I guess stealth rock was meant to counterbalance the fact that flying Pokemon were immune to spikes. But it backfired horribly since it retardly does double effective damage when spikes doesn't.
>During SwSh teams had almost 2-3 mons per team with Boots
Item Clause would've fixed that, it works for VGCucks have it but Smogtards have never really understood the concept overcentralization too well
I guess stealth rock was meant to counterbalance the fact that flying Pokemon were immune to spikes. But it backfired horribly since it retardly does double effective damage when spikes doesn't.
Stealth Rocks should either only hit flying types, or do less damage to grounded targets. That why the only Pokémon who get truly fucked by it would be one’s who are immune to all other hazards anyway, actually making it fair.
All Stealth Rock needs to be fair is other hazards that do typed damage but are mutually exclusive on the field with it. You can set out Stealth Rocks or I dunno Stealth Icicles, or Hot Coals, but only one at a time.
Fair point, but the idea that asymmetries need to be stamped out is a slippery slope to every type having a flamethrower etc. Forcing fires to use HDBoots against SR is just something baked into the equation of using them.
I say this because before the physical/special split, Pokemon had to be sussed up based on their type, not just their strongest attacking/defending stat. This made for way more set/spread diversity. Like, I'd be really interested to see how a DPP meta would look without the split, or with a way lower distribution of physical/special moves that were formerly of the other sort (e.g. Waterfall and Shadowball).
The real question is why do hazards last indefinitely? Weather, terrain, and room effects fade over time. Screens fade over time. Mental effects (taunt, encore, etc.) fade over time. Even weird one off effects like Swamp fade over time. Why do ground hazards not fade? Why not just up their damage but only have them last 5-8 turns?
Hazards are designed for the 1v1 format, especially proto VGC, which wasn't 2v2. Sixes singles was notoriously stally until gen 3. Spikes were introduced in gen 2 to help fix stall, and they were moderately successful, even if gen 2 is probably the stalliest of all main metas.
In general, having hazards on the field most of the time makes for more thoughtful switches.
Also, hazards provide a secondary objective to knocking out your opponent's Pokemon. This steers the game away from 50/50s, as there are more viable tangential options (e.g. will he stay-in, switch to a pivot, or go straight for his hazards clearer).
fun fact, these boots can shrink
CHARIZARD's boots
This is the worst thing Pokemon ever did
>"WAHH WAHH BOOTS PREVENTS AUTISTIC CHIP DAMAGE FROM THE WORST BATTLE MECHANIC INTRODUCED. BIGGEST MISTAKE EVER!"
Hello Verlisfy
Hazards are based and nerf stall. The problem is Stealth Rock unfair to rock weak pokemon for no reason. Spikes was kino.
I guess stealth rock was meant to counterbalance the fact that flying Pokemon were immune to spikes. But it backfired horribly since it retardly does double effective damage when spikes doesn't.
nah stall is based as fun to play
>During SwSh teams had almost 2-3 mons per team with Boots
Item Clause would've fixed that, it works for VGCucks have it but Smogtards have never really understood the concept overcentralization too well
Actually kill (You)rself
nah YOU have a nice day instead gay!
If Stealth Rock was capped at x2 damage, I'd agree boots are unneeded.
But mons losing half their health in switch in is bullshit.
nah the boots are based fuck stealth rock
this
I wish Heavy Duty Boots existed in Gen III
CHARIZARD was immune to the only Hazard in existence at the time so they had no reason to make heavy duty boots
Stealth Rocks should either only hit flying types, or do less damage to grounded targets. That why the only Pokémon who get truly fucked by it would be one’s who are immune to all other hazards anyway, actually making it fair.
All Stealth Rock needs to be fair is other hazards that do typed damage but are mutually exclusive on the field with it. You can set out Stealth Rocks or I dunno Stealth Icicles, or Hot Coals, but only one at a time.
Fair point, but the idea that asymmetries need to be stamped out is a slippery slope to every type having a flamethrower etc. Forcing fires to use HDBoots against SR is just something baked into the equation of using them.
I say this because before the physical/special split, Pokemon had to be sussed up based on their type, not just their strongest attacking/defending stat. This made for way more set/spread diversity. Like, I'd be really interested to see how a DPP meta would look without the split, or with a way lower distribution of physical/special moves that were formerly of the other sort (e.g. Waterfall and Shadowball).
t. toxapex/glowking/clef/blissey
But those pokemon benefit from boots.
nope its actually the best
Do you mind if I borrow them?
Kino boots on regenerator ho-oh tbh
I want to sniff them after they've been used
Heavy-duty boots
them some THICC legs girl.
Sexo
best new item in a long ass time
this makes the smogonchud seethe uncontrollably
Heavy-Booty Doots
They should also power up kicking moves
The real question is why do hazards last indefinitely? Weather, terrain, and room effects fade over time. Screens fade over time. Mental effects (taunt, encore, etc.) fade over time. Even weird one off effects like Swamp fade over time. Why do ground hazards not fade? Why not just up their damage but only have them last 5-8 turns?
the first hazard was 'Caltrops'
why would metal spikes on the ground "fade" away?
For the same reason everything else fades away; game balance.
Hazards are designed for the 1v1 format, especially proto VGC, which wasn't 2v2. Sixes singles was notoriously stally until gen 3. Spikes were introduced in gen 2 to help fix stall, and they were moderately successful, even if gen 2 is probably the stalliest of all main metas.
In general, having hazards on the field most of the time makes for more thoughtful switches.
Also, hazards provide a secondary objective to knocking out your opponent's Pokemon. This steers the game away from 50/50s, as there are more viable tangential options (e.g. will he stay-in, switch to a pivot, or go straight for his hazards clearer).