As the lineup resembles a round robin, or FiFo, setup planning the gym changes drastically.
Observe that pokemon aren't automatically ejected in the order they got inside. This is very important. A pokemon with zero motivation doesn't have to be the first attacked.
Gym defence will become a matter of inserting pokemon and feeding them. You'll want to avoid feeding crap to make certain the gym keeps a certain strength.
At the other hand you also want the gym to go down from time to time, unless you couldn't care less for the collect bonus of course.
No matter what, the pokemon that has been assigned the longest suffers an increased risk of being ejected first. This because it'll always be the first one attacked.
While it's nice to have a huge blissey as a bouncer, when it's gone the next one will end up last, if that spot hasn't already been occupied by someting else to begin with.
The flip side of the coin is that you can, at the cost of slightly lower overall defensive capacity, slot in defenders so that a solo attacker will be more or less forced to change the attacking pokemon between defending pokemon. This increases time spent as well as potion usage.
Gym maintenance also becomes an issue. The feeding mechanism means a gym is no longer a fire and forget construction. It also means it's a huge benefit belonging to a large group of raiders and you can split up the task of feeding gyms between players.
It needs to be done. Not only does an unmotivated pokemon leave the gym when defeated, it also drops CP while dropping motivation. Your beefy blissey won't be beefy at all during its last combat.
Well, that's it for today. I'll be enjoying our Swedish Midsummer, and after that I'm off for Japan with my family. New posts will be sporadic the coming two weeks.
Glad midsommar! Tack för alla bra inlägg jag väntar alltid ivrigt på nästa =)
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