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C/D: Spinblocking makes no sense and should be removed in this game.

#11SunSolFlarePosted 3/14/2012 6:58:57 AM
C. Hazards are way too dominate, plus spin blocking makes no sense logically (a lot of things don't have logic in Pokemon, but this is just pushing that logical barrier).
#12SilverSockPosted 3/14/2012 5:28:56 PM(edited)
C. Anything to weaken those floating rocks of death...

Stall? **** stall.

EDIT:Come to think of it why not just make Rapid Spin a non-damaging hazard clearer? Not like 20 base damage makes a difference that often. I'd give up finishing off a sashed Pokemon and removing rocks at the same time for the sake of a fail-safe hazard killer.
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#13RadioRebelPosted 3/14/2012 9:48:36 PM
There is no need to remove such a strategy...and well, Rapid Spin is a Normal Type, which would not affect Ghost-types anyway.

Spikes and pointy rocks are not Ghost-types. Your argument is invalid. (The second argument I mean; strategically there is no need to remove spinblocking but logically it makes no sense.)
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#14The_Sol_BladerPosted 3/14/2012 9:51:57 PM
I have to agree with this. I don't get why wouldn't it remove them even if it couldn't hit the opponent's pokemon, the rocks and stuff are supposed to be on our side of the field
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#15Hidori_TsunadrePosted 3/14/2012 10:28:07 PM
If you apply realistic physics, yes it should still remove hazards.
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#16Two-FacePosted 3/14/2012 10:38:26 PM
Confirm. Rapid Spin shouldn't hurt Ghost types, but it makes no sense why it needs to in order to remove entry hazards.
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