Heavy-Duty Boots

Heavy-Duty Boots

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  1. 8 months ago
    Anonymous

    fun fact, these boots can shrink

  2. 8 months ago
    Anonymous

    CHARIZARD's boots

  3. 8 months ago
    Anonymous

    This is the worst thing Pokemon ever did

    • 8 months ago
      Anonymous

      >"WAHH WAHH BOOTS PREVENTS AUTISTIC CHIP DAMAGE FROM THE WORST BATTLE MECHANIC INTRODUCED. BIGGEST MISTAKE EVER!"

      Hello Verlisfy

      • 8 months ago
        Anonymous

        Hazards are based and nerf stall. The problem is Stealth Rock unfair to rock weak pokemon for no reason. Spikes was kino.

        • 8 months ago
          Anonymous

          I guess stealth rock was meant to counterbalance the fact that flying Pokemon were immune to spikes. But it backfired horribly since it moronly does double effective damage when spikes doesn't.

        • 8 months ago
          Anonymous

          nah stall is based as fun to play

          • 8 months ago
            Anonymous

            >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

            • 8 months ago
              Anonymous

              nah YOU have a nice day instead homosexual!

        • 8 months ago
          Anonymous

          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.

          • 8 months ago
            Anonymous

            nah the boots are based frick stealth rock

            • 8 months ago
              Anonymous

              this
              I wish Heavy Duty Boots existed in Gen III

              • 8 months ago
                Anonymous

                CHARIZARD was immune to the only Hazard in existence at the time so they had no reason to make heavy duty boots

        • 8 months ago
          Anonymous

          I guess stealth rock was meant to counterbalance the fact that flying Pokemon were immune to spikes. But it backfired horribly since it moronly 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 fricked by it would be one’s who are immune to all other hazards anyway, actually making it fair.

        • 8 months ago
          Anonymous

          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.

          • 8 months ago
            Anonymous

            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).

      • 8 months ago
        Anonymous

        t. toxapex/glowking/clef/blissey

        • 8 months ago
          Anonymous

          But those pokemon benefit from boots.

    • 8 months ago
      Anonymous

      nope its actually the best

  4. 8 months ago
    Anonymous
  5. 8 months ago
    Anonymous

    Do you mind if I borrow them?

    • 8 months ago
      Anonymous

      https://i.imgur.com/7dgeTAw.png

      Heavy-Duty Boots

      Kino boots on regenerator ho-oh tbh

  6. 8 months ago
    Anonymous

    I want to sniff them after they've been used

  7. 8 months ago
    Anonymous

    Heavy-duty boots

    • 8 months ago
      Anonymous

      them some THICC legs girl.

    • 8 months ago
      Anonymous

      Sexo

  8. 8 months ago
    Anonymous

    best new item in a long ass time

  9. 8 months ago
    Anonymous

    this makes the smogontroony seethe uncontrollably

  10. 8 months ago
    Anonymous

    Heavy-Booty Doots

  11. 8 months ago
    Anonymous

    They should also power up kicking moves

  12. 8 months ago
    Anonymous

    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?

    • 8 months ago
      Anonymous

      the first hazard was 'Caltrops'
      why would metal spikes on the ground "fade" away?

      • 8 months ago
        Anonymous

        For the same reason everything else fades away; game balance.

    • 8 months ago
      Anonymous

      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).

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