Quick Feet Category:Special Type:Normal Priority:0 Accuracy:-- Power:-- Effect:Allows user to run away from any battle countering abilities other moves etc.
Mysterious Water Type: Water Category: Special Priority: 0 Accuracy: 95 Power: 85 Effect: Has a 30% Chance to Paralyse the opponent. Dehydration Type: Water Category: Status Priority: 0 Accuracy: __ Power: __ Effect: Restores half of the user's HP. The user is losing his water type for the rest of this turn. Atomic Explosion Type: Fire Category: Physical Priority: 0 Accuracy: 100 Power: 150 Effect: The user feints. All other Pokemons on the field are now burned.
Name of attack: Time Eater Damage: 50-120 Accuracy: 20% Element: psychic Effect: lowers enemies speed and defenseGREATLY Description: a portal opens up and sucks in your enemy. then spits it out. phoenix jean grey
Ice Sickle Type: Ice Category: Physical Power: 80 Accuracy: 100 PP: 10 Priority: 0 Description: Forms an incredibly sharp blade that can cut through Steel-types with ease. Effect: Is Super-Effective against Steel-types (even in Inverted). Distribution: Sneasel, Weavile, Swinub, Piloswine, Mamoswine, Walrein, Cubchoo, Beartic, Kyurem, Kyurem-Black, Kyurem-White Megido Trap Type: Dark Category: Other Power: --- Accuracy: --- PP: 10 Priority: 0 Description: Sets down a trap that can inflict a weak curse at the cost of 50% HP. Effect: Inflicts a Curse that does damage equal to 12.5% HP at the end of the turn. Removes 50% HP regardless of whether there is already a trap set, will KO if below 50% HP. Irremovable. Levitating Pokémon are immune. Distribution: Absol, Darkrai, Purrloin, Liepard, Yveltal, Hoopa
Psionic Bender Category: Special Priority: 0 Accuracy: Infinite Power: 60 Effect: Power increases by 10 each turn. PP: 10
Refract Type: Ice Category: Other Power: --- Accuracy: --- PP: 5 Priority: 0 Description: Returns half the damage of an attack back to the opponent if the attack would not normally KO. Effect: When the user takes a hit, half of the damage that attack would've dealt is instead returned back to the opponent. e.g. if Flamethrower would do 50HP, it would instead do 25HP and the user of Flamethrower would take 25HP of damage. Feint and similar moves are unaffected. Does not work if the attack would KO. Works off the same counter as Protect. Distribution: Espeon, Sableye, Regice, Glaceon, Froslass, Phione, Cryogonal
Revival! Some more boosting moves Name: Stoke Type: Fire Category: Status Target: User Effect: +1 Special Attack, +2 Speed. Doesn't work in rain Distribution: Torkoal, Heatran, Typhlosion line, Heatmor, Reshiram Name: Short Circuit Type: Electric Category: Status Target: User Effect: +1 Attack, Special Attack and Speed. However, user loses 10% HP Distribution: Magnemite line, Voltorb line, Elekid line, Porygon line, Zekrom, Genesect
Enemy Switch Type: Psychic Category: Status Power: -- Accuracy: -- PP: 5 Priority: -8 Description: Switches the user's position with that of an enemy. Effect: Same as ally switch, only this time with the enemy. Low priority, so the enemy pokemon can definitly make a move before you switch. This move is blocked by Detect, Protect, Spiky Shield and Substitute. Has also no effect if the enemy pokemon used ingrain or has the ability Suction Cups. Could be a cool attack i guess, make your own pokemon useless and then give it to the enemy. However make sure that your enemy cant trade it back to you ;)
Ender Star Type: Dark Category: Status Priority: 1 Accuracy: 100 Power: 0 Effect: Curses everything. PP: 5
Haunt Type: Ghost Category: Other Accuracy: --- Power: --- PP: 5 (8) Priority: 0 Description: A sacrifice is made to passively damage the opponent over the course of the battle. Effect: The user faints as a result of this move. For the rest of the battle, the opponent's team is subject to a loss of 1/16 HP. This effect stacks with multiple uses of Haunt. As usual, Magic Guard prevents damage. Magic Bounce and Protect do not affect this move. Distribution: Hypno, Haunter, Gengar, Spinarak, Ariados, Noctowl, Shedinja, Shuppet, Banette, Rotom, Giratina, Musharna, Litwick, Lampent, Chandelure, Meowstic-M Terrorise Type: Dark Category: Other Accuracy: 75 Power: --- PP: 10 (16) Priority: 0 Description: The opponent is terrified into not moving most of the time for three to five turns. Effect: The opponent is inflicted with the volatile "Terror" status. While this is in effect, there is a 75% chance the opponent will not move due to flinching. Does not affect Pokémon with the ability Oblivious, Inner Focus or Aroma Veil. Steadfast will activate due to flinching. Affected by Magic Bounce and Magic Coat. Distribution: A bunch of Dark-types and other stuff.
When I put 2 similar moves in one description, all further slashes are relative EX. Fire Punch/Ice Punch/Thunder Punch Type: Fire/Ice/Electric Effect: May Burn/Freeze/Paralyze enemy Now... ONWARD!!! Healing Wall Type: Fairy Category: Other Range: Adjacent Ally Priority: Protect level (+4 I think...) Effect: Places a barrier on one ally for one turn. Any damage dealt to that ally is reduced by 40%. At the end of the turn, the user recovers HP equal to the total damage reduced by this ability. Distribution: Most Special attacking Faries. Gardy, Xerneas, Mr. Mime, ect. Oh, the Musketeers and the Eeveeloutions not introduced in Gen 1 get it too. Uses: Double/Triple battle only. Works well with Follow Me, Rage Powder, ect. Put it on someone that they have to attack and get a good amount of healing --------------------------------- Decimate Type: Normal Category: Other Range: Full Field Effect: For 5 turns, all Pokemon left with less than 25% of their max HP after taking damage from ANY source (including Hazards, Poison/Burn, Confusion, Curse, Substitute) are immediately knocked out Distribution: All "cover legends", the 600bst Mythical Pokemon, Aegislash line, Gardevoir line, Samurott, Empoleon, Musketeers, some other stuff. Notes: Affects BOTH TEAMS. Uses: To be used in conjunction with hazards and/or Toxic. A full health Volcarona/Larvesta switching into 3 Spikes and SR is killed instantly, for some context. --------------------------------- Execution Type: Dark Category: Physical (not that it matters) Range: Single Effect: Deals damage equal to [1/3(2(User's Atk) + Users SpAtk)] to one target, regardless of defense or any other modifiers. Distribution: Weavile, Gliscor, Drapion, Things that have large claws that could execute things, Gallade, Empoleon, Musketeers Note: Stat boosts/reductions directly affect stats, and therefore are calculated into the damage of this attack. Uses: Good for dealing with pokemon that have a high Def or SpDef stat, but a mediocre HP (Think M-Gardevoir) Calculation example: A pokemon with 400 Atk and 100 SpAtk would do 300 damage (1/3*(2*400)*100) = 900/3 = 300 --------------------------------- Flame Image/Mirror Image/Static Image/Ghastly Image/Iced Image/Barbed Image/Thorny Image Type: Fire/Psychic/Electric/Ghost/Ice/Poison/Grass Category: Special/Special/Special/Special/Physical/Physical/Physical Range: Self Effect: Pay 50% of your HP to create a Substitute with 40% of your health. When the Substitute is attacked, even if it is defeated, It retaliates with a 50/60/50/70/60/50/70bp attack of the type and category of move used, with a 30/15/30/X/10/30/X% chance of inflicting Burn/Confusion/Paralysis/None/Freeze/Poison/None. Distribution: Many pokemon of each type (Nearly all for Psychic, Electric, and Ice). Mr. Mime can learn Mirror and Ghastly, because Mr. Mime Note: Physical moves do not make contact Note: Red Card, Iron Barbs, Rocky Helmet, All the status-on-hit abilities (Static), ect. apply through the sub if their other conditions are met. Eject Button is exempt for obvious reasons. Uses: Ok, that description was confusing. Basically, it creates a big Sub that counterattacks when attacked. And it can inflict some conditions. Deal with it. Can be used on anything with Defensive and Offensive stats in singles, can be used in doubles with Follow Me et al. to secure some set-up. ------------------------------ Macho Ring/Mind Room Type: Fighting/Psychic Category: Other Range: Full Field Priority: Trick Room (-7 I think) Effect: For 5 turns, creates a bizarre space where Physical/Special moves deal 1.5x damage, while Special/Physical moves deal .75x damage Distribution: Gallade/Gardevoir are the primary recipients, though others will get it. Note: Moves will be judged based on the category they are classified in, not the one they deal damage in (Secret Sword gets the boost in Mind Room) Uses: Your opponent only has Physical attackers left? Put out a Mind Room and laugh at them as your Psystrike deals 1.5x damage to them whilst they can't hit you. --------------------------- Nothing Ventured/Before Swine Type: Fighting/Psychic Power: 110 Category: Physical Target: Self Priority: Protect (+4 I think) Effect: Halves damage received from Physical/Special moves this turn. If hit (and not defeated) by a Physical/Special move, immediately attack the aggressor with stated power. Does nothing (will not say "failed") if not hit by a Physical/Special move during the turn. Distribution: Things with swords. Gallade, Empoleon (The wing is basically a sword), Aegislash line (durrrrr), Musketeers, Samurott line (Scalchop OP), Greninja (doesnt actually use a sword, but ninjas) Note: To do exactly the opposite of above, Secret Sword (Special attack that deals Physical damage) and all of it's brethren will trigger based on the type of damage they do (SS will trigger Nothing Ventured) Uses: Counter/Mirror Coat, except damage scales with your Attack rather than the damage dealt to you. Oh, it also halves damage. Use as such. ------------------------ Stillness Type: Normal Category: Other Range: Full Field Effect: No damage is received or healed from any source and no abnormal conditions are afflicted for any Pokemon for 2 turns (including the turn it was used) Distribution: Dialgia, Palkia, Giratina, Arceus, Cresselia, Darkrai, Celebi, Jirachi, Manaphy, Yveltal, Xerneas, Zygarde, Hoopa, Clefable line, whatever other pokemon that can rip holes in Time and/or Space that I'm forgetting now. Uses: FREE BOOSTS!!!!!!! And free Subs. In doubles, if used on a fast pokemon paired with an even faster pokemon, You can let the faster pokemon attack, then Stillness and block enemy damage. Boost up the next turn, and do it again. Might want to run Agility or something on both of them ------------------------------- Points if anyone guesses where I stole the idea for the first one and the entirety of Decimate, Stillness, and the counters from.
Ultra Beam Normal 150 bp 90% accuracy If the user fails to KO the target with this attack, they must spend the next turn recharging Definitely an original idea, certainly can't think of any move that behaves like this in any gen, so my idea is definitely original and not stolen haha
Name: Phoenix Ritual Type: Fire Power: -- Accracy: -- PP: 5(8) Priority: 0 Effect: If the user is KO'd before it makes another move (same way Destiny Bond works) the player may select one fainted Pokémon and that Pokémon is revived at 75% HP with no status ailments. Same mechanically as Healing Wish so still takes hazard damage. Distribution: Ho-Oh, Moltres
Name: Aerodynamics Type: Flying Category: Physical Power: 80 Accuracy: 100 PP: 10 (16) Priority: 0 Effect: The user's Speed is taken into account rather than the user's Attack. Distribution: Pidgey, Pidgeotto, Pidgeot, Scyther, Jolteon, Skarmory, Raikou, Suicune, Lugia, Ho-Oh, Ninjask, Vibrava, Flygon, Tropius, Salamence, Latios, Latias, Rayquaza, Shaymin, Shaymin-S, Pidove, Tranquill, Unfezant, Fletchling, Fletchinder, Talonflame, Noibat, Noivern Name: Lucky Curse Type: ??? Category: Other Power: --- Accuracy: --- PP: 10 (16) Priority: 0 Effect: Randomly gives a status to all Pokemon on the field from one of each set. Set 1 : Poison, Freeze, Burn, Paralyze, Sleep, Badly Poisoned. Set 2: Curse, Leech Seed, Confused, Perish Song, Encore, Heal Block. Set 3: -1 Attack, -1 Defense, -1 Special Attack, -1 Special Defense, -1 Speed, -1 Evasion, -1 Accuracy. e.g. something may be burned, confused, and have -1 accuracy Distribution: Slowking
Seismic Scythe Type - Ground BP- 150 PP-5 Physical Effect- Has the same critical hit ratio as Aero blast/Spacial Rend. Dist.- Lando, Groudon, Garchomp, Zygarde. LET THE HATE BEGIN!!!! Dragon Rise Dragon BP -120 , PP-5 Physical Reduces Speed and Defense of user. Dist. Charizard, Dratini line, Garchomp, Zekrom, Salamence, Lapras and Rayquaza. Hyperspace Ultima Psychic BP -95, PP-10 Special, makes contact. Details- The user grabs the target with ethereal claws and launches a bolt of power. It hits through protection. Hits through protect :3 Dist. - Hoopa, Hoopa-B
nananananananananecrobump!!! ...kinda I was thinking of ways to modify existing moves that are rlly unpopular Scald- same except it has a 30% chance to burn the target and the user. OHKO moves- Each time the OHKO move is used it triggers a counter that goes 3, 2, 1, then on the 4th use the OHKO move hits with 100% acc. This counter resets if the user switches out. So basically a pokemon needs to spend three turns in play doing nothing to get to use an ohko move. Evasion- Evasion boosts give a passive intermittent protect effect. So after one evasion boost you might get a free Protect every 3 turns. On turns where you get the protect you can obviously still select an attack as normal. Might be broken but it's certainly much better than this stupid luck. Swagger- Also induces taunt on the user. This stops SwagPlay users from spamming sub until the opponent is incapacitated, which makes it a lot more manageable.
Name: Cat Walk Type: Normal Category: Other Power: --- Accuracy: --- PP: 20 (32) Effect: Raises the user's Attack, Defense and Speed by 1 stage. Distribution: Meowth, Persian, Mew, Skitty, Delcatty, Glameow, Purugly, Purrloin, Liepard, Espurr, Meowsitc-M, Meowstic-F, Eevee (breeding), Buneary (breeding), Minccino (breeding), Absol (breeding) Name: Discourage Type: Dark Category: Other Power: --- Accuracy: 100 PP: 5 (8) Effect: For 2-3 turns, the opponent's moves are halved in base power. Ignores substitute. Distribution: Stuff with Intimidate, Prankster, Unnerve etc. Name: Goblin Punch Type: Fairy Category: Physical Power: 85 Accuracy: 100 PP: 10 (16) Effect: This move has a random damage modifier of 90-100% rather than 70-100%. Distribution: Hitmonchan, Snubbull, Granbull, Marill, Azumarill, Cacnea, Cacturne, Banette, Croagunk, Toxicroak, Audino, Dedenne, Slurpuff, Diancie
Gimme some explanation on the random damage modifier please. And also hey. Razor Punch Fighting Special BP-90 PP-5(8) The user blends in air pressure at the fist and launches a razor sharp projectile that hits first (priority +1) power is halved is the target is a rock type. Dist. Chimchar line, Hitmonchan, Mienfoo line, Lucario, Mew, Mewtwo.
Eerie Flare Type: Fire Category: Special Power: 120 PP: 5 Accuracy: 75 Priority: 0 Fire/Ghost Flying Press. 80% chance to flinch. Distribution: Litwick, Lampent, Chandelure With Choice Scarf, Chandelure would be a beast.
Overload Type: Steel Category: Status Power: - PP: 10 Accuracy:- Priority: Definitely first. -1 stage Spe, +2 stages Def and SpD. Distribution: Electrode, Genesect, Magnemite line, Klink line. With Shift Gear, this could make Klinklang unstoppable.
Dragon Sprint Dragon Physical 80 BP 10 PP 100% acc. Always hits first. Gible Line,Tyranitar, Zekrom, and a few others like Greninja 0.0
Ice Coffin Type: Ice Category: Other PP: 15 Priority: -1 Effect: Entry hazard that makes next opponent to switch in unable to move for their first turn. Fire and Ice type Pokémon are immune to this and will remove the hazard when switching in. Cannot co-exist with other hazards (removes Stealth Rocks/Spikes/Toxic Spikes/Sticky Web on the opponent side when used, and is removed when any of those is used). Learned by: Snorunt line, Regice, Articuno, Jynx line, Kyurem, Aurorus line. Maybe a bit OP, so could replace the priority -1 with "require 1 turn charge" (like Geomancy) .
The thread lives! Spoiler Final Stand Type: Fighting Category: Physical Base Power: 180 Accuracy: 95 PP: 5 Effect: Fails unless the user is the last Pokémon that hasn't fainted in its party. Distribution: Tyrogue family, Throh, Sawk, Blaziken (because it needs to be more broken), Gallade, Lucario, Virizion, Terrakion, Coballion, Keldeo. Crossdive Type: Flying Category: Physical Base Power: 50 Accuracy: 100 PP: 10 Priority: +1 Effect: Flinches target (100%). Fails unless the target prepares to use a physical attack, or if the target attacks with higher priority. Distribution: Most birds. Insidious Wound Type: Poison Category: Physical Base Power: 75 Accuracy: 90 PP: 15 Effect: Damage from this attack cannot be recovered until switched out. For instance, if it does 20% damage to an Alomomola, and Alomomola is at 60% HP, when it switches out and activates Regenerator, it only heals up to 20% less than its max HP (80% instead of 93%). This "permanent damage" stacks upon multiple uses, and overwrites all forms of recovery, from Leftovers to Leech Seed to Rest. Distribution: A few poison types like Drapion, Toxicroak. Fortify Type: Ground Category: Other Base Power: -- Accuracy: -- PP: 10 Effect: All grounded Pokémon (not Flying-type or having Levitate) get 50% increased defense for 5 turns and have 33% reduced speed. Distribution: Gliscor, Hippowdon, Swampert, Onix line, Rhyhorn line. Mineral Crush Type: Rock Category: Other Base Power: 90 Accuracy: 90 PP: 10 Effect: Target's Attack stat is used in calculating damage in place of its Defense stat. E.g., Haxorus takes less damage from this attack than Forretress. Distribution: Aron line, Geodude line, Onix line, Roggenrola line, Cranidos line, Larvitar line, Riolu line, Machop line, Rhyhorn line, Golett line, Nidoking, Nidoqueen. Adaptive Formation Type: Bug Category: Other Base Power: -- Accuracy: -- PP: 15 Priority: +4 Effect: Raises Attack (+1) and becomes immune to would-be super-effective attacks for one turn. Distribution: Scyther line, Vespiquen, Ninjask, Beedrill, Skorupi line. SHEDINJA LOL Spirit Drain Type: Ghost Category: Special Base Power: 60 Accuracy: 100 PP: 10 Effect: 50% of damage dealt is added directly to the user's Special Attack stat. For instance, if max EV Modest Gengar has 394 SAtk, then uses this attack and deals 100 damage, Gengar's SAtk raises to 444. Bonuses lost if switched out. Distribution: Gastly line, Froslass, Shuppet line, Duskull line, Misdreavus line, Yamask line, Spiritomb. GIGA DRILL BREAKER (okay it can have another name that won't get sued by GAINAX) Type: Steel Category: Physical Base Power: 70 Accuracy: 100 PP: 15 Effect: Super-effective vs Steel types. Distribution: Excadrill, Skarmory, Aggron, Empoleon, Escavalier. Lullaby Type: Normal Category: Other Base Power: -- Accuracy: 100 PP: 10 Effect: All active Pokémon, including the user, are forced to use Rest, effectively - recover all HP and status, then go to sleep for 2 turns. This move may violate Sleep Clause on either side because of this technicality. Distribution: Jigglypuff family, Chansey family, Skitty line, Eevee family, Furfrou, Audino.
Mysterious Beam Type: Normal Category: Special Power: 95 PP: 5 Accuracy: 100% Priority: 0 Super-effective against Ghosts. 30% flinch chance. Distribution: Normals with high SpA, Psychics with high SpA, some Ghosts, some Darks.
Square one Type:psychic pp:min7 max15 category:status power-- accuracy-- priority-7 effect:reverts all stat changes description:a wave of psychic energy engulfs all Pokemon in the field and resets all stat changes to zero negative and positive effects the user as well this move always goes last as to revert all stat changes in that turn as well
Name: Trap Transfer Category: Other Type: Dark Priority: 0 Accuracy: N/A Power: N/A Description: The user collects the traps and impediments on its own side of the field and moves them to its opponent's. Effect: This move removes all entry hazards in effect on your own side of the field and puts them on the opponent's. Simple, yet brutal. Z-Move Effect (Darkium-Z): Restores user's lowered stats Learned by: Sneaky Pokémon, mainly. For specifics, we have the Sentret line (Egg move only), the Spinarak line, the Sneasel line, Accelgor, and the Froakie line.
Psycannon Category: Special Type: Psychic PP: 15 Priority: 0 Accuracy: 90% Power: 140 Effect: Has a 40% chance of confusing the target. Distribution: All Psychic and Ghost types. Null Void Category: Other Type: Dark PP: 10 Priority: 0 Accuracy: 100% Power: 75 Effect: Traps both the user and target in a black hole for 5 turns, where all defense-type moves can't be used by either side until the hole disappears. Distribution: All Dark-types and Normal-Types.
Wet Cement(I could get a better name for this) Type:Ground Power:55 Accuracy:85% Special Priority:0 The target is drenched in a wet cement , the cement will harden two turns later leaving the target to become paralyzed(Or just stuck in concrete) and not move. What pokemon would this move go to: Ground types, some rock types, Maybe conquelder because he haas cement thinges.