Totem Pokemon now have 3 times the amount of hp they'd be expected to have, and heals all status effects (including leech seed, disable, taunt, etc) after two turns for the earlier totems, and only after one turn for the later totems.
Does this fix totem battles? By taking cues from boss battles of other RPGs, including their high health bars and their general immunity to status effects, I think they could be more of a challenge, and force you to use your whole team for them. Of course, their healing moves still do the same percentage of health, but they might use it more sparingly so it wouldn't be completely impossible
>>31294180
Totems are fine, just turn off Exp Share.
Totem Lurantis kicked my ass enough already, don't do me dirty like this man
>Needs to call better Pokemon for help like HA Clefable or Pokemon that will guard or divert attention from you just focus firing on the totem.
>Chop up it's health bars into segments and focus sash them so you can't just use some glass cannon mon. Once they heal, they can't recover that bar of health anymore if they lost it.
>Totem Terrain
>Extra Ability from Totem
>>31294264
I think they just need to actually use all the doubles-specific Pokemon they introduced and have them work better with their totems. I thought Charjabug with battery was a pretty good summon because it would boost up Vikavolt's special attack, but Vikavolt never used any special attacks. Alomomola was a good summon too because of helping hand + heal pulse.
Stuff like Oranguru with Instruct and Trick Room, or Oricorio with Helping Hand (or a totem Oricorio who summons other Oricorio. Revelation Dance X 4). Even Comfey with Floral Healing, Aromatherapy and After you could work.