Anyway here’s an idea for the resilient spikes, but first to introduce a new concept:
Llama (placeholder): a creature’s Llama, is its speed minus 100.
I think the concept of llama can be put to good use in future rework ideas to make staying slow beneficial, in some cases. For now it’ll be what spike damage is based on.
Spikes: On receiving damage, deal damage to the opponent equal to the square of their llama, bypassing distraction and evasion.
Basically, this means if your opponent is at 109 speed, then they’ll take 81 damage, so not much at all. However, if your opponent is at 130 speed, they’ll take 900 damage. If they’re at 145 speed, that’s 2025 damage.
So even a few points in speed makes a big difference in damage.
And yes, they take damage even if you get KO’d.
Now, you might ask, what about fierce creatures with high base llama? Well, I’m not sure. Maybe they could be Immune to spikes, or resistant to it. They’re typically crocs, so you could say they have reinforced jaws and armour or something to justify it.
Or maybe you could just accept that fast fierce creatures are going to be worse than slow ones against spiky creatures. That would be less complicated.