As I continue to develop more of the game and expand the roster, I've noticed some balance issues for more powerful attacks. Through testing out the higher level moves in the Bulbasaur, Charmander and Squirtle family lines (from Tackle to Skull Bash and everything in between) an issue I've face is that Range, Cool Down Time, and Stamina Cost aren't efficient enough on their own in order to balance some of the later moves.
Initially, I thought that forgoing Accuracy and allowing that aspect to be handled completely by the control of the player/opponent would be a better fit for the game. Instead, it has simply made some moves and play styles less risky and has reduced some variables of the battlefield.
For this reason, I've decided to implement an Accuracy system similar to that of the mainline games. The algorithms used are identical to the main game, but if I see that these values don't work, the necessary adjustments will be made.