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Combination Moves

Combination Moves can be executed by delaying a user’s turn until an allied user uses a move at the same time. This uses up the turns of both users, but they can both add their attacking stats and gain an additional effect if another user is present.
The Damage Base of a Combination Move is increased by +1 for each Pokemon or Trainer participating who would gain STAB from the Move and when an attacker crits on their attack roll.
  Try experimenting with different moves to learn new combinations!
Blazing Ember
Blazing Ember - 2 Ember attacks, triggers Effect 2 with a third Fire attack
Type: Fire
Target: 4, 1 Target
DB 9 (2d10+10+SpAtk of each user)
Effect 1: Target is Burned.
Effect 2: Fire Hazards are created in a Burst 1 around the target.

Blinding Flash
Blinding Flash - 2 Flash attacks
Target: Cone 2
DB 0 ---
Effect 1: Target is Blinded for X turns, where X is equal to the number of creatures hitting it with Blinding Flash.
Note: Blinding Flash only affects the target(s) hit by both Flashes.

Furious Assault
Furious Assault - 2 Fury Swipes attacks, triggers Effect 2 with a third Fury Swipes
Type: Normal
Target: Melee, 1 Target
DB 4 (1d8+6+Atk of each user)
Effect 1: Five Strike is only rolled one time like usual, but is rerolled on a 1-3.
Effect 2: Five Strike is rerolled on a 1-5.

Howl of the Pack
Howl of the Pack - 2 Howl attacks, triggers Effect 2 with 6 or more Howls
Type: Normal
Target: Self
DB 0 ---
Effect 1: Target gains +1 ATK CS per ally using Howl of the Pack.
Effect 2: Target gains the Pack Hunt Ability for the rest of the Scene.

Hypno Blast
Hypno Blast - 2 Hypnosis attacks, triggers Effect 2 with a third Hypnosis
Type: Psychic
Target: 4, Ranged Blast 2
DB 0 ---
Effect 1: Targets fall asleep
Effect 2: The Range becomes Ranged Blast 3

Leech Life Swarm
Leech Life Swarm - 2 Leech Life attacks
Type: Bug
Target: Melee, 1 Target
DB 10 (3d8+10+Atk of each user)
Effect 1: After the target takes damage, the user gains HP equal to half the damage they dealt to the target.

Lightning Storm
Lightning Storm - 2 Thundershock attacks, triggers Effect 2 with another Electric attack
Type: Electric
Target: 1 Target
DB 8 (2d8+10+SpAtk of each user)
Effect 1: Target is Paralyzed
Effect 2: Creates a storm centered on the target that is X by X meters large, lasts X number of turns, and can move X tiles per turn. X is equivalent to the number of Electric attacks used to generate Lightning Storm. Targets in the storm lose a Tick of HP at the beginning of each round unless they are Electric-type or immune to Electric attacks. Effects that activate when taking Electric-type damage are activated each turn.

Powder Blizzard
Powder Blizzard - 2 Powder Snow attacks, triggers Effect 2 with another Ice attack
Type: Ice
Target: Line 4
DB 10 (3d8+10+SpAtk of each user)
Effect 1: Target loses -2 Speed CS
Effect 2: Target is Frozen
Note: Powder Blizzard only effects the target(s) hit by both Powder Snows

Poison Sting Barrage
Poison Sting Barrage - 2 Poison Sting attacks, triggers Effect 2 with another Poison Sting attack
Type: Poison
Target: 6, 1 Target
DB 5 (1d8+8+Atk of each user)
Effect 1: Target is Poisoned
Effect 2: Target is Badly Poisoned

Psycho Sync
Psycho Sync - 2 Confusion attacks, triggers Effect 2 with another Psychic attack
Type: Psychic
Target: 6, 1 Target
DB 11 (3d10+10+SpAtk of each user)
Effect 1: The target is Confused.
Effect 2: Each user gains +1 SpAtk CS

Rock Storm
Rock Storm - 2 Rock Throw attacks, triggers Effect 2 with any ranged Rock-type Move
Type: Rock
Target: 6, 1 Target
DB 10 (3d8+10+Atk of each user)
Effect 1: The target loses -2 DEF CS
Effect 2: The target is Tripped

Scary Monsters
Scary Monsters - 2 Scary Face attacks, triggers Effect 2 with a third Scary Face
Type: Normal
Target: 4, 1 Target
DB 0 ---
Effect 1: Target loses 4 Speed CS and is Slowed for 3 turns.
Effect 2: Target loses an additional 2 Speed CS and is also Stuck for 3 turns, stacking with Effect 1.

Steam Tornado
Steam Tornado - Fire Spin + ranged Water Move OR Whirlpool + ranged Fire Move
Type: Fire OR Water
Target: 3, 1 Target
DB 6 (2d6+8+SpAtk of each user)
Effect 1: Target is put into a Vortex, is Super Effective against Bug, Ice, Steel, Grass, Ground, Fire, and Rock types.

Swarming Teeth
Swarming Teeth - 2 Bite attacks, triggers Effect 2 with Crunch, Hyper Fang, or a third Bite
Type: Dark
Target: Melee, 1 Target
DB 10 (3d8+10+Atk of each user)
Effect 1: Target loses 1 Def/SpDef CS
Effect 2: Target is Flinched

Water Torrent
Water Torrent - 2 Water Gun attacks, triggers Effect 2 with another Water attack
Type: Water
Target: 4, 1 Target
DB 10 (3d8+10+SpAtk of each user)
Effect 1: Target loses -2 Speed CS
Effect 2: The weather becomes Rainy for 1 full turn

Firing Squad (Weapon Moves)
Firing Squad (Weapon Moves) - 2 Ranged Weapon Moves, triggers Effect 2 with another Ranged Weapon Move
Type: Normal
Target: WR, 1 Target
DB 9 (2d10+10+Atk of each user)
Effect 1: Target loses a Tick of HP.
Effect 2: Ignore any Armor, DR, or changes in the target's Defense when calculating damage.

Hook and Sink (Weapon Moves)
Hook and Sink - Riposte and Bleed (Weapon Moves)
Type: Normal
Target: 1 Target
DB 18 (6d12+25+Atk of each user)
Activates when target misses you with a melee attack.
Effect 1: Target loses a Tick of HP at the start of their next 3 turns.

Combination Moves are typically created by averaging the DB of the moves being combined and adding +2-4 DB, depending on the strength of the effect. If the combined moves typically activate on a certain roll, then they are always activated in a Combination Move. Effect 2 is more extreme and usually where I deviate from normal effects. Status Moves tend to spread the Combat Stage boosts across everyone performing the Combination Move, like with Howl of the Pack.

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Comments

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Jan 28, 2020 13:10 by Jairo (Ceres) Lugilde Paz

This is SO cool, but also feels so... way out there? Like, it would change a lot how players (and GMs) face combat. This is one of those I would be on the fence about implementing it.

Jan 31, 2020 00:22 by The Chronicler

but dude you can do Triple Techs from Chrono Trigger