to actually deal MORE than % HP damage would. Tier II is then available if the target is bulkier, and rewards continued use of Poison moves as stat droppers. If the opponent is truly nasty, Toxic comes online and is inevitable, even if the opponent has a way to scrub status.
5/6, missed numbering 4 but oh well.