Pokémon Universe > Ideas & Suggestions

Entry Hazards, no more?

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Raikt:

--- Quote from: Bing on March 29, 2011, 10:29:04 PM ---Idk about Gyardos and Salamance just coming in and sweeping.  I refuse to use any form of entry hazard and I have no problem dealing with sweepers.

--- End quote ---

There is a reason that Salamence was barred to Ubers for a period of time before Black and White came out. It was because, even with Stealth Rock, it could bring you back from a 1-6 to a 1-0. It was that powerful.

If you're not having a problem with them, it's most likely a testament to the skill of the other player. Not the Pokemon itself.

Bing:
I wonder if you could make it so that entry hazards only activate if a trainer switches out when the current pokemon is not koed.  Ex:  Weavile is in for me.  My opponent sends in Charizard, (he launched a stealth rock earlier)  I switch to Blastoise.  Since Weavile did not faint, I take the damage.

Weavile is in for me, My opponents has Charizard out.  Weavile gets knocked out and I switch in Blastoise who takes no damage.

Edit: I still would love to see SR removed.  Even if the above idea is possible.

Wrathes:

--- Quote from: Mr._Rex on March 28, 2011, 11:38:05 AM ---wow most are from gen5

--- End quote ---

Most is the INCORRECT term. Half is precise.


--- Quote from: Level5Pidgey on March 29, 2011, 10:42:38 PM ---One quarter damage would likely be too high for a single set up.
I have been thinking about what I said earlier (possible 15% SR), and really, I think Spikes and Toxic Spikes should be the only entry hazards out there.
It just nicely limits the damage done - 15% SR and 2 layers of Spikes would give more than 1/3 hp loss on switching in which just sucks.

So yeah, only Spikes and Toxic Spikes.
To counter them, all you gotta do is have a taunting lead/get a taunter in when they start setting up spikes, or Rapid Spin. Espeon and Xatu can actually reflect Spikes at the opponent completely.

We're looking to make Rapid Spin a more widespread move in PU (not too many Pokes, but, more than what there are now) - so it's easier to counter.

--- End quote ---

For those who has not experienced with PO A LOT, I've witnessed many people who I encounter with similar team themes has A LEAST one pokemon with Rapid Spin to counter spikes if they had them setup. As for Toxic Spikes, many teams usually carry a Poison type to get rid toxic spikes.
So BING, just because you're against it, IT doesn't mean you can be a demagogue for against SR/Spikes/Tspikes. I'm okay with the idea of not having Stealth Rock, but Spikes takes time to set it up. It also requires a proper team to build around it.


--- Quote from: Frenchfry on March 29, 2011, 12:01:37 PM ---Stealth Rock is the Zubat of the moveset world. I can't do ONE match online without:
"The Foe's Forttress used Stealth Rock!"
"The Foe's Forttress used Spikes!"
"The Foe's Forttress used Poison Spikes!"
--- End quote ---
Sorry fry, I must disagree very much. I've hardly EVER met a team who has toxic spikes and spikes set up at once. Steal Rock and Spikes, yes... but it's rather rare for those be played and set up on a team.

I think I've listed my opinion about it...

Bing:
Actually, I agree with fry.  I often run into teams that use SR, Spikes and Toxic Spikes all at the same time.

Mr. Fox:
Trust me, if you want to see a troll on the entry hazards let me get my team ready. I can get all of them up in no time and you will have only 50% of you HP left when I am done with you....

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