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Old 02-25-2016, 05:19 PM   #300
Aposteriori
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Join Date: Jul 2014
Posts: 3,540
The current full description or rule (if applicable), highlighting any problem areas

Solar Beam (GR) -- The user absorbs sunlight, then fires a beam of Grass energy at the target that deals heavy damage. The power of the beam varies in relation to the length of time the attack is charged for. Grass types charge quicker than non-Grass types, of course. The user has to be in natural light from outside to be able to charge the attack. If Sunny Day is in effect, the attack has an almost rapid fire nature. If Rain Dance is in effect, the charging time is increased. Solar Beam is completely ineffective at night, and during dawn and dusk periods, the charging time is slightly increased. When used by a Grass Pokémon, this attack uses considerable energy, while non-Grass types use significant energy to convert the sunlight to a beam of energy.

The issues with the move (in bullet points or short paragraphs)
Anime reveals new mechanics. Revision should be considered.

The proposed changes (please do not rewrite the moves yourself)
The anime shows Solarbeam working during night time; it could be argued that work due to the presence of the moon. Either way, moon or no moon it should work to some extent during the dark if at least at inefficiency. Probably do considerable damage.

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The current full description or rule (if applicable), highlighting any problem areas

Spoiler: show
Hail (XX) -- The user spends moderate energy sending a beam of energy in to the sky. Much like Rain Dance, clouds will form over the course of a round and begin to drop hailstones upon the battlefield. These hail stones will deal light damage per round to any non-Ice type Pokémon on the field, as well as generally stinging and possibly making it harder to concentrate. Pokémon may find it harder to stay aloft if flying or levitating during a hailstorm. Ice types will feel more at home in such conditions and Ice attacks will deal 10% more damage, whilst Dragon attacks will deal 10% less damage. If the arena is particularly hot, for example a desert, this technique will not work. Unless extended or cancelled, the hailstorm will last for 5 rounds, gradually fading out as it began. Subsequent uses of Hail can be used to extend or restart a hailstorm, but use of another weather move such as Rain Dance will cancel the hailstorm over the course of a round. Weather moves will only be effective if used in arenas that are exposed to the outside and do not have an enclosed roof.

Rain Dance (XX) -- The user does an ancient dance, calling to the sky to make it rain and using moderate energy. Much like Hail, clouds will form over the course of a round and begin to drop rain upon the battlefield. When the clouds move in, the first round or so is just drizzle, which is then followed with a constant rain. Water Pokémon will be more at ease in these conditions and Water attacks will deal 10% more damage, whilst Fire and Rock Pokémon will feel uncomfortable (especially if they have an exposed flame) and Fire attacks will deal 10% less damage. Electric attacks will be sent directly where they are aimed, but opponents can still dodge as normal. Solarbeam takes twice the usual time to charge up and the effects of 'Moonlight', 'Morning Sun' and 'synthesis' are reduced to at least half of their original effectiveness. If the arena is in an especially arid place, the attack might take several rounds to start or not even work at all, it's up to the referee's discretion. Unless extended or cancelled, the rainstorm will last for 5 rounds, gradually fading out as it began. Subsequent uses of Rain Dance can be used to extend or restart a rainstorm, but use of another weather move such as Sunny Day will cancel the rainstorm over the course of a round. Weather moves will only be effective if used in arenas that are exposed to the outside and do not have an enclosed roof.

Sandstorm (XX) -- The user begins to spin or move in such a way that it kicks up massive quantities of sand and dirt and powerful winds, usually using moderate energy but increasing in cost if the user maintains its movement. Pokémon which are not Ground, Rock, or Steel type will take light damage per round from the sand and loose stones being blown around in the wind. The winds are stronger and stone damage is greater the closer one is to the center, where the Pokémon using the Sandstorm is located, and lighter Pokémon may find it hard to maintain their footing. Many Pokémon will have their vision and hearing impaired, making it difficult to locate opponents, and Pokémon may find it harder to stay aloft if flying or levitating. The user must continue to spin/kick to maintain this attack, but if the user stops, the winds will continue for 2 rounds. The size and severity of Sandstorm can vary, based on the user's size and energy, smaller Pokémon obviously not as capable of generating the same power of storm as a larger Pokémon. Sunny Day cannot be used to cancel Sandstorm, but Rain Dance and Hail do, their effects pulling down a lot of the sand. Sandstorm will increase the charge time of Solarbeam and cut the effectiveness of light based moves much like Rain Dance. Certain Pokémon, such as Larvitar or Hippopotas, are capable of generating a Sandstorm using sand in their bodies; these Pokémon can use Sandstorm regardless of the arena and their Sandstorms will last for 5 rounds without the need to be maintained, though they may still be cancelled by use of Hail or Rain Dance as with other weather moves.

Sunny Day (XX) -- The user sends a small beam of energy skyward, using moderate energy, causing all clouds to clear out and sunlight to shine brightly over the course of a round. The temperature of the arena will increase by a few degrees due to the sunlight, making it less likely for moves to succeed in freezing. Fire and (most) Dragon types will be more at home in these conditions, while Water and Ice types will feel quite uncomfortable. Fire moves will deal 10% more damage in these conditions, while Water and Ice moves will deal 10% less damage. Electric attacks become slightly less accurate, the electricity flying a bit wildly as it is diffracted in the heated air. Solarbeam's charge time is reduced to a mere 2-3 seconds and the effects of Moonlight, Morning Sun and Synthesis are doubled. Finally, any Grass Pokémon on the field gain some energy and health so long as the sun keeps shining. Unless extended or cancelled, the bright sun will last for 5 rounds, gradually fading out as it began. Subsequent uses of Sunny Day can be used to extend or restart the sunlight, but use of another weather move such as Rain Dance will cancel these effects over the course of a round. Weather moves will only be effective if used in arenas that are exposed to the outside and do not have an enclosed roof. If Sunny Day is used at night, it will cancel rain and hail as usual but will not cause the sun to shine, negating the boost to fire.


The issues with the move (in bullet points or short paragraphs)
No inherent problems

The proposed changes (please do not rewrite the moves yourself)
Given anime evidence: 5 turns indoor weather. If not at least a 3 turn compromise.

Sandstorm Sidebar 1.0

Quote:
Originally Posted by Aposteriori
Suggestion:

For natural rock types a sandstorm should act like a special defense buffer providing a boost to their special defense by either 1.1x or 1.2x. It would mirror the boost they get ingame and it is honestly not a bad call given that they are plagued by several common weaknesses.
Sandstorm Sidebar 2.0:

Quote:
Originally Posted by Concept
Having put a bit more thought into this; other weather moves buff and debuff moves of particular types. Sandstorm could for example reduce the power of Water and Grass moves because dry and arid, much like how Sunny Day weakens Ice and Water.
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