>>52912369>SleepGrass types are immune to drowsy / sleep
>No point system. Solely tied to status moves. Moves that would inflict Sleep now inflict Drowsy. Drowsy Pokemon hit with these moves are put to Sleep.This makes Sleep an easily achievable goal two-punch goal, and balances the opportunity cost of the status with the potential benefit to be gained.
>Drowsy>Drowsy Pokemons' moves have a flat 10% accuracy reduction (for example, a 90% accuracy move is now 80% accuracy). Additionally, Drowsy Pokemon take 25% increased damage from the next hit they receive after becoming DrowsyAn immediate payoff for investing the time to inflict Drowsy, but nothing crazy.
>SleepSleep turns now follow this setup:
>Turn 1: Fast Asleep, no chance to awake. Moves like Sleep Talk still work.>Turn 2: 65% chance to wake, move used on waking has 75% of base accuracy. This works out to turn 2 being a 50/50 of waking AND hitting your waking move.>Turn 3: 100% chance to wake, no changes to accuracy>Pokemon leaving Sleep are returned to Drowsy status, and cannot be put to Sleep for 3 turns.>Accuracies of moves used against Sleeping Pokemon are increased by a flat 5%.So, now Sleep is a telegraphed, earned status that has a lot going on under the hood rather than just being "you can't move for 2-4 turns". This all works out to:
>Invest two turns to put an opposing Pokemon to sleep>As a result, it is expected the opposing Pokemon will have approx. 1.5 of the next 3 turns to use, a net loss of 1-2 turns. >And even after waking, the Pokemon remains weakened in a Drowsy state.This is all a little heavily designed, but Sleep really wasn't well thought-out and never has been. Hiding behind low-accuracy moves doesn't change how busted sleep is fundamentally.
2/?