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What do you want to change competitively?

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2 years ago#11
bretonftw posted...
Stealth Rock.

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Waiting for SSBWiiU (Zelda Main!)
2 years ago#12
From: kabigon20 | #010
_KGC_ posted...
I wish there was an ability that automatically sends out SR, 3 layers of Spikes and 2 Layers of Toxic Spikes once entering the match.


>Switch in magic bounce Espeon
>Drink delicious tears

Nah, it bypasses that sort of thing.
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"You got to be careful if you don't know where you're going, because you might not get there."
- Yogi Berra
2 years ago#13
I mean, Stealth Rock is such a major deciding factor when choosing what pokemon to include in your team. Far too much.
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http://i.imgur.com/J9fDu.jpg - by Cyber___Dragon
2 years ago#14
remove IVs and EVs completely, but keep natures.
2 years ago#15
StupidMofoz posted...
remove IVs and EVs completely, but keep natures.


Was thinking this too, EV's don't really make sense in attacking so many of the same pokes at the same time to raise stats.
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http://i.imgur.com/J9fDu.jpg - by Cyber___Dragon
2 years ago#16
Nerf the heck out of Stealth Rock, please.
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"The Underworld Army is here to steal magma!" - Pit
Official Zorua of the Pokemon X / Y boards.
2 years ago#17
Realistic expectations;
Type chart changes;
Poison- becomes super effective against Normal, Water, Bug and Fighting
Ice- becomes resistant to Water and Normal

Move changes;
Absorb- upped to 40 base power
Mega Drain- upped to 60 base power
Fire/Ice/Thunder Fang- upped to 85 base power and 100% accuracy
Sky Drop- that accursed glitch gets fixed and we can actually use the move outside of in-game again

Ability changes;
Technician- now affects moves up to 65 base power
Poison Heal- gains added function as Poison-type equivalent of Volt Absorb

Not even in your dreams, Mr. Squarepants;
Type chart changes;
Poison- becomes super effective against Dragon
Steel- immunity to Poison changed to resistance
Ground- becomes neutrally effective against Poison

Move changes;
Hyper Beam and all variants- no recharge turn if the move KOs the target
Wrap and all variants- work like they did (or would've, in the case of stuff like Whirlpool and Sand Tomb) in Generation I
Sludge- upped to 120 base power
Leech Seed- damage increases if target is badly poisoned, just like in Generation I

Ability changes;
Wonder Guard- has Magic Guard's effects built in
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http://bmgf.bulbagarden.net/groups/weezing-alliance/pictures/59420-1.PNG
2 years ago#18
Grass and Poison types need some love
(edited 0 seconds ago)
2 years ago#19
Missingno_Mastr posted...
Realistic expectations;
Type chart changes;
Poison- becomes super effective against Normal, Water, Bug and Fighting

How is that realistic?
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Can't think of anything
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