Board Thread:Pokemon Arena X - Discussion/@comment-5537612-20131021143231/@comment-5636156-20140206222900

DeltaVmodels wrote: i am not gonna quotetunnel

" so if ur injured u cannot tp to escape but can only use it at full health "

This would make teleport an extremely niche and situational move. Get hit, and you have a grand total of three moveslots left.

Instead, you could limit the distance one could teleport, or have a short charge-up period. When hit during that period, the move automatically fails.

or if you can make the cooldown dependant on how far you tp but this might make it more op due to if you were to tp like 1 stud away the cooldown might be like 3-5 sec so you could just dodge and tp to diff place evantually get closer and use like a strong melee move on the target