Difference between revisions of "Other technique ideas"

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The '''effects system''' is a now-discarded idea for how techniques could work. The current techniques proposal is outlined on the [[Techniques]] page.  
'''This is a grab-bag of technique ideas that have gathered over the years, from many contributors, some of whom are no longer involved in the project. Before implementing any particular idea, we should discuss on GitHub and Discord whether it's helpful.'''


''[https://forum.tuxemon.org/thread.php?id=136 Original thread]''
== Move lists and techniques ==
 
=== Random technique generator ===
''[https://forum.tuxemon.org/thread.php?id=128 Original thread]''
 
=== Move lists and techniques ===
''[https://forum.tuxemon.org/thread.php?id=141 Original thread]''
''[https://forum.tuxemon.org/thread.php?id=141 Original thread]''


[https://drive.google.com/file/d/1pwxFTn8HwAt9HcqGX5PhJkurJeCwtWzn/view?usp=sharing On Google Drive]
[https://drive.google.com/file/d/1pwxFTn8HwAt9HcqGX5PhJkurJeCwtWzn/view?usp=sharing On Google Drive]


=== Terms ===
== Battlefield Effect ==
'''Low/Mid/High Chance:''' An effect's chance of success can be set to:
 
* Low = 10% + (10% * user's level/50)
* Mid = 20% + (20% * user's level/50)
* High = 30% + (30% * user's level/50)
 
'''MAX:''' Maximum HP.
 
=== Targets ===
 
An effect can target:


* Self, in other words the one using the technique
Some techniques cause battlefield effects, which apply to both monsters in play, and remain in place until replaced by another battlefield effect.
* Opponent, in other words the target of the technique
* Persistent Self, which means that it affects the one using the technique and any other tuxemon that replace them
* Persistent Opponent, which means that it affects the target of the technique and any other tuxemon that replace them
* Battlefield, which just means both Self and Opponent
* Persistent Battlefield, which just means both Self and Opponent and any other tuxemon that replace them


Persistent effects end after 5 turns. The conditions that were caused by that persistent effect, if any, last as long as they usually do even if the 5 turns is expired.
* '''Resist X (Resist Fire, Resist Water, Resist Wood, Resist Metal, Resist Fire):''' Both monsters halve damage from the specified type.  


=== General ===
== Technique Riders ==
* Charge Up: The technique has no effect this turn. The rest of the technique takes place on the attacker's next turn.
* Charge Up: The technique has no effect this turn. The rest of the technique takes place on the attacker's next turn.
* Shelter: The technique has no effect this turn, except the attacker cannot be hit by attacks except Area attacks. The rest of the technique takes place on the attacker's next turn.
* Shelter: The technique has no effect this turn, except the attacker cannot be hit by attacks except Area attacks. The rest of the technique takes place on the attacker's next turn.
* Fast: This technique goes before the other technique, regardless (unless that technique is also Fast).
* Backlash #: The user takes #/16 of their hit point maximum in damage (unmodified).
* Backlash #: The user takes #/16 of their MAX in damage (unmodified).
* Recoil #: The user takes #/16 of their hit point maximum in damage (unmodified), if they hit.  
* Disarmed: 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. '''(implemented)'''
* Switched Stats: If this is a melee attack, it targets Dodge (not Armour, as is typical). If this is a ranged attack, it targets Armour (not Dodge).
* Contrary Healing: This technique heals the enemy, not the user. (How much it heals is determined by healing_power). '''(implemented as effect)'''
* Likely Crit: Increases the chances of a crit by 1/8th for every rank of this effect. (Base crit chance is 1/8).
* 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 (User) #: This technique does damage to the enemy equal to #/16 of the user's maximum HP. '''(implemented as effect)'''
* Multiattack (Random): Do one attack (25% chance), two attacks (50% chance) or four attacks (25% chance).
* Multiattack #: Do # attacks. '''(implemented as effect)'''
 
=== Vaguer ideas ===
* Stall or stop swap-outs, or punish them
* Stall or stop swap-outs, or punish them
* High critical hit ratio
* High critical hit ratio (currently we don't have any critical hits)
* Recoil (Backlash that only occurs on a hit)
* 1HKO (if not higher level)
* Change the user’s Type to (a) the target’s Type, (b) this technique’s Type, (c) the Type of the last technique used on the user
* Change the user’s Type to (a) the target’s Type, (b) this technique’s Type, (c) the Type of the last technique used on the user
* Go off the target’s Defence (if a Special technique) or the target’s Sp Def (if a Physical technique)
* Interact with items - eating your opponent's consumable item, stop opponent from using items, etc
* Charge Down: Miss a turn after your current turn (cf Charge Up)
* Auto-Hit: Doesn’t miss
* Interact with items - stealing, eating your opponent's, etc
* Target: Own Team (target one or all of your benched creatures)
* Target: Own Team (target one or all of your benched creatures)
* Switch out for another  
* Switch out one monster for another  
* Cure some or all conditions
* Flurry: Attack multiple times in a row
 
=== Ones that affect damage done by the technique ===
* Area: This technique still does x0.5 damage on a miss.
* Reliable Damage: This technique does exactly its Power * 100 in damage, unmodified, instead of using the [[Damage Formula]].
* Proportional Damage: This technique does damage to the enemy equal to #/16 of the enemy's MAX.
* Proportional Damage (User): This technique does damage to the enemy equal to #/16 of the user's MAX.
 
=== Multiattacks ===
 
* Multiattack (Random): Do one attack (25% chance), two attacks (50% chance) or four attacks (25% chance).
* Multiattack #: Do # attacks.
* Multiattack (Uses): Do # attacks, where # is the number of times in this combat that the technique has already been used.
* Multiattack (Uses): Do # attacks, where # is the number of times in this combat that the technique has already been used.


=== Conditions ===
== Conditions ==
''See [[Former condition system]] for the consequences of having a condition.''


=== Stat Buff and Debuffs ===
* Earthy, Watery, Metallic, Woody, Fiery: That Type replaces your other type(s) '''(implemented as switch and reverse)'''
Every stat can be increased or decreased by anywhere from x1 to x6. This refers to how many 'steps' up or down the stat moves; see [[Stats#Temporary stat changes]] for more.  
* 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)'''
* 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)'''
* 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)'''
* 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)'''
* 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)'''
* 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)'''
* 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.  
* 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


=== Healing ===
== Healing ==


* Healing (Reliable): This technique heals the user exactly its Power in damage, unmodified.
* Healing (Reliable): This technique heals the user exactly its Power in damage, unmodified.
* Healing (Proportional, User) #: This technique heals the user equal to #/16 of the user's MAX.
* Healing (Proportional, User) #: This technique heals the user equal to #/16 of the user's maximum HP.
* Healing (Proportional, Enemy) #: This technique heals the user equal to #/16 of the enemy's MAX.
* Healing (Proportional, Enemy) #: This technique heals the user equal to #/16 of the enemy's maximum HP.
* Contrary Healing: This technique heals the enemy, not the user. (How much it heals is determined by which of the other healing effects the technique has)


=== Strengths and Weaknesses ===
== Expanding the Concept ==
Techniques can give the user or the target a strength, weakness or immunity towards/against any type.
* “if” statements, e.g. “if target Asleep, user heals 4 maximum HP” . If enemy attacks this round, X. Otherwise Y. If attack misses, user takes X damage
 
=== Expanding the Concept ===
* “if” statements, e.g. “if target Asleep, user heals 4 MAX” . If enemy attacks this round, X. Otherwise Y. If attack misses, user takes X damage
* fields, e.g. “user heals DAMAGE DONE BY THIS ATT” or “do 50% of enemy’s CURRENT HP in dmg” or “user heals USER’S CURRENT DAMAGE and enemy takes USER’S CURRENT DAMAGE”)
* fields, e.g. “user heals DAMAGE DONE BY THIS ATT” or “do 50% of enemy’s CURRENT HP in dmg” or “user heals USER’S CURRENT DAMAGE and enemy takes USER’S CURRENT DAMAGE”)
* tags, e.g. Aerial (can hit Swooping), Underground (can hit Hibernate), Gaze, Light, Sound (some are immune to conditions/pseudo-c/pro-c from Sound techniques, and take half damage from them), etc
* tags, e.g. Aerial (can hit Swooping), Underground (can hit Hibernate), Gaze, Light, Sound (some are immune to conditions/pseudo-c/pro-c from Sound techniques, and take half damage from them), etc
* have absolute values for resist (Resist 50, Resist 30, Resist .25 * Defence) instead of multipliers
* Items that remove or add states, conditions, etc.
* Signature techniques that only one tuxemon family knows


=== Technique ideas ===
= 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.
* '''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.
* '''Shroud:''' Increases Evasion by 2 stages
* '''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 ==
Aaardorn/aardart
 
Going to be based around slowing down your opponent and dealing mid-range damage
 
Main moves:
 
* All In
* Hibernate
* Overfeed
* Reckless Abandon
 
Abesnaki
 
High Attack with debuffs for opponents but low defense
 
Main Moves:
 
* Dash
* Envision
* Poison Bite
* Retalliate
 
Agnite/Agnidon/Agnigon
 
Powerful, but has alot of moves that damage itself.
 
Main Moves:
 
* Combustion
* Heated Fury
* Fume
* Fire Claw
* Reckless Abandon
 
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
 
Main moves:
 
* Rust Bomb
* Shrapnel
* Lock on
 
Angrito/Sadito:
 
Angrito has High attack, Low defense, Can transform into Sadito which has Low Attack, high defense with the move Rewire
 
Main Moves:
 
* Rewire
* Duelists Inversion
* Rust Bomb
 
Anoleaf:
 
High Speed and Attack, with Lots of attacks with the is_fast priority
 
Main Moves:
 
* Dash
* Retalliate
* Thorn Lash
 
Anu:
 
More powerful when it just took damage
 
Main Moves:
 
* Retalliate
* Revenge of Shadows
* Lock On
* Dash
 
Araiginee:
 
Fast and Slows down opponents
 
Main Moves:
 
* Web
* Overfeed
* Posion bite
 
Arthrobolt:
 
Low Defense,but more powerful with lower HP.
 
Moves:
 
* Electrostatic
* Retalliate
* Shrapnel
* Lock On
* Self Destruct
 
AV8R:
 
More Powerful in Sunlight(needs weather implemented):
 
Moves:
 
* peck
* Dash
* Solar Charge
* Bright Flash
* Fly
 
Axlyghtl:
 
High Defense, uses the move Lure to force opponents to use certain types of moves
 
Moves:
 
* Lure
* Envision
* Solar Charge
* Pressure Wash
 
Bamboon:
 
Based around lifeleech and wearing down the opponent and healing itself
 
Moves:
 
* Thwack
* Lifeleech
* Bamboo Sweep
* Poison Bite
 
Bigfin:
 
Big, Slow, and Tough, low attack.
 
* All In
* Ram
* Pressure Wash
 
Birdling:
 
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
Budaye:
 
* Scratch
* Fluff Up
 
Cateye:
 
Going to be based around looking at and predicting your opponents moves to make it work effectively
 
Main Moves:
 
* Scratch
* Envision
* Seal in
* Dark Prophecy
 
Sumchon:
 
Going to be based around have a heavy weight with moves that are propritionate to tuxemons weight. Very Slow.
main moves:
 
* All in
* Overfeed
* Heavy Armor
* Slam Throw
 
yinaang:
 
going to have moves that switch its stats with eachother and moves that buff and debuff stats
 
main moves:
 
* All_In
* Amnesia
* Duelists Inversion
* Heavy Armor
* Mediate
* Supernova
 
Finished Moves:
 
* Amnesia(fix bug)
* levitate
* overfeed
* Poison bite
* lifeleech
* lock on
* fume
* combustion
 
[[Category:Proposed content]]

Latest revision as of 16:21, 6 November 2023

This is a grab-bag of technique ideas that have gathered over the years, from many contributors, some of whom are no longer involved in the project. Before implementing any particular idea, we should discuss on GitHub and Discord whether it's helpful.

Move lists and techniques[edit | edit source]

Original thread

On Google Drive

Battlefield Effect[edit | edit source]

Some techniques cause battlefield effects, which apply to both monsters in play, and remain in place until replaced by another battlefield effect.

  • Resist X (Resist Fire, Resist Water, Resist Wood, Resist Metal, Resist Fire): Both monsters halve damage from the specified type.

Technique Riders[edit | edit source]

  • Charge Up: The technique has no effect this turn. The rest of the technique takes place on the attacker's next turn.
  • Shelter: The technique has no effect this turn, except the attacker cannot be hit by attacks except Area attacks. The rest of the technique takes place on the attacker's next turn.
  • Backlash #: The user takes #/16 of their hit point maximum in damage (unmodified).
  • 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.
  • Scope: The opponent's stats are revealed. (implemented)
  • Contrary Healing: This technique heals the enemy, not the user. (How much it heals is determined by healing_power). (implemented as effect)
  • 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 (User) #: This technique does damage to the enemy equal to #/16 of the user's maximum HP. (implemented as effect)
  • Multiattack (Random): Do one attack (25% chance), two attacks (50% chance) or four attacks (25% chance).
  • Multiattack #: Do # attacks. (implemented as effect)

Vaguer ideas[edit | edit source]

  • Stall or stop swap-outs, or punish them
  • High critical hit ratio (currently we don't have any critical hits)
  • Change the user’s Type to (a) the target’s Type, (b) this technique’s Type, (c) the Type of the last technique used on the user
  • Interact with items - eating your opponent's consumable item, stop opponent from using items, etc
  • Target: Own Team (target one or all of your benched creatures)
  • Switch out one monster for another
  • Multiattack (Uses): Do # attacks, where # is the number of times in this combat that the technique has already been used.

Conditions[edit | edit source]

  • 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)
  • 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)
  • Harpooned: If you swap out, take damage equal to 1/8th your maximum HP (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)
  • 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)
  • 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)
  • 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)
  • 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.
  • 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

Healing[edit | edit source]

  • Healing (Reliable): This technique heals the user exactly its Power in damage, unmodified.
  • Healing (Proportional, User) #: This technique heals the user equal to #/16 of the user's maximum HP.
  • Healing (Proportional, Enemy) #: This technique heals the user equal to #/16 of the enemy's maximum HP.

Expanding the Concept[edit | edit source]

  • “if” statements, e.g. “if target Asleep, user heals 4 maximum HP” . If enemy attacks this round, X. Otherwise Y. If attack misses, user takes X damage
  • fields, e.g. “user heals DAMAGE DONE BY THIS ATT” or “do 50% of enemy’s CURRENT HP in dmg” or “user heals USER’S CURRENT DAMAGE and enemy takes USER’S CURRENT DAMAGE”)
  • tags, e.g. Aerial (can hit Swooping), Underground (can hit Hibernate), Gaze, Light, Sound (some are immune to conditions/pseudo-c/pro-c from Sound techniques, and take half damage from them), etc

Ideas for particular techniques[edit | edit source]

  • 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.
  • 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.
  • 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.

Field techniques[edit | edit source]

Field techniques would be usable outside of combat.

Body Shapes and Subelements[edit | edit source]

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 Codexes. 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[edit | edit source]

Sanglorian's original proposal. Spun off into Effects system page because it was quite involved.

Sandy's technique ideas[edit | edit source]

Aaardorn/aardart

Going to be based around slowing down your opponent and dealing mid-range damage

Main moves:

  • All In
  • Hibernate
  • Overfeed
  • Reckless Abandon

Abesnaki

High Attack with debuffs for opponents but low defense

Main Moves:

  • Dash
  • Envision
  • Poison Bite
  • Retalliate

Agnite/Agnidon/Agnigon

Powerful, but has alot of moves that damage itself.

Main Moves:

  • Combustion
  • Heated Fury
  • Fume
  • Fire Claw
  • Reckless Abandon

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

Main moves:

  • Rust Bomb
  • Shrapnel
  • Lock on

Angrito/Sadito:

Angrito has High attack, Low defense, Can transform into Sadito which has Low Attack, high defense with the move Rewire

Main Moves:

  • Rewire
  • Duelists Inversion
  • Rust Bomb

Anoleaf:

High Speed and Attack, with Lots of attacks with the is_fast priority

Main Moves:

  • Dash
  • Retalliate
  • Thorn Lash

Anu:

More powerful when it just took damage

Main Moves:

  • Retalliate
  • Revenge of Shadows
  • Lock On
  • Dash

Araiginee:

Fast and Slows down opponents

Main Moves:

  • Web
  • Overfeed
  • Posion bite

Arthrobolt:

Low Defense,but more powerful with lower HP.

Moves:

  • Electrostatic
  • Retalliate
  • Shrapnel
  • Lock On
  • Self Destruct

AV8R:

More Powerful in Sunlight(needs weather implemented):

Moves:

  • peck
  • Dash
  • Solar Charge
  • Bright Flash
  • Fly

Axlyghtl:

High Defense, uses the move Lure to force opponents to use certain types of moves

Moves:

  • Lure
  • Envision
  • Solar Charge
  • Pressure Wash

Bamboon:

Based around lifeleech and wearing down the opponent and healing itself

Moves:

  • Thwack
  • Lifeleech
  • Bamboo Sweep
  • Poison Bite

Bigfin:

Big, Slow, and Tough, low attack.

  • All In
  • Ram
  • Pressure Wash

Birdling:

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 Budaye:

  • Scratch
  • Fluff Up

Cateye:

Going to be based around looking at and predicting your opponents moves to make it work effectively

Main Moves:

  • Scratch
  • Envision
  • Seal in
  • Dark Prophecy

Sumchon:

Going to be based around have a heavy weight with moves that are propritionate to tuxemons weight. Very Slow. main moves:

  • All in
  • Overfeed
  • Heavy Armor
  • Slam Throw

yinaang:

going to have moves that switch its stats with eachother and moves that buff and debuff stats

main moves:

  • All_In
  • Amnesia
  • Duelists Inversion
  • Heavy Armor
  • Mediate
  • Supernova

Finished Moves:

  • Amnesia(fix bug)
  • levitate
  • overfeed
  • Poison bite
  • lifeleech
  • lock on
  • fume
  • combustion