The title says all of it. After the nerf/buff to alloraptor in 2.2, he’s been dropping quite a lot of teams, the simple reason is that he simply doesn’t counter things its supposed to. It’s supposed to counter fierce but it doesn’t have a good damage dealing move that distracts, he’s supposed to counter resilients but he doesn’t have a shield break or even armor-piercing move available to it on turn one. Despite being on of the harder legendaries to get, it’s subpar to many easier to make cunning-fierce legendaries. Monolometrodon, Spinonyx, and even edaphocevia in some cases! It obviously needs a rework, so I made one!
Everything outlined is the changes that were made to alloraptor. The extra 2 speed was given to alloraptor to give it an edge over monolometrodon, it’s much harder to create but still only gains 1 speed, 300 attack, and additional crit chance over monolometrodon. It also loses a whopping 1200 HP compared to monolometrodon, additional speed lets it out speed more, while still letting most cunning creatures be faster than it. Distracting Rampage is changed to high pounce so that Alloraptor has a good distracting move available turn one. Rampage is changed to Fierce Impact so that alloraptor can hurt resilients on turn one and also has more Allo Gen 2 elements to it. It gains DoT resistance because it’s supposed to counter fierce creatures and bleed is fierce. Its vulnerability resistance turns to immunity because vulnerbility resistance is kinda pointless.
- Yes! Your idea should be implemented
- Yes! But a different idea should be implemented(Say Below)
- No, Alloraptor is fine
- OP(Explain Plz)
- Needs a slight nerf(Explain Plz)
- Perfectly Balanced
- Needs a slight buff(Explain Plz)
- MonoMEMEus(Explain Plz)