Shundo warp

Right, while my other one is being debated, i'll do something simpler.

Points: 260
Lvl: 5
PU: 5
Cap:100

Shundo warp
Description: Kenji Uses an area grab technique to teleport, but it leaves behind an after image. The after image lasts for one round, giving Kenji an extra dodge action the next round.
Points: ??? At least 50
So....

Teleport now, make a decoy lasting till the end of next turn or destroyed.
Teleport (50) + Decoy(1 for 2 turns) (40) = 90 Cap.



The other option:
Teleport now, make a decoy lasting till the end of the round, and haste next turn.
Teleport (50) + Decoy(1/1) (20 + Delayed action Dodge next turn (40) = 110 cap.

So, unless you wanna nerf it with something, I think you're stuck with the first for now.
Methinks I shall take the decoy then, but what is it? Is it just a free dodge?
Um... think a shadow clone that cant actually do anything but draw attention.

Also, you'd have a 3TCD that began after the decoy, just fyi.
works for me.
Teleport (50) + Decoy(1 for 2 turns) (40) = 90 Cap.
CD 3

Is this it?
yup
Then you're good to go.