Inktober with pokemon day 8 : Frail with Shedinja

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Inktober with pokemon day 8 : Frail with Shedinja

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Call me a Glimmora with Toxic Debris the way I be setting up a layer of Toxic Spikes upon taking damage from a physical attack.
How would you nerf/fix hazards in competitive?
I’ve talked at length before about how I would like to see Stealth Rock changed, but it bears repeating until something happens.
Let’s start with this: I think Toxic Spikes are okay, but I do think Spikes should have reduced damage with just one layer. I feel like the change from 1 layer to 3 isn’t that significant, and that it starts out really strongly. If entry hazards, as a whole, are designed to break Focus Sash, then they don’t need to deal as much damage as they do anyway. Furthermore, considering Spikes are mostly to hit types resistant to Stealth Rock at this point, I’m in favor of reducing its initially damage partially because I think Steel types should be sturdier walls (the ones that don’t have recovery, at least), and I have to give Fighting types a break.
Stealth Rock needs a few things to happen. I have three suggestions, and I like the idea of either 1 & 2 combined, or 3 on its own but ideally with 1:
Rocks can only deal 2x damage. No more of this “hits 4x super-effective” bullshit. We get it, you wanted an entry hazard to hit Flying types that get away for free otherwise; it’s time to stop fucking over every Bug/Flying type in the game harder than you already did with their BSTs.
Nerf the starting damage. Just like Spikes, less damage outright means that you still break sash without severely limiting the number of times things can switch in. I’d say, halve starting damage.
Like Spikes, they stack, but one is removed for each switch-in. They’re called STEALTH RockS. Plural, and stealth-based. Stacking them and having them removed means that you actually play strategically with hazards. How many do you need set to force in their Volcarona? Can you play a little riskier to remove their hazards to avoid your Volcarona taking that hit? It makes the whole mechanic feel dynamic, rather than “click once, win.”
Mega Garbodor
Trainers looking to acquire Garbodorite are internationally mandated to take a Mega Garbodor certification course, a rare example of regulation within the Pokemon World. The synthetic mega stone mutates Garbodor into insatiable trash heaps that unwillingly engulf everything in their paths. Licensed trainers are required to notify officials before mega evolution, so that specialized disposal trucks can be dispatched to contain the Mega Garbodor and prevent them from wreaking havoc on the environment.
Unovan engineers have reverse engineered the pokeball to miniaturize these Garbodor disposal trucks so that dedicated Garbodor trainers can legally use their Mega Garbodor instantly in areas inaccessible by authorities. Type: Poison/Steel
Ability: Scrapyard (Absorbs entry hazards upon switch-in. Damage done by entry hazards is converted to recovery. When hit with a physical attack, this Pokemon spawns entry hazards on opponent’s side of the field.)
Stats:
HP: 80 > +0 > 80
ATK: 95 > +20 > 115
DEF: 82 > +68 > 150
SP. ATK: 60 > +32 > 92
SP. DEF: 82 > +24 > 106
SPD: 75 > -44 > 31
New Moves:
Gyro Ball
Flash Canon
Scald
More: You can learn more about Mega Garbodor by heading over to my video breakdown of the design: https://youtu.be/bOT5rxgoVhA
Move Explanation: The Entry Hazards
One of the most taken advantage of Game Mechanics in any tier is Entry Hazards.
What are Entry Hazards?
Entry Hazards deal damage to, inflict a status upon, or lower the stats of Pokemon upon switching in.
How are Entry Hazards set up?
Entry Hazards are set up via Pokemon Moves, Entry Hazard inducing moves include Stealth Rock, Spikes, Toxic Spikes, and Sticky Web.
So why should I care?
Entry Hazards are easily the most exploited Game Mechanic in any tier, as a result, it would serve you well to know how to deal with them.
What are the specifics of Stealth Rock?
Stealth Rock is used once, using it again will not do anything to increase the intensity of the damage dealt.
Upon switching in to Stealth Rock, Pokemon take a set percentage of their health as damage based on their Type Resistance to Rock Type attacks. The percentages are as follows:
Double Resist: 1/32 healthSingle Resist: 1/16 health Neutral: 1/8 health Single Weak: 1/4 health Double Weak: 1/2 health
So for example, if Charizard, a Fire/Flying type, switches in to Stealth Rock, it's going to take 1/2 of its health as damage due to its double weakness to the Rock Type.
What are the specifics of Spikes?
Spikes are set up in layers, up to a maximum of three layers. After a fourth use, the move will fail
At the first layer, upon switching in, Pokemon take 1/8 of their health as damage. At the second layer, upon switching in, they take 1/6 of their health as damage. And at the third layer, they take 1/4 of their health as damage.
Flying type Pokemon and Pokemon with Levitate are immune to Spikes unless Gravity is in effect or the Pokemon is holding an Iron Ball.
What are the specifics of Toxic Spikes?
Toxic Spikes can be set up in two layers, after the third use, the move will fail.
At the first layer, upon switching in, Pokemon will be Poisoned. At the second layer, Pokemon will be Badly Poisoned.
EDIT: (THANKS TO hydroformicsociopath) Upon switching a poison type Pokemon into a battlefield upon which toxic spikes is set up, the spikes will disappear.
Flying type Pokemon and Pokemon with Levitate are immune to Toxic Spikes.
What are the specifics of Sticky Web?
Sticky Web is set up in one layer, and will fail if used twice.
When Pokemon switch in to Sticky Web, their Speed Stat is lowered by one stage.
Flying type Pokemon and Pokemon with Levitate are immune to Sticky Web.

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