DemICE Posted August 5, 2016 Share Posted August 5, 2016 Mental Backfire Psychic Special Power 95 Acc 100 PP 15 Contact: yes Forces the enemy's mind to attack its own host. Uses the enemy's special attack to deal damage. Quote Link to comment Share on other sites More sharing options...
IntSys Posted August 5, 2016 Share Posted August 5, 2016 Mythical Air Type: DragonCategory: Status Power: --Accuracy: --Target: AllPP: 20 Description: The user summons a strange gust of wind, which flows in the battlefield for 5 turns. This wind removes all Dragon-type's Dragon, Ice and Fairy weakness, and gives them 1.5x Speed boost, temporarily.Learned By: All Dragon-types except Druddigon, Tyrantum and Garchomp.Designed for the Ubers dragons to hold a candle against the mighty Xerneas. Would centralize the Anything Goes metagame by completely removing Mega-Ray's weaknesses. Quote Link to comment Share on other sites More sharing options...
Alex Posted August 5, 2016 Share Posted August 5, 2016 Soul Drain Type: Ghost Category: Status Power: --- Accuracy: 85 Target: Foe PP: 10 (16) Effect: Ghost-type Leech Seed. Normal-types are immune to its effect. Quote Link to comment Share on other sites More sharing options...
Jmanultrax1 Posted August 5, 2016 Share Posted August 5, 2016 fairy light type:fairy category:status power:-- accuracy:100 target:foe pp:10 (12) effect: heals the target on set amount of hp. If the target has a status effect when this is used, the status effect is given to the opponent regardless of their typing. Quote Link to comment Share on other sites More sharing options...
IntSys Posted August 13, 2016 Share Posted August 13, 2016 Off Guard Type: FightingCategory: PhysicalPower: 50Accuracy: --Target: One FoePP: 10 (16)Description: The user exploits the target's weakness with a swift jab. Upon hit, this move inflicts the Off Guard volatile status, guaranteeing attacks to hit and land a critical hit against the target. This attack bypasses Protect, Detect, Wide Guard, Quick Guard, etc. Quote Link to comment Share on other sites More sharing options...
Sapphire Mahala Posted August 13, 2016 Share Posted August 13, 2016 Vanish Force Type: Ghost Status 15 pp User temporarily switches with enemy pokemon that's attacking with a special type move and it takes the damage instead if physical switches to a resistant pokemon in enemy party notable users: every ghost type plus gardevoir haha Quote Link to comment Share on other sites More sharing options...
IntSys Posted August 16, 2016 Share Posted August 16, 2016 (edited) Serene Aura Type: FairyCategory: StatusPower: --Accuracy: --Target: Self and all alliesPP: 10 (16)Description: The user envelopes it and its allies in a graceful aura, doubling the chance of added effects happening. Stacks with Serene Grace. Lasts for 5 turns.Learned By: All Fairy-type, through tutor. Edited August 16, 2016 by IntSys Quote Link to comment Share on other sites More sharing options...
PrimeMehster Posted August 16, 2016 Share Posted August 16, 2016 (edited) Roundhouse Kick Type: Fighting Category: Physical Power: 100 Accuracy: 100 Target: Single - Adjacent PP: 10 (16) Description: The user rotates its hips and slams the edge of its foot into the target. This move may cause the target to flinch, however, if this move is used before the enemy and before any other attacking move of the user, the move may cause the user to flinch itself (50% flinch chance) Learned by: Blaziken, Hitmonlee, Medicham, Sawk, Lucario, Lopunny, and Mienshao naturally. All other fighting types may learn this through a tutor (except Harriyama, Machamp, Emboar, and Heracross, due to stubby legs or frame problems) Going through movepools recently, I've felt like the fighting type movepool seems a little too macho and focused on upper body technique, with very few kicks mixed in (notably, Jump Kick, Hi Jump Kick, Low Sweep, and Low Kick, which really are just two variants of two separate moves.) As a martial artist myself, I feel like kicking aspect of fighting type is sorely lacking, especially considering that these moves have advantages that standard punching / arm moves cannot simulate, such as greater reach and power, only for the tradeoff of requiring a lighter, more flexible body type with greater balance. This especially seems a little confusing considering how many fighting types that don't focus on just pure strength and muscles, instead focusing on technique and agility within the same techniques to achieve similar effects. Anyway, when making this move, I felt as if I should simulate the pros and cons of using such a technique in real life. Using this attach grants the user a strong, reliable move with the ability to knock an opponent off-balance with good aim. This move serves to give fighting types greater longevity as opposed to Close Combat, a reliable but dangerous move, at the sacrifice of spontaneous higher power. The reason for the complicated self flinch chance goes back to a fundamental weakness with using kicks as a 'leading' move, which is that any opponent that hasn't been hit with any other attacks can easily predict this technique and trap your leg or throw you off balance due to its obvious windup. To prevent this from becoming too powerful of a move overall, this move can only be learned as an egg move to any Pokemon that can learn an kicking move in the first place. Also, I would like to nominate two variations of a move already present, Blaze Kick. We've had elemental punches forever, now it's time to give the elemental kicks some love, and a potentially riskier but greater reward seems quite fair for the very limited set of Pokemon that can learn Blaze Kick in the first place. Kick variations to be added would be Electro Kick and Frost Kick, sharing the exact same properties as Blaze kick but with the associated elemental status condition modified into the description. Edited August 16, 2016 by PrimeMehster Quote Link to comment Share on other sites More sharing options...
Jmanultrax1 Posted August 23, 2016 Share Posted August 23, 2016 Song of might category: status type:normal accuracy:100 target: single, adjacent pp 5 (8) the user serenades a tune to itself and its fellow allies if their nearby. It raises one random stat by 3 for 2 turns. This move then cant be used until the two turns pass Quote Link to comment Share on other sites More sharing options...
IntSys Posted August 24, 2016 Share Posted August 24, 2016 Shock Disperse Category: Status Type: GroundPower: --Accuracy: --Target: Single, self PP: 10 (16) Description: The user sticks their arm, foreleg, tail, etc. to the ground, nullifying any electric move completely by conducting it to the ground. Lasts for 5 turns. Quote Link to comment Share on other sites More sharing options...
pyrromanis Posted August 24, 2016 Share Posted August 24, 2016 Shock Disperse Category: Status Type: Ground Power: -- Accuracy: -- Target: Single, self PP: 10 (16) Description: The user sticks their arm, foreleg, tail, etc. to the ground, nullifying any electric move completely by conducting it to the ground. Lasts for 5 turns. Cool move! Kinda like Magnet Rise but the opposite .Too bad that if GF created a move like this they would distribute it only to ground pokemon #kappa Quote Link to comment Share on other sites More sharing options...
Lugruf Posted August 24, 2016 Share Posted August 24, 2016 Sharpshooter Type: Dark Category: Status Target: Single, self PP: 10 (16) Power: 0 Accuracy: -- Description: Maximizes user's accuracy. Quote Link to comment Share on other sites More sharing options...
Jmanultrax1 Posted August 24, 2016 Share Posted August 24, 2016 song of destruction category:status type:normal target: single, adjacent pp:5 (8) the user serenades a song to the opponent and its allies if their nearby. It lowers one random stat by 3 for two turns. This move cannot be used again until the two turns pass. The stat changes return to normal at the end of the 2nd turn and cannot be changed until then Quote Link to comment Share on other sites More sharing options...
Kreign Posted September 3, 2016 Share Posted September 3, 2016 Sub-Zero Permafrost Type: Ice Category: Status Power: -- Accuracy: 90 PP:10(16) Target: Multiple, Adjacent Description: A freezing wind is released to through the area. Opposing Pokemon will be frozen on the following turn. I really think this is a decent idea! I took a mixture of inspiration from Dark Void and Yawn, and applied it to Freezing. Considering that Ice Type is one of the least used typing with the smallest movepool as well as Pokemon count, I thought this would boost its popularity slightly. I also found it odd how you can force sleep through hypnosis, burn through will-o-wisp, and confusion through confuse ray... but not the freeze status. The move would work like yawn where the effect will take effect at the end of the following turn, forcing a switchout, and It would work like dark void in the sense that it can hit multiple adjacent opponents. I put a slightly lower accuracy for balance. I was thinking as an additional effect, if there is a hailstorm weather condition, the effects occur on the same turn the move was executed. This makes hail teams more viable as well! Conversely, if it is Sunny, or if used against an ice type or fire type, the move will fail. Pokemon: Snorunt Vanilluxe Avalugg Abomasnow Kyurem Quote Link to comment Share on other sites More sharing options...
LeonVermillion Posted September 3, 2016 Share Posted September 3, 2016 Since we already have Blaze Kick, we all need it's electric and ice counterpart Freeze Kick Category: PhysicalType: IcePower: 85Accuracy: 90%Target: SinglePP: 10 (16)Description: Freeze Kick deals damage and has an increased critical hit ratio. It has a 10% chance of freezing the target. Zap Kick (not good with naming DX) Category: PhysicalType: electricPower: 85Accuracy: 90%Target: SinglePP: 10 (16)Description: Zap Kick deals damage and has an increased critical hit ratio. It has a 10% chance of paralyzing the target. Quote Link to comment Share on other sites More sharing options...
IntSys Posted September 3, 2016 Share Posted September 3, 2016 Mask Category: Status Type: Ghost BP: -- Accuracy: -- Target: Single PP: 10 (16) Description: The user appears behind the target, copies their face with a mask and overwrites the user's ability with the target's ability, permanently. Basically the Sketch version of Role Play. Learned By: Exclusively Banette Quote Link to comment Share on other sites More sharing options...
Lugruf Posted October 30, 2016 Share Posted October 30, 2016 (edited) DeceiveCategory: StatusType: GhostPower: 0Accuracy: 100%Target: SinglePP: 10 (16)Description: Changes the target's held item for an Iron Ball. Deceive will fail if the target isn't holding an item or when used on a pokemon with Sticky Hold, Giratina holding a Griseous Orb, a pokemon with multitype holding a plate, a pokemon holding its corresponding mega stone or primal reversion item or Genesect holding a drive. A pokemon behind a substitute or in the semi-invulnerable turn of FLy, Bounce, Dig, Dive and Shadow Force is also unaffected by deceive. After the battle, the pokemon will get its original item back. Deceive won't trigger Unburden. Edited October 30, 2016 by Lugruf Quote Link to comment Share on other sites More sharing options...
Scottieboy2020 Posted November 15, 2016 Share Posted November 15, 2016 (edited) Telekinetic: Causes the user to Levitate and sharply increases sp. atk. Cannot be used multiple times. Effects end if Pokemon is swapped out. Edited November 15, 2016 by Scottieboy2020 Quote Link to comment Share on other sites More sharing options...
Jmanultrax1 Posted November 15, 2016 Share Posted November 15, 2016 elemental punch category:move/physical type: normal power:80 accuracy:100% target:single pp: 20 (30) the user hits the opponent with a punch full of elements. has a 20% chance of inflicting paralysis, burn or freeze. (it can be affected by the ate abilities) Quote Link to comment Share on other sites More sharing options...
Alex Posted December 9, 2016 Share Posted December 9, 2016 Cunning Strike Type: Fairy Category: Physical Power: 65 Accuracy: 100 Target: Foe PP: 10 (16) Effect: This attack is always a critical hit if it isn't super-effective. Glowing Punch Type: Fairy Category: Physical Power: 110 Accuracy: 80 Target: Foe PP: 5 (8) Effect: 10% chance of confusion. Quote Link to comment Share on other sites More sharing options...
Alistair Posted December 10, 2016 Share Posted December 10, 2016 Cursed Gem Type: Rock Category: Special Power: 60 Accuracy: 100 Target: 1 foe PP: 10 Side Effect: has a 10% chance to lower all the stats of the target by 1 stage. Quote Link to comment Share on other sites More sharing options...
IntSys Posted December 10, 2016 Share Posted December 10, 2016 (edited) Nature's Force Type: Fairy (Actually varies) Category: Special Power: 120 Accuracy: 100 Target: All foes PP: 10 Description: The user siphons the powered terrain of the battlefield and turns it into a powerful barrage of energy blasts. Type and side effects vary depending on the terrain absorbed. Removes the current terrain effect after use. Fails if there's no active terrain. Electric Terrain -> Type: Electric -> 50% chance to paralyze Misty Terrain -> Type: Fairy -> 50% chance to lower Special Attack by two stages. Psychic Terrain -> Type: Psychic -> Destroys screens, Safeguard and bypasses Protect. Grassy Terrain -> Type: Grass -> Restores 75% of the the damage dealt back to the user.Learned By: All Tapus Edited December 10, 2016 by IntSys Quote Link to comment Share on other sites More sharing options...
Alex Posted July 10, 2017 Share Posted July 10, 2017 Let's bring back this thread~ Quicksilver Type: Steel Category: Special Power: 80 Accuracy: 100 Target: Foe PP: 5 (8) Effect: This attack has +2 priority. Prepare Type: Normal Category: Status Power: --- Accuracy: --- Target: Self PP: 15 (24) Effect: Raises Defense by 1 stage. This attack has +1 priority. Nap Type: Normal Category: Status Power: --- Accuracy: --- Target: Self PP: 10 (16) Effect: Heals HP by 50% and replaces the user's status with SLP. Quote Link to comment Share on other sites More sharing options...
Taco! Posted February 3, 2020 Share Posted February 3, 2020 (edited) Ooooh, this looks fun! Lightning Loop Type: Electric Category: Status PP: 5 Power: — Accuracy: — Target: All Pokemon Effect: Summons the Lightning Loop field effect (not a terrain or room). At the end of every turn, all non-Electric-Type Pokemon take Electric-type damage equal to their max HP. If Electric Terrain is active, this effect activates twice a turn. Pokémon with an ability that draws in Electric-Type moves like Lightning Rod cannot draw in damage done to their ally. Their ability activates for every time the effect activates, so for Lightning Rod your Sp. Atk gets a boost twice. If no Pokemon use an Electric-type move, the Lightning Loop dissipates. TL;DR: Every Pokemon except Electric-types take 1/8 of their HP in damage every turn, this gets a boost when Electric Terrain is active, and the Loop stops when nobody uses an Electric-type move. Description: The user arcs lightning around all Pokemon on the apbattlefield, creating a Lightning Loop. Pokemon that can learn the move: Alolan Raichu (evolution) Tapu Koko...? Redirection Type: Psychic Category: Status PP: 10 Accuracy: — Power: — Target: Any Pokemon except self EDIT 2: Priority +3 Effect: The target of the target’s move is changed to a random target on the field. It can hit itself with moves that make contact. If the target hits itself, text says “(Pokemon) hit itself in its madness!” EDIT: “(Pokemon) hit itself in a strange frenzy!” EDIT 3: If the target’s move normally target’s itself, the move fails. Description: The user overflows the target’s mind, making their target random. Edited February 3, 2020 by Taco! Quote Link to comment Share on other sites More sharing options...
Taco! Posted February 3, 2020 Share Posted February 3, 2020 H m m... I’m not done. Minify Type: Normal Category: Status PP: 10 Power: — Accuracy: — Target: Foe or Ally Effect: The target’s evasion sharply rises, and they gain the Minify condition, which doubles damage done by physical attacks. Physical moves used by the target do 50% damage. Description: The user uses a mysterious power to shrink the target, sharply raising their evasion and making them more vulnerable to physical damage. Their physical attacks are weaker, too. Maximize Type: Normal Category: Status PP: 10 Power: — Accuracy: — Target: Self Effect: If the user has the Minify condition or is under the effects of Minimize, these effects are lifted and their evasion returns to normal. Otherwise, the user gains the Maximize condition and their evasion falls by 2 stages. Minimize’s effect means certain moves deal double damage to you. These moves do half damage instead. Maxify I’ll add it as soon as I have time to. P Uhh, bye! Quote Link to comment Share on other sites More sharing options...
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