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TopicNerfing Hazards in Pokemon
RuneterranSnap
07/16/23 11:24:06 AM
#7:


TaylorHeinicke posted...
Additional

Steel types don't get hurt by spikes
Bug types gain +1 speed on web
Add a move that allows you to shoot hazards back and inflict damage based on how many shot back (does not re-lay them on your opponents side)

E.g.

Whirling Kick
Type: None
BP: x
PP: 10
Description: The user kicks all entry hazards on the user's side back at the opponent, dealing increased damage and type based on the quantity of hazards removed.

Spikes x 1: +20 BP
Spikes x 2: +40 BP
Spikes x 3: +60 BP
Rocks: +30 BP & makes whole move rock type (including BP from normal spikes)
Toxic spikes x 1: +20 BP & poisons target
Toxic spikes x 2: +40 BP & badly poisons target
Web: lowers target's speed

Something like that
Oh that's amazing

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