>>26746660No one is mentioning how, in theory, this really puts different pressures on the players than usual.
When it starts off, people will probably gang up to go after the most dangerous targets, though full fucking game theory is going to start happening when people work that out and some decide not to and try to take advantage and then people figure that out and so on. If one player is down to their last Pokemon, it's in the best interests of the highest rank to target it. But it's in everyone else's best interest not to do so until they get highest ranked, and, in fact, defend it however possible. This leads to situations where people all gang up on one player when they sense blood or to take out a potentially dangerous team, then immediately switch focuses to target the highest ranked guy. Also, if you damage a Pokemon but don't KO it, all you've done is help the person who KO'd it, so that'll make people wary of going after walls first.
The most Pokemon that can be KO'd in a single Battle Royal match is 7 (2 for each player then one more that defeats a player and ends the match). In most other matches, it's around 5 in Battle Spot Singles (3 v 3 Singles) to 7 for the VGC format (4 v 4 Doubles). It would be silly to expect it to require more mons that, considering TPC's preference for preventing matches from going to long.
I'm looking forward to how it actually ends up playing out in actual matches, but it seems like a nice way to inject some freshness into the system without making things too loopy or time consuming.