Hazard/luck Clause

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Entry Hazard clause so spikes, stealth rocks and toxic spikes always"but it failed", fights start to rely too much on them and its a bit boring.

Luck Clause so attacks that lasts somewhere between 1 and 5 turns always last for example 3 turns, and no crits, miss still can occur.
 
This is kinda pointless. About entry hazards, for example, SR makes pokes like Salamence & Gyarados much easier to stop (Mence's soooo Uber without it...) They also makes a lot of strategies viable, for example, stall...
I don't understand your "luck clause" much, but it's a part of the game. This has been discussed a lot, and I don't see the point of it, at all.
 
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