>>48568161That's a stupid idea, it's just too much, too obvious to players.
Ideas:
A. All gym leaders and trainers have a second, hidden team full of weaker Pokemon than what they'd usually use. If you approach them with a team that would have ANY trouble with the main team, they'll use the easier ones instead.
B. All starters come with perfect IVs, have higher EV caps, and the game's gimmick is unlocked for them way earlier than with any other Pokemon, as part of the story.
C. If you lose against the gym leader, there's a teleport at the Pokemon Center that takes you back to them if you want.
D. Don't lose money on whiteouts.
E. Wild Pokemon drop money and items randomly. Pickup guarantees their drops, or there's another ability that does that.
F. No trainers or gym leaders target your weaknesses on purpose, or switch out to get a bigger advantage, even in the game's hardest Battle Tower gimmick.
G. Fully healed after each trainer win.
H. You don't need to fight a Pokemon to unlock the type matchup indicator, there's machines in each town that unlocks a big chunk of the dex and reveals the type matchups automatically.
I. More item drops from your "friendly rival"
J. More parts of the game where someone travels with you and helps you fight
K. Trainer equipment slots. Some might make catch rates higher, some give your Pokemon health regen, or automatically place SR/Spikes/weather.
L. Master ball daily/weekly rewards
M. A special Pokeball that makes the caught Pokemon have better/max IVs (or a certain nature, I.D.K.
N. An ability slot on each Pokemon, on top of their normal ability. Either through breeding or some item or something, you fill the slot with the ability of your choice, likely a selection of 20 or so per Pokemon to pick from.
O. Held item slot AND an equip item slot per Pokemon, so you don't have to choose (mega stones are equip items, if they're ever brought back.)