Name: Petal Dance
Type:![]()
BP: 80
Acc: 100%
PP: 5 [Max 8]
Effect: Doubles damage if the user has higher Special Defense than the target. (Dance)
New Users:
Viable Users:
Description: Petal Dance is just Outrage, but Outrage thrived in being the strongest Dragon-type physical attack. Petal Dance lacks this opportunity, with the presence of the far more common and stronger Leaf Storm. So, here is my solution: implement a FRend/BBeak-esque mechanic. Special Defense being the compared stat instead of comparing who goes first seems rather fair, as mons who want to run this move now may need to invest in extra special bulk in order to ensure they get that power boost from 80 to 160.
Name: Magnitude
Type:![]()
BP: ---
Acc: 100%
PP: 5 [Max 8]
Effect: The level of Magnitude is determined by how many turns the user has been on the field without switching out:
0 - Magnitude 4
1 - Magnitude 5
2 - Magnitude 6
3 - Magnitude 7
4 - Magnitude 8
5 - Magnitude 9
6+ - Magnitude 10
New Users:
Viable Users:
Description: Let’s be honest, hitting a Magnitude 9 or 10 is kinda hype. The mechanic is just no longer tied to RNG anymore, encouraging users to stay on the field for longer periods of time.
I think Magnitude even without RNG is kinda hard to justify. Unless you stay on the field for six turns consecutively, you are working with worse Earthquake. Basically requires reliable recovery to be paired alongside it. Staying on the field for an extended time is just not how walls function outside if possibly Stall. They switch in, soak up one or two hits and then the opponent usually does something to force out the wall or just lose - whether inflict status or switch into a positive matchup. So staying out for six turns straight if your not a set up sweeper is unlikely. Finally, the reward isn't good enough. Staying out for 6 turns....just to get Earthquake that is reset in BP if you switch out meaning you have to start all over. Not worth at all.