ITT: We come up with move ideas that would be quirky and fun to use, but just AWFUL to play against.
of course, I'll start:
> Searing Spikes
sends out a volley of steel spikes that damage and Burn foes on switch-in. however, the burning effect of these spikes only lasts for 8 (Eight) turns.
when those eight turns are up, they turn into normal steel spikes: same as the ones that come from Gigantamax Copperajah.
maybe using certain fire-type moves could re-heat the spikes? but to balance it, we would have to decrease the burn timer for both deployment and reheating....
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Slip Slide: The user creates a patch of slippery ice on the opponent's side of the field. Grounded non-Ice type Pokemon slip and fall on entry, wasting their first turn.
>Spore Infection
Similar to Terrain, any grounded Pokemon that isn't a Grass type falls asleep as soon as it enters the match
Fake Gold (Steel type): The user steals half of the money from the opponent. If the number exceeds P$100,000 , this move guarantees a critical hit.
this would be actually very interesting for online! encouraging players to actually spend their swaths of money on items instead of just injecting a billion dollars as normal and just buying shit only whenever it's necessary.
these two are VILE. they're not even real moves, and It's already making me mad, just imagining having to play against that shit.
Good job.
I'll try to think of another, but no promises on quality:
> a high-power move with low accuracy, but if the move misses then the pokemon gets boosted stats
would be very.... interesting, to try to make your own pokemon INTENTIONALLY miss their attacks to boost stats, or maybe even heal up.
Furious Strike; if they miss, their attack and speed go up. Either Fighting or Dark type, not sure, both fit.
Temperature Drop: Status move with 100% chance to Freeze opponent.
Unstoppable Fury: Raises opponent's attack by +4 and confuses. Has +3 priority.
Tectonic Crash: 120bp 100acc Physical rock type move, exclusive to Archeops.
High Altitude: Raises the ground of the battlefield to high into the sky. All non-ice type grounded Pokemon have their speed cut in half.
Mystical Trick: 60bp 100acc Special Fairy type move that causes the user to have the effects of Prankster for 5 turns after using.
Growing Terrain: Status move that ups the user's Attack and Special Attack by 1, and resets the timer for Terrain ending. Rillaboom gets it.
Spin Back: 60bp Steel Physical move. Works like U-Turn/Flip Turn, except when the turn ends, the Pokemon who used is sent back out immediately.
> Scared Stiff
either an ability or a move, my money's on ability
an ability where if the pokemon faints, the opposing pokemon can't switch out. in double battles it would apply this to both enemies, and maybe even your ally if we want an interesting dynamic behind it?
> Heaven-Up
a move that unlocks the user's species' other ability/abilities. use it once to have two abilities, and twice to unlock the hidden ability as well.
> Domesticate
creates a field of lethargic aura around the enemy's field that will PERMANENTLY reset the enemies' natures to neutral natures for whoever enters that field. lasts for 8 turns. switching doesn't do shit.
> Cornered Outlashing
does more damage the more fainted party members you have. 5 fainted members means 250 BP. however, this move has plenty of PP and bypasses all type resistances &' immunities.
>PERMANENTLY reset the enemies' natures to neutral natures for whoever enters that field
Love this idea, it's so moronic. How about a whole Terrain that just completely erases EVs too? Maybe it can be a Normal type Terrain.
> Thermite Constitution
any pokemon holding an item will have that item explode in his/her own hands, dealing crazy damage and destroying the item. this explosion also damages partners in double battles. move fails if nobody is holding an item, and punishes you for it by halving your HP. base or current? I don't know. what I do know is that the type and category of the attack depends on what was held.
> Boomerang
a U-Turn attack that also clears hazards.
> Hold The Line
also, I've always wanted a U-Turn with negative priority, guaranteeing a safe switch, and potentially punishing an enemy switching on the same turn.
honestly, I think a battle without EVs would be so much fun.
mixed attackers would be able to utilize their gifts to exploit mons with lopsided defenses.
>also, I've always wanted a U-Turn with negative priority, guaranteeing a safe switch, and potentially punishing an enemy switching on the same turn.
Teleport?
There is now a terrain for each type.
There are now moves that set the terrain up after damage.
>flooded terrain: slows down all Pokémon that aren't water type or who have swift swim. Water types get a speed boost, same with swift swimmers. These can stack. Set by surf.
>fiery terrain: deals damage to non-fire types and Pokémon without heatproof. Pokemon afflicted by burns while its active lose 1/6 health each turn. Inferno is 100% accurate on this terrain. Set by lava plume
>infested terrain: all Pokémon that aren't bug type have their ability replaced with swarm. Bug types take reduced SE damage. Set by infestation
>rocky terrain: rock types regen 1/12th health each turn. Accuracy for rock type moves is boosted by 10%. set by rock slide
>cavernous terrain: set by earthquake
>metal terrain: all stat changes are ignored and Pokémon can't use status moves. set by steel roller
>dark terrain: accuracy for non-dark, ghost, psychic, fighting, and bug types reduced by 10%. set by dark pulse
>windy terrain: powder and wind moves can't be used, and blows away hazards on both sides at the end of each turn. The only terrain to affect flying and levitating Pokémon. set by hurricane
>dragon terrain: Pokémon can't have their stats dropped through any means. Dragon types can now hit fairy types for .5 damage. Fairy type moves weakened by 50%. set by draco meteor
>dueling terrain: Pokémon can't switch out, except for ghosts and darks. Items lose their effect. Fighting types have their physical moves boosted by 20%. Set by detect.
>toxic terrain: set by sludge wave
>icy terrain: speeds up ice types by 1.5x. Non-ice types have speed dropped by .75x. set by blizzard
>haunted terrain: ghost type moves boosted by 50%. All Pokémon gain immunity to normal and fighting type moves. Pokémon afflicted by curse loose 50% health each turn. set by ominous wind
What does Cavernous Terrain do?
No Normal terrain?
>Plain Terrain; all grounded pokemon become only Normal type, and their moves are always Normal type.
Delcatty gets an ability that sets this upon entry.
Ice Stealth Rock.
False King's Decree: The opposing Pokemon's level drops by 5. Level 1 minimum.
>Unbridled Malice
Completely erases the PP of the opponent's last used move. If they are using the same move that turn and are slower, they use Struggle.
>Disorient
Confuses the opponent. The effect continues even when switched.
>Cute Look
Combination of Attract + Mean Look.
>Unfocused Kick
130bp 90acc Physical Fighting move that goes through Focus items.
>Spirit Within
Allows the Pokemon to choose a move from one of the rest of the party and use it the same turn. Can change what move this is every turn.
>Spirit Within
>team of toxapex, chesnaught, aegislash, and gouging fire
>proceed to be literally invulnerable as you just spam their protect variants along with your own protect
>Confuses the opponent. The effect continues even when switched.
So...Confuse Ray?
It'd be Confuse Ray but it the Confusion sticks to the Pokemon even after it switches out.
Specific Heat: An otherwise standard Fire-type move that ignores weakness and resistance
>Fake Out 2
Fake out but hitable twice, if the target remains the same, this move sets its BP to 200 for the rest of the combat
>True Confusion
When hit with this move, not only does the foe become confused, but if it doesn't hit itself, the move chosen and the mon targeted is random
Give Hisuian Electrode a move that works like Explosion, but it revives a fainted party member in the process.
>Immunization Zone
Through a mysterious force, the user sets up an Immunization Zone on the field that can grant immunities to various types.
The way it works is simple, when Immunization Zone is up and a Pokémon is hit with a damaging move, 3 turns after being hit the Pokémon becomes 'immunized' and is now immune to that type. The turn timer resets upon switching like Slow Start however the immunity once given remains for the rest of the battle.
>Pat down
Type Normal
Physical
BP 10
Hits 2-5 times. Each hit lowers the user’s most prominent offensive stat by 1 stage
>Hot Coals
Type Fire
Status
Sets Hot Coals on the opponent’s side of the field, damaging all non-Fire and non-Flying types by 1/12 their max health. Every switch in has 20% chance to burn (as a tip, make sure your luck based moves are at 20% for negative results. That’s the most frustrating percentage).
> stained spirit
like knock off, but instead of removing items it just disables your entire fricking ability. comes complete with the damage boost, too. the damage boost activates on any good ability, so negative abilities like slow start and truant can be played with without shooting yourself in the foot. it also isn't boosted by pokemon with throw-away abilities like pickup, run-away, and pressure.
>Stealth Rock [Rock]
Sets up spicky rocks that damage every Pokémon that switches in.
>Toxic Spikes [Poison]
Can be layered up to two (2) times. Pokémon that switch in will get either poisoned or badly poisoned. Poison Pokémon that switch in are immune and remove the spikes all together. Steel types are immune.
>Spikes [Ground]
Can be layered up to three (3) times. Pokémon that switch in get damaged, more so the more layers there are. Only Ground-Immune Pokémon don’t get damaged.
>Flip Room
>Special move
>Priority 0
For the next 5 turns all type matchups are inverted, aka using the Inverse Battle type chart
I could see this having some actual use in vgc. Avalugg is suddenly only weak to ice type moves, and rock type is suddenly usable
smogon would ban this instantly and VGC would have a field day with it
>Anti Magic Zone
Terrain. Cuts effectiveness of special attacks by 50%.
>Blind Frenzy
150BP. 70 accuracy. Lowers accuracy and increases attack.
>Air Mines
Stealth rock but for the air. And they burn, because FRICK you.
>Mind Control
(Ghost type, signature move) Take control of the enemy pokemon for 2 turns. Enemy trainer must then release another mon to battle their own mon. Instant win if it’s the last Pokémon in their team. If you faint while controlling the enemy pokémon, your own pokemon faints as well (and you die in real life)
So basically move thread ok
Quantum Undo-PSYCHIC
The user bends reality to nullify any harmful effect done to them and their allies on the last turn.
>Rewind
Restarts the match, except your Dialga/Celebi keeps any damage taken and cannot use rewind again.
>Oxidize
Chips away at health over a certain number of turns like wrap, but doubles the amount of damage each time. If it attacks a Steel-type, it also poisons them.
>Heat Death
No damage. Removes the Fire-type from a Fire-type Pokemon and freezes them.
>Portal Drop
The user opens a portal on the opponent's side of the field. The next opposing Pokemon to enter battle falls into the portal and is dropped from the sky, leaving the target Confused. Heavier Pokemon suffer more damage from the fall, while non-grounded Pokemon suffer no damage but are still Confused on entry.
Higher Jump Kick: Accuracy 70%
BP: 200
User takes 50% recoil damage if lands, user take 75% damage if it misses
Highest Jump Kick: Accuracy 30%
BP: OHKO
User faints if misses, Target faints if hit