Entry Hazard clause so spikes, stealth rocks and toxic spikes always"but it failed", fights start to rely too much on them and its a bit boring.
Luck Clause so attacks that lasts somewhere between 1 and 5 turns always last for example 3 turns, and no crits, miss still can occur.
Luck Clause so attacks that lasts somewhere between 1 and 5 turns always last for example 3 turns, and no crits, miss still can occur.