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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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* Earthy, Watery, Metallic, Woody, Fiery: That Type replaces your other type(s) '''(implemented as switch and reverse)'''
* Earthy, Watery, Metallic, Woody, Fiery: That Type replaces your other type(s) '''(implemented as switch and reverse)'''
* Feedback: Each time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage. '''(implemented)'''
* Feedback: Each time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage '''(implemented)'''
* 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)'''
* 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)'''
* Flinching: 50% chance to miss your next turn. If you do miss your next turn, this condition ends. '''(implemented)'''
* 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 '''(implemented)'''
* Harpooned: If you swap out, take damage equal to 1/8th your maximum HP '''(implemented)'''
* Lockdown: Cannot use items  '''(implemented)'''
* Lockdown: Cannot use items  '''(implemented)'''
* 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 melee or touch move, the attacker takes 1/8th your maximum HP in damage '''(implemented)'''
* Wasting: Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition. '''(implemented)'''
* Wasting: Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition. '''(implemented)'''
* Wild: 1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage. '''(implemented)'''
* Wild: 1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified 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. '''(implemented)'''
* Enlarged: Your maximum and current HP increase by 1/4, but you take that much damage when you lose this condition '''(reconsidered, really necessary?)'''
* 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?)'''
* 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?)'''
* 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.  
* Retaliate: Keep track of all damage you take between entering this state and next doing damage. You do additional damage equal to damage taken. '''(proposed implementation)'''
* 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. '''(proposed implementation)'''
* 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)'''
* 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)'''
* Spiky: If an opponent swaps in, they 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

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