While Fire Stealth Rock would be awesome (Ferrothorn and all the Fire/Bugs loses half their health upon switching in? Yes please. Suddenly: Genesect is UU), this would exacerbate Dragon spam.
That, and when you introduce Stealth Fire, Ice-types find themselves even more shafted than before.While Fire Stealth Rock would be awesome (Ferrothorn and all the Fire/Bugs loses half their health upon switching in? Yes please. Suddenly: Genesect is UU), this would exacerbate Dragon spam.
Well, it would actually be a boon for Cloyster. Hm. Would it take Thick Fat into account? Because I would not be okay with Mamoswine losing 25% every time he switched in.That, and when you introduce Stealth Fire, Ice-types find themselves even more shafted than before.
Plus I find nerfing Steel-types to be a bad idea; Steel-types are among the only defensive Pokemon left. Nerf them, and suddenly our offense-out-the-nose metagame gets a lot more offensive yet.
This sounds like a great idea. Current HP% Stealth Rock would still keep Volcorona in OU, while allowing x2 weak Pokemon to have greater viability (less switching limit). Even some x4 weak things might become a bit better, like Yanmega and Moltres.Although I do like zyrefredric's idea of Stealth rock only taking away a percentage of a pokemon's current HP instead of total HP (ie if my pokemon had 4 HP left and it was 4x weak to rocks it would only lose 2 HP instead of 50% of it's total HP) Pokemon like Volcanora would still lose 50% of it's HP if it was at max HP.
That's a great idea actually.How about a reverse Stealth Rock, that you put on your side of the field, and it gives you health if you switch in? That would do a lot to revitalize stall, since switching your resists wouldn't be nearly as penalizing
I really like this. It would set SR apart from spikes, and at least give double weak pokemon some insurance(even promote pinch berries for them).My biggest problem with stealth rock isn't always the fact that it would sap most of a pokemon's health if it's weak to it but the fact that once my pokemon's health is at a certain threshold. It's a dead weight where I have to stay in and suicide it or it becomes death fodder for some other pokemon in my team as a free switch in.
That's why I came up with the idea of Stealth rock never KO-ing a pokemon once it's reaches KO range but still decreasing it's health all the way down to 1 HP. Although I do like zyrefredric's idea of Stealth rock only taking away a percentage of a pokemon's current HP instead of total HP (ie if my pokemon had 4 HP left and it was 4x weak to rocks it would only lose 2 HP instead of 50% of it's total HP) Pokemon like Volcanora would still lose 50% of it's HP if it was at max HP
The reason why I came up with the idea , the way it is because I expected people would bring up that pokemon like Volcanora and Marvel Scale Dragonite could become broken if Stealth Rocks were nerfed too much. Which I do agree to a certain extent.
Overall though I do wish Stealth Rocks weren't as centralizing as it currently is and I wish I had more viable options for pokemon weak to rocks, but you can't have everything *sigh*.
Sorry, didn't realize you were talking about Technician still.um tech boost means its 90 bp so you only need 60 spatk evs to guarantee the ohko after sr!
If Game Freak implemented that into the games, this would be something I'd love to try out. It make so many OU pokemon nerfed like crazy, though if it keeps the same -7 Priority that Trick Room has, then something bulky would have to use it before something faster switched in. Pokemon Like Golurk would be great, while pokemon with many resistances like Scizor, would suddenly become really bad. The only thing is that if it only lasts 5 turns or so, you'd have to make your damage quickly.I can't really think of a weather effects to add to sun, rain, hail and sandstorm. That's about it, really. Any other are just derivatives (stormy, acid rain, etc). If we want some global effects, then firls moves such as Trick Room or Gravity is the way to go about it. In fact, I have a suggestion right here below:
Bizarre Room - Psychic - 30 PP - The types the Pokemon are resistant and weak to are switched. The types it is neutral and immune to remain the same. This effect lasts for five turns. Using Wonder Room while the effects are already active will cause the effects to cease.
Let's say Fire Punch-less Golurk (Ghost/Ground) uses Bizarre Room as Ferrothorn (Steel/Grass) comes in, hoping to Power Whip for the KO. With Bizarre Room in play, Golurk now resists Water, Grass, Ice, Ghost and Dark, but weak to Poison(4x), Bug and Rock. Ferrothorn, on the other hand, now resists Fire(4x) and Fighting, but weak to Normal, Water, Electric, Grass(4x), Psychic, Rock, ghost, Ground, Dragon, Dark and Steel. Easy win for Golurk there.
This move really messes up with typing, that I bet so much can be learned from this move. Take a look at the example below:
Magnezone (Electric/Steel)
immune: Poison
4x resist: Ground
2x resist: Fire, Fighting
neutral: Water
2x weak: Normal, Electric, Grass, Ice, Psychic, Bug, Rock, Ghost, Dragon, Dark
4x weak: Flying, Steel
If the field effect above is not to your liking, it could easily be replaced by a held item that has the same effect. This way, you could slap it to your Pokemon, or even Trick it to your opponent, to manipulate weaknesses and resistances. Not that fatfetch'd of an idea, right? And I'm guessing it would have some very interesting impacts to the metagame.
Stealth Seed. Genius. I presume as soon as you switch in, you get Seeded?Stealth Seed is just what we need to nerf Weather, or at least its inducers. Only Ninetales is okay with it, and it was already suffering from SR weakness. This would also boost Grass and Steel types, which is nice specially for defensive teams. A Fire or Fighting type Stealth Rock is like killing Hail.