Magic Spell
Revision as of 01:59, 19 November 2025 by HippasusTwo (talk | contribs) (tweak to make a bit more like Protect, since how that plays like is known and familiar)
| Magic Spell (Tuxemon Episode 1) | |
|---|---|
| ID | 251 |
| Blurb | They try to increase enemy cooldowns of non-ranged and nonspecial moves. |
| Is completed? | Complete |
| Technique Category | Special |
| Types | Aether, |
| Element(s) | Cosmic |
| Call | |
| Technique Family | Exotic |
| Tags | Staff |
| Is fast? | Extremely Fast |
| Accuracy | 98% |
| Power | 0 |
| Effects | cooldown enemy_monster,1,ranged,special |
| Healing Power | |
| Potency | 100% |
| Recharge | 2 |
| User Condition | |
| Target Condition | |
| Animation Target | 0 |
Witty fam, eventually, and Brumi. Probably needs playtesting to see how it feels. If it increases cooldown to 1, and can only be used every other turn, and acts fast, then it SHOULD basically act as a Protect that leaves special moves / status alone and ranged. That might make it feel a bit bad, but if it's paired with another move that covers ranged, then it could be like a Protect that you have to do predictions for rather than just spamming.
Monsters using this technique (3)
Attribution
In other languages
| Language | Name | Blurb |
|---|---|---|
| Spanish |
