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Apr 9th, 2017
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  1. All Pledge Moves: Type effectiveness is calculated upon usage of both moves. If one fails, the combo fails.
  2.  
  3. Megahorn: Effect mitigated by Geomancy. Cannot stack with Stealth Rock.
  4.  
  5. U-Turn: Affected player does not need to make a post shifting their vote.
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  7. Torment: Effect lasts for the remainder of the game. Does not affect lynches.
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  9. Dragon Dance: If someone in the dance is targeted for a kill they do not die and the attacker/hammerer takes their place. Dancers can only lynch.
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  11. Volt Switch: New typings are PMed to the users. Moves do not change.
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  13. Geomancy: Mitigates Megahorn, nullifies Stealth Rock.
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  15. Air Cutter: Kills all targets upon which it is super-effective.
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  17. Drill Run: Automatically targets the player with plurality.
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  19. Haze: Resets status changes, not status conditions. Does not affect burn/paralysis/poison/confusion.
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  21. Attract: A Lover group of 3 or more is possible if this is used on someone already in a group.
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  23. Heal Bell: Affects burn/paralysis/poison.
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  25. Retaliate: Only works if a player has been hammered. Automatically targets the hammerer.
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  27. Cross Poison: Takes effect on the target's next turn (i.e. if target has already voted for you no effect until their next turn).
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  29. Sludge Bomb: Effectiveness is calculated when the bomb explodes.
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  31. Psycho Shift: Affects burn/paralysis/poison.
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  33. Stealth Rock: Does not stack with Megahorn, nullifies Geomancy.
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  35. Bullet Punch: An extra 18 hour deadline will be added for the gunned user to shoot. No type effectiveness for the shot, the player is effectively a One-Shot Dayvig.
  36.  
  37. Iron Head: Effect lasts for the remainder of the round only.
  38.  
  39. Soak: Does not change original movepool.
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