Teleport: The Revision!

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Vernon
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Teleport: The Revision!

Post: # 14744Post Vernon »

Hey everybody! Your friendly neighborhood Lore Team here with an update for Teleport specifically!

Teleport has been a staple move in Toro for quite some time, and it’s seen a couple revisions and changes since we first introduced it. Lately, we’ve noticed that Teleport’s use is a little mishandled. We’ve decided that we would rewrite and re-define what Teleport is and what exactly it can do.

As many people are probably aware, Teleport has a rather large, 2,000 block range limit. This can typically get you from place to place easily. It is a one way teleport to specific, predefined anchor points, and the amount of people it can transport is based on level. All of the specifics that were defined prior are listed here:
atonofkittys wrote:Teleport: An IC excuse for /homes! How many people you can teleport depends on levels, though there is a set limit of how far they can go - and how many points they can teleport to. If they try to teleport more than they can possibly handle, it will likely cause brain damage.
  • * Move: Teleport
    * BP: N/A
    * Purpose: A one-way teleport itself and/or others to an anchor that has previously been set up.
    * A Pokemon may know up to two saved anchor points, that they can teleport too. It takes several hours to set one of these points up, so please keep that in mind.
    * Teleport Range: 2000 'blocks'
    * Limits:
    • In order for your Pixelmon to teleport something it must be touching it.
      - Lvl x<25 = User can teleport only itself
      - Lvl 25<x<50 = User can teleport itself and one other person
      - Lvl 50<x<75 = Itself and two other people
      - Lvl 75<x<100 = Itself and three other people
      - Lvl 100 = Itself and four other people

Now- this is all well and good! Right? And since then we’ve had the mostly unwritten but spoken rule that Teleport, in combat scenarios takes a turn to charge up. However, this has also proven to be a little too lenient with the ability. This is why in addition to these rules, we are defining how Teleport looks and feels when you use it.

How does Teleport Look?
When you charge a teleport, a glow will begin to emanate from the Pokemon performing it, one that’s difficult to hide. Even if you have an Abra in your pocket, the glow will be visible. This glow will spread to whatever the Abra is teleporting with itself, including the trainer and any objects they are holding. This will be a required emote for any use of Teleport, especially during combat or situations where you should be emoting teleport anyways. In combat, this will be your emote for a single round, then the next emote you make can be your teleporting away. The purpose of this is to prevent any more “Hidden teleporters” that were used as a method to get around the one emote charge up. It’s also important to note that once a teleport is charged, it cannot be held very long, as the energy used to teleport must be released within 30 seconds of the charge being completed. No pre-preparing a teleport for a drop of a hat notice.

Teleport, when it goes off, can look however you want. Pokemon can ICly add their own visual and / or auditory effects to it, making anything from a whooshing sound while the glowing figures dissolve into dust, to just popping out with an audible POP sound. This is so we can still add some cute dramatic flair to it, and give players an excuse to fill out their emotes more than just “they teleport.”

How does Teleport Feel?
Teleporting isn’t a very pleasant experience. It has the effect of suddenly ripping the ground out from under you, and creating a very dizzying sensation as you teleport, as if you’re spinning through a vortex, being pulled along by your center of gravity, until the land suddenly slides back under you. It takes about a second, but the effect can be compared to motion sickness in a car. Some people can adjust to it, but others won’t, and we ask that this is appropriately emoted.

How does the Pokemon decide what can teleport?
The Pokemon itself decides what teleports with it. Simply grabbing someone is not an effective method to Teleport, as contact is required for the duration of the charged time. This contact doesn’t have to be a direct contact. For example, you can hold the shoulder of the trainer, who has their hand on the Pokemon in order to be included in the Teleport. Dark type Pokemon can willingly omit themselves from a Teleport (and thus everybody using them as the contact point with the Teleporter), if they so choose. Doing so could also break the chain of teleport, if the Dark type was behind touched by another entity the Teleporting Pokemon was trying to take along with them. However, it’s easy to disrupt a teleport by simply breaking the focus of the creature charging. Attacking it, or separating the trainer from it, is often a good way to prevent a teleport escape if there are no other options.

Shadow Tag
Now, with all that in mind, we’d like to discuss things that affect the ability to teleport. Specifically, we’d like to address Shadow Tag. Shadow Tag has become more and more popular, and its use has yet to be fully defined by Lore Team yet. This is no longer the case.

Shadow Tag is a move that prevents Pokemon from escaping in an area of effect range of 30 Meters/Blocks. Unless a Pokemon is fainted, you cannot return them under the effect of Shadow Tag. In addition, Pokemon cannot use moves to flee battle, nor can they leave on foot. In the event a Pokemon tries to run away, before they get 30 meters away, Shadow Tag overrides their instincts and forces them to return to the fight. This is something that cannot be trained out of a Pokemon’s behavior. When a move like U-Turn is used, you are forced to send out a Pokemon when your original was returned. That Pokemon will then be affected by Shadow Tag.

Notably, Shadow Tag does not affect non-Pokemon entities. People and objects are unaffected, and are free to leave on foot. They cannot use a Pokemon to Teleport or flee, but they won’t be affected in the same way a Pokemon would.

Arena Trap and Magnet Pull
Arena Trap and Magnet Pull are both moves that also prevent escape. Arena Trap prevents all grounded foes from Teleporting or leaving. Represented by an area of ground pulling people towards its center (quickly at the edges, slowly at the center), it’s simply a physical method of preventing anything within from leaving, breaking concentration with sudden jerks of movement when it attempts to use a move like Teleport. Ungrounded Pokemon (Flying-type, Levitate, etc) aren’t in contact with the ground, and therefore aren’t affected.

Magnet Pull does pretty much the same thing. Using a Magnetic Field, it prevents Steel Pokemon from running away, or breaking their focus from being able to charge a teleport move.


Pokemon Moves that Prevent Escape
The following moves are all moves that prevent escape from battle.
  • Anchor Shot
  • Bind
  • Block
  • Clamp
  • Fairy Lock
  • Fire Spin
  • Infestation
  • Ingrain
  • Jaw Lock
  • Mean Look
  • No Retreat
  • Octolock
  • Sand Tomb
  • Snap Trap
  • Spider Web
  • Spirit Shackle
  • Whirlpool
  • Wrap

These all work in a similar way to how they’re described to be used in the games. They either use Pokemon energy to displace the ability to use Teleport or flee, or use more physical means to hold a Pokemon down in place to keep them from escaping. The only exceptions to this are the moves No Retreat and Ingrain. Both of these moves are preventing the USER from escaping, either by disabling its “Flight” response, or rooting it down. Fairy Lock is similar to that, except the user is also adding that disrupting energy to itself, making a Shadow Tag like effect with its Fairy Energy.


With all of this new information defined, and old information reiterated or edited, Lore Team has a secondary announcement as part of this post. Starting today, we’re adding more Pokemon to the pool of those who can use the move Teleport, in order to better fit teams that wouldn’t be able to fit in an Alakazam, Claydol, or one of the members of the Ralts or Elgyem lines. Do remember though that you cannot use moves that your Pokemon doesn’t know mechanically. Teleport should be taking up one of your four move slots. To obtain the move Teleport, at the time being, contact Vernon and he’ll give you the teach. We’re working on getting a tutor set up for it, but configs are messy! Names in bold are Toro added!

Please note that we are listing the specific Pokemon who can learn the move, and not the line of Pokemon. You cannot take a Blipbug to the Move Relearner and teach it Teleport, only Dottler and Orbeetle, for example.
  • Alolan Raichu
  • Abra
  • Kadabra
  • Alakazam
  • Slowbro
  • Galarian Slowbro
  • Exeggcute
  • Exeggutor
  • Natu
  • Xatu
  • Slowking
  • Galarian Slowking
  • Ralts
  • Kirlia
  • Gardevoir
  • Lunatone
  • Solrock
  • Claydol
  • Deoxys
  • Gallade
  • Bronzong
  • Sigilyph
  • Elgyem
  • Beheeyem
  • Braixen
  • Delphox
  • Malamar
  • Oranguru
  • Dottler
  • Orbeetle
  • Hatterene
  • Mr. Rime
  • Indeedee
We did our best to cover as many mono-types as we could, but there were some that unfortunately didn’t make the cut, because there wasn’t a Pokemon in every type category that we felt was suitable for the move. We will not be taking requests for future Teleport Pokemon, so please do not ask. If a Pokemon comes along we feel suits it, we will add it.
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