>>47196015>>47196107Sleep
>ALWAYS lasts 2 turnsGives pupose and consistency to sleep and removes rng dependence
>Being asleep heals you by 1/8 each turn the pokemon cant attack and is inactiveMinimal drawback to putting foe to sleep, makes sense since the foe can rest for a bit
>Pokemon wakes up if its hit by a sound moveNot really necessary, but makes sense
>Pokemon could burn sleep turns even when its not on the battlefield, so you can switch pokemon, wait until it wakes, and bring him backSleep remains useful, it will force switches. This circumvents the same problems the sleep clause tries to prevent, the possibility to put to sleep practically entire teams. Also makes sense since the pokemon are sleeping in their pokeballs, and wont sleep enternally.
Freeze
>Always lasts 2 turns, 3 if hail is in effect in all 3 turnsGives consistency, since freezing rarely happens it can afford being stronger than sleep
>Only Ice types can freeze other pokemonSolves the ice coverage spam problem, so non-ice types cant get a lucky freeze with ice beam
>All fire moves (also scald and scorching sands) coming from or into the frozen pokemon will thaw it, all fire types and all ice types cant be frozen to begin withBasically the actual thawing system, but slightly improved
>Sun weather instantly thaws everythingMore weather interactions