>>12002617Okay, a fix for entry hazards:
Spikes are retconned to do ground type damage
Ice, Grass, Fire, Electric, Water, and Bug get entry hazards
At one layer, hazards do 25% to a mon with a double weakness. At two layers, these hazards do 50% to a mon with double weakness. (With Toxic Spikes, this is poisoned, then badly poisoned).
Rapid spin will clear hazards even if it cannot hit the opponent (e.g. ghost)
Surf, hurricane, blizzard, selfdestruct and explosion will remove hazards from the user's side.
The following will remove one layer of hazards per use/turn:
1) Quake will remove spikes and toxic spikes on both sides.
2) Rain will remove fire hazards on both sides
3) Sun will remove ice hazards on both sides
4) Hail will remove grass hazards on both sides
5) Sandstorm will remove (stealth) rock hazards on both sides.
Trick Room will switch the sides of currently-placed entry hazards at the time of its use.
An ability called "Clean Sweep" allows certain pokemon to automatically clear their side of the field of entry hazards upon switch-in, though they take damage from them.
There, now Stealth Rock isn't broken and hazards, like weather, become a tactical decision rather than a basically obvious choice.