Move Creation/Adjustment

Discussion in 'Pokémon Chat' started by ROMaster2, Nov 12, 2013.

  1. ROMaster2

    ROMaster2 Member

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    ROMaster2
    Similar to the Ability Creation and Make A Pokemon item threads, it would be fun to also make custom moves for the game, as well as change currently existing moves to become actually useful (in the metagame or not).

    Inverse Room
    PP: 5 / Type: Psychic / Other
    In the same manner how the other 'Room' moves work, this move would invert the type chart like in Inverse Battles. Super Effective moves become Not Very Effective, and Immunities and Not Very Effective moves become Super Effective. Teams could potentially be built around this like Trick Room, like using a Normal type to sweep without resistance. It can also be used to stop opposing sweepers and make walls very fragile.

    Earth Geyser
    BP: 60 / Acc: 100 / PP: 15 / Type: Ground / Physical
    A standard ground attack that ignores Ground immunities, so it can hit Flying and Levitating Pokémon. This move would be a lot safer bet if you're expecting one of them to switch in, especially if they would be weak to the move without the immunity being there.
     
    Last edited: Jan 25, 2014
  2. Luigifan18

    Luigifan18 Member

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    Hey, you really should specify whether the attack moves are physical or special.
     
  3. Joeypals!!

    Joeypals!! Don't you worry 'bout a thing~

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    Spatial Scream
    BP: 140 / Acc: 85 / PP: 5 / Type: Dragon / Special

    A new signature move for Palkia. Working like Mold Breaker, it ignores any abilities that may hinder the Dragon type, but it is also able to hit every single Pokémon for at least neutral damage. In addition, it has a 20% chance of freezing the defending Pokémon, making the move worth some competitive use.

    Temporal Tear
    BP: 200 / Acc: 50 / PP: 5 / Type: Dragon / Special

    A new signature move for Dialga. Being high-risk, high-reward, Temporal Tear is also able to hit every Pokémon for at least neutral damage. Due to the low accuracy it does not have a recharge, but it will either paralyze (50% chance) or freeze (50%) the target. It probably will not have use in the metagame but would definitely create a tear in an opponent's team if it hits.
     
  4. Xdevo

    Xdevo Phrasing Super Moderator Tour Director Super Moderator Tour Director

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    Cindering:
    BP: 65 / Acc: 100% / PP: 15 / Type: Fire / Special

    This move will always burn the opposing Pokemon. This move hits half as hard if the opposing Pokemon is burnt.

    Finally a 100% burn move that doesn't miss every single time you need it to hit. This is given to mostly fire-types like Heatran and Flareon.

    Wing Strike
    BP: 90 / Acc: 100% / PP: 10 / Type: Flying / Physical

    This move has a 10% chance to Flinch the opposing Pokemon.

    Lovely move for all of those birds that don't have Brave Bird or that want to take all of the recoil damage.
     
  5. Arceus_17

    Arceus_17 Avoid eye contact

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    Gigashock
    BP: 120 / Acc: 100% / PP: 10 / Type: Electric / Physical

    User lowers Defense and Special Defense after this move is used.
    Notable Users: Luxray, Arcanine and Entei.


    Final Beam
    BP: 50 / Acc: 100% / PP: 16 / Type: Psychic / Special

    If your opponent knocks you out during his/her next turn, it faints. A damaging Destiny Bond essentially.
    Notable users: Latios, Latias, Gardevoir, Celebi.


    Frostbite
    BP: 80 / Acc: 100% / PP: 16 / Type: Ice / Special

    If the opponent is not a Fire or Ice Type, that Pokémon is now burned.
    Notable users: Articuno, Cryogonal, Froslass, Abomasnow.


    Sneaky Strike
    Base Power: 90 / Acc: 100% / PP: 10 / Type: Ghost / Physical

    If the opponent uses any Protecting move, that move fails and the damage of this attack is doubled.
    Notable users: Garchomp, Golurk, Dusknoir.
     
  6. Luigifan18

    Luigifan18 Member

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    The recharge moves (Hyper Beam, Giga Impact, Frenzy Plant, Blast Burn, Hydro Cannon, Rock Wrecker, Roar of Time) might become viable with more Base Power - I'm thinking at least 250. Sure, using them would still be suicidal - or worse, make you setup bait - but at least they'd actually do their job of hitting really, really hard (for those not in the know, as they are now, any move with at least 75 Base Power can hit just as hard, if not harder, than the 150-BP recharge moves over the two turns required to use them).
     
    Last edited: Nov 29, 2013
  7. Luigifan18

    Luigifan18 Member

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    ...So, is this thread live?