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This is a Nerf thread. Post Nerfs you think will completely change

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Thread replies: 18
Thread images: 3

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This is a Nerf thread. Post Nerfs you think will completely change the landscape of the Metagame

>Scald is reduced to 55 Base Power and 95% Accuracy
>>
soul-heart is now like beast-boost.
only works if the trget pokemon is knocked out (especially in doubles)
>>
>>32307423

slow start now affects all pokemon present when triggered
>>
>>32307779
Wouldn't this be considered a buff?
>>
>>32307791

Nah it nerfs all the other pokemon and shakes things up regi is still ass he'll just make others ass too
>>
>>32307796
No, its a buff to Regigigas, this change makes it better.
>>
steel is now weak to water
fairy is now weak to fire
Grass now resists fairy AND steel (like water and fire do)
How does this change the meta?
>>
>>32307830

>LE FAIRY IS OPEE XDXDD
>>
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>>32307853
I never implied that
fire resists fairy, I just thought being able to burn fairies would make sense. I was trying to buff the basic types, sperg.
>>
>Entry Hazards are consumed after damaging the next incoming Pokemon
>>
>>32307876
stall just became 50 times harder to deal with
>>
>>32307882
Speaking of... Recover/Softboiled/etc now have a chance to fail if used consecutively. Not as much as Protect's, but, let's say, chance of failing increasing by 25% every turn.

How much did I break everything?

also I'd add Weakness Policy preventing being KO'd by the attack that activates it, but it's supposed to be a nerf thread, not a buff one
>>
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>>32307423
Genm loses wonder guard
>>
>>32307876
>Entry Hazards are consumed after damaging the next incoming Pokemon
Hazards become shit.
As a result offense takes a huge nerf because focus sash becomes much more common and game changing, sweepers find it much harder to sweep because they now miss many crucial OHKOs, dedicated hazard removers and leads now lose their niche and become shitmons.
Meanwhile stall and balance become much more viable because they can switch freely with no repercussions. Stall no longer has to worry about hazard control so they can now afford to run more utilty/status moves or a second trapper. Matches become much longer and more defensive. 70+ turn matches become the norm
>>
>>32307423
Scald fails entirely against Grass types.

There. Now Water types actually need to run Ice Beam again to threaten Grass switchins, and Grass isn't completely cucked, only mostly.
>>
Breloom's Attack is reduced to 100
Bewear's Defense is reduced by 10
Mienshao's speed reduced by 10
Lucario's offenses reduced by 10 each
>>
>>32308488
none of them deserve those nerfs though
you made them completely unusable
>>
>>32308488
stop posting anon
Thread posts: 18
Thread images: 3


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