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I hope they change the Stealth Rock mechanics this time

#1taexPosted 1/17/2013 6:04:05 AM
How would you want Stealth Rock to change? - Results (179 votes)
Lessen the damage. 25% Max on Charizard (or other 4x weakness)
37.43% (67 votes)
67
Make Stealth Rock activate on chance (Maybe 33%?)
3.91% (7 votes)
7
Give other moves to counter stealth rock
23.46% (42 votes)
42
Get rid of Stealth Rock altogether
10.06% (18 votes)
18
Fine as it is, don't change it
25.14% (45 votes)
45
This poll is now closed.
I miss my Belly Drum Charizard T_T
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#2MugilokoPosted 1/17/2013 6:06:12 AM
Make SR OHKO pokemons 4x weak to it.
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BlackFC:1807-8830-3725 "Squids are evil!" http://i.imgur.com/VcOip.png
Official Zoroark of the Pokemon XY board
#3KitschgardenerPosted 1/17/2013 6:08:33 AM
Mugiloko posted...
Make SR OHKO pokemons 4x weak to it.


lol Mugiloko
#4MugilokoPosted 1/17/2013 6:09:17 AM
D=
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BlackFC:1807-8830-3725 "Squids are evil!" http://i.imgur.com/VcOip.png
Official Zoroark of the Pokemon XY board
#5Catcher_FreemanPosted 1/17/2013 6:10:05 AM
Lessen the damage.

Removing it entirely would make Focus Sash users broken. They'd have a free turn of set-up.
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#6SettaWorldTeethPosted 1/17/2013 6:16:18 AM
I voted for more counters. Spin blockers are one of the things I hate most in the metagane right now. Not to mention that rapid spin is an awful move anyway.
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PSN:Some_randm_freak
#7CakeOfLiesPosted 1/17/2013 6:22:36 AM
You use a Rock-Type move now... But it does nothing until the opponent switches... It's like Future Sight but more easily controlled.

This move is fine as it is. I can't believe you people want to nerf it.
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#8Raiden_FanPosted 1/17/2013 6:30:11 AM
Simply halve the percent of damage from current version.
6% for 1x.
12% for 2x.
24% for 4x.
This way it's usable without making it too strong.
#9McTCMPosted 1/17/2013 6:49:24 AM
Make it like spikes, 3 layers but hits everything.
Spikes is nice but not OP like SR is.
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#10Silent_Snake666Posted 1/17/2013 7:06:11 AM
Add a new ability to certain pokes...

Dizzy= on ebtry the pokemon is spining so fast it clears the arena of any entry hazards. This effect lasts as long as the poke is out(meaning you cant use SR spikes etcc.. While poke is out.)

Plus = auto matic entry hazard clear an can no longer be set up while in play.

Negative = accuracy decreased by one stage
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