Do you see any defense in this game ? <| sep |> It could work like that draftasyougo brawl . Each player starts with a deck and hand of 10 random class cards total . At the start of each turn you choose a card for your opponent with the Discover interface , and it gets shuffled into their deck . Stops at turn 20 so you each have a 30 card deck . <| sep |> The fact that on TVs 20 ms is considered low is why I much prefer monitors . <| sep |> Seems like the MP 5 is way better than MP 7 for pvp . <| sep |> What I imagine would be happening on the coding side of things is that all your throw bonuses would add up to a number between 1 and 100 . chance to catch . The game would then randomly pick a value RNG to test if you were successful . RNG Catch chance success . However , each pokemon would probably have an offset for the RNG depending on its CP or level . So a 10 cp pidgey might have an offset of 100 . So the RNGOffset would always 100 . Therefore always success . However , the way most coders generate the RNG value is either the default random generator with some format of the time input as the seed , or they write their own random number generator using some combination of the time . This is because its not worth wasting time on making something perfectly random for a game . Better to code a good game than a good RNG generator . Anyway , the point im trying to make is that because of this , its possible to get into situations where you get a lot of low values in a row , and therefore a lot of pokemon breaking out of balls , depending on how they wrote their RNG generator . If it , for example , is based on the minite field in a time structure , then you might have the low catch chance for a whole minute before it seeds with the next number . If it reseeds at each throw , then you could wait long enough to get out of the cycle . If it only reseeds when you enter the battle , youll need to leave and come back and wait long enough . If it reseeds after each action , youll have to leave and do some thing before coming back and wait long enough . As an additional note , there could be an offset that is added after each throw , meaning , for example , if this offset 1 , you are guaranteed a catch after 100 throws . If this ofset is 10 , then youd be guaranteed a catch after 10 throws . etc . This would possibly be stored with the individual pokemon , so leaving and returning wouldnt reset this offset .