07-10-2015, 04:01 AM
Omni Wrote:Ditto Wrote:Put that in the description and repost it and I'll take a look and approve it.Gilgamesh Wrote:Poison Sting- How long does the poison last? This would be 600
I'm thinking about 30 seconds.
Poison Sting (Physical, Ranged, Debuff) - Through either using a physical delivery point for the poison (eg. tail, fangs) or firing tiny poison needles from range, Ditto can inflict his target with a weak poison which causes mild pain and discomfort, and makes it hard for the victim to concentrate. This effect lasts around thirty seconds, and takes Ditto about three seconds to prepare for either physical or ranged delivery.
Quote:Quote:Leech Seed (Ranged, Debuff): Ditto fires a small seed that, when attaching to the target, unfurls a number of vines that wrap around the opponent, slowly draining them of energy. While sturdy, the vines can be removed with enough effort.By draining them of energy do you mean this actually gives Ditto the energy? Does this have any cool down or other downside? Does it actually immobilise the target? How fast/difficult to aim is it?
Reworked:
Leech Seed (Ranged, Debuff): As a grass type, Ditto takes four seconds to prepare a seed, the origin of which varies by his form. He then launches it with the speed of a normal throw. When it hits its target, the seed splits and around five to six thin vines unfurl and wrap around it. The vines do not cover the target entirely, so Ditto must aim carefully; he generally tries to hit the chest (to bind the arms), the thighs (to bind the legs) or the forehead (to bind the face and eyes). The vines slowly sap the energy from the opponent, but it is not delivered to Ditto. The vines are strong enough to bind arms and legs with little effort, especially if the target is not expecting or ready for it. However, a good flex of the muscles can usually snap the vines in around three seconds. If the opponent is ready for the vines, it is almost ineffectual, as stiffening the muscles before the vines latch on stretches them and makes them easier to break. Due to this, Ditto rarely uses this move twice; it is more of a surprise attack to stumble the opponent. However Ditto has been known to use this when winning a fight, as a weakened opponent has more difficulty escaping the vines.
Quote:Quote:Sleep Powder (Ranged, Debuff): Ditto sprays a fine blue powder that makes it difficult to stay awake. If Ditto's TEC is higher than the opponent, they fall asleep. This lasts for about a minute, unless the target takes damage, at which point they wake up.What is the range, speed, area of effect of the cloud/spray?
Rejigged:
Sleep Powder (Ranged, Debuff): As a grass or bug type, Ditto has a store of fine blue powder that he can use to put an opponent to sleep. There is no loading time, but due to the quantity, he can only do this once per fight. Ditto sprays the powder in a similar range and speed as a blow of air through pursed lips would allow (about four or five centimetres wide, travelling at a breath's speed), or if in bug form, he can shake it from his wings/body, where it falls akin to dust without the assistance of wind (so he would only do this if above the opponent). Ditto can maintain this stream for three to four seconds before depleting. A whiff of the powder makes the opponent drowsy and sluggish; if Ditto's TEC is higher than the target, they fall asleep. They remain slumbering for about a minute, unless they take damage, at which point they wake up.
Quote:Quote:Disable (Telekinesis, Debuff): While as a psychic type, Ditto uses his paranormal powers to completely immobilise an opponent, freezing them in place and lifting them from the ground. Ditto cannot move or attack while doing this attack, and the longer he holds it, the more fatiguing it is.This would require Homing. Is it instantaneous? Roughly how long is he going to be able to hold it against an opponent with similar strength to himself?
Redone:
Disable (Telekinesis, Debuff, Homing): As a psychic type, Ditto uses his telekinetic ability to completely encase an opponent, locking them in place. It takes Ditto about five seconds to prepare the ability, but once ready, it can be deployed instantly. Ditto must channel the ability to keep it going, and while doing this, he cannot move, attack or perform any other action. Against a target on par with Ditto's strength/technical ability (whichever is more applicable in the move's sense), Ditto can immobilise an opponent for ten seconds. A stronger opponent may only be for five seconds, while a weaker opponent may be a few seconds longer. However the longer Ditto channels this ability, the more fatigued he becomes.
Quote:Quote:Ice Beam (Ranged, Debuff): Ditto fires a beam of pure ice energy which damages enemies. With focused aim (about five seconds), the target begins freezing over with ice. With equal or greater TEC, an opponent could break free in two to three seconds.How long does it take to begin firing the beam? Can he maintain it indefinitely?
Updated:
Ice Beam (Ranged, Debuff): Ditto gathers his energy for two seconds and fires a beam of ice energy, damaging enemies with intense cold. With focused aim on a point (about five seconds), the impact point freezes over in a thin layer of ice. With equal or greater TEC, an opponent could break free in two to three seconds. A weaker enemy may take a few seconds longer. Ditto can maintain the ability for about 10 to 15 seconds comfortably, but any further and it becomes strenuous.
Quote:Quote:Psybeam (Ranged): Ditto launches a rainbow hued telekinetic beam at his opponent, dealing damage.How fast is it?
The new one:
Psybeam (Ranged): Ditto prepares for three seconds and launches a beam of telekinetic energy flashing through all the colours of the rainbow, travelling at the speed of an arrow. The beam can be maintained for up to 10 to 15 seconds comfortably, but any longer and it becomes onerous. Ditto normally uses it for short bursts of damage.
I just read I should only be putting up 5 moves per grading, so I'll leave the rest for another time and make sure they're detailed.
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