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How would feel if Stealth Rock now took away 12.5% health of

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How would feel if Stealth Rock now took away 12.5% health of any pokemon on the ground, but 25% health of any flying/levitating pokemon, regardless of weaknesses and resistances? This way it would be a entry hazard that's "complementary" to Spikes
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>>31331318
Levitating should be an advantage in combat, not disadvantage.
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>>31331318
lol man just inject it
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>>31331318
25% for one turn of setup is still too much. Just make it 6% on the ground and 12% on the air, nothing more.
>>
Just make it take two turns of set up before it's useful
And also do what OP suggested of having set values for air/ground opponents
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>>31331482

This is actually a pretty elegant nerf. Turn 1 provides a 'half Stealth Rock' that does 50% of the current damage, turn 2 provides Stealth Rock as it appears in-game today.
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>>31331318
It's not complementary to spikes, it's better than spikes. Stealth rock is now always better than a layer of spikes, and if your team is weak to specific flying types or levitators then its as good as two layers of spikes under gravity or some shit.

If you want to make a complementary hazard then SR needs to either a) not hit grounded pokemon b) stack.

I think the best way to fix stealth rock is to leave levitators alone, accept that hazards are not a good way to deal with them, and limit stealth rock super effective damage to 2x.
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>>31331318
I was thinking before that stealth rocks would be way more balanced if it was an electric type move

>>31331482
this is the best way to fix it
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>>31331347
>WAHHHHHH SNEAKY STONES KILLED MY CHARIZARD
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>>31332085
still upset Charizard is more popular than your literally who starter huh?
Thread posts: 10
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