Thread: Signature Moves
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Old 05-10-2016, 07:53 PM   #1
Jerichi
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Join Date: Mar 2007
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Delibird Signature Moves

Okay so first off I need to apologize - this did not go at all how I expected it to go and I have not had enough time to properly do what I had hoped. Sorry for all the confusion and the wave of rejections; I didn't really intend to go through and cull a whole bunch of sigs from people who had been waiting ages to even get a review. That said, I think it will ultimately be in everyone's best interest as doing so has forced me to reconsider some of my ideas about what is acceptable.

So on to the main event: codified sig rules.

Spoiler: show
Quote:
1) Type Chart Edits (a.k.a. no more x4)
To drop a weakness one stage, you need to either add another weakness. You cannot pick up or alter immunities, but you can change one of your resistances (e.g. make a Water-type neutral to Ice but resist Dark).

To get:
Neutral > x2 resistance
x2 resistance > One x4 resistance
x2 resistance > One immunity
x2 Weakness > Neutral
x4 Weakness > x2 Weakness

You must:
Give up one resistance or immunity of any type
Add a x2 weakness
Make a x2 weakness x4

If you want to take a x4 to x1, you must pick up at least one other weakness.

2) Type Changes
Type changes must be within some level of reason. You can't have your Pokémon sprout wings to become Flying or die to become a Ghost type. There are no banned type changes (yes, you can have your Dark/Steel/Fairy type changes), but type changes outside of fairly standard changes (things like Water/Bug Masquerain, Bug/Electric Volbeat, pure Rock Rhyhorn etc.) will be fairly heavily scrutinized. If you lose a type via a type change, you cannot keep unlimited energy of that type (familiarity is fine though), and you must lose the benefits granted by that type’s type characteristic. You will also gain the weakness/resistance spread, though you may need to modify it for balance.

Unless the Pokémon will be gaining more or have as many weakness than it previously had, you generally should generally keep at least one weakness from the type you retain (with the exception of dual to mono type changes). Additionally, you should not have fewer than roughly 2 weaknesses as a result of a type change.

You may add moves if you change your type, but you may only add moves of the type you are gaining. If your Pokémon already has a fair number of moves of that type, you will probably not get more than about 1 or 2. If you are changing to a type completely unfamiliar to your Pokémon, you may add up to 6 moves. If you want to add 3 or more moves, you must start dropping moves, though you will get an additional free move in most cases (see Move Set Edits for guidelines on what is acceptable).

If a Pokémon loses a type as a result of a type change, they may retain familiarity with that type (and also the ability to fly or swim, though not as fast or well as before), but cannot retain their associated type characteristics.

Type changes are considered to be one sig and aside from some possible minor biological alterations (e.g. open flames, electrical arcs, improved wingspans, etc) and new moves, you cannot add additional effects or bonuses outside of what the type might normally obtain. You may, in fact, need to hinder some of the naturally obtained bonuses or sacrifice SC bonuses if the change results in a particularly defensively or offensively robust type combination.

If your Pokémon has a Mega Evolution that can change types, you cannot get that change for the base form. Just get the Mega Stone.

3) Blanket Stat Changes (a.k.a. SC-style changes)
You may change the offensive or defensive capabilities of your Pokémon. However, you may not increase stats permanently any more than 20%. If you change their general offenses or defenses (e.g. this Pokémon deals 10% more damage with physical attacks) or to a single elemental type of attack, you must have some sort of drawback, though you can generally get away with a more restricted boosts, like to punches or kicks, without drawback. Boosting your Pokémon's general offense or a type of move beyond 10% will generally require an increase in energy, though the exact increase acceptable will be at the discretion of the reviewer. These types of sigs are considered one sig and cannot be coupled with other additions. You may only increase or decrease by percentages, not using terms.

4) Moveset Alterations
You may pick up a maximum of 6 moves. These moves may not be more than 3 different types. You can pick up a maximum of two moves without dropping any moves, but if you pick up 3 or more moves, you must drop at least two. Outside of the one "free move", you must drop at least one move of roughly equivalent power or effect for every offensive move you add, and drop one move of any kind for each non-damaging move you pick up. If you have two or more moves that are effectively identical (e.g. Protect/Detect/Safeguard, Heal Bell/Refresh, etc.), you must drop both moves for it to be considered one move. If you add a move, your Pokémon must be reasonably able to perform the move for it to work (i.e. have the proper limbs, have similar moves, etc.). If you pick up moves of two or more types that the Pokémon does not naturally have access to, you must give up a type energy. You may not add Transform or Sketch, and Smeargle may not add Sketch slots. Pokémon with extremely limited movesets (such as regional bugs/pupae or Pokémon like Wobuffett) may generally pick up a number of moves without significant drawback, but they must be limited to around 20 at maximum and cannot be more than 6 different types, not counting their STAB.

5) Items and Weapons
With the express exception of Delibird (see Delibird's SC for specifics on what is allowed), Pokémon may not bring in outside items to battle aside from those they naturally hold (Kadabra's spoon, Farfetch'd's leek, Timburr's plank, etc.). Small decorations or articles of clothing are allowed, but cannot have any effect on the battle. Sigs may take advantage of weapon-like or item-like things, but they must be energy constructs that fade after a time.

6) Entry Hazards
Entry hazard can only have a single effect, be it damage, a status, a boost or drop or a similar effect. They must be clearable by conventional means. Generally, they must be at least somewhat inefficient.

7) Type Energy Sigs
Pokémon may become familiar with a single type, allowing them more type energy and the associated perks of type familiarity. You may also gain up to 3 moves of that type, but you must drop at least 3 moves. You cannot have sigs that allow for unlimited type energy or that change an unlimited type energy to which you already have access, save for type changes.

8) NFE sigs
A Pokémon being unable to evolve into its final form will count as a drawback which you can use to justify sigs that might be slightly more powerful than those on a fully-evolved Pokémon. However, if you are to grant it the abilities of a fully-evolved Pokémon, being unable to evolve will not be considered a drawback. Additionally, these sigs will not be able to be more than one sig simultaneously or break any major rules, though depending on the Pokémon, the rules may be bent a little in some cases.

9) Status Resistances
You may sig your Pokémon to be resistant to a single status, and possibly immune. Typically, you must have some level of drawback, especially if you gain an immunity to a status. This counts as a single sig.

10) Healing Moves/Effects
Signature moves that heal damage or energy may not heal more than a Hyper Beam’s worth in total. Moves that heal a lump sum of health with one move must spend at least as much energy as the health they heal. Moves that restore energy must have some inherent drawback, be it immobility, time to execute (either in how long it takes to execute or how long it takes for the energy to be restored, i.e. over time) or something similar, and no move may restore more than a Hyper Beam’s worth of energy at one time or a Hyper Beam and a half over the course of the battle. Healing moves may only be used once per Pokémon per battle, though you may use one energy and one health healing move per battle.

Draining moves can restore either energy or health and draw from the same sources. However, they may not restore more than 3/4 of what they gain. Diminishing returns apply, and moves that restore more than ˝ on their first use must diminish more quickly.

11) New Moves
New moves can be created. The simplest new move, a re-type or edit of an existing move, will generally be passable without much issue. However, certain high power moves, such as Hyper Beam, or moves with unique, guaranteed or potent effects, such as Zap Cannon, may be more difficult to pass. Moves must generally use at least as much energy as they deal damage in most cases. However, moves with unique, guaranteed or potent effects may need to be inefficient (for example, moves guaranteed to deal a certain status should be inefficient). Damaging moves may have up to two effects (e.g. statuses, stat boost/drops, the ability to use more than one type, etc.), but having more than one may require them to be somewhat inefficient. Non-damaging moves should generally not have more than two types of effects, but the number and type of effects will be more flexible, depending on the energy use.

New moves may only have one effect beyond damage, be it lowering a stat, inflicting a status, or some other unique effect, without needing higher energy, though having the ability to have multiple effects must increase the energy use. Additionally, the effects must not stack - that is, there can only be one effect triggered by a single use. Moves with multiple effects may only have 3 possible effects. The more likely an effect is to trigger, the more energy inefficient the move should be. Moves with 10%-15% chance to have a secondary effect do not need to be inefficient, but moves with a 20% chance or higher should require more energy. Damaging moves can be two types which you can freely choose from or be a mix of two types for a mix of damage (of which you may choose the proportions). Moves that alter typecharts (like Freeze-Dry) are allowable, but they must be restricted in some way and cannot exceed solid damage. Additionally, they may only make one change to their effectiveness and the sig reviewer has the right to reject moves that create a significant matchup imbalance (such as a Fire attack being supereffective on Ghosts, which generally do not have tools against a Fire-type). New moves may also be of types your Pokémon does not normally have access to or typeless.

New, undamaging moves are generally a bit more flexible in the number and intensity of effects they can cause, but typically moves cannot cause two effects simultaneously. Energy must be roughly proportional to the effects. Unlike damaging moves, undamaging moves can generally have a high chance of success without a great deal of energy penalty, but potent statuses, such as freeze or burn, or unique effects may naturally command higher energy use, particularly if they are more likely to succeed than not.

12) Boosts and Drops
Boosts and drops must generally function as normal. You have a boosting move that boosts at most two stats one stage or one stat two stages without drawback, though any more boosts must require at least one two drops or one drawback. This same rule applies for any boosts or drops applied to opponents or allies. For each stage of a non-drawback boost or drop applied, you must spend roughly light energy (though if it is as a consequence of a damaging move, you will generally get one stage for free or minor energy, provided it is not guaranteed).


So this is a rough draft and is intentionally kind of sloppy. I am generally not going to full on remove rules but I would like to see some discussion on rules and types of sigs I might have missed that might need to have some guidelines.

Also I think you will probably notice that a wide majority of sigs that have been approved within the past year or so violate these rules in some way. Unfortunately, to make it so new sigs (and older ones, pre-liberalization) are not way outpowered, we are going to have to do a review of current sigs. Now, there are two ways of going about this, and I'd like some feedback from the community on how we want to approach this as well:
  1. We have everyone active post their current squad, with an opportunity for them to fix any sigs they think might be rule-breaking, and review all the sigs in the league.
  2. We have people volunteer their own sigs on an at-will basis, with the threat that any sigs found to violate these rules be immediately and indiscriminately wiped if not fixed.

Both approaches have obvious advantages and disadvantages, though regardless of which we pick, we will be enlisting some help to deal with the backlog this will create and hopefully keep sig approvals more regular than they have been in the recent past.

I know this is a really dramatic change, but for the sake of competitiveness in the league, we really need to assess this core mechanic and make sure that everyone is given a fair shake while still being allowed to make interesting and creative signatures.

Discuss!

Last edited by Jerichi; 06-19-2016 at 10:49 AM.
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