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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. '''(implemented)'''
* 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). '''(implemented as effect)'''
* 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. '''(implemented as effect)'''
* 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. '''(implemented as effect)'''
* 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. '''(implemented as effect)'''
* Multiattack #: Do # attacks.


=== Vaguer ideas ===
=== Vaguer ideas ===
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== Conditions ==
== Conditions ==


* Earthy, Watery, Metallic, Woody, Fiery: That Type replaces your other type(s) '''(implemented as switch and reverse)'''
* '''Flame Shield:''' Creatures that hit you with a melee or touch attack take 1/16 your maximum hit points in damage.
* Feedback: Each time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage. '''(implemented)'''
* Retaliate: Keep track of all damage you take between entering this state and next doing damage. You do additional damage equal to damage taken.
* Flame Shield: Creatures that hit you with a melee or touch attack take 1/16 your maximum hit points in damage. '''(implemented as elemental shield)'''
* Earthy, Watery, Metallic, Woody, Fiery: That Type replaces your other type(s)
* Flinching: 50% chance to miss your next turn. If you do miss your next turn, this condition ends. '''(implemented)'''
* 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 '''(implemented)'''
* Spiky: If an opponent swaps in, they take damage equal to 1/8th your maximum HP
* Lockdown: Cannot use items '''(implemented)'''
* Lockdown: Cannot use items
* Prickly: Each time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage. '''(implemented)'''
* Prickly: Each time you are hit by a Physical move, the attacker takes 1/8th your maximum HP in damage
* Wasting: Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition. '''(implemented)'''
* Feedback: Each time you are hit by a Special move, the attacker takes 1/8th your maximum HP in damage
* Wild: 1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage. '''(implemented)'''
* Enlarged: Your maximum and current HP increase by 1/4, but you take that much damage when you lose this condition
* Retaliate: Keep track of all damage you take between entering this state and next doing damage. You do additional damage equal to damage taken. '''(implemented)'''
* Wasting: Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition.
* 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. '''(implemented)'''
* 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. '''(reconsidered, really necessary?)'''
* 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. '''(A uses Pound against B, A is charmed, Pound has 50% chance of not working?)'''
* 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.  
* Delay: 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. '''(changed into "delay", the original was "slow", already used)'''
* 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.
* Spiky: If an opponent swaps in, they take damage equal to 1/8th your maximum HP


== 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.
* '''Reclaim Relic (Memnomnom):''' If the opponent uses an item this turn, Memnomnom receives the effect instead of the target (or there is no effect if Memnomnom is not an eligible target). The item is consumed if it would normally be consumed.
* '''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.
 
= Field techniques =
 
[[Beyond_Episode_1#Field_techniques|Field techniques]] would be usable outside of combat.
 
= Body Shapes and Subelements =
 
As a tuxemon levels up, they learn new techniques at fixed levels, based on their species, [[Sub-Elements]] and [[Body Types]]. These are their "nature techniques", because they are innate to the tuxemon.
 
Tuxemon can also learn new techniques from [[Combat Codex]]es. They can also be taught techniques from other tuxemon that know that technique ([[Technique Teachers]]). These are their "nurture techniques", because they are taught.
 
Tuxemon have a finite list of nurture techniques that they can learn, also based on Life Stage, Sub-Element and Body Type. These are distinct from their nature techniques.
 
= Effects system =
 
[[Sanglorian]]'s original proposal. Spun off into [[Effects system]] page because it was quite involved.


== Sandy's technique ideas ==
== Sandy's technique ideas ==

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