Editing Other technique ideas
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* Recoil #: The user takes #/16 of their hit point maximum in damage (unmodified), if they hit. | * Recoil #: The user takes #/16 of their hit point maximum in damage (unmodified), if they hit. | ||
* Disarm: The target loses its item, and the other creature picks it up if it is not holding an item. Otherwise, it is not accessible until the end of the battle. In any case, all items are returned to their original owner at the end of the battle. | * Disarm: The target loses its item, and the other creature picks it up if it is not holding an item. Otherwise, it is not accessible until the end of the battle. In any case, all items are returned to their original owner at the end of the battle. | ||
* Scope: The opponent's stats are revealed. | * Scope: The opponent's stats are revealed. | ||
* Contrary Healing: This technique heals the enemy, not the user. (How much it heals is determined by healing_power) | * Contrary Healing: This technique heals the enemy, not the user. (How much it heals is determined by healing_power) | ||
* 1HKO: If the target is lower level than the attacker, they are reduced to 0 HP. | * 1HKO: If the target is lower level than the attacker, they are reduced to 0 HP. | ||
* Proportional Damage #: This technique does damage to the enemy equal to #/16 of the enemy's maximum HP. | * Proportional Damage #: This technique does damage to the enemy equal to #/16 of the enemy's maximum HP. | ||
* Proportional Damage (User) #: This technique does damage to the enemy equal to #/16 of the user's maximum HP. | * Proportional Damage (User) #: This technique does damage to the enemy equal to #/16 of the user's maximum HP. | ||
* Multiattack (Random): Do one attack (25% chance), two attacks (50% chance) or four attacks (25% chance). | * Multiattack (Random): Do one attack (25% chance), two attacks (50% chance) or four attacks (25% chance). | ||
* Multiattack #: Do # attacks. | * Multiattack #: Do # attacks. | ||
=== Vaguer ideas === | === Vaguer ideas === | ||
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== Conditions == | == Conditions == | ||
* | * '''Flame Shield:''' Creatures that hit you with a melee or touch attack take 1/16 your maximum hit points in damage. | ||
* Retaliate: Keep track of all damage you take between entering this state and next doing damage. You do additional damage equal to damage taken. | |||
* Earthy, Watery, Metallic, Woody, Fiery: That Type replaces your other type(s) | |||
* | * Harpooned: If you swap out, take damage equal to 1/8th your maximum HP | ||
* Harpooned: If you swap out, take damage equal to 1/8th your maximum HP | * Spiky: If an opponent swaps in, they take damage equal to 1/8th your maximum HP | ||
* Lockdown: Cannot use items | * Lockdown: Cannot use items | ||
* Prickly: Each time you are hit by a | * Prickly: Each time you are hit by a Physical move, the attacker takes 1/8th your maximum HP in damage | ||
* | * Feedback: Each time you are hit by a Special move, the attacker takes 1/8th your maximum HP in damage | ||
* Enlarged: Your maximum and current HP increase by 1/4, but you take that much damage when you lose this condition | |||
* Wasting: Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition. | |||
* Charmed: Techniques have a 50% chance of not working if they target the enemy. | |||
* Enlarged: Your maximum and current HP increase by 1/4, but you take that much damage when you lose this condition. | * Flinching: 50% chance to miss your next turn. If you do miss your next turn, this condition ends. | ||
* Charmed: Techniques have a 50% chance of not working if they target the enemy. | * Wild: 1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage. | ||
* Frightened: 1/8 chance each turn that you swap out for a randomly chosen alternative tuxemon on your team. If there are no others, you attempt to retreat. | * Frightened: 1/8 chance each turn that you swap out for a randomly chosen alternative tuxemon on your team. If there are no others, you attempt to retreat. | ||
* | * Slow: Do nothing on the first turn that you become Slow. On each later round, do the thing that you were commanded to do one round earlier. | ||
== Healing == | == Healing == | ||
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= Ideas for particular techniques = | = Ideas for particular techniques = | ||
* Verdigris (Resist Metal), Drought (Resist Water), Salt (Resist Wood), Sinkhole (Resist Earth), Steel Beams (Resist Fire). All Aether techniques with accuracy 100% and no recharge time. | * Verdigris (Resist Metal), Drought (Resist Water), Salt (Resist Wood), Sinkhole (Resist Earth), Steel Beams (Resist Fire). All Aether techniques with accuracy 100% and no recharge time. | ||
* [[Scope]] (Aether, accuracy 100%, no recharge time): The target's Stats are displayed in the text box. | |||
* [[Panjandrum]] (Earth, accuracy 100%, recharge 2): The target takes damage equal to 1/4 of their maximum HP. | |||
* '''Evil Eye:''' Damage. If you have previously used [[Glower]] this combat, do an additional 50% damage. | * '''Evil Eye:''' Damage. If you have previously used [[Glower]] this combat, do an additional 50% damage. | ||
* '''Eruption:''' The attack occurs as normal in the first round, and then in each of the following four rounds, unless interrupted (e.g. by a miss). Each subsequent attack has double the power of the one before it. Each attack has a 10% chance of imposing the Burn condition. | * '''Eruption:''' The attack occurs as normal in the first round, and then in each of the following four rounds, unless interrupted (e.g. by a miss). Each subsequent attack has double the power of the one before it. Each attack has a 10% chance of imposing the Burn condition. | ||
* '''Swallow:''' The attack occurs as normal in the first round, and then in each of the following four rounds, unless interrupted (e.g. by a miss). Each subsequent attack has double the power of the one before it. | * '''Swallow:''' The attack occurs as normal in the first round, and then in each of the following four rounds, unless interrupted (e.g. by a miss). Each subsequent attack has double the power of the one before it. | ||
* ''' | * '''Revenge Stance:''' The next time you are attacked, your enemy takes the same amount of damage that you do. You heal as much damage as you dealt. | ||
== Sandy's technique ideas == | == Sandy's technique ideas == | ||
Aaardorn/aardart | Aaardorn/aardart: | ||
Going to be based around slowing down your opponent and dealing mid-range damage | Going to be based around slowing down your opponent and dealing mid-range damage | ||
Main moves: | Main moves: | ||
All In | |||
Hibernate | |||
Overfeed | |||
Reckless Abandon | |||
Abesnaki: | |||
High Attack with debuffs for opponents but low defense | High Attack with debuffs for opponents but low defense | ||
Main Moves: | Main Moves: | ||
Dash | |||
Envision | |||
Poison Bite | |||
Retalliate | |||
Agnite/Agnidon/Agnigon: | |||
Agnite/Agnidon/Agnigon | |||
Powerful, but has alot of moves that damage itself. | Powerful, but has alot of moves that damage itself. | ||
Main Moves: | Main Moves: | ||
Combustion | |||
Heated Fury | |||
Fume | |||
Fire Claw | |||
Reckless Abandon | |||
Allagon: | Allagon: | ||
Going to have very heavy hitting moves but with very low accuracy, at level 12 will learn a move called "lock on" which makes the next move a guaranteed hit | Going to have very heavy hitting moves but with very low accuracy, at level 12 will learn a move called "lock on" which makes the next move a guaranteed hit | ||
Main moves: | Main moves: | ||
Rust Bomb | |||
Shrapnel | |||
Lock on | |||
Angrito/Sadito: | Angrito/Sadito: | ||
Angrito has High attack, Low defense, Can transform into Sadito which has Low Attack, high defense with the move Rewire | Angrito has High attack, Low defense, Can transform into Sadito which has Low Attack, high defense with the move Rewire | ||
Main Moves: | Main Moves: | ||
Rewire | |||
Duelists Inversion | |||
Rust Bomb | |||
Anoleaf: | Anoleaf: | ||
High Speed and Attack, with Lots of attacks with the is_fast priority | High Speed and Attack, with Lots of attacks with the is_fast priority | ||
Main Moves: | Main Moves: | ||
Dash | |||
Retalliate | |||
Thorn Lash | |||
Anu: | Anu: | ||
More powerful when it just took damage | More powerful when it just took damage | ||
Main Moves: | Main Moves: | ||
Retalliate | |||
Revenge of Shadows | |||
Lock On | |||
Dash | |||
Araiginee: | Araiginee: | ||
Fast and Slows down opponents | Fast and Slows down opponents | ||
Main Moves: | Main Moves: | ||
Web | |||
Overfeed | |||
Posion bite | |||
Arthrobolt: | Arthrobolt: | ||
Low Defense,but more powerful with lower HP. | Low Defense,but more powerful with lower HP. | ||
Moves: | Moves: | ||
Electrostatic | |||
Retalliate | |||
Shrapnel | |||
Lock On | |||
Self Destruct | |||
AV8R: | AV8R: | ||
More Powerful in Sunlight(needs weather implemented): | More Powerful in Sunlight(needs weather implemented): | ||
Moves: | Moves: | ||
peck | |||
Dash | |||
Solar Charge | |||
Bright Flash | |||
Fly | |||
Axlyghtl: | Axlyghtl: | ||
High Defense, uses the move Lure to force opponents to use certain types of moves | High Defense, uses the move Lure to force opponents to use certain types of moves | ||
Moves: | Moves: | ||
Lure | |||
Envision | |||
Solar Charge | |||
Pressure Wash | |||
Bamboon: | Bamboon: | ||
Based around lifeleech and wearing down the opponent and healing itself | Based around lifeleech and wearing down the opponent and healing itself | ||
Moves: | Moves: | ||
Thwack | |||
Lifeleech | |||
Bamboo Sweep | |||
Poison Bite | |||
Bigfin: | Bigfin: | ||
Big, Slow, and Tough, low attack. | Big, Slow, and Tough, low attack. | ||
All In | |||
Ram | |||
Pressure Wash | |||
Birdling: | Birdling: | ||
very low in most stats, but high HP, can use hatch to heal and shellshock to prevent damage. | very low in most stats, but high HP, can use hatch to heal and shellshock to prevent damage. | ||
Peck | |||
Fly | |||
Hatch | |||
Shell Shock | |||
High Defense | High Defense | ||
Budaye: | Budaye: | ||
Scratch | |||
Fluff Up | |||
Cateye: | Cateye: | ||
Going to be based around looking at and predicting your opponents moves to make it work effectively | Going to be based around looking at and predicting your opponents moves to make it work effectively | ||
Main Moves: | Main Moves: | ||
Scratch | |||
Envision | |||
Seal in | |||
Dark Prophecy | |||
Sumchon: | Sumchon: | ||
Going to be based around have a heavy weight with moves that are propritionate to tuxemons weight. Very Slow. | Going to be based around have a heavy weight with moves that are propritionate to tuxemons weight. Very Slow. | ||
main moves: | main moves: | ||
All in | |||
Overfeed | |||
Heavy Armor | |||
Slam Throw | |||
yinaang: | yinaang: | ||
going to have moves that switch its stats with eachother and moves that buff and debuff stats | going to have moves that switch its stats with eachother and moves that buff and debuff stats | ||
main moves: | main moves: | ||
All_In | |||
Amnesia | |||
Duelists Inversion | |||
Heavy Armor | |||
Mediate | |||
Supernova | |||
Finished Moves: | Finished Moves: | ||
Amnesia(fix bug) | |||
levitate | |||
overfeed | |||
Poison bite | |||
lifeleech | |||
lock on | |||
fume | |||
combustion | |||
[[Category:Proposed content]] | [[Category:Proposed content]] |