How ONE MOVE Changed Pokemon Forever.
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- čas přidán 21. 05. 2024
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Main event begins June 16th
Pokemon Competitive Singles was changed forever after the release of the move "Stealth Rock" in the Generation 4 games. No single move has had as significant of an impact on the way the entire game is played than Stealth Rock did. Let's explore why that was.
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Some will never figure out how to get Jumpluff in Pokemon Scarlet and Pokemon Violet. But famous player Jim Cool is well aware of the Best Jumpluff Moveset in Competitive, and even how to Jumpluff Shiny Farm. Many aren't and never will be. That's just the unfortunate reality of the world.
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The below text is very relevant to many people.
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Scream Tail is the Jigglypuff of our wildest dreams. It has been buffed with some higher statistics and the incredible ability, Protosynthesis. Gen 9 Competitive Pokemon wouldn't be the same without this powerful pink blob. He kinda looks like someone I met in one of my game design and development courses.
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Gholdengo is a Pokemon made of pure gold. He must have done some online business management courses to accumulate all that wealth. Or perhaps he might want to learn how to make money playing video games on CZcams. In any case, he's a powerful metagame force, with absolutely no interest in online game development schools.
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Gen 3: You need a rock resist
Gen 4-5: You need all rock resists
Gen 6-7: You need an industrial fan to blow away all these pebbles
Gen 8-9: You need timbs
Rock types should resist rock and even better be as well immune to stealth rock.
@@turkoositerapsidiThey should break Stealth Rock on switch in.
@@knightsteyri9110 That could work as well, but would it make rock types too op if the type effectiveness chart would be changed like that rock would be better defence type, maybe not as good as steel but still.
rapid spinners are really out here like "I can't clear these hazards, there's a ghost"
It's a frightening prospect.
@@hps362*frighteNEIGHng prospect (Get it? Because of Spectrier? 😭🤦)
"I can't spin right now. There's a ghost over there."
Mortal spinners are like "I can't clear these hazards, there's some steel"
Tidy uppers be like "that guy said 'bet you won't hit me'"
Stealth rock is a terrible name because you see them go up and they have an extremely noticeable impact. I prefer my name for the move : Baneful Boulders
It’s different in the anime. If the rocks are so visible. Why is moltres flying right into them ?
Stealth rock is not visible at all in the modern games the rocks became invisible after they are set. Have you blocked the animations in your games?
These sneaky pebbles really rocked the foundation of competitive singles, folks. This is insane.
Rock types should resist rock and be immune to stealth rock.
I like how angry Jimothy sounds when he mentions the damage Pokémon take from Stealth Rock. He really has a lot of passion against this move
Iron juglius is rocks weak. Coincidence?
Its probably what keeps him playing Gen 3 xD
It’s just stupid how certain Pokémon are screwed for taking 50% damage
@@Begerumost of the mons taking 50% were unviable to begin with
I’ve literally never understood how it was never banned, considering how completely busted and centralizing it is.
The funniest thing is that Stealth Rock is just the TM for the first gym, like they clearly had no intention of making such a powerful move.
I think they knew what they were doing with competitive but also knew that SR sucks ass in game
@@findtheblue SR is pretty good ingame, but it’s not nearly as relevant
makes sense for it to be a 1st gym move, it’s a good utility option throughout the entire game but it isn’t broken
Although maybe they realized their mistake early. Fast forward to HGSS and you cannot get stealth rock until Kanto, maybe they knew it would cheese Lance
Should have thought about Bird Master Lance when they were designing sneaky pebbles : P
I have an inkling the horse council has financial connections to Old Money, this should be investigated.
"This feels like icing on a cake that already had two layers of icing on it to begin with. The cake is good enough but this life ruining extra layer of icing has shattered many Pokémon that were once usable." I love you Jim.
I really hope Meganium and Horsea are able to reunite. It would be saddening if Horsea did not remember their childhood friend.
I wonder if their boyfriend, Glastrier, would be cool about horsea meeting another competitive threat.
I just hope Iron Horsius stays out of this
@@Magikarpador Great Hoof and Raging Neigh will have a word to say about that.
The main problem with Stealth Rock's design is that it scales too harshly (exponentially!!!) for Rock weak pokemon. Every tier up from the base 12% should only increase by 6%, not double the previous tiers damage.
Removing the x4 stealth rock weakness would be a great start to dialing it back. Even x2 damage is egregious.
Stealth Rocks was meant as a counter to flying types, so why not just make it deal x2 damage to flying types and leave it there. No reason to hinder bug and ice types who are already atrocious
Rock types should resist rock moves and be immune to stealth rock moves effect.
i'll always believe that stealth rock was the greatest mistake in pokemon history. gen 3 hazards were perfect already and if they wanted t-spikes or webs fine, but gen 4 rocks did way too much damage to everything and made half the type chart unviable, then as a result of that gen 5 made a bunch of op magic guard users, gen 6 had to add a super free hazard removal option, then gen 8 added boots which completely ruined everything and focused the entire tier on defog corv, knock off and boots, then gen 9 gave us gholdengo which (regardless of how op or bad ghold is) fundamentally ruined the main counterplay and forced us into boots-centric teambuilding. at this point hazards are so overwhelming that counterplay is mandatory, and the only consistent form is boots which then ruins the entire point of hazards by allowing everything to ignore them, but not even that is consistent thanks to knock being so overpowered. so if you run balance without hazard stack + knock off you'll get outstalled and if you don't run mono boots you'll get worn down, and as a result the entire tier consists of either broken hyper offense, broken hazard stacking, broken boots stall or some cursed combination of all 3
Honestly if stealth rock only did half the damage it does now it would be way more balanced
@@emergencyexitonly2710 the only reason why they made rocks is to punish flying/levitate users, so i would just make them deal 12.5% to those mons and 6.25% to grounded mons or something like that. but at this point rocks aren't even the issue, it's the mess that they've created since gamefreak is only willing to deal with problems by overcorrecting them with more problems. i think if we wanted to make hazards fun now without starting from scratch, either gamefreak needs to make it so good as gold doesn't block defog and boots only cancel out rock weakness, or smogon needs to ban gholdengo and have an item clause
Sounds like the literal exact opposite of fun. Why do y'all do this to yourselves??
@@frankcaggiano8282 who's "y'all" exactly lol i didn't add rocks to the game
Excellent comment. Summarized very well the current state of the metagame
I think stealth rock’s availability should be reduced much like knock off and scald recently
And its answers given increased availability.
Needs to be Dexited.
Only a limited amount of rock types should get them
@@afriendlycampfire260Rock types are usually shit cause of having 5 weaknesses, there’s only like 2 of them in OU and 2-3 of them in UU(BL) and all but one of them are offensive and never defensive
It’s the Ground and Steel types that are problematic with their access to Rocks. When’s the last time you seen a Tyranitar or Terrakion throw out Stealth Rock
Rock needs all the help they can get, Ground and Steel were already fine without Rocks.
@@goGothitaLOL I agree, rock types only would be a good reduction, at least in theory
jimothy before bed is always a lovely end to the day. thank you jim
Jimothy lunch break gang checking in from the UK.
Bro is in Australia
stealth rocks should just have been spikes that stack in the air instead of the ground as opposed to dealing rock-type damage
If stealth rocks was to be a set amount of damage instead of “damage depending on how weak the Pokemon is to rock types” then I would have it where it deals the equivalent of 2 layers of spikes on Pokemon that levitate or are flying type (and maybe acts as 1 additional layer of spikes for grounded Pokemon)
I can't belive meganium left the looooooong council just to reunite with his friend😢
Oh, you’re a fire/flying type? You’re half dead because you stepped on rocks.
It's not stepping really, more like collision to them.
Now now, lets not forget the bugs and ice types.
Poor snom.
@@Xahnel Frosmoth should be same stat total as volcarona. Snom isn't simple evolution by level up anyways.
@@turkoositerapsidi ah, but frosmoth doesn't get an entire temple because it was worshipped by an ancient culture.
@@Xahnel Who knows if that would exist in another region tho.
9:24
Really shows how stupid Stealth Rocks are when flying types who are immune to most hazards are forced to wear the boots
Nah, this part is actually fair. It's exactly because they are immune to all other hazards that SR should damage them more.
I just wish it didn’t punish the other types, since THEY’re vulnerable to all the hazards including SR. (Like fire and bug)
@@segafreak2000at least make all of them take 12.5% if they are 2× weak and 25% if 4× weak and 6% they are not flying type
@@afriendlycampfire260 at that point it's just worse spikes, 6% is healed by lefties in 1 turn
@@afriendlycampfire260 The issue with that is that a good number of Pokemon after gen 4 were balanced with SR damage in mind. The moment you lower that, they suddenly become MUCH more overbearing, especially if it allows them to conceivably chose an item different than Boots all of a sudden. That would make the meta even worse.
Then 4 generations later we got the answer to hazards
Adding stealth rock was probably one of the biggest mistakes they made. Usually new moves are meant to create more diversity and make more pokemon viable, but stealth rock instead restricts what is usable
yes, it should have done half the damage, (so standard is 6.25% or 1/16) because 1/8 for simply switching in is, well, insane
I actually wonder what Gen 4, 5, 6, and 7 would've felt like without Stealth Rocks - or 8 and 9 without Stealth Rocks and Heavy Duty Boots.
I truly, TRULY hate stealth rock. I'm surprised it's even legal in most gens. 50% damage to certain mons is ridiculous and makes them borderline unusable
I feel you. Stealth rock needs to do 33% to quad rock weak mons at most
1100 at best
At this point, they are a necessary evil. A good number of mons weak to SR have been balanced around exactly that fact after gen 4, so if you removed them entirely, they'd suddenly run absolutely crazy around the meta and warp it even more now that their item slot is freed up again.
Its too fundamental to how certain gens are played and it would also have rippling consequences to ban it that would likely require other bans to balance. For example in gen 4 where its strongest if you ban it Focus Sash now becomes the strongest item in the game on anything immune to spikes, even if sand is up theyd get an opportunity to revenge kill their own opponent, or theyre just straight up sand immune like Flygon and get guaranteed usage out of focus sash (unless your opponent has abomasnow for some reason)
@@jesuisintrinsequementpolar3242seriously, this comment section reeks of people who haven't played mons much at all. If you've played any modern gens, you'll notice just how important rocks are to keeping things in check.
Every new installment in the PokéMon series introduces significant mechanical change that naturally has a massive impact on competitive play.
Like the addition of Dark and Steel types in Gen 2
And the addition of abilities in Gen 3, the list goes on
But these are sweeping changes that you would expect to shake things up.
And abilities in Gen 3
New moves can also be significant additions, but for the most part a single new move doesn't have too much of an impact
God I wish they would have an effect like toxic spikes, where a rock type could absorb stealth rocks. I kinda hate what this one move has done
Rock types should be immune to the move.
That fucking Butterfree wearing shoes sent me a laughed out loud in the middle of the break room
Tard guard had to go grab you after right
I remember looking up good movesets for some Pokemon when I was playing through a game casually (gen 5 but in 2015) it was my first time seeing the competitive sets and all that.
Stealth rock EVERYWHERE, on seemingly EVERY MON that could fit it 😂
What an introduction to the competitive scene...
(Edit: competitive, not competetive)
Roark upon seeing how much the TM he gave out changed Pokémon forever: WHAT HAVE I DONE?!
Stealth Rock meta is actually what made me put down competitive pokemon generations ago. Nice to see the meta eventually, after several generations , dealt with it.
In Yugioh, when a single card controls the metagame THIS much, it gets Forbidden.
In Pokémon, when a single move controls the metagame this much, it's "just part od the game"
This is most definitely not true lol. Rocks is closer to something like ash blossom, maxx c, imperm or called by. It acts as a natural check/counterplay to otherwise oppressive or extremely consistent pokemon or strategies.
@@pmwaffle9348i feel like this only further OP’s point, though. called by is semi-limited, crossout is limited, and maxx c is banned (in tcg) while i’m not entirely sure how oppressive stealth rock is in comparison to maxx c, they are both very oppressive and required when deck/teambuilding
@ree6267 maxx c limits combos & turn 1 board set-up if the person setting up the board can't 100% win that turn since the maxx c player draws a card for every special summon the other player does. Rocks function more like imperm or ash where it limits the opportunities available but it doesn't completely restrict it a la crossout or maxx c. Maxx C is probably most analogous to dlc1 gliscor where it will generate progress if you try to play around it so you have to be as direct as possible in your approach to not lose.
@@pmwaffle9348
No, Rocks isn't like an Imperm or Ash, those are both 1 time uses.
Rocks is more like a direct form of Skill Drain or Burden of the Mighty
@mysticmongrel1289 eh, one time is all you need since modern yugioh is so quick. Rocks function as a foil or disruption that can be played around (boots, hazard removal, ignoring it) but throws a wrench in your original game plan.
I like the idea that sending out a rock type Pokémon removes Stealth Rock.
Rock Smash and/or Brick Break can be buffed to destroy Rocks.
Heck let them deal double damage and have them turn into Rock type attacks to bypass Ghost types when Stealth Rock is active on your side of the field.
Why stop at stealth rocks? Surpricicles, sudden shower, shocking shock, secret sear, invisible ivy, spawncamp smack, etc
Hidden Hive
Ah, Stealth Rocks. I was taught their overwhelming power at a very young age by a mandatory NPC trainer in X and Y who used a Carbink with rocks.
I'd say that if Stealth Rocks did a solid 12% (or even just 10%) regardless of typing they'd be a bit more balanced. A single layer of spikes still does more damage . It's also important to note that Battle Spot 3v3 (the way they actually want you to play Singles; not a fan of that personally because I like having my full team of Pansage, Vaporeon, Amaura, Minun, Mega Aerodactyl and Phione thank you very much) uses an Item Clause so you can't just splash boots on everyone.
Of course, Gen 3 not having Stealth Rocks is an asset of its own. I don't even play competitive (I mostly watch these videos for the funny mug), but while working on a ROM hack I feel no reason to actually add them when Spikes overall feel more rewarding and balanced.
I am still baffled stealth rock has 32 pp
And still does, whiling every recovery not named Strength Sap have their PP reduced from 16 to 8 (Rest included)
@goGothitaLOL I've always found the PP nerf to recovery moves to be...odd. Can't say I'm a big fan of the nerfs. Stealth rock should've gotten its PP sliced in half, and the more "exclusive" recovery moves (soft-boiled, milk drink, and shore up) should've kept their 16 pp
I’m going to think of a very evil idea
Make a Grass type Stealth Rock, GameFreak. I wanna see the dominant bulky Water and Ground types get obliterated
Thistles or something could work. They would be fine as a grounded hazard imo, the intended targets for it are grounded.
Thorny Vines. I suggested it in another video. Also have to keep it mutually exclusive or it would be way too powerful when stacked with SR
Rock, Grass, and Bug make for a type triangle with no weakness overlap
Rock strong against Fire, Ice, Flying Bug
Grass strong against Water, Ground, Rock
Bug strong against Grass, Psychic, Dark
So “Hidden Hive” would be a devious Bug Type Stealth Rocks
Rock-types: Dogshit even more cause of Grass-type Stealth Rocks existing
Bug-types and Ice-types: “First time?”
@@Typh3621 'mutually exclusive' like how terrain and weather overwrite the previous effect? If you have rocks up and use thorny vines, as you call it, the rocks disappear? That seems reasonable.
Now spikes has eclipsed stealth rock in gen 9. If it weren't for boots then I think some hazards would actually need to be banned.
Not this being a perfect corollary to False Swipe Gaming's video on how Heavy-Duty Boots are the remedy to all the effects discussed here.
I would like to know if Horsea would go for the same problems to be part of the Dinosaur Council and be together with Meganium
"How ONE move changed competitive Pokemon forever"
Agreed, ion deluge was meta defining and still is today
The other thing about Stealth Rock is that Game Freak absolutely LOVES shoving it into everything even where it doesn't belong. My favorite example is the fact that, for some reason, it’s in the Let's Go games, despite there being NO HAZARD REMOVAL. Same story for Legends Arceus. And even now it's not only survived Movexit, but it's still extremely available to a ton of mons compared to other popular and obnoxious moves like Scald, Knock Off and Toxic which have all had their distribution severely cut down thanks to moveset formatting BS. And just for one extra bit of salt in the wound, this includes Defog, so most mons are back to relying entirely on Rapid Spin to get rid of them of they don't want to wear boots
And icing for the cake, they made Gholdengo, which completely deny any tentative of hazard removal by itself.
I remember as i started learning singles i realized how important the rocks mini game was and it kind of bothered me for sure. Feels bad dedicating half your team slots to either setting hazards, preventing them and/or removing them. Now I'm used to it but i could see why a new player wouldn't enjoy the concept of a hazard meta game
Me: "Hmm, how one move changed competitve pokemon? Suonds interesting."
Me 2 seconds later: "Oh yea it is just going to be about stealth rocks."
"Charizard....now thrown directly into the garbage"
Never change Jim.
Heartbreaking Horse storyline Jimothy, made me cry.
Stealth Rock feels like it should function as a complementary hazard to Spikes by hitting airborne Pokémon (Flying-types and Levitate users) for more damage. An entry hazard dealing type-based damage never made any sense at all.
Imagine if Pokémon above a certain weight could destroy Stealth Rock when they switch in.
"Go, Steelix!"
*heavy sound effect*
"Steelix used the weight of its body to crush the stones on the field!"
Also, give some physical moves the side effect of destroying rocks on the field: Hammer Arm, Karate Chop, Gigaton Hammer and well, Rock Smash.
Thank you for posting Jim! Brightening my day like Jimothy has Drought
you can tell this is something that truly upsets jim from the way his voice is raised through the entire video. he's usually so calm but that rock shaped wound in his heart is real
What auspicious timing that this video and the False Swipe Gaming video on Heavy Duty Boots released on the same day as each other. Truly the perfect combination of intergenerational hazard analysis
your dry delivery of absolutely hilarious subscribe requests never ceases to impress and amuse me. I happily offer my 1 horsepower to meganium to get on the horse council.
Stealth Rock could have a turn limitn like weather, limited uses (Like disapearing after doing damage 3 times) or at the least restricted to few pokemon (Like sticky web)
first, jimothy and fsg make videos with machamp on the same day. next, they talk about entry hazards on the same day. this is insane
It's still crazy to me that Stealth Rock stands alone and is so format warping.
This is pure armchair "how to fix Stealth Rock" design, but I've always felt for its impact it could stand to be a one-use Hazard. And then you could make a bunch of variants, like Stealth Steel (which existed in the form of Copperajah's G-Max Move) or Stealth Ice.
There have probably been more "how to fix Stealth Rock" game design fanfiction videos than almost any other competitive Pokémon topic, and Game Freak is seemingly willing to introduce plenty of workarounds just short of altering the mechanics of the actual move itself.
Bring on more chaos
Add Stealth Grass (Troublesome Thorns) and Stealth Bug (Hidden Hive) to complete a Rock-Grass-Bug type triangle with no super effective overlap
Thanks for the video Jimothy
Jimothy dropping a video on Stealth Rocks the same day FSG drops a video on Heavy Duty Boots 🤔
Wow I was thinking about this recently too, specifically about how interesting some metagames, specifically all the ones before heavy duty boots, would be with them banned.
This is why I prefer Doubles more since not a lot of trainers spend turns on entry hazards, not just Stealth Rock.
Rock types absorbing rocks on switch in would be epic
Jimmy makes a video on rocks and false swipe makes a video on boots on the same day
These youtubers gotta be in communication with each other
You know jim, ive never been a pokémon fan before and i still dont like the anime but thanks to many other pokemon channels and mainly yours, ive gotten a great appreciation for the game and am very interested in getting into competitive, so thanks for all the informative and funny videos
the part in the video where its just two pokemon and he cracks a funny is the best part of the video
It would be interesting if someone made a variant of Gen 3 OU on Pokemon Showdown where Spikes became a Ground Type Move and they were eaten up by Ground Type Pokemon in a similar way to how Poison Type Pokemon eat up Toxic Spikes. Maybe it would make ground Types even more common, which would maybe increase the number of Rock Resists being used, as well maybe increasing the usage of Ice Beam, Surf, and Hidden Power Grass and Giga Drain.
Smogoners are absolutely insane and often don't understand healthy balance. The fact that HDB was controversial and suspect tested was absurd
Stealth rock-less formats should've been tested waaaaay before HDB.
This dude releases 130 high quality videos a day
The Jimothy stealth rock video vs the FSG heavy duty boots video
I saw the title from the notification and automatically knew it was about stealth rock. It's one of the moves of all time
Once Jim enters the horse council it’ll be game over for those furtive little fellas-the stinging stones are going to be banned
Imagine the matter where spikes operated off the same type of weakness based damage system as rocks 😮
Its so funny that gamefreak deemed toxic, scald, and pursuit too centralizing, and restricted/removed them, but the most centralizing move in singles remains untouched. Rocks should deal normal type damage and have limited distribution like spikes.
I remember setting up rocks in gen 9 uu and my opponent just didnt care
Honestly, I wish they would make it a 2 turn move to set up, where the first layer has no impact until the move is used again. It allows for it to be a move where the opponent has to respond to the incoming hazard, but not just create so much immediate pressure where its ok to sacrifice an entire pokemon and it to be a good play.
I like stealth rock personally, as it makes a rock weakness actually matter. most of the time, clicking an attacking rock move is just a waste of a turn anyways, but with stealth rocks, there's a whole new aspect to consider with each mon
Lower distribution of the move could be an elegant solution like they did to scald and toxik.
If only some well choosed rock type could learned it for example.
Jimothy has entered into the philanthropy business with this Meganium venture folks, we may be witnessing the rise of the next Mister Beast
imagine if we got an ice equivalent to stealth rock. singles wouldn't be the same
I think, conceptually at least, rocks are fine. I think I'd give a bit of a nerf to their damage output, such that double rock-weak pokemon only take a third of their max health rather than half, and neutral targets take about two thirds of the damage they would compared to spikes rather than the same. Then rocks become a bit more risky. Do you bet that the switch target will be weak to Stealth Rock, and set that hazard up? Or do you think they'll be neutral or resist, and thus go with Spikes instead? I think that could add some additional dimension to the hazard setting meta.
I'd also increase options for hazard removal. Defog's gen 6+ hazard removing effect didn't really have the impact I expected it to have, and with many Pokemon losing it in gen 9, and with the addition of the new Pokemon Gholdengo being able to block both Defog and Rapid Spin, hazards in general are just very difficult to get rid of, maybe even unnecessarily so. I would of course appreciate simply having new options with which to kill Gholdengo, but even without Gholdengo there just isn't enough counter-play nowadays.
The new move Tidy-Up, at least, is a step in the right direction, being able to bypass Gholdengo's ability by only affecting its user. If more Pokemon had this move, especially mons that match up well into Gholdengo, that would be helpful.
If Stealth Rock dealt more reasonable damage and there were more ways to remove it from the field, it could still be a very good move without it being as oppressive as it currently feels. Then they could follow this up with some kind of nerf for boots if those are still a problem, and the game should feel a bit nicer to play.
As is...well, it may be a tad unfair, but such is the nature of the beast.
I've always wondered how things would have gone if stealth rocks were born with the sole purpose of being a hazard for Flying types immune to spikes and sticky web; dealing double damage to Flying Pokemon, but not taking typing into account beyond that.
Imagine a world where mon like Skarmory, Lando-T, and Gliscor, took 1/4th switching in, and mon like Centiskorch and Frosmoth only took 1/8th
More Jim MORE MORE MORE JIM!!!
Watching this video makes me wonder how things would look like if there existed entry-hazards of every type? Might make for an interesting video or discussion?
The main problem with Stealth Rocks is how much damage they do to rock weak Pokemon
Boots is one solution available but other possible solution that could be made would be to reduce how much damage it deals x2 weak and x4 weak Pokemon or have it not be typed based damage and have it deal extra damage to flying or levitating Pokemon
But on the other hand, why not add more chaos? Add Grass (Invisible Ivy) and Bug (Hidden Hive) variants for a type triangle with no overlapping super effectivenesses
I remember using a sashed skarmory with stealth rocks, spikes, toxic and defog/protect. That was funny when it worked
I like how all your vids circle back to gen 3 ou
Gen 3 mention?! From Jimothy Cool?? You love to see it.
How cool would it have been if Stealth Rocks was just an inverse of Spikes, where it hit Flying and Levitate pokemon but Rock types were immune to it? And the "Level" of the hazard was combined with Spikes (eg 1 Spike layer + 1 Stealth Rock layer = level 2 damage to applicable pokemon.)
This move really rocked the world of competitive Pokemon.
Yesterday I jokingly thought of the implications of a glock held item, where it's effect is that if a pokemon holding a glock is switched in, the opponent gets hit with a 40 power steel type attack. I feel if that were real it would be just as meta effecting as stealth rock if not worse
Every new installment in the Pokémon series significant mechanical change that naturally has a massive impact on competitive play.
My suggestion would be to modify Stealth Rocks such that they settle down after 5 turns (or maybe 8?) and because redundant. That way, because most Stealth Rockers are Suicide Leads, maintaining Stealth Rocks would mean to let 3-4 pokémon run stealth rocks which will limit some Pokémon; Gliscor for example will be forced to fit Stealth Rocks by giving uo either Spikes, Toxic, Knock-off or Earthquake, making it more manageable.
*sees title* oh, the sneaky pebbles!
Maybe Pokemon over a certain weight breaking the stealth rocks upon entering the field would be a nice solution
Almost like Jimothy and False Swipe coordinated their videos today O_O
The only other move I can even think of comparing in terms of shaping a metagame to a similar degree would be Dracovish's Fishious Rend for the time it was in gen 8 OU.
You either had a water immunity or you would probably lose.
Thankfully it didn't last nearly as long as Stealth Rock did.
I admittedly did have one thought on another way to nerf Stealth Rock, and entry hazards in general.
Set them on a timer. So after 5 turns they fade on their own, or after 8 turns with a held item on the setter. To balance out Spikes, one use would count as three uses and one use of Toxic Spikes counts as two.
They would kinda suck then tbh. This is a stall buff
I find it ironic that Smogon went on a practical crusade against Baton Pass, but any mention of banning Stealth Rock, even for just a single tournament to test it out, gets you laughed off of its forums.
Baton pass can go pass up its ass for all I care tbh, hazards are no biggie compared to BP chains
i love the reasons to subscribe it makes me wish i could do it multiple times
Simple solution is to reduce how available the move is, make it 10% normal damage, 20% if weak regardless of whether its x2 or x4, and 5% to resist. It would still be strong, but far less damning.
Hi Jimothy, I just watched one of your videos about the pluses and minuses of Team Preview. I'd be curious to hear your thoughts about the "bring 6, pick 3" type of format such as in "Battle Stadium Singles." Though I think the actual metagame of the current BSS is gross, the most interesting part for me was trying to guess which pokemon they would bring and which they would think I would bring. Then in the match you had the hidden information element; you knew which possibilities they had in the back, but not the exact ones they brought. Interesting.
Fire and ice types before stealth rock: 🙏🙏🙏🙏🔥🔥🔥🔥🔥
Fire and ice types after stealth rock: ☠☠☠☠💀💀💀💀💀💀💀
I liked the SuperMegaAmpharos team with the room on fire names😊
I fear for every Ice type and Fairy type whenever Gamefreak decides to turn Copperajah's G-max move into an actual move.