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Stealth health

#1kaonohiokalaPosted 6/12/2013 11:39:17 PM
Anti-entry hazard. Heals your pokemans when they switch in.

Yay/nay?
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#2Alty1Posted 6/12/2013 11:43:02 PM
Would the enemy have any way to remove it or prevent it?
#3Hierarchy225Posted 6/12/2013 11:43:42 PM
Alty1 posted...
Would the enemy have any way to remove it or prevent it?


Rapid Spin I assume.
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#4KillerMechanoidPosted 6/12/2013 11:45:02 PM
That was an idea I once came up with. Effect is pretty much the same as what you said.

If the opponent successfully rapid spins you, it disappears.
#5Alty1Posted 6/12/2013 11:45:38 PM
From: Hierarchy225 | #003
Alty1 posted...
Would the enemy have any way to remove it or prevent it?


Rapid Spin I assume.


Rapid Spin only removes field conditions on the user's side. It wouldn't really be consistent to have it do anything to the opponent's side.
#6MightyRevenantPosted 6/12/2013 11:46:27 PM
Charizard: OH GOD OW--oh, thanks!
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#7JarickoPosted 6/12/2013 11:47:37 PM
25% heal on entry
Removes status ailments on entry
Gives you a blow j----- Gives you a stat up on entry for 1 turn.
#8KillerMechanoidPosted 6/12/2013 11:49:25 PM
Jaricko posted...
25% heal on entry
Removes status ailments on entry
Gives you a blow j----- Gives you a stat up on entry for 1 turn.

This is for each subsequent layer, right?
#9iKhanicPosted 6/12/2013 11:54:07 PM
*Health Bug
Heals a pokemon upon entry based on resistance to Bug type moves:

1/4x: 50% heal
1/2x: 25% heal
1x: 12.5% heal
2x: 6.25% heal
4x: 3.125% heal
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#10NitharadPosted 6/13/2013 3:23:28 AM
Hm... I could see it work like this:

You can create "health spikes" around your own side of the screen, if you switch your Pokemon the Pokemon that will be switched in gets a bit of healing, BUT THERE'RE THREE BUTS

1. Rapid Spin can remove it (d'uh)
2. It only works once, the health spikes are "consumed" after a switch
3. It only heals a little bit but can be applied up to 3 times before switching.

So like... let's say you have a Jirachi who's in a good position and will not take much damage, you may spent the next 3 turns to set up "Health Spike 3". Then when Jirachi is KO'ed or you simply switch your next Pokemon will receive a healing.
The strength of the healing should be similar to the normal damage-spikes. Or 3 layers of health spikes should be equivalent to one wish. Because basically it is like a "stored wish for the next pokemon to switch in".

I think this would be the most balanced way since you can't "switch-heal-stall" since the health spikes are one-use only since they're consumed. And if you want an effective heal for your pokemon you have to spent a few rounds to set it up.

It would also be on par with wish in my opinion.
Health Spikes would have the downside of needing up to 3 turns set up before giving off the same amount of healing as a wish. On the upside these healing-spikes will "wait" to be used when you send in a new pokemon and it is healed upon switching in.
Wish on the other hand heals you a lot but only after the next turn. So if you use wish and switch you may won't survive your enemies attack in order to actually receive the healing of wish.

I dunno... in-battle healing without items shouldn't be made trivial.