Combat Tricks

Game: [Asteri Circuit]

Trick Features

As Pokemon get stronger and better trained, they learn little tricks here and there from their trainers. These tricks can be subtle, or quite spectacular. Though Ace Trainers are a little better at teaching their pokemon these tricks, all trainers can teach them to their pokemon with time and patience.

Trick Trainer: Trainer Feature
Prerequisites: Gifted to all.
Daily
Effect: Your pokemon may perform a combat trick that it knows.

Trick Trainer+: Trainer Feature
Prerequisites: Gifted to all at level 10, Ace Trainers Level 5
Daily – Every 7 levels gained, you may perform this Feature another time per day.
Effect: Your pokemon may perform a combat trick that it knows. This Feature replaces Trick Trainer.

Trick Trainer Z: Trainer Feature
Prerequisites: Gifted to all at level 15, Ace Trainers Level 10
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Effect: Your pokemon may perform a combat trick that it knows. This Feature replaces Trick Trainer +.

Learning Combat Tricks

To teach your pokemon Combat Tricks, you must simply select to teach your pokemon a Combat Trick for which it qualifies via spending training points. You must also be able to actually use the Trick at least once a day, as limited by the Frequency of your Trick Trainer feature. (Tier 1 tricks can be taken at any level, Tier 2 Tricks require at least level 10, Tier 3 tricks require level 14. These levels vary for Ace Trainers. )

The frequencies of the "Trick Trainer" are used to activate ALL Combat Tricks, on any of your pokemon.

However, different tiers of combat tricks require a different number of uses of the "Trick Trainer" feat;

  • Tier 1 combat tricks require only a single daily uses to activate.
  • Tier 2 combat tricks require two daily uses to activate
  • Tier 3 combat tricks require three daily uses to activate.

Trick List

Keep in mind that the "Prerequisites" refers to the Pokemon learning the trick, NOT your trainer.

Tier 1

Close Your Eyes!
Prerequisites: None
Trigger: Your pokemon is targeted by a Move listed below.
Effect: Use when the pokemon is targeted by one of these Moves: Attract, Captivate, Charm, Encore, Follow Me, Flash, Glare, Hypnosis, Leer, Mean Look, Sand-Attack, Scary Face, Teeter Dance. Your pokemon ignores all effects the move may have on it, but it still takes damage.

Cover Your Ears!
Prerequisites: None
Trigger: Your pokemon is targeted by a Move listed below.
Effect: Use when the pokemon is targeted by one of these Moves: Disable, Grasswhistle, Growl, Metal Sound, Perish Song, Roar, Screech, Sing, Supersonic, Taunt, Yawn. Your pokemon ignores all additional effects the move may have on it, but it still takes damage.

Hold Your Breath!
Prerequisites: None
Trigger: Your pokemon is targeted by a Move listed below.
Effect: Use when the pokemon is targeted by one of these Moves: Clear Smog, Poison Gas, Poisonpowder, Rage Powder, Sleep Powder, Spore, Stun Spore, Sweet Scent. Your pokemon ignores all additional effects the move may have on it, but it still takes damage.

Versatility
Prerequisites: Level 30
Effect: You may give up use of a Battle or Center move to regain use of a Battle or Center Move which has already been used. You may give up use of a Center move to regain use of a Battle move, but not vice-versa.

Tier 2

Aim For the Horn!
Prerequisites: Level 25
Trigger: The pokemon makes an attack
Effect: That attack deals typeless damage instead of its normal type.

Look Out!
Prerequisites: Overland 6 or greater / Sky 7 or greater / or Underwater 6 or greater.*
Trigger: The pokemon was targeted by a Move.
Effect: Roll 1d6. The foe must roll that much higher during Accuracy Check to hit your pokemon.
Note: Must be in appropriate terrain to use it.  A pokemon with underwater 6 or greater could not use it on land unless they also had overland 6 or greater, for example.

Not Yet!: Trainer Feature
Prerequisites: Level 30, Defense or Sp.Defense 25 or higher.
Trigger: The pokemon is lowered to 0 HP or less, but not less than -100% HP.
Effect: Before fainting, the pokemon can make one last shift and Move and then immediately faints afterwards. This cannot be used with the Move Endeavor, Explosion, Flail, Pain Split, Reversal or Selfdestruct.

Tactical Advantage
Prerequisites: Intelligence 4 or greater, Special Attack 25 or higher, Level 25
Trigger: The pokemon uses a move which uses the Special Attack stat to determine damage. Must be declared before making the accuracy check.
Effect: Choose One - Add X to your Accuracy Roll, or increase its critical range by X. X is equal to the pokemon's Intelligence Capability. You may gain both bonuses by activating Tactical Advantage as it were a Tier 3 Tactical Combat Trick. Tactical Advantage may not be used with Moves that ignore weakness, resistances, or stats, or with Sheer Cold, Guillotine, Horn Drill or Fissure.

Power Slam
Prerequisites: Power 4 or greater, Attack 25 or higher, Level 25
Trigger: The pokemon attacks with a move which uses the Attack stat to determine damage. Must be declared before making the accuracy check.
Effect: Your pokemon deals an additional Xd6 during the Move’s damage, where X is its Power capability. Power Slam may not be used with Moves that ignore weakness, resistances, or stats.

Tier 3

Give it Your All: Combat Trick
Prerequisites: Level 40
Trigger: You make an attack, before you roll accuracy, while you are at 50% HP or less.
Effect: That move cannot miss, is a critical hit, and has the exhaust keyword. If Protect, Detect, Guick Guard, or Wide Guard is used against this effect, ignore the effect - but roll accuracy as normal, the attack is not automatically a critical hit, and the move still has the exhaust keyword. Give It Your All may not be used with moves that already have the exhaust keyword, or with Sheer Cold, Guillotine, Horn Drill or Fissure.

Step Aside!: Combat Trick
Prerequisites: Level 40
Pokemon Prerequisites: Overland 6 or greater / Sky 7 or greater / or Underwater 6 or greater.*
Trigger: Your Pokemon is targeted by a Move or Trainer Attack.
Effect: Your Pokemon immediately Shifts. If it Shifts away from the targeted area, the Move or Trainer is avoided. If the target is unable to shift out of the way, it takes no damage from the Move or Trainer Attack. Only additional effects with the “Spirit Surge” keyword may activate, should the Accuracy Check permit. Ranged moves that cannot miss cannot be avoided in this way.
Note: Must be in appropriate terrain to use it. A pokemon with underwater 6 or greater could not use it on land unless they also had overland 6 or greater, for example.

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