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How would you nerf sneaky pebbles while keeping it useful?

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Thread replies: 31
Thread images: 3

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How would you nerf sneaky pebbles while keeping it useful?
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>>32839361
it now ignores typing when calculating damage
>>
give it layers like spikes and toxic spikes

>first layer does nothing or 3% to resists, 6% neutral, and 12% to weaknesses
>second layer does 6% to resists, 12% neutral, and 25% to weaknesses

no double weaknesses/resists. Is it balanced? fwiw I think sticky webs should have layers too
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>>32839366
and nerfed to 10%
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>>32839361
Rock types now immune
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Now they can't kill a mon with low hp instaed just leave it with 1 hp.
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>>32839361
Buff hazard removal. Give a bunch of damaging moves the defog treatment. Make it moves that are already good so you don't have to waste a moveslot or an entire mon for the role. Like maybe Surf.
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>>32839361
Why would I nerf Stealth Rock? Stall is shit.
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>>32839361
Surf now removes Hazards.
>>
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give other types entry hazards

>rosy thorns - grass
>dainful daisies - fairy
>landmines - steel
>hot coals - fire, optionally burns on entry like poison spikes, could be a secondary effect that increases the % chance in 3 layers (33, 66, 99)
>swirling eddies
>crygenic crystals - ice, freezes by %, 3 layers
>sonder sirens - ghost, confusion on entry, optionally sleeps by %, 3 layers
just some of the ones I thought up in the past, still.

no one type should have all this much power in a single meta.

rocks need a proper buff we get it, but ambiguous amethyst wasn't the most helpful way to do it.

>>32839565
this would help, might have it so only certain moves can remove given hazards - surf has no effect on rosy thorns, but washes away hot coals.
>>
This
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>>32839625
What did he mean by this?
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It's spikes but it only hits stuff that spikes miss
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>>32839608
Finally, a reason to use it over 30=100 and 80=0. Hope this happens.
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>>32839361
Takes effect at the turn's end, after both Pokemon attack.

>TFW it still won't bring Talonflame back from the dead.
>>
>>32839361
Give a random pokemon this made up ability
'Consume mineral- heal 10%/20%/30% depending on how many layers of spikes/toxic spikes it eats ' sneaky pebbles heals for 10%'
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>>32839361
Rock types absorb pebbles like poison types absorb toxic spikes
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>>32839490
>>32841926
This, but with Ground and Steel types too.
>>
>>32839361
Give hazards a 5-turn limit, like weather.
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Baton Pass/ U-Turn/ Volt Switch no longer trigger hazards.
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>>32839617
>no one type should have all this much power in a single meta.

it's hardly exclusive to rock types at this point. Maybe one or two shitty types should get a variation. I could see ice having one, no ice type can learn stealth rock and only two (delibird and cloyster) learn spikes.
>>
>>32839361
- Ignore type resistance and weakness
- Make it last 5-8 turns (randomly)
- Rock types absorb it, so those Sturdy rock types have a purpose (they are still hit x4 by Water and Grass, so it's not like they're broken)

All of those at once, and Incognito Stones could be fixed, and so Bug/Flying, Bug/Fire, Fire/Flying, Ice/Flying and anything that currently gets 50% off can be used
>>
Cap the damage at 25%
>>
12.5% baseline damage
25% damage to airborne pokemon instead (be it through flying type or levitate)
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Make hazards disappear after someone switches into them. Maybe like 3 times so its not totally useless.
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>>32839361
Some 50-60BP moves that remove hazards, better Magic Bounce distribution, and an ability that removes hazards upon entry. No double weanesses.
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Rock Smash now removes hazards. Now a good chunk of the Pokemon in the game can remove hazards and spinblockers are even more valuable.
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>>32842022
mamoswine can but that's the only one.
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>>32839490
>>32839565
>>32839608
>>32839617
These.
Also rock, ground and steel types remove Stealth Rocks on entry by "crushing" them.
>>
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>>32839617
You... I like it
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>>32839361
They are perfectly fine as they are right now
Thread posts: 31
Thread images: 3


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