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Make your own Pokemon moves and comment on others.


Ayumu

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ECLIPSE FINISH

TYPE: GHOST

POKEMON WHO CAN LEARN: LUNALA

POWER: 130

PP: 5 (8 MAX)

DESCRIPTION: the user charges up lunar energy and releases it on the second turn. 10% chance to confuse. 1 turn charge up if used when moon dance is active.

MOON DANCE

TYPE: PSYCHIC

POKEMON WHO CAN LEARN THROUGH LEVEL UP: LUNALA, CRESSELIA, GOURGEIST, ZOROARK, UMBREON, GENGAR

POKEMON WHO CAN LEARN FROM TM: VARIOUS PSYCHIC GHOST AND DARK TYPES AND ALSO SOME OTHERS

POWER: N/A

PP: 10 (13 MAX)

DESCRIPTION: user summons a full moon to power up dark psychic and ghost moves. also damages every fairy, fire and fighting type. (fairy because well its a fairy fire because fire uses sun, and fighting because fighting represents good and dark and ghost represent evil.)

THOUSAND STORMS

TYPE: DRAGON

POKEMON WHO CAN LEARN THROUGH LEVEL UP: ZYGARDE, MEW

POWER: 140

PP: 5 (8 MAX)

DESCRIPTION: user manipulates air and energy around it to make a storming blast. lowers special attack harshly. 10% chance random status condition and a 10% flinch. move typing is both dragon and ground.

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Starburst

Type: Fire

Category: Special

Power: 250

Acc: 100

PP: 5

Description:

The user channels all the heat it can muster and lits itself ablaze, essentially becoming a miniature star, then combusts it creating a nova.

The user faints, and intense sunlight lingers for 5 turns. Any survivors are burned. Hits all targets in multi-battles.

If i ever take the big decision to create the fan-game i have in mind, this move will be in. I just hope i will be able to somehow get it to have a cool animation.

Edited by DemICE
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Oh hey, this is alive again.

Frost Flakes

Type: Ice

Category: Special
Power: 60
Accuracy: 95
PP: 10

Descriptions:
The user launches freezing snowflakes at the opponent, sinking the harsh cold into their body. The opponent will be frozen at the end of next turn. However, if the opponent uses a Fire-type move, or is hit by Scald or other Fire-type moves, the Freezing effect won't activate.
Learned by: Cryogonal only


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Beatdown

type: dark

Physical(makes contact)

BP: 90

PP: 10

Acc:100

The user holds down the foe and has an ally beat them up, using their attack stat to determine damage. In singles the user chooses a random non-KO'd ally, in doubles it uses its current teammate instead(unless its teammate was just KO'd in which then it chooses a random ally). In triples and rotations, the teamate with the current higher attack stat is chosen. If the user is the only pokemon left, this attack will fail.

Learned By: Scraggy/scrafty, Pangoro, Murkrow/Honchkrow, pawniard/Bisharp, poocheyna/Mightyena, Nuzleaf/shiftry, Durant, Krokorok/Krookadile, Houndour/Houndoom, croagunk/toxicroak, purrloin/Liepard, Meowth/Persian

Riposte

type: fighting

Physical(makes contact)

BP:----

PP: 5

Acc: ----

The user takes a defensive stance. If the opponent attacks with a physical contact move, the user parries the attack and counterattacks, causing the opponent's move to fail completely and receive 75% of the damage the attack would've inflicted.

learned by: Keldeo, Cobalion, Virizion, Terrakion, Gallade, Samurott, Farfetch'd, Escavalier, doublade

Suplex

type: fighting

Physical(makes contact)

BP: 95

PP: 15

Acc: 100

The user delivers a devastating suplex to the opponent. Has a 10% chance of inflicting paralysis.

Learned by: Machop/Machoke/Machamp, Hawlucha, Heracross, Throh, pignite/emboar,

Puppeteer

type: psychic

status(no contact)

BP:----

PP: 10

Acc:-----

The user employs psycho manipulation to take control of an enemy's substitute. The opponent cannot make another one until the controlled substitute is destroyed

Learned by: shuppet/banette, grumpig, Malamar, elgyem/Beeheyem, Drowzee/Hypno, Jynx, Zorua/Zoroark, Mismagius, Mr.Mime, Gothita/Gothrita/Gothitelle, Spiritomb, Duskull/Dusclops/Dusknoir, Cofagrigus, Azelf,

Clobber

type: fighting

Physical(no contact)

BP: 110

PP: 10

Acc: 95%

The user clobbers the opponent with a pair of heavy objects. This move loses power when used on the same opponent multiple times, being reduced by 20 BP each time. If the opponent switches out or faints, the counter is reset.

Learned by: Conkledurr

Edited by Monochrome_Complex
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Puppeteer

type: psychic

status(no contact)

BP:----

PP: 10

Acc:-----

The user employs psycho manipulation to take control of an enemy's substitute. The opponent cannot make another one until the controlled substitute is destroyed

I don't quite get what this one does. You prevent the target from using moves behind a substitute? you only prevent it from setting more subs?

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Takes control means it takes the substitute away from the opponent and uses it as your own. They can't make another one until the one from before is destroyed. Now a different pokemon on the opponent's team could make one(but not the same pokemon, even if they switched out and came back in, because you still have THAT pokemon's particular substitute) and if you already have a substitute out on your side, stolen or created, this move will fail if used, obviously. If you baton pass the stolen substitute, it will still act as if the sub was stolen on whoever you pass to.

For example:

You have Mismagius vs whimsicott. Whimsicott uses substitute, and you use Puppeteer. Her sub is "stolen" from her and is used for Mismagius now, leaving whimsicott not only open, but unable to create another sub since she already has one on the field. Now if she destroys said sub then she'll be able to make another one, but until then she's subless, even if she switches out and switches back in, as long as that stolen sub remains on the field. Knocking whimsicott out won't remove the sub either, it has to be destroyed, or mismagius would have to switch out, which erases the stolen sub like it would any other.

Hopefully it's clear now, yeah my previous description was a bit vague.

Solar Blade

Type: Grass

BP: 100(normal weather),120(sunlight), 50(hail, rain, sandstorm), 30(heavy rain), 150(harsh sun)

PP: 10

Acc: 95

Physical(contact)

The user manifest the solar energy absorbed in its body into a spectacular blade of intense sunlight and strikes the foe. This move has a 10% chance of inflicting burn. The weather affects the intensity of the attack: in clear weather, sandstorm, and hail it affects single targets; in sunny weather the blade hits adjacent enemies and in harsh sun it hits all enemies and has a 30% chance of burning. In rain and heavy rain, it cannot burn enemies at all.

Learned by: Leafeon, Sunflora, Virizion, Leavanny, Sceptile, Shiftry, Solgaleo

Warmth

Type: fire

Status

BP----

PP: 20

Acc: -----

The user radiates a gentle heat from a small flame, defrosting any allies while preventing freeze and negating hail damage so long as the user is in battle.

Learned by: charmander/charmleon/charizard, Heatmor, Flareon, fennekin/braixen/delphox, litwick/lampent, cyndaquil/quilava/typhlosion, torkoal, chimchar/monferno/infernape, darumaka/darminitan, Moltres, litleo/pyroar, ponyta/rapidash, solrock, vicitini, magby/magmar/magmortar, slugma/magcargo, Gourgeist, Reshiram

Crystalize

type: Rock

Status

BP:----

PP:15

Acc -----

The user' transforms their body into a shimmering, hard crystal that drastically raises special defense. Basically the special version of cotton guard.

Learned by: boldore/gigalith, carbink, diancie, Onix, Regice, Avalugg.Cryogonal

Cable Whip

type: electric

physical(contact)

BP: 110

PP: 10

Acc: 85%

The user lashes full force with an electrified whip. This move has a 20% chance of knocking off an opponent's item.

Learned by: electricvire, Raichu, Eeelektross, Thunderus,

Edited by Monochrome_Complex
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Oh ok I get it now. It is like a permanent snatch for the substitute, just that it also prevents the use of sub again until the snatched one is destroyed. Cool. Is it speed based tho? as in, you know how encore fails if you move before your target? was wondering if it is something like that.

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Suppressing Grip

Type: Fighting

Category: Physical
Power: 70
Accuracy: 100
PP: 15
Effect: The user holds its opponent in a devastating sumo grip, negating their ability.
Learned by: Poliwrath, Machop, Machoke, Machamp, Makuhita, Hariyama, Regigigas, Pignite, Emboar, Throh, Chesnaught, Hawlucha

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Name: Phantom Kick


Type: Ghost


Category: Physical


Power: 85


Accuracy: 100


PP: 10


Contact: Yes



The target flinches if it's going to use a status move. Basically a one turn taunt that deals damage. Phantom Kick because it was the signature move of a Fighting Ghost fakemon I created.


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Intoxication

Type: Poison

Category: Status
Power: --
Accuracy: --
Priority: +1
PP: 15

Descriptions:
The user secretes a special toxin that punishes any draining move on the user by badly-poisoning and reducing HP. Essentially a move-based Liquid Ooze, with an extra Toxic effect.
Learned by: All Poison Types, All Grass Types. (Tutor Move)

Gastro Pool

Type: Poison

Category: Status
Power: --
Accuracy: --
PP: 5

Descriptions:
The user releases a huge amount of gastro acid to cover the entire field. For 5 Turns, all grounded Pokemon's abilities and stats boosts are overridden. All hazards are permanently removed as well. Any Pokemon affected by Gastro Pool won't recover their lost abilities back when the effect ends.
Learned by: Muk, Victreebel, Swalot.

Chance Flare

Type: Normal* (Actual typing is randomized)

Category: Special
Power: -- (100~120)
Accuracy: 100
PP: 10

Descriptions:
The user randomly picks the move's Power, Typing, and the status aliment which has 30% to be inflicted.
Power Pool: 100~120 (21 possiblities)
Typing Pool: 18 Types
Status Pool: Burn, Paralysis, Poison, Freeze, Sleep.

Learned by: Chansey, Blissey

Meteor


Type: Fire

Category: Special
Power: 300
Accuracy: --
PP: 5

Descriptions:
The user uses half of its HP to summon a Meteor. Two turns later, it will fall on the batlefield and cause a great explosion, damaging both sides, and guarantees a burn. Hits through the invulnerable phase of Fly and Dig, but only has halved power against Dive. Hits through Protect and Substitute as well.
Learned by: Clefable, Jirachi, Deoxys, Delphox.

Edited by IntSys
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Meteor

Type: Fire

Category: Special

Power: 300

Accuracy: --

PP: 5

Descriptions:

The user uses half of its HP to summon a Meteor. Two turns later, it will fall on the batlefield and cause a great explosion, damaging both sides, and guarantees a burn. Hits through the invulnerable phase of Fly and Dig, but only has halved power against Dive.

Learned by: Clefable, Jirachi, Deoxys, Delphox.

It seems like it is an awfully overpowered move, especially it doesn't knock out the user like Self-Destruct and Explosion do, which have a lower base power. I like the idea of the two turns later, just make it like a fiery Future Sight.

Name: Zen Punch

Type: Fighting

BP: 80

PP: 15

Accuracy: 100

Physical Attack

The Pokemon focuses their inner mind to deliver a cosmic strike. Calculates with the target's Special Defense instead of Defense.

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Corrosive Acid

Type: Poison

Special

BP: 80

PP: 20

Accuracy: 100%

Hits Steel-type Pokemon for super effective damage, has 10% chance to badly poison the enemy. Freeze-Dry clone (to level the playing field, Freeze-Dry would be buffed from 70 to 80 BP too and be available to all Ice-type Pokemon). Learnable by every Poison type Pokemon and most Grass types (Move Tutor).

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Bacon Scent

category: other

type: fire

power:-

accuracy:-

pokemon that can learn it: Emboar line, Grumpig line

The user infatuates the target regardless of its gender. If the infatuated target kills the user, at the end of the battle its happiness will be maxed and the trainer will receive the item 'fresh hot bacon' which fully restores a pokemon's HP but leaves it a burn (can be used as a held item too at bellow 25%)

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Name: Rolling Stones


Type: Rock


Category: Special


Power: 110


Accuracy: 85


PP: 5


Contact: No



30% chance to make the target flinch.


Rock needed a special attack, serously. Right now rock has 10 physical moves and 2 special. So, here goes a rock type Fire Blast.


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Ancient Wave

Type: Rock

Category: Special

PP: 10

Power: 90

Accuracy: 100

Effect: 10% chance of lowering Special Defense

Learned by: Fossil Pokémon, Probopass, Rock-types that need Special STAB in general, prehistoric Pokémon like Yanmega

Shadow Strike

Type: Ghost

Category: Physical

PP: 10

Power: 100

Accuracy: 100

Effect: Breaks Reflect and Light Screen

Learned by: Golurk, Dusknoir, Banette

Elven Dance

Type: Fairy

Category: Physical

PP: 10

Power: 120

Accuracy: 100

Effect: Fairy-type Outrage

Learned by: Mawile, Granbull, Xerneas, Gallade, Slurpuff

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It seems like it is an awfully overpowered move, especially it doesn't knock out the user like Self-Destruct and Explosion do, which have a lower base power. I like the idea of the two turns later, just make it like a fiery Future Sight.

The thing is, it bites hard on both sides. Even if you send in a Fire-type Pokemon to tank the explosion, it may still very well KO. Since team preview is on, the opponent can read that you're going to switch to a Flash Fire Pokemon like Heatran and punish accordingly.

I've changed it so it hits through Substitute as well.

Derision

Type: Dark

Category: Status

Power: --

Accuracy: --

PP: 20

Descriptions:

The user mocks the target, sending them into a furious tantrum. Targets under the effect of Derision gets 1.3x boost to their moves, but is locked to one move, akin to the side effects of Outrage. Once Derision ends, the affected target becomes confused.

While being locked into a move, the Pokemon cannot switch out.

Learned by: Any Pokemon that can learn Taunt can learn Derision.

Evil Surge

Type: Dark

Category: Special

Power: 60

Accuracy: 100

PP: 5

Descriptions:

The user lets out a vicious storm of energy, depleting one of the target's moves' PP completely. All of the user's stats fall by 1 stage after use.

Learned by: Any Pokemon that can learn Dark Pulse can learn Evil Surge.

Disorient

Type: Dark

Category: Status

Power: --

Accuracy: --

PP: 10

Descriptions:

The user distracts the target, interfering with their concentration. The target's Accuracy, Evasion and Special Attack drops by 1 stage. If the target has used Calm Mind, their Special Attack and Special Defense drop by 3 extra stages as well. If the target has used Meditate, their Attack drops by 3 extra stages as well. If the target's in the charging phase of Focus Punch, the target won't be able to pull off the move and will also be confused.

Learned by: Any Pokemon that can learn Snarl can learn Disorient.

Exploit

Type: Dark

Category: Physical (Damage is calculated using the target's weaker defense)

Power: 80

Accuracy: --

PP: 10

Descriptions:

The user strikes the weak point of the target with a harsh blow. If any of the target's stats are lowered, this move will guarantee a Critical Hit.

Damage is calculated using the target's weaker defense.

Learned by: Any Pokemon that learns Night Slash can learn Exploit.

Poltergeist

Type: Ghost (Typing depends on active hazards/screens)

Category: Physical

Power: 50 (Multi-Hit)

Accuracy: 100

PP: 15

Descriptions:

The user sucks up all active hazards and screens, then fires them at the opponent. Typing depends on sucked objects.

Spikes: Ground (Hits Flying-type Pokemon and Pokemon with Levitate!)

Stealth Rocks: Rock

Toxic Spikes: Poison (Inflicts Toxic on the target)

Sticky Web: Bug (Lowers target's Speed by 2 stages)

Light Screen/Reflect: Psychic

The objects are fired in the order of "Spikes -> Stealth Rocks -> Toxic Spikes -> Sticky Web -> Light Screen -> Reflect". Tallying up to a maximum of 9 hits.

Learned by: Gengar, Cradily, Swalot, Dusclops, Dusknoir, Cofagrigus, Hoopa

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Reboot

Type: Normal

Status

BP: ----

PP: 10

acc:----

The user resets its operating systems, wiping away any of its current stat buffs/debuffs and removing status ailments.

Learned by: Porygon/2/Z, Genesect

Terra Shift

Type: Ground

Status

BP---

PP: 5

acc: ----

The user shifts the battlefield's terrain, switching the current field hazards between players. For example, if the user's side has stealth rocks + 2 spike layers and the opponent has toxic spikes, after using terra switch the user's side would get the toxic spikes and the opponent would end up with rocks + spikes. Note that using terra switch does not activate the hazards' damaging effects, the new hazards are still limited to taking effect on switch in.

Learned by: Torterra, Tyranitar, Groudon, Regigigas,

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Reboot

Type: Normal

Status

BP: ----

PP: 10

acc:----

The user resets its operating systems, wiping away any of its current stat buffs/debuffs and removing status ailments.

Learned by: Porygon/2/Z, Genesect

Terra Shift

Type: Ground

Status

BP---

PP: 5

acc: ----

The user shifts the battlefield's terrain, switching the current field hazards between players. For example, if the user's side has stealth rocks + 2 spike layers and the opponent has toxic spikes, after using terra switch the user's side would get the toxic spikes and the opponent would end up with rocks + spikes. Note that using terra switch does not activate the hazards' damaging effects, the new hazards are still limited to taking effect on switch in.

Learned by: Torterra, Tyranitar, Groudon, Regigigas,

These two moves are insanely good. I like them.

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Overdrive

Type: Electric

Base Power: 120

Accuracy: 100

Description: The user charges up a massive amount of electricity and rushes the opponent with a barrage of attacks. Lowers Defense and Special Defense by one stage per use.

Notable Users:

Electivire

Luxray

Eelektross

Zebstrika

Typhlosion

Granbull

Emboar

Lucario

Electric Close Combat let's go

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Royal Meteor:

Dragon Type move

Priority -7

PP:5

Status move

perfect accuracy

It stats a count from 20 to 0. when the count goes to 0, the team that used the move wins. Using the move again while the count keeps going down cancels the effect, regardless of wich team uses it. The animation of the move mimics Draco Meteor, but a LOT bigger.

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Kinda overpowered, to be honest. Most matches exceed over 20 turns easily, even without stall. Every team will be forced to run a Royal Meteor user, and the entire metagame will be circling around removing the enemy's Royal Meteor user and getting your Royal Meteor up.

Edited by IntSys
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Name: Freezerburn

Type: Ice

Category: Other

PP: 10 (16)

Power: ---

Accuracy: 70

Effect: Burns the opponent.

Name: Plasma Whip

Type: Electric

Category: Physical

PP: 15 (24)

Power: 90

Accuracy: 100

Effect: Has a 10% chance of lowering the opponent's Defense by 1 stage.

Name: Heartbreak

Type: Dark

Category: Physical

PP: 5 (8)

Power: 100

Accuracy: 75

Effect: If the user is infatuated, the effect is lifted and the power is doubled..

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