>>52912394Similar to Paralysis, I'm adding routes to status that AREN'T RNG reliant or hard-linked to status moves. Burn, Frostbite, and Poison statuses are inflicted in Tiers, and the current tier is determined by the amount of status points on a Pokemon (invisible value). This makes it possible to use status without forcing the player into status moves. It also greatly rewards committing to a particular status.
>Burn / FrostbiteIdentical twins of Status. Fire types are immune to Burn, Ice types are immune to Frostbite.
Burn is inflicted by reaching [threshold] of Burn status points. Fire status moves inflict a set amount of status points, but damaging fire moves also deal some Burn status points. Some Fire moves deal more Burn status, and as a tradeoff deal less direct damage. Same philosophy for Frostbite, but for Ice moves. Ice receives frost status moves a la Will-O-Wisp.
>Tiers - I reached at points = 50% target's maximum HP, II reach at points = 100% target's maximum HP>I: Moves of the inflicting type (Fire/Ice) deal 25% increased damage. DoT moves (like fire spin) deal 50% increased damage, both on use and on recurring damage. Burnt/Frostbitten Pokemon take 1/16 maximum HP damage per turn, doubled to 1/8 if the afflicted Pokemon would be weak to that elemental type.>II: Attack (Burn) / Special Attack (Frostbite) lowered 50%, speed lowered 25%. Moves of the inflicting type (Fire/Ice) deal 50% increased damage. Status cures used on Tier II only reset the status to Tier I.Tiering in this manner makes these statuses excellent on the offense. Elemental moves that push an opponent under the 50% HP line set you up for the finishing stroke the next turn regardless of opponents' recoveries, and opponents that can restore their health to outpace this are eventually forced into Tier II, where they can again be set up for a finishing stroke and are even harder to cleanse of status.