I'll start. Bully Category: Physical Type: Dark Priority: +1 Accuracy: 100 Power: -- Effect: Fails unless opponent uses a non-damaging move the same turn. Always goes first and always makes foe flinch. Deals damage equal to 51% of foe maximum HP. An attack to make Wobbufett playable that will allow him to avoid simple Roars, Toxics and stat boostings. Also if given to enough decent pokemon, this move could end stall.
Repair Type: Steel Category: Status Priority: 0 Accuracy: __ Power: __ Effect: Restores half of the user's HP. TM, for use by most Steel types and all Pokémon based on inanimate objects. Imagine Registeel and Bronzong with reliable recovery! Tidal Smash Type: Water Category: Physical Power: 120 Accuracy: 100% Effect: Deals 1/4 damage back to the user as recoil Tutor move, given to all Water types. Imagine Gyarados in the rain with this! Tectonic Smash Type: Ground Categor: Physical Priority: 0 Power: 140 Accuracy: 100% Effect: Lowers users Defence and Special Defence by 1 stage Groudon's signature move. Would see use on Choice Band sets. Squall Type: Water Category: Special Power: 40 Priority: +1 Accuracy: 100% Effect: None Kyogre's signature move. Ozone Rush Power: 120 Type: Flying Category: Physical Accuracy: 85% Effect: May poison the target Rayquaza's signature move.
Ignite Type: Fire Category: Special Power: 40 Priority: +1 Accuracy: %100 Effect: %10 of burning the opponent Priority fire move, say goodbye to Scizor in OU.
Wouldn't this be a better idea to post this in the Pokémon Chat Forums? Just a suggestion haha. Anyways:- QuickDraw Type: Normal Category: Support Priority: 0 Accuracy: __ Power: __ Effect: Allows Pokémon to be switched in without taking damage from Pursuit and hazards, and negotiates the abilities Shadow Tag and Arena Trap.
Freezing Water Concept: When I decided to go swimming today. Type: Water Powers: BP 80, Acc 100 Effects: 10% chance to freeze your opponent. This effect doesn't work against Ice types.
Lasso Type: Fighting Physical Power: 40 Acc: 100 Effect: If this move hits after a switch, the pokemon that switched is dragged back in. Conversion 3 Type: Normal Status Power: --- Acc: --- Effect: User's next attack changes to a random type. Stratos Bomb Special Type: Dragon Power: 70 Acc: 100 Effect: Clears all weather. Pirouette Special Type: Psychic Power: 20 Acc: 100 Effect: Removes hazards, Leech Seed, Fire Spin etc on user's side [Distrib: Spinda, Lilligant, Meloetta, Oddish, Mime Jr., Lotad, Cacnea, Kirlia, Chingling, Gothita, Smoochum, Staryu, Lunatone, Solrock, Baltoy, Uxie, Mesprit, Azelf, Sunflora, Cherrim, Cleffa, Igglybuff, Meowth, Spoink, Hoothoot, Maractus, Buneary, Togepi, Tyrogue, Elekid, Magby, Azurill, Wynaut, Budew, Bonsly, Happiny, Munchlax, Riolu, Manytke, Shuppet]
Move: Swap Beam Type: Normal Effect: Swaps the foe's Attack and Special Attack stats. Activates until they switch out. Includes boosts. Could be useful against certain foes that aren't using mixed sets (i.e. this works well on an awful lot of things, assuming you can get it up). Distribution includes: Cleffa, Happiny, Audino, Genesect, Cresselia
I've said this one before on other forums, but... Nail Bomb Type: Steel Priority: 0 Power: 95 Acc: 85 Effect: Foe gains 'Nail Bomb' sub-status, making them take heavy damage at the end of the following turn. Switching passes status to switch-in. User can still attack the next turn. Concept: User throws a nail bomb... and it explodes a little later. Not great power, but enough for a Metagross or something to knock out a pokemon it would otherwise not be able to. It's kind of a better equivalent to dive/dig where you essentially forfeit a turn to attack twice the next. Distribution: Metagross, Klinklang, Registeel, maybe a couple of the monkey pokemon like Mankey and Infernape... Speaking of forfeiting turns to attack later... Time Shift Priority: -8 (Or whatever is slower than Trick Room) Power: - Acc: - (20% chance to fail) Effect: User may attack twice in the following turn. Time shift may not be selected during turn of effect. Effect applies to all pokemon on user's side of the field. Torment is applied by turn, so same move may be selected in same turn, but not the next. Choice items are applied normally. Distribution: Dialga, Celebi, Darkrai, Xerneas. Limited distribution but extremely effective. Perhaps could form a doubles strategy similar to Trick Room. Can't see it being broken due to presence of Protect, Fake Out AND Taunt in doubles stopping it in its tracks. Viable in Singles as well as a gimmick, likely alongside Eject Button, which would get a powerful sweeper in unharmed to take advantage of the next turn (Celebi uses this and is forced out by eject button. Terrakion comes in unharmed and proceeds to use Close Combat and Stone Edge in the same turn, any switch in takes very heavy damage. Again not broken because Eject button is 1-time use (Celebi can still use the effect but is weakened from the first and unlikely to get a chance to attack the next turn. Can see it working as a momentum-shifter like Explosion in days gone by (IE Heatran vs Blissey in 4th gen OU)
Malediction Special Type: Ghost BP: 30 PP: 10 Acc: 80 Effect: Inflicts Curse onto the opponent. I just thought that Curse needed some more love. Distribution: Most ghost types who get Curse and some dark and few psychic types. ----------------------------------- Bewitch Special Type: Ghost BP: 90 PP: 10 Acc: 90 Effect: Has a 10% chance to inflict "Bewitched" status (basically Encore) onto opponent. Encore in an attack with more base power than Shadow Ball. What more could you ask for? Distribution: Few tricky and evil Dark, Ghost and Psychic Pokemon, Murkrow and Misdreavus being two examples. ----------------------------------- Benediction Physical Type: Light Psychic BP: 30 PP: 5 Acc: 100 Effect: U-Turn, but the one you switch into will receive 30% of its full HP and cure its status (works before hazards, so it's very useful) Nullifies to some extent the effects of hazards, thus being pretty awesome. Low PP and BP hampers it a bit, though. Distribution: Gardevoir, Audino, Blissey, Chimecho, and most "Healish" pokemon get this move. ----------------------------------- Cuff Physical Type: Steel BP: 80 PP: 10 Acc: 90 Effect: In a similar vein as Fire Spin or Whirlpool, this move has higher Base Power, and the "Wrap" effect still lingers even after the user is knocked out or switched out. It is always for 5 turns. Cuff+Memento on a Choice pokemon and switch to a set up Pokemon. Have fun. Distribution: Klinklang, Registeel, Bronzong, Dialga. Mainly. ----------------------------------- Lingering Frost Status Type: Ice BP: -- PP: 15 Acc: 100 Effect: This moves functions similarly to Leech Seed, except this attack does Ice type damage. The Ice type damage is the same as half Stealth Rock damage to the respective types of pokemon. This move does 5% more damage in the hail. Abomasnow with Leech Seed and Lingering Frost = Stallol Goodbye sun, hello hail! not really, but whatever. one of the pokemon that will receive 30% of damage from this attack in the hail (i.e. quad effectiveness) is (off the top of my head...) Torterra. Bai torterra, not like anyone ever used you. Distribution: Mamoswine, Abomasnow, Beartic. Ice Goliaths only. :3
Windbreak Status Type: Flying BP: -- PP: 40 Acc: --- Description: An entry hazard functioning similar to Toxic Spikes, except it does 10% damage to HP and confuses opponent. ======x====== Burning Drive Status Type: Fire BP: -- PP: 10 Acc: -- Description: Increases Spd to +2 and SpAtk to +1, basically a Shift Gear for Fire-types. ======x======= Quick Bolt Special Type: Electric BP: 40 PP: 30 Acc: 100 Description: Priority +1 Please give to Technician user y/y?
View attachment 1768 Seeya Later Type: Normal Category: Physical Power: 40 Priority: -1 Accuracy: 100% Effect: Inflicts regular damage. If the target takes damage from this move, target switches out after its next move. This move is essentially a delayed Roar or Whirlwind in the form of a Physical attack move. If the attack lands, it provides great synergy with Pursuit and Payback. Sets up a Pursuit or Payback move the turn following this move, guarenteeing these moves to have double power. Slow speed U-turn or Volt Switch users can get a type advantage on the switch. Doesn't affect Pokémon with Suction Cups or already under the effect of Ingrain. Ingrain cannot be used as a counter to Seeya Later as Seeya Later's effect is tied to the next move and will take precedence. If the User's pokemon is faster than the opponents, the User can effectively negate their own Seeya Later by following with Mean Look or Block.
Prison Burn Fire, 100/100%, Special, Priority 0 Attacks a random, not fainted pokemon in the opposing team that is NOT in the field. Sorta like a lottery that nabs your Scizor before it's out.
Bewitched Staff: Attack Type: Ghost Special BP 75 Acc 100 Effect: Ignores all resistances and immunities, as well as super effective damage. Finally, Gengar can smack Chansey a few times.
Purity Restore Type: Psychic Status BP 0 Acc: ~ Effect: Restores field back to normal as if it was the first turn. Ends the effects of: Rain, Sun, Hail, Sandstorm, Trick Room, Spikes, Toxic Spikes,Steath Rock, Wonder Room, Gravity. Why: We always needed another move besides rapid spin to remove hazards and such. Could make hazards less common after all. Distribution: Gardevoir, Alakazam, Smeargle, and Celebi. -------------------------------------------------------------------------------------------------------------------------------- Gravity Daze Type: Psychic Special BP:70 Acc:100 Effect: If gravity is in play, deals double damage. Distribution: Clefable, Gardevoir, pretty much all psychic pokemon, and liepard. -------------------------------------------------------------------------------------------------------------------------------- Ancient Dance Type: Normal Status BP: 0 Acc: ~ Effect: Target's party member with highest base HP stat and removes 25% Of their HP. User using this move will gain +2 To all stats in the following turn. Distribution: Empoleon, All pokemon that are revived from fossils, Most Pure fighting Pokemon, and Mightyena. -------------------------------------------------------------------------------------------------------------------------------- Hyper Cannon Type:Normal Special BP: 300 Acc: 100 Effect: After using this move, user can't attack for 2 turns. Distribution: All pokemon who can learn Hyper Beam. -------------------------------------------------------------------------------------------------------------------------------- Damage Dust Type:Flying Status BP:0 Acc:~ Effect: Flying version of Steath rock. Why: To help remove all these damn Fighting types xd. Distribution:Almost all flying type pokemon. (not including those with prankster) -------------------------------------------------------------------------------------------------------------------------------- Steel Rebirth Type:Steel BP:0 Acc:~ Effect: User recovers 50% of HP Distribution: All steel pokemon.
Overdrive Type: Electric Damage: Special PP: 5 BP: 140 Acc: 90 Effect: Lowers user's Special Attack by 2 Stages. Overheat/Leaf Storm/Psycho Boost kind of thing. Distribution: All Electric Pokemon (includes Arceus with Zap Plate) can learn this move. - - - - - - - - - - - Revolt Virus Type: Bug Damage: Special PP: 5 BP: 120 Acc: 85 Effect: Has 30% chance of inducing "viral" poison to the opponent. Unless the poisoned Pokemon has Natural Cure, Viral Poison will deal normal Poison when that Pokemon stayed in, but when it switches in back again, it deals Toxic Poison. Distribution: Forretress (as of the moment)
IV Smack Type: Dark PP: 10 Acc: 100 Power: 0-186, the power is equal to the total of IVs the opponent pokemon has. Basically, the more IVs the target has, the more damage it will deal.
Venoburn Type: Poison Damage: Special PP: 5 BP: 135 Acc: 85 Effect: Steel Types take regular damage (x1). 30% Burn Chance. Distribution: Seviper, Crobat, Gengar and Toxicroak. Pure Sacrifice Type: Fairy Priority: +1 Category: Status Damage: -- PP: 5 Acc: -- Description: User faints and creates a magical field which prevents your opponent from laying entry hazards for 10 turns (Works against every opposing Pokémon) Distribution: Gardevoir and Mawile.
Pimp Slap Type: Dark Power: 50 Accuracy: 90 PP: 15 Effect: Does double damage if used on a Female Pokemon, and half if it is male. Distribution: Most, if not all, Dark Types, Diggersby
Dark Surge Type: Dark Power: 140 Category: Special Accuracy: 90 PP: 5 Effect: Sharply lowers Sp Atk. Shadow Burst Type: Ghost Power: 140 Category: Special Accuracy: 90 PP: 5 Effect: Sharply lowers Sp Atk. I think you know where I'm getting at :D
Scent Cloak Type: Normal Status Power: --- Acc: --- Effect: User becomes immune to Normal and Fighting type attacks. Essentially an exact opposite of Odor Sleuth / Foresight Distribution: Girafarig, Spritzee/Aromatisse, Zigzagoon/Linoone, Munna/Musharna, Stunky/Skuntank, Gloom/Vileplume/Bellossom, Grimer/Muk, Sableye, Mawile, Trubbish/Garbodor, Lillipup/Herdier/Stoutland, Growlithe/Arcanine, Phanpy/Donphan, Shuppet/Banette, Swinub/Piloswine/Mamoswine, Furfrou, Tepig/Pignite/Emboar, Heatmor, Duskull/Dusclops/Dusknoir Pas De Deux Type: Fairy Status Power: --- Acc: 100 Effect: Raises speed of User and target by +2. Distribution: Kirlia/Gardevoir/Gallade, Meloetta
Snowstorm Type: Ice Category: Physical Power: 90 Acc: 100 Effect: 10% chance of causing the opponent's Defense to drop. Hits all opponents in Doubles/Triples. Distribution: Sneasel, Weavile, Snorunt, Glalie, Froslass, Snover, Abomasnow, Swinub, Piloswine, Mamoswine, Cubchoo, Beartic, Vanillish, Vanillite, Vanilluxe, Kyurem, Amaura, Aurorus by level (can be bred onto all other ice-types) Diamond Dust Type: Ice Category: Other Power: --- Acc: --- Effect: Changes the terrain to "Diamond Dust" for 5 turns, 8 if Icy Rock is held. Halves damage taken from all Fire-type attacks for all Pokémon on the field. All Ice-types gain a 100% defense boost. Secret Power causes freeze. Nature Power becomes Blizzard. Distribution: Articuno, Snorunt, Glalie, Froslass, Regice, Cryogonal, Snover, Abomasnow, Vanillish, Vanillite, Vanilluxe, Kyurem, Amaura, Aurorus. Cannot be bred. Some stuff for Ice-types, like a not-missing physical move and a terrain move.
Gale Force Type:Flying Category:Special Power:130 Acc: 90 Effect:The User's Special Attack is lowered by 2 stages. Users: Moltres, Tornadus, Zapdos, Articuno, Unfezant, Rotom-S, Charizard, Togekiss, Dragonite, Latios, Latias, Driftblim, Swanna, Honchkrow, Yanmega, Thundurus Flying-type Overheat, lots of users that all needed accurate or more powerful stab moves. Overcharge Type:Electric Category: Special Power:80 Acc: 95 Effect: This move ignores all immunities. Users: Zapdos, Rotom, Manectric, Lanturn, Stunfisk, Magnezone, Electabuzz, Jolteon, Ampharos, Raikou, Heliolisk, Eelektross, Zebstrika, Probopass, Klinklang, Electrode Cool move for Electric-types to not get rekt by the HP nerf.
Hibernation Type: Normal Category: Other Power: -- Acc: -- Effect:The User falls asleep for 2 turns. If the user has any berries or Leftovers held, this Pokemon now gets 15% HP recovery every turn in exchange for losing the item. Lasts the entire match after switching. Otherwise, this move works like Rest. Users: Snorlax's line, Ursaring's line, Beartic's line, Crobat's line, Torkoal, Blastoise's line, Shaymin(-S), other animals that hibernate.
Frost Type: Ice Category: Status Power: -- Accuracy: -- Effect: lowers the temperature to the point where all pokemon besides ice and fire types have their speed lowered by one stage for 5 turns, including ones that switch in and the ones currently in play Users: Ice types
Flurry Punch Type: Fire Caregory: Physical Priority: +1 Power: 30 Accuracy: 95 Effect: Hits 2-5 times. 2.5% chance to burn. Users: Fire types with fists and speed over base 80.
Psycho Rush Type: Psychic Category: Physical Makes Contact Power: 120 Effect: 25% recoil to the attacker, may also confuse the foe Distribution: Physically inclined Psychic types. Disarm Type: Normal Category: Status Accuracy: 100 Effect: Prevents the use of attacking moves for a few turns Distribution: TM, learnt by most cute Pokémon
Mythical Amphibion Type:Fairy Category: Special Accuracy: 100 Power: 120 Effect: 2 turn move distribution: Gardevoir's line, Mawile, Xerneas, Clefable
Encase Type: Ice Category: Status Accuracy: - Power: - Effect: The user encases itself in thick ice, increasing Defense and Special Defense by +4, but decreasing Speed to minimum (-12) and inducing the Freeze status effect. If sun is in effect or the user already has a status effect, the move fails.
Name: Ice Trap Type: Ice (Duh) Category: Status Accuracy: _ Power: _ Effect: Pointed Ice blades hover above the opponent's side. Pokémon that switch in take damage according to how weak they are to Ice type moves. 10% neutral, 5% resist, 2.5% X4 resist, 25% weak, 50% X4 weak. When an Ice type switches in, they remove this hazard. Distribution: Beartic line, Vanilluxe line, Mamoswine line, Cryogonal, Gliaceon, Cloyster etc.
Wind Force Category: Special Type: Flying Priority: 0 Accuracy: 100 Power: 90 Effect: Switches opponent out Distribution: Thundurus, Landorus, Tornadus, Salamence, Flygon, Togekiss
Shrapnel Beam Category: Special Type: Rock Priority: 0 Power: 120 Accuracy: 85 Effect: May lower target's defence Distribution: TM. Give special attacking Rock types something good.
Shock Drive Category: Status Type: Electric Priority: 0 Power: 0 Accuracy: - PP: 30 Effect: Raises users speed and special attack by 1 stage Ice Coat Category: Status Type: Ice Power: 0 Priority: 0 Accuracy: 75 Pp: 25 Effect: Opponent is frozen
Moves to complement Flame Charge & Charge Beam all below cause 40BP damage, have 100% move accuracy & 100% effect accuracy (including Charge Beam) : Charge Beam (electric, special) - raises special attack by one stage Flame Charge (fire, physical) - raises speed by one stage Brittle Fist (ice, physical) - user encases knuckles in ice, raises attack by one stage as it punches foe. Bamboo Arm (grass, physical) - user's arm becomes a bamboo staff to swing at enemy, new armor raises defense by one stage. Rising Tide (water, special) - user brings in a tide to damage opponent, while submerging oneself to raise special defense by one stage. I see theory-mons using these moves, :D -- Brittle Fist - Technician Weavile (w/ bite & ice shard) Bamboo Arm - SD grass/fairy Mega Celebi Rising Tide - Quiver Dance water/fairy Mega Milotic
Corrosive Acid Type: Poison Category: Special BP: 70 Accuracy: 100 PP: 15 Priority: +0 Target: Adjacent Pokémon Effect: Deals Super-Effective damage against Steel-types. Has a 10% chance to lower Defense by 1 stage. Distribution: Everything that gets Acid/Acid Spray. Skedaddle Type: Normal Category: Other BP: -- Accuracy: -- PP: 20 Priority: -7 Target: Self Effect: Switches the user out. Distribution: Smaller, faster-looking Pokémon. Including, but not limited to: Meowth, Joltik, Sneasel, Scatterbug, Remoraid. Life Siphon Type: Bug Category: Physical BP: 75 Accuracy: 100 PP: 10 Priority: 0 Target: Any adjacent Pokémon. Effect: Steals 75% HP when targeting an enemy. Deals double damage and raises Attack and Speed 2 Stages when targeting an ally, whilst lowering the Defense and Special Defense of the ally by 1 stage. Distribution: Anything with Leech Life.
Name-Strata Gem Type-Rock Category-Special BP:50 Accuracy:100 PP:5 Priority:0 Target:All opponent's Pokemons Effect:Hits 1-5 times in a row in a single turn. Distribution:Fossils and some small Rock types. Name-Flash Wind Type-Flying Category-Special BP:90 Accuracy:85 PP:15 Priority:0 Target:Any adjacent pokemons Effect:Has 45% chance to raise all Stats. Distribution:All Fully-Evolved Flying Type Pokemons Name-DNA Blast Type-Psychic Category-Special BP:200 Accuracy:100 PP:10 Priority:0 Target:Any adjacent pokemons Effect-Deals terrific damage and takes out 50% health of the user. Distribution: Mewtwo, Gardevor, Porygon family,Genesect and many fully evolved Psychic Pokemons.
Short Fuse Category: Physical Type: Electric Priority: 0 Accuracy: 100% Power: 25 Effect: Multi-hit attack. 2-5 times in a turn Distibution: TM and All Electric type pokemon ============================================================== Atomic Bomb Category: Special Type: Poison Proirity: o Accuracy: 90% Power: 140 Effect: has 30% chance of Badly Poison opponent, deals normal effectiveness to all types, Takes recoil damage of 1/3 user HP Distribution: All fully Evolved poison type (especially koffing) ============================================================== Hyper Nova Category: Special Type: Fairy Priority: o Accuracy: 90% Power: 140 Effect: has 30% chance of increasing user Special Attack by 2 (+2), deals normal effectiveness to all types, Takes recoil damage of 1/3 user HP Distribution: All fully Evolved fairy type and half psychic type