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How to Damage My PCs; Unstoppable Abilities
Topic Started: Apr 7 2015, 03:55 PM (3,815 Views)
BatiroAtrain
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Pyramid King
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Immortal Dust
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The Black Glove
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Mawootad2
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zoofman
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I had two players who did this with the same species and it honestly wasn't that bad. Just ask them not to abuse it with intercept shenanigans.

I have to say though it seems pretty meh that they can just intercept one another, tracing the wonder guard then both of them going full offense sounds way more effective to me (which is how my players utilized it)

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Edited by zoofman, Apr 8 2015, 10:58 AM.
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Robot
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LampostSamurai
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Going to say: Sure. You can intercept for each other, but that wastes your damn turn and requires they be relatively high loyalty. It's more effective to just throw yourself into full offense. Honestly, I'd run with Shedinja being recalled and switched out for another porygon, tracing the trace for extra silly fun. Pick up download, and once you get to a high level, Pory should be floating out of reach of most fighting moves and rain death from above with special attacks like some sort of high tech indestructable killing machine.

All enemies will be reduced to... ashes... Then, and only then will the GM have my permission to cry.

On hard counters: Status moves go through wonder guard. Poison stall works effectively,as does any move that changes the target's ability. Status Stacking means you can't just paralyze them to immunize them from burns and poison.
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Mawootad2
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Mold breaker, precision order's perfect aim (for battles against trainers), and worry seed and similar effects with hidden dm rolls ("What do you know, for the 80th time in a row skill swap nabbed wonder guard") also all work against wonder guard.
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Shadoww
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First off they got a shedinja and poregon somehow, thats not inherently a problem and is in fact easy to work around.

Core states

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Now you surely dont have to follow this rule (Its mainly a loyalty suggestion im assumeing), but 2 different peoples pokemon should not be intercepting for any ally unless your campaign has been going on for a long time and they have had the time to get those 2 pokemon to loyalty 6. If you ignore the loyalty system entirely, thats up for you to decide.

Secondly


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Both intercepts are full actions, meaning they give up their FULL next turn (Meaning no standard action, no swift, no shift, no free. They get no turn basically). So either one of them or both of them are giving up their attack actions to defend the other. Also if you attack each one more than once, with a move type that can deal damage, then they can only block 1 hit.

Also, throw pokemon with moves like roar that force one or both of the "problem team" back into their pokeball. If they are fighting packs with higher speed than the trainers speed then having one pokemon in the pack send 1 or both back in would allow some damage to the trainers to happen and probably a few hits on other pokemon in the party.


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Now i could be interpreting this wrong. The first bold states that only Super Effective damaging attacks effect the wonder guard pokemon. The Second half says specifically all other Damaging attacks cannot hit the user or deal damage. So This leaves something open to interpretation, cause its specifically states in the second part that Other Damaging moves have no effect, meaning HP loss/Set HP/Status moves could possibly still be usable on a Wonder Guard pokemon. So if you wanna interpret it that way then utilize those other types of moves too
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Raksi
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I have yet to see one of the better solutions that I prefer. Beat the living hell out of the trainer.
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