There's only two moves that exclusively raise evasion anyway. Double Team and Minimize. And whilst this is ANIME style battling, we can't keep using that as a reason, lest we allow AIM FOR THE HORN style ground beating electric attacks to be acceptable.
Yeah I figured that after I wrote it.
Maybe it's worth stating just how many clones are made per use of the move, rather than letting it be the ref's decision. Sometimes it'll be 1 clone, other times, you'll get five clones. It jumps from a 1/2 chance of hitting the target to a 1/6 chance, which will then drop to 1/5, 1/4, etc. which are greatly varying odds.As for the one hit and they go poof. The amount of times it takes for that one hit to occur may take all six tries. Yeah, it sucks if it is the first go around, but Double Team also does not raise your evasion by one like the games in ASB. A random number of clones appear and its from those clones that your "evasion stat" is increased.
You may only yield 2 clones, or you may yield 8 (after multiple times, yeah)
The only way I can see it working is if the clones are like a 'live-update'. So they look exactly like the pokemon when they are made. If the original gets hit, and (for instance) burnt, then all the clones immediately show the same damage too. That way, they are still identical copies and no one pokemon has been given an identifying feature.But, I'm interested in hearing more about this. It does seem silly to nullify the Double Team clones entirely, but Haze does that with no problem, why can't other weather conditions? It just doesn't seem right that after hitting the real one, you would hit the fake one again.
I meant aside from those. Clear Smog and haze will do that to all stats, but you can loose all your clones just by getting hit once. You don't loose all your attack by getting hit once.Anyone else wish to chime in though. We're open to interpretation of this. DT could be in use of a remodel for ASB mechanics.
(and Haze/Clear Smog laffs at your instant dampener comment)