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Stealth health

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User Info: kaonohiokala

kaonohiokala
4 years ago#1
Anti-entry hazard. Heals your pokemans when they switch in.

Yay/nay?
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User Info: Alty1

Alty1
4 years ago#2
Would the enemy have any way to remove it or prevent it?

User Info: Hierarchy225

Hierarchy225
4 years ago#3
Alty1 posted...
Would the enemy have any way to remove it or prevent it?


Rapid Spin I assume.
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User Info: KillerMechanoid

KillerMechanoid
4 years ago#4
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.

User Info: Alty1

Alty1
4 years ago#5
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.

User Info: MightyRevenant

MightyRevenant
4 years ago#6
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User Info: Jaricko

Jaricko
4 years ago#7
25% heal on entry
Removes status ailments on entry
Gives you a blow j----- Gives you a stat up on entry for 1 turn.

User Info: KillerMechanoid

KillerMechanoid
4 years ago#8
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?

User Info: iKhanic

iKhanic
4 years ago#9
*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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User Info: Nitharad

Nitharad
4 years ago#10
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.
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