Board Thread:Fun & Games/@comment-24928690-20141101141641/@comment-26211743-20141118025431

Electromario2001 wrote: Finally the shop is oppened! :D

Alright, I'm making a few major changes:

I replace Distraction with Ladder Quake:

Ladder Quake: I jump and thrust the ladder in the floor, dealing 15 damage to all enemies on the GROUND and making enemies in the CEILING fall to the ground. Enemies nearby to water will fall in it and enemies in water will be sent back to shore. This attack drops enenmies to the floor, making them unable to move for 1 turn. To make it fair and prevent OPness, the move has a 1 turn recharge.

I also replace the ladder replacement (ba dum tsss!) with Ladder Shield:

Ladder Shield: I protect myself with the ladder. This uses a turn. Ladder has 200 HP, and with every turn, it heals 40 HP. If it breaks, it needs a 5 turn recharge. Note: Using this move uses a turn, but taking it out doesn't. This means I can attack after taking it out. Oh, other thing, I can't use OFFENSIVE moves while protecting myself.

Alright, now, it's time to learn a new move!

Supportive 1: Ladder Charge!

Gives me the ability to charge. When charged, my attacks will deal an extra 5 damage. I can charge unlimited times, stacking up, but they use a turn. Charge is lost after attack, but I can use items and still not lose the charge. Note: Since ladder charge is a supportive move, I can charge while ladder shield is being used. Items will not reset the charge.

Alright, that's the changes I want to do for the next round.

PD: Zombie, you forgot to edit the level of the current players.

EDIT: Sorry, I forgot, ladder obviously cannot heal while used. It has to be resting.

Plus, IDK what passive means, but I think it is the category where charge goes.

Please note I'm learning this new move because of the, you know. Passive moves is an ability that you will have permanently through battles. You don't have to activate it nor it being deactivated after several turns. (Examples: immune to harmful effects, counter an attack for 25% damage, has a 50% chance stunning target for 1 turn, all allies healed for 5% of their max health every turn, etc.)