Tailwind

Description:

The Pokemon flies fast enough to create a jet stream in which it encounters less air resistance. In this stream, it can momentarily fly further and faster than normal.

Usage:

After activation of Tailwind, the distance that the User can travel across the Battlefield in its movement actions is doubled for 3 turns. For instance, if the User had 5 squares of movement in each turn, they have 10 squares of movement for the duration of Tailwind. (1pd)

Example:

Scyther is fighting Sawk and is using its Flying-type moves against him. Across the map, Scyther's ally, Mr. Mime, is being attacked by Krokorok. Scyther wants to help out his friend, but Mr. Mime is 12 squares away, and Scyther only has 7 movement squares if he wants to use an attack action, which he does. Scyther activates Tailwind and its movement goes up to 14 squares per turn. Scyther then flies across the battlefield to get itself into a good position to strike the Dark-type Krokorok with a super-effective Bug attack.

Notes:

Flying-type Pokemon include their passive +1 movement type bonus to their total when determining their new movement range.

In the event of a Pokemon's movement range or SP being reduced, the Pokemon's base movement is affected, and the use of Tailwind multiplies that amount by 2.

Abstaining from using an attack action gives the User a bonus movement square, which is then multiplied into 2 by Tailwind's effect.

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