DrCoeloCephalo
Banned via Warnings
- Joined
- Nov 27, 2014
- Messages
- 468
- Location
- Downtown Springdale
- NNID
- DrCoeloCephalo
- 3DS FC
- 5086-1965-6195
- Switch FC
- SW-2795-9234-1507
I'd argue part of the reason entry hazards are so strong in Pokemon's metagame is because its main battle system is a 1v1 where predictive switching in and out gains momentum on top of answers to deal with hazards having such dumb and reliable counterplay like Rapid Spin and Defong having little distribution, Rapid Spin being negatable by Ghost switchins and Defog limited to most Flying Pokemon and stuff like Scizor where you can freely send out somethibg with Volt Switch or even Magnezone and not lose much momentum.Fire-Flying and Ice-Flying were great types with great offensive coverage from the primary type and spikes immunity from the second, until some ******* had the brilliant idea to invent the Sneaky Peebles and never EVER give them the well-deserved nerf they need. At least they should reduce the PP of this monstruosity to 8 or being generous 16 so you can't keep spamming them anymore, and halving their damage output would also be nice considering how easy to use they are.
Meanwhile, the offical 2v2vformat of VGC, you almost never see hazards and most other monster collectors have 3v3.
Even a metagame like Yo-Kai Watch 3 which has tons of threats that set up field hazards on the opponent's grid makes them way more reliable to deal with.