This example is equally solved by my proposal, but without cutting out a substantial part of the value of the move. For the record to anyone else reading, my proposal is to add the following clause to Encore's description: "Encore fails if used on a Pokemon the action immediately after a previously-used Encore ended on that Pokemon." This would give players a chance to change their moves and plan accordingly for Encore without cutting out the cross-round value of the move, which is really important. I'd also like to note that the change you made, Flora, doesn't really fix the issue if Encore ends on a turn that's not the end of a round (especially relevant for triples+ formats). My proposal, however, does!Flora said:For example, Paras uses Leech Seed - Stun Spore - X-Scissor, and Stun Spore is Encored second action from... say Poliwag. Okay, now Poliwag uses Encore again and makes Paras use Leech Seed two more times. During the middle action, Poliwag can really do something to prevent Paras's third action from succeeding and just screw Paras up. Protect/Substitute/etc.
Mmk, I understand your side of this small debate now, RD. Thanks! Now I'd just like Deck_Knight to chime in with his opinion (since it's his game after all). =)
Budew's rarity listing in under Gen 3 for some reason. Should be in 4.
No, I think because Roselia is a gen 3 pokemon and evolves from Budew, Budew should be listed in gen 3. It's the same with listing Munchlax in gen 1 because Snorlax is a gen 1 mon.
Water Sport: The Pokemon sprays water across the arena to lower the effect of Fire-type moves. It reduces Fire damage by 50% (0.5x) for six (6) actions after the initial use.
I think this should be clarified since it clearly states that affects the whole arena (instead of, apparently, only the pokemon that used it)
Psychic: The Pokemon surrounds the opponent in a blue aura of Psychic energy and flings them into the ground or other objects. The mental stress inflicted by the pain can reduce their Special Defense by one (1) stage.
(I realize that technically Psychic was around first, but... bear with me here.)Telekinesis: The Pokemon releases a psychic wave of such strength that it keeps the target in place for a duration of six (6) actions. The target is lifted into the air, making it immune to Ground-type moves and making all other moves, except for the high-powered OHKO moves, hit. Telekinesis must be maintained while attacking, if disrupted it will dissipate.
Typo: not "so", but "do" not give the boost.Flash Fire:
Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attackssodo not give the boost.