>>54440997In hindsight, I feel like it's also worth mentioning that redirection abilities and items and likewise immunities also negatively impact the overall qol of the game. Whether that's a byproduct of doubles or not, I'm not necessarily sure, but the fact is that having your turn and especially your stamina wasted in any way is far too punishing as typically, Temtem have just enough without any investment into their stamina to make a rotation in certain combos of moves, which again gives a lot of power to tankier Temtem who can simply sit on the field and force you to waste all of their stamina while they set up defenses, recover HP, and apply statuses. This also makes raid boss strats incredibly one-sided, and has actively been a target of nerfing for a long time, though the way stat boosts remain may be a bigger culprit to the toxicity of such a strategy. It's also worth noting that some Temtem who have particularly low base stamina struggle into obscurity unless something else is at play such as a fantastic typing, min-maxed stats, and/or a good ability and as a result can create an unhealthy balancing act that leaves them too strong or too weak but is all the same not particularly fun to play with as managing their stamina becomes more and more complex regardless of whether they're strong or not.
If I had to TLDR both this post and the first one in a way a Pokemon player might understand, I'd say imagine a completely normal Toxapex except you can only attack 3 times before you are forced to swap out or burn a turn. In other words, you're on a timer from the start and that can be worsened via poison status, while Toxapex is not. Ever.