Switching moves- only the Volt Turn move itself will switch you out, but it does still gain the secondary effect,
This seems very inconsistent.Phazing moves- will give the accuracy, not. The priority or forcing a switch.
2-turn moves- will transfer only the secondary effect, and not the 2-turn part.
As does this.Fake Out will transfer the 100% flinch chance and the ability to only use it turn one
This opens up the door for some really jank interactions where a move is given the effects of a move to its left while still keeping its usual effects. I think a better way to handle this would be to always pass stuff to the right and just skip over self-targeting moves. This opens the door for status moves to give and take effects, which could be fun. For example:If there's no offensive move to the right, it will keep the normal effect.
Drampa
Ability: Berserk
- Draco Meteor
- Glare
- Hyper Voice
For this Drampa, Hyper Voice would always paralyze the target (very useful) but its Glare would always drop its special attack by two stages (very useless).
One more thing:
Some of these could work depending on what gets classified as a "secondary effect", but Zap Cannon, Inferno, and Dynamic Punch unarguably use the same mechanics as any other move. If you think they'll be problematic, ban them outright.Moves- these moves will not recieve or give a secondary effect, they can still be used normally-
Multi-hit moves that hit more than twice (scarfed Bite Beat Up Weavile)
Moves that can easily be doubled in power (Facade, Acrobatics, Retaliate, Payback, Revenge, Assurance, Avalanche, Brine, Hex, Weather Ball, Terrain Pulse, Rising Voltage, Bolt Beak, Fishious Rend)
Stored Power and Power Trip
Semi-trapping moves
Zap Cannon, Inferno and Dynamic Punch