>>18687314>Battle ArmorDamage taken from Special Attacks is reduced by 25%
>Shell ArmorDamage taken from Physical Attacks is reduced by 25%.
>BulletproofAll "Blast" moves are also negated. I don't know enough moon to bother finding out exactly what this blocks, but I'd expect it to include Fire Blast, Explosion, and Boomburst. Just seems like a logical extension.
>Mega LauncherPump moves are also boosted. Beam moves would also make sense.
>TruantUser will slack off instead of attacking roughly 1/3 of the time.
>Slow StartThis shit only lasts three turns now, and wears off if the user is below 50% HP.
>AnticipationThe user will dodge the first Super-Effective move that would damage it in a battle.
>Own TempoWhenever the user selects a move, -1, 0, or 1 is added to that move's priority with an equal chance for each.
>MagicianRandomly moves around the items of all active Pokemon when the Magician enters battle. Mega Stones cannot be moved.
The items and their new owners are all announced in-turn, though Mega Stones will prompt the message "X's Xite could not be moved!"
>Aura of AggressionAll Pokemon are prevented from using Status moves. Aura Break ends this effect, but does not cause damaging moves to be blocked instead.
>Aura of IllnessAll passive damage effects are doubled for all Pokemon. Aura Break reverses this effect to halve passive damage effects.
>Aura of ControlAny Pokemon that scores a KO gains a one-stage boost in two random stats. Aura Break inverts this effect to weaken any Pokemon that scores a KO instead.
>Aura of FinalityAll effects that restore HP are negated. Aura Break inverts this by doubling the power of healing effects.
I had an idea for Four Horsemen legendaries. Still working on the subtlety. >Old SchoolMoves behave as they did when they were first introduced.
>yfw 120 BP 91% accurate Blizzard with a ~30% to inflict Freeze, which can only be cured by Fire-type moves>Hyper Beam and Wrap