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Stealth Rock and Scald in Gen VI.

#1scrappybristolPosted 1/10/2013 11:59:27 AM
Stealth Rock now has a limit of five hits then disappears.

Scalds' burn chance is reduced to 10%.

I mean... when you wish upon a star right?
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#2mondrae205Posted 1/10/2013 12:00:07 PM
I say make it easier to get rid of.
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#3ArkyronPosted 1/10/2013 12:00:16 PM
In my opinion, Stealth Rock needs a nerf, but Scald is fine.
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#4Soanevalcke6Posted 1/10/2013 12:03:10 PM
Bring in Stealth Ice, but you can only have one "Stealth" up at a time, and they never go away except with Rapid Spin.

That way people would have to choose whether to Bring Stealth Ice or Stealth Rocks, and then base their team on either Stealth Rocks or Stealth Ice.
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#5MugilokoPosted 1/10/2013 12:04:04 PM
[This message was deleted at the request of the original poster]
#6ffdghPosted 1/10/2013 12:04:53 PM
bring stealth fire and stealth ice to really screw things up for the metagame XD
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#7RunebogglePosted 1/10/2013 12:05:13 PM
F*** no on both.
If anything, cap SR's damage at 25%. That stops the fanboys b****ing about their Charizard.
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#8LexifoxPosted 1/10/2013 12:05:54 PM
I think SR isn't that bad, but would prefer a damage cap over such a nerf.
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#9PolimarioPosted 1/10/2013 12:07:50 PM
Lexifox posted...
I think SR isn't that bad, but would prefer a damage cap over such a nerf.


Pretty much this.
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#10_KGC_Posted 1/10/2013 12:08:00 PM
Runeboggle posted...
F*** no on both.
If anything, cap SR's damage at 25%. That stops the fanboys b****ing about their Charizard.


This, with a min cap of 6.25% as well.

Basically:
if you're hit super effectively then you lose 25%
If you're hit normally then you lose 12.5%
Not very effectively then you lose 6.25%
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