>>49438723I've yet to play, but I remember seeing occasions where you do or don't get a free attack upon switch from reetardkun or other streams. Observe here.
https://www.youtube.com/watch?v=AI--XwMcDHA>Sylveon OHKOs Spiritomb with his turn next>Roserade switches in, use an Agile Style move and KOs with a normal move>Typhlosion has two turns, OHKOs Roserade>Arcanine switches in, it's still Typhlosion's turnThe Action Order didn't lie in either of the player's two attacks, who went next went next; killing a Trainer's Pokemon with their turn next for a free switch in revenge kill is an unfortunate outcome since they and Alphas can use Styles. Of course, this makes Speed a dominant stat + Agile Style due to lesser turn delay to queue up more turns, but that's many such cases in CTB systems and shines more with multiple party members, roles, and a more complex turn order.
So maybe doubles/triples would work better for this format, but Legends: Arceus has a 1v1 ~ 1v5 system + major damage amplification via STAB and super-effectiveness. I think moves are only single-target, so crowd control is definitely an issue when your primary methods of damage mitigation are OHKOs, de/buffs, status ailments, and resistances (Rock, Steel, Ghost vs. Quick Attack). There's only so many guaranteed buffs
>Attack & Sp. Atk: Swords Dance, Nasty Plot>Defense & Sp. Def: Iron Defense, Shelter (Goomy), Acid Armor>Obscured: Shadow Force (Giratina), Mud Bomb, Mud-Slap, Shelter (Goomy)>All of the above: Bulk Up, Calm Mind, Take Heart (Manaphy), Victory Dance (Lilligant)and debuffs too,
>Offense Down: Struggle Bug, Snarl, Baby-Doll Eyes, Mystical Fire>Defense Down: Triple Arrows (Decidueye), Dark Void (Darkrai)but even slow tanky Pokemon can take advantage of less frequent turns since status ailments and buffs have a turn duration influenced by style use. Just maybe not in this game without abilities/held items for possible sustain beyond Effort Level stat bloat.