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Make your own Pokemon moves and comment on others.


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Isn't this a strictly worse Spiky Shield?

Spiky shield doesn't absorb health, and has a much smaller availability. SS is better at least in what it protects against but it kind of should be considering the distribution.

Bemuse

fairy

PP: 10

status

single target

Priority + 3

The user engages in complete tomfoolery, bewildering the opponent and causing them to burst in laughter. This move cancels whatever action the opponent would've taken this turn. It runs on the same counter as protect/etc, so no you can't bemuse, then protect, then bemuse and repeat to force a stall loop. Also, the same target can't be affected by bemuse in subsequent turns, even if from a different pokemon. This is to prevent 2 on 1 bemuse loops.

Learned by: Mime Jr/Mr. Mime, Whimsicott, Munchlax, mimikyu, psyduck, bonsly, igglybuff, cleffa, togepi, pichu, swirlix/slurpuff, azurill, budew, chingling, spinda,

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All Out Attack   Type: Fighting   Category: Status   PP: 99   All of the user's stats are raised by 6 and they take 1 recoil damage.   Pokemon that ca

Candy Drop Type: Fairy Category: Physical PP: 10 Power: 80 Accuracy: 90% Description: User throws a load of hard candy on the opponent. It has 10% chance of confusion (aka sugar high

@ Cepheus - Whoops, didn't realized that. I just responded here since it was a neat idea for a topic. Anyway, one more Frostbite Type: Ice Category: Status PP: 15 (24) Power: - Accuracy: 75%

aqua drain

type: water

power:20

accuracy:100

category:special/healing

pp:10 (13)

The user drains the target of their water giving themselves a heal for 3 turns (aqua ring). If the target was soaked this moves does double damage and prevents the target from using water moves for 3 turns.

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Mythical Air

Type: Dragon
Category: Status

Power: --
Accuracy: --
Target: All
PP: 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.

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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.

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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.

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Off Guard

Type: Fighting
Category: Physical
Power: 50
Accuracy: --
Target: One Foe
PP: 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.

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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

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Serene Aura

Type: Fairy
Category: Status
Power: --
Accuracy: --
Target: Self and all allies
PP: 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 by IntSys
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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 by PrimeMehster
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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

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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.

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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 :P.

Too bad that if GF created a move like this they would distribute it only to ground pokemon #kappa

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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

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  • 2 weeks later...

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

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Since we already have Blaze Kick, we all need it's electric and ice counterpart

Freeze Kick

Category: Physical
Type: Ice
Power: 85
Accuracy: 90%
Target: Single
PP: 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: Physical
Type: electric
Power: 85
Accuracy: 90%
Target: Single
PP: 10 (16)
Description: Zap Kick deals damage and has an increased
critical hit ratio. It has a 10% chance of paralyzing the target.

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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

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  • 1 month later...

Deceive
Category: Status
Type: Ghost
Power: 0
Accuracy: 100%
Target: Single
PP: 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 by Lugruf
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  • 3 weeks later...

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)

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  • 4 weeks later...

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.

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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 by IntSys
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  • 6 months later...

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.

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