[quote=@Balthazar007] Also, it sounds like you're referencing the Solar Flare. I'm not sure that works here yet. It doesn't raise any of your stats like our other secret techniques. BUT since our RP is evolving, it could be time to introduce secret techniques that effect the opponent's base stats instead of yours. So if I'm correct in assuming that your secret technique is the Solar Flare, I think the fairest way to implement it would be if it cuts the opponent's SPEED, instead of increasing your own. [/quote] Well, Debuffs are usually an inevitability once Buffs are introduced. They aren't as prevalent in Dragon Ball as buffs are but they exist nonetheless. Solar Flare would indeed count as one. And if you take games like the Xenoverses into account, there are skills on those that also apply debuffs and some cases even inflict poison. Han starting out with a strange debuff technique would be a good way to distinguish him from the rest of the cast early on. Since all three types of buffs (Attack, Speed, and Defense) have already been introduced by the others... Han introducing the concept of a debuff could make things interesting. How would the diminishing returns formula work? For buffs, they start at x2.5, then go down to x2, then to x1.5 from then on. Debuffs would need a different multiplier, and cutting a stat in half seems like a decent baseline but where would we go from there? 75% for the first time, 50% for the second, and then maybe 25 or 30% after that? Or should debuffs use static numbers? -50 the first time, -40 the second time, and then -30 all times thereafter?