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Stealth rock nurf (what if?)

#41Aladdin2557Posted 9/23/2013 7:18:30 PM
Stealth rock should be FAIRY type
#42kaonohiokalaPosted 9/23/2013 7:20:50 PM
Option 1: Stealth Rock takes two turns to fully set up. One use deals half the damage as it does currently, two uses makes it deal the same as it does currently.

Option 2: Rock-types remove Stealth Rock on your side when they are sent out (similar to Poison-types and Toxic Spikes).
"I am champion of Bellator. I am face of Bellator now. Who want with belt? Come on with cage. I am beat you. -Alexander Shlemenko
#43Stormvale12Posted 9/23/2013 7:25:10 PM
One or more of the following:
1) Damage cap
2) Rocks absorb them
3) Certain types being immune
4) More moves that remove entry hazards
White 2 FC: 1679 3141 2693
#44choicespecPosted 9/23/2013 7:28:35 PM
It breaks after it damages 1 pokemon.
#45BrightStar7Posted 9/23/2013 7:33:40 PM
The simplest thing is just have it take more than one turn for full setup. Thats the real issue here. One turn for that kind of mass effect is too much.
BANZAI Xerneas-sama!!! >_<
#46ZeroxKnuxPosted 9/23/2013 7:36:18 PM
Make it so if a pokemon that doubly resists it comes in on it the stealth rock break but the pokemon still takes damage.
#47DragrathPosted 9/23/2013 7:39:35 PM
make Defog remove entry hazards on YOUR side of the field not the opponent(It could be both if they want to keep spin blocking practical)
other than that I can't think of anything...

maybe caps at 1/3?