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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: UK0O4S0.gif (827 KB, 500x375)
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A thread for making your own Moves, Abilities, Items and Status Effects. Along with discussing and giving your opinions on the ones others in the thread had made.
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sex with clefairy
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Signature move for Celebi
"Time Leap"
Sends the battle forward by 3-turns.
>Allows you to more or less end Terrains and Weather instantaneously
>Allows you to escape trapping moves immediately
>Allows you to skip the effect of Perish Song
>Allows you to skip the Slow Start of Regigigas.
>Lets you skip the recharge turns of moves like hyper beam
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>>59715147
Calm down, Lillie
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>>59715149
This is really good. And an interesting way to put into gameplay the idea of travelling forward in time. From the examples you listed, it seems the idea with the Move is that for things that have a Turn counter, they progress three Turns in one Turn.
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>>59715088
>Moves
I remember getting bored once and trying to convert some TCG attacks into game moves
Riptide: +5 base power for each use/pp missing, start at 50 or something, obv based on TCG feraligatr but available to the whole line
Wild Growth: quiver dance for meganium line, from TCG meganium obv
(Idr what I did for typhlo, maybe some kind of char riff, like a toxic burn or something)
Irongrip: Pinsir signature move, bug type with chance to paralyze
Ninja Swarm: Bug type stored power for Ninjask
>Abilities
Precision: High-crit moves (slash, razor leaf) are guaranteed to crit
Distortion: Intimidate for special attack
Surge: torrent, overgrow etc but for electric
Slippery: Run Away plus, avoids entry hazards and trapping moves, intended for Furret
Wise Guy: Perish Body but with curse, named because I had murkrow in mind for it
Ice Absorb: volt/water absorb but ice
Transparency: all contact moves fail (based on fossil haunter, this is obviously retarded and op)
>Items
Rare honey: doubles mothim's speed
Recharger idk: consume and skip the recharge turn for hyper beam moves
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>>59715088
Tenacity (physical)/Discipline (special)
Boosts Attack/Special Attack by three stages but locks your following move to be the only usable one. Kinda like if Choice Band/Specs were a move.
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>>59715088
Override
Normal Type
5PP
--% Acc
-7 Priority
Replace the target's last-used move with Override for the remainder of the battle. Fails if the target already knows Override.
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>>59715567
This Move is an interesting idea. But could be one that's annoying in some cases.
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>>59715710
It's absolutely intended to be annoying, effectively a permanent Disable with a viral transfer effect. You're basically cutting the entire match down to three moves per Pokemon unless somebody gets one-shot. The only thing is that you have to guess to nuke the right move, which in itself opens up the strategy to jabs, feints and mix-ups to avoid important moves getting nuked.
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>>59715149
So does it work as applying the end of turn affects 3 times or just moving the counter ahead 3 times? As in would poison/leftovers proc 3 times dealing the total damage/healing over time all at once, and in the case of toxic would it also ramp up the damage dealt.

Inverse of this idea could also be interesting, as a move which extendeds the duration of terrain and weather.
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Good thread
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>>59715355
Yeah mechanically it basically moves the turn counter forward by 3.
>>59715756
That's an interesting question. I think the ability is specifically targeting things like abilities or environmental effects so I don't think leftovers or poison would proc. But in the case of poison, I wonder if it would immediately make it do the damage as if the opponent had been poisoned for 3 turns. Meaning if you toxic'ed a pokemon and then used Time Leap twice the opponent would instantly die at the end of the turn.
I think with that in mind toxic wouldn't intensify. You would use time leap and the opponent would take toxic damage at the end of the turn as if it's turn one.



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