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>dead if you switch >dead if you stay
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Thread replies: 30
Thread images: 11
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>dead if you switch
>dead if you stay
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What's your point Karen ?
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>>24676196
Hope you get banned soon Rupee kun
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Rapid Spin :^)
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>>24676247
>tfw before XY came out, on Showdown there was a "No Stealth Rocks" Playlist and it fucking blew up as to how popular it was.

You'd THINK they would have picked up on it.
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>>24676188
two can play that game
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>>24676188
I made a hyper-cancer team that just forced switches with stuff like roar, and entry hazards. I got to 1600 on the Showdown ladder almost purely with the other guy quitting from frustration, or boredom
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>>24676188
Ice-type version pls Game Freak
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>>24677672
Ice Ceiling.
Damages all flying or levitating pokemon.
Is removed by sound attacks, but not after causing an avalanche that does heavy damage.
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>>24677691
>Ice Ceiling
>Using Flying moves causes the user to be damaged
>Using Ground or Rock moves causes an Avalanche, which does heavy damage but also causes it to have to be re-cast
How about that?
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>>24676927
>pull out rapid spinner
>foe switches to Ferrothorn/Garchomp
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>>24676934
>instead they made a "No Mega OU" even if fucking nobody plays it and they're still keeping it
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>>24677739
>Predict the switch and nail them with Fire/Ice move
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>>24676934
>no stealth rocks
>every bulky pivot switches in infinity times for free on its resistances I immunities, healing off what little damage they take with their lefties and recovery moves if needed
>every battle is 200 turns, 5-6 boredom forfeit

smogon pebbles r bad :'((((
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>>24678066
>foe predicting your prediction and switching into their bulky water instead
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>>24678124
>This
Stealth Rocks is important for the Singles meta-game. It makes it less of a switch fest. I do think it should be nerfed though. Have the damage cap at 25%
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>>24678146
>damage caps at 25%
>smogonbird and smogondoublemegapanderzard walk all over the metagame
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>>24678146
How about
>Damage only applies when a pokemon is manually switched

That stops switchfests without punishing pokemon for existing.
>>
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Entry Hazards themselves are such a poorly conceived and redundant idea.

Not even acknowledging stealth rocks' specific problems, the concept of hazards itself is fucking stupid. They exist to punish switching, but switching is already inherently punished by NOT GETTING TO ATTACK THAT TURN. Hard switches are their own punishment.

The difference is, hard switching only presents the OPPORTUNITY to be punished, which the opponent has to capitalize on by playing aggressively.

Hazards do two things. First they passively punish the opponent for switching regardless of their actions or despite playing passively, also excessively punishing switches in addition to the inherent cost of switching if the opponent DOES play aggressively. Second they're bullshit because they work not only on forced switches which the player doesn't control, but they work when a pokemon is sent out after one faints. That's not a player's decision that's a mandatory effect of the battle system meaning you're forced to take hazard damage eventually even if you don't ever manually switch.

They're excessive and they do a job the basic game mechanics have already done on their own but vastly worse.
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Stealth Rocks is BROKEN!
>It's your fault for letting them set up and there are counters like Rapid Spin or Defog

Double Team is BROKEN!
>I agree if they set up I lose!
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>>24678404
>but switching is already inherently punished by NOT GETTING TO ATTACK THAT TURN.
>The difference is, hard switching only presents the OPPORTUNITY to be punished
pick one buddy, you can't have inherent punishment and then claim that they situationally may or may not actually punish you for switching

>First they passively punish the opponent for switching regardless of their actions or despite playing passively
this is one of the positive points of hazards though, to hamper passive play
in your first example, a stall team has virtually zero punishment for a switch; if your opponent has an alakazam out and you have a chansey, your opportunity cost is virtually zero; you either take a tiny amount of damage (you have recovery too) and gain momentum, or you take zero damage while your opponent doubles and you lose momentum
but without hazards you could literally switch forever until your opponent decides to give you a free turn to attack

in this case the loss of a turn isn't a punishment at all because you eventually gain momentum and receive no damage

>Second they're bullshit because they work not only on forced switches which the player doesn't control, but they work when a pokemon is sent out after one faints.
It's hardly a valid complaint to say that whether you take damage or not isn't your decision. You don't have any control over whether attacks damage you either, or whether you take burn damage. That's an effect of the battle system too. You obviously don't have perfect control over the damage your Pokemon take in a battle.
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>>24678146
>It makes it less of a switch fest
Are you Serebii? Switching is half of the game, why we want to stop that?
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>>24678430
>Strategy takes 6 turns to fully set up, and can still just not work, and all previous setup is completely reset if that mon has to switch or the strategy itself gets countered
Broken shit
>Strategy takes 1 turn to set up, works 100% of the time, and can only be removed by a few token shitmoves, nothing prevents the move from being used a second time
Fair and balanced.
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>>24678146
nah
>expires after 5 turns
>give more distribution to Rapid Spin/Defog

there, fixed
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>>24678529
>works 100% of the time,
Double Team only works 33% of the time, though Minimize works as much as 50% of the time.
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>>24678614
Are you retarded?
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>>24678529
It's not that evasion is broken, it's that it turns the game into an RNGfest.
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Gyroball gets rid of them. Game fixed
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>>24677691
ded genies
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>>24677598
Mind if I join the fun?
Thread replies: 30
Thread images: 11

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