>>45244518Artificial Difficulty is basically using cheap tactics/big numbers to make a game seem more difficult when in reality it doesn't actually do anything to make the player work harder or smarter to earn their win and just wastes their time. As a silly example, think of a Mario Maker level where you die instantly if you don't hold right. Technically this makes the level more "difficult" as it's going to make most players lose instantly due to the fact they weren't prepared for it and everyone knows the level must be hard if you lost, right? But we all know that isn't the case. All you do is get back in the level and hold right. There's nothing difficult about this at all, and so it's artificial difficulty.
Ultra Necrozma is the same. You go in not knowing what's about to happen, you get shitstomped (or lucky if you happened to have one of the things that break the battle) and then you go to your PC, whip out a steel type with Toxic or something along those lines and press A to win. It's literally the exact same as going into a route, not being able to cut a tree because you didn't know it was there, going back to your PC and taking your cutmon with you to press A in front of the tree.