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- All Pledge Moves: Type effectiveness is calculated upon usage of both moves. If one fails, the combo fails.
- Megahorn: Effect mitigated by Geomancy. Cannot stack with Stealth Rock.
- U-Turn: Affected player does not need to make a post shifting their vote.
- Torment: Effect lasts for the remainder of the game. Does not affect lynches.
- 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.
- Volt Switch: New typings are PMed to the users. Moves do not change.
- Geomancy: Mitigates Megahorn, nullifies Stealth Rock.
- Air Cutter: Kills all targets upon which it is super-effective.
- Drill Run: Automatically targets the player with plurality.
- Haze: Resets status changes, not status conditions. Does not affect burn/paralysis/poison/confusion.
- Attract: A Lover group of 3 or more is possible if this is used on someone already in a group.
- Heal Bell: Affects burn/paralysis/poison.
- Retaliate: Only works if a player has been hammered. Automatically targets the hammerer.
- 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).
- Sludge Bomb: Effectiveness is calculated when the bomb explodes.
- Psycho Shift: Affects burn/paralysis/poison.
- Stealth Rock: Does not stack with Megahorn, nullifies Geomancy.
- 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.
- Iron Head: Effect lasts for the remainder of the round only.
- Soak: Does not change original movepool.
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