… but I still don’t agree with the way they are.
I think the reason is raids. To summarize, the main reason that I think resilient moves are too strong in Arena is some combination of the dodge removal making dodging moves essentially a non-factor and too many creatures having resilient attacks. But in a raid, if the boss has a dodging ability (as we see with Smilonemys), dodges can make it quite difficult for your non-resilient teammates to land a strong hit, making the dodge removal quite valuable. Having said that though, I would STILL argue against the current strength of resilient moves for the following reasons:
I would say that Smilonemys is the exception rather than the rule when it comes to defensive options in a boss - with dodge and distraction on top of shields and great armor. Dodge is only part of the reason why it can be so hard to do a lot of damage to it. I would bet that if nothing else changes, standard cunning bosses will go down way more easily if your team has a resilient attack user (perhaps even being too easy). I’m curious to see what future raids bring…
The move just does too much (at least for how prevalent it is). Dodges and shields are essentially equivalent as defenseive options, minus the risk-reward aspect of dodging. But comparing resilient attacks to shield-removing moves (basically fierce and defense shattering attacks), resilient attacks have waaaay more utility on top of the removal of the defensive ability. All defense shattering does is break through shields and armor and remove taunt. Resilient moves remove dodge AND cleanse distraction AND remove speed boosts AND slow the opponent. Compare this to fierce moves, whose only distinctive ability (compared to defense shattering) is cleansing vulnerable, which very few creatures actually can dish out. Meanwhile, distractions are widespread and slows are good against every non-deceleration-immune creature in the game. And superiority strike has shown how strong distraction cleansing and slowing can be even without dodge removal. This also makes resilient creatures viable in both arena and raids, while many resilient counters (like thor) were retooled into mostly raid creatures.
Even if dodge removal is “required” for some raids, you really only need one creature on the team that can remove it. So why was this move given to so many creatures? It should be much rarer, or maybe not even a basic strike that can be used every turn. Make players time their dodge removal more carefully. On top of this, lots of other slowing moves (and devestation) are now precise, so they can hit through dodge too. And again, if resilient attacks really were designed as a more raid-oriented ability, why give them to so many creatures instead of just the ones intended for raids? Although as I’ve already stated, resilient creatures tend to be strong in both arena and raids anyway.
So yeah, I kinda get now why they designed these moves the way they did - they needed to give the counters of cunning creatures a way to remove dodge during raid battles to help the rest of the team do damage. But if they’re going to make these moves as strong as they are, they should be on far fewer dinos, and possibly removed as a basic attack altogether (though kept as a secondary strong attack). I would say that Ludia should balance for Arena first, and raids second. They can always make a raid boss stronger by tweaking it’s attacks and resistances, but in arena, we all have to deal with the same imbalances.