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Your reaction: They make Stealth Rock have a max-cap damage of 25% and a min-cap

#1SteaIth_RockPosted 1/13/2013 8:55:34 PM
damage of 6.25%?
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Pointed stones dug into Charizard!
Charizard lost 50% of its health.
#2scrappybristolPosted 1/13/2013 8:57:36 PM
Cool, the Charizard fans wouldn't be so butthurt.
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Ring Ring
#3cardoor123Posted 1/13/2013 8:58:26 PM
competitive play, lol
#4MM125Posted 1/13/2013 9:30:23 PM(edited)
http://www.youtube.com/watch?v=P3ALwKeSEYs
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Oooh, MM, he be tryin' you, dawg. He be tryin' you. Best mind you biiiiiiiz-ness. ~KMA
*triple z snap* ~AluminumTicket
#5reaverzPosted 1/13/2013 9:38:23 PM
That's likely the best fix that GameFreak will feasibly do to Stealth Rock.

If it were up to me, Stealth Rock wouldn't do damage to a Pokemon replacing a fainted Pokemon. It would only work on trainer-triggered switches (normal switching, Roar, Whirlwind, Dragon Tail, Circle Throw, Baton Pass, U-turn, Volt Switch). My reason being that Stealth Rock, unlike Spikes and Poison Spikes, appear to be sentient. They float around the opponent's side and the type-based damage was made to punish switching, particularly for Flying types and Levitators who avoid Spikes and Toxic Spikes. When you look at it that way, Stealth Rock should not punish a replacement Pokemon, as that is completely beyond the trainer's control.

Spikes and Toxic Spikes are just inanimate hazards and thus make sense to work even on replacement Pokemon.
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[Este mensaje fue borrado al deseo del dueno]