I always love these threads. What do you have for interesting move ideas? Preferably things are actually would shake up old Pokemon and freshen up gameplay
>Slurp
Normal, Status
Licks the target, curing non-volatile status and then consuming that target's held Berry. The user gains the effects immediately. Can target allies
Learned by: Lickitung line, Kecleon, others...
>Jawbreaker
Fairy, Phys, 75bp, 100acc
Punches the opponent with a hardened fist. Has a 30% chance to lower defense. Counts as a punching move
Learned by: Hitmonchan, Bewear, Granbull, theoretical future Fairy/Fighting type
>Group Hug
Fairy, Status
Heals the user and adjacent allies for 25% of their own max HP
Learned by: any Pokemon with Friend Guard and whatever else makes sense learning this
>Crystal Bolt (Elec)
>Oxidizer (Poison)
>Mesmerize (Psy)
>Dust Devil (Ground)
>Mythic Rage (Dragon)
All Special 60bp moves that can bypass type immunity
>Trash Compactor
A physical Poison version of Crunch
>Fireball
Multi hit Fire move, special
>Jolt Kick
Physical Electric move with 100acc and 80bp, learned by the things that can't get Zing Zap
>Rock Salt
Slightly weaker power gem that deals super effective damage to rock and steel as well as all the other types rock is strong against. Has a 30% chance of lowering special defense. Also thaws Frozen Pokemon
>Gravel Grinder
100% accurate physical Rock move that hits twice, 50 BP (so Gear Grind)
>Pulverize
A rock type variation of liquidation. Trades a teensy bit of accuracy for a 2 level Defense drop
>Shatter
A normally weak physical ice move that always crits against Frozen targets and then unfreezes them
>Riptide
A water type variation of dragon tail
>Perched Strike
Flying
Physical
60 bp
If this move is a critical hit, heal 25% of your health.
This is a pretty neat idea. I don't know if I like that it heals after dealing damage because then it just becomes a damage dealing roost without the loss of flying. I would say make it no longer heal but you do become grounded after striking
I mentioned specifically targeting allies because that way the usefulness of the move becomes a little bit clearer. You could slurp an opponent to get their berry or use it to heal an ally and or eat there berry, which could lead to some setups. I also thought about it healing the target like it does in Chrono trigger, but that seems like it would be too many uses in one move. I'm not a fan of making super moves that can do a lot of things when there are other similar ones that don't do as much. I guess that kind of stuff works in Legends but I would love to see those moves get changed when they are theoretically brought over
Based thread
>Overtrain
Fighting, Status
+1 to attack and speed, speed increases every turn after but also takes 1/8 of their health everyturn like solar power
Learned by: Fighter themed mons like the hitmon line and Worker based mons like Conkeldurr and Ryperior
Why does Slurp need to specify that it can target allies? All targeted moves can target allies, that's how targeting works, Also, why is a Fairy punching move called fricking Jawbreaker? You didn't even try to make that a thematically fitting move or name.
Jawbreaker is a candy, but it is also breaking someone's jaw
The etymology wasn't lost on me, anon. I asked why that was the name instead of something that actually fits the Fairy typing.
Candy is fairy related there are dessert pokemon that are fairy types
Now how does that pertain to breaking a jaw via a punch and also lowering Defense? You're explaining shit I already understand and ignoring the actual question.
No, the attack is putting a hard piece of candy in the opponent's mouth and then punching them in order to make them bite into it.
I can't tell if you're just arguing this because you don't like the name or you don't like fun. There are a lot of Pokemon moves with names that either don't match the type or are puns. This one is a pun and I originally envisioned it being learned by some sort of fairy/fighting type with hard candy fists, but I like the idea so much I figured why not just have it be the elemental punch for fairies and spread it around. Clearly that other person got the pun so it is not lost on people
>you don't like fun
Got em bro he must be NO FUN at parties if he points out why your name is bad
Kek alright that's got me there I don't have anything else to respond with. Sorry it isn't Fairy Fist or Pixie Punch or whatever
Its a good name, dont mind the moron
the name is legit great and you're just mad you made a fool out of yourself by not getting it the first time
Be better, anon
>Time Lapse
Dark
Return the target's side of the field to it's state three turns ago. If a different Pokemon was out during that turn,bring it back out. If the pokemon fainted during that turn this move fails.
>Evoboost
The user raises all stats.
Note: Can be learned by Eevee only and is the weaker move of Extreme Evoboost.
>Echo Pulse
Psychic, Special, 90 bp, 75 acc
Strike an opponent with psychic energy. If this move KOs the opponent, the next Pokemon will also be hit by Echo Pulse
I don’t care how broken some of these are
>Reconstruct/Regrow
Steel/Grass type, respectively
For 4 turns after use, restore 1/6 of the Pokémon’s HP
>Trick Shot
55 BP, Normal type
Deals double the damage and gains perfect accuracy if the user is paralyzed, Poisoned, confused, burned, has lowered accuracy, or if the opponent has raised its evasiveness
>Empathize
Psychic type, Negative priority
Copies the stat changes of the target
>Burden
Dark type, Negative Priority
Passes on the user’s negative stat changes to the opponent
>Snowball
Ice Type physical move, 30 bp
Increases the Attack, Defense, and Speed of the user on hit
I remember seeing a similar idea to Trick Shot called something like "Final Strike" or whatever. Similar concept where it became a powerful no drawback attack but only if you were pretty much shit outta luck and on your last legs
Really like the idea of Empathize and Burden, goes well with the themes of psychic and dark
Is Empathize not just Psych Up? Or is there a difference I'm missing.
Psych Up has normal priority
Dragon Smash:
130 BP
90% accuracy
5 PP
50% HP recoil
>Belly Flop
Water, Physical, 130bp, 90acc
If the user misses, they take half their HP as recoil damage
Learned by: all the frogs and most other amphibians, Piplup, something weird and unexpected like Beartic
>Blast Chiller
Ice, Special, 70bp
Freeze Dry for Fire types
Learned by: a lot of the same Ice types who get Freeze Dry
>Blight
Bug, Special, 95bp
Spread move that hits all Pokemon. If there is an active Terrain it's cleared immediately after dealing damage
Learned by: the weaker moths (not Volcarona but def ones like Mothim, Venomoth...), Durant, Ledyba, Blipbug, Shuckle...
>Blade Breaker
Steel, Physical, 70bp, 90acc
If this move hits, the user breaks off metal splinters inside the target. The shrapnel will continue to deal 1/16 max HP damage for the next 2 turns.
>Recall
Pokemon uses the last move it used. Status move, is common on Pokemon with Prankster.
>Psycho Swap
Pokemon swaps with a target across the field. While on the other side of the field, Pokemon will be treated as a functional ally for the opponent (will not be affected by Hyper Voice, Intimidate, though can be affected by EQ, Surf, etc), but remains controlled by the player. While on opponent's side of the field, Pokemon cannot be swapped out.
>Inquiry
Lowers a Pokemon's Special Attack to -6 for the remainder of the turn.
>Serenity
Pokemon creates a powerful psychic field where all non-status moves fail for one turn. Can only be used once per battle.
>Dreamweaver
50% accuracy. When used on a Pokemon that is asleep, an additional 10 turns are added to the sleep counter.
>Refraction
When hit with a light or beam based move, user returns the move with triple the power. Hits multiple opponents, does not hit allies.
>Volcano
Summons a volcano to the field. For the next 8 turns, Pokemon take type-based Fire incremental damage of 12.5% per turn, up to a max of 50% per turn.
>Swamp
Turns the battlefield into a swamp. For the next 8 turns, all non-Water, Grass, Electric and levitating Pokemon have their speed cut to 25%.
>Rainbow
Summons a rainbow to the battlefield. For the next 10 turns, all secondary effects have their chances doubled.
>Diamantine Blast
75 BP, Special Rock-type move. 10% chance to make the opponent flinch.
>Boulder Bash
80 BP, Physical Rock-type move.
>Assailing Mirages
25 BP, Physical Psychic-type move. Hits 2-5 times.
>Thunderstorm
Summons a cloudy storm above the battle. Lasts 5 turns (8 with a held electric equivalent of an Icy Rock). Powers up Electric-type moves, halves Flying-types' speed. Thunder always hits in a Thunderstorm.
>Aesop Punch
75 BP, Physical Fairy-type move. 10% chance to make the opponent sleep.
>Rattle
Status Bug-type move. Prevents the opponent from using held items while this Pokemon is on the field.
>Neurotoxin
Status Poison-type move. Prevents afflicted opponents from using priority moves.
>Sleep Kick
45 BP, Physical Normal-type move. Power doubles if user is asleep.
>Trash Tasting
Status Poison-type move. Pokemon eats up entry hazards on both sides of the field to gain certain effects. (Stealth Rock gives a defense boost. Spikes give an attack boost. Sticky Web gives a Sp. Def boost. Toxic Spikes heal 25-75% HP)
>Roughhouse Kick
85 BP, 90% Accuracy, Physical Dark-type move. Lowers opponent's defense.
>Skyscraper Slam
65 BP, Physical Steel-type move. Hits Flying-types for super-effective damage.
>corrode
a 70 base power poison type move thats super effective against steel types similar to freeze-dry, steel type have had it too good for too long
>Wishy-Washy
-Water, Special
-80 BP
-10 PP
-80% Accuracy
[The user fires a powerful stream of soapy water at the target, removing any status effects and stat changes of the target.]
I feel like I made it too powerful somehow. Maybe its the signature move of a Water/Fairy type?
It's funny that I had a similar idea but I think mine didn't deal dmg but could self target. I just called it Bubbly Bath, but I also kind of like the names Scrub Down or Wash Up
Here's a bunch of ideas for Water moves...
>Osmosis
Water Status
Absorbs PP from the target's highest PP move and gives it to the user's lowest PP move. PP absorbed ranges from 1-3 PP
>Bubble Screen
Water Status
Creates a cascade of bubbles that raise your party's Evasion +1 for 3 turns
>Undercurrent
Water Status
Slows down the opponent's team for 3 turns (reverse Tailwind)
>Boil Over (alt: Spuming Rage)
Water Physical 75bp
A retyped Stomping Tantrum
>Foamy Fort
Water Status
Protects the user for the turn by building up a frothy foam around them. If they are attacked, they receive no damage and the attacker has their Speed dropped -1
>Overflow
Water Special 150bp
Retyped Overheat. Lowers user's SpAtt -1 after using
>Coral Branch
Water Physical 85bp 95acc
Smashes a branch of coral on the target. Always lowers Def -1
>Aqua Breath
Water Special 75bp
Hits both targets. Had a 10% chance to Paralyze
>Rain Flush
Water Special 80bp
Deals damage to all Pokemon other than user and damage changes to match the current weather. If the current weather is rain, the damage multiplier is x2.5 for this move. The current weather then ends. Fails if there is no current weather active.
>Frog Squash
Water Physical variable BP
Retyped Wring Out
I've been toying around with a move, I'd love some input, maybe even a name for it.
Basically I'm making like a haunted clock or predictive device into a pokémon. An obvious objectmon with the ability to manipulate time. When it uses this move it raises the user speed by two, and the next turn it turns any two-turn move instantaneous. No need to charge or set it up. I'm also thinking about having it cure sleep and frozen conditions.
Curing status seems a bit busted as the move would be doing a lot in one moveslot. That said I think an obvious name would be Fast Forward but you could also go with Skip Ahead, Double Time or Overclock. All seem punny and sell the point of the move easily (hey, just like that move concept for a Fairy punching called Jawbreaker)
Those are some nice names.
I will take this into consideration, as I was also thinking about this working in double battles for everyone on your team.
Some signature move ideas for a specific line or subset of Pokemon...
Heavy Earth -- Ground type Heavy Slam learned by Torterra
Roast - Burns and halves Defense, learned by Emboar, Heatmor
Sweat Out - Recover + cures Poison, learned by Machamp, Hariyama, Emboar
Seamitar Slice - Stronger Shell Blade, learned by OG Samurott
Neo Genesis - Psychic + Quick Guard effect until next turn, unique to Mew (weaker Z move)
Time Slip - at the end of their next turn, the target will revert back to the HP, condition and stats they had at the start of this turn, unique to Celebi
Seamitar Slice should be a little weaker than Razor Shell (like 60 or 50), but can hit twice (since Samurott has two Seamitars) Also the fence Drop can be 30% instead of 50% since you get two chances of doing it.
Heavy Earth can be learn by other heavy Ground Types too.
Snow Tomb
Traps pokemon in an icy whirlwind that prevents them from switching out. Does miniscule damage each turn, but also increases the likelihood of freezing to 25%.
>Smogscreen (Smogon + Smokescreen)
If your team is entirely UU or below AND the opponent's team is entirely OU or above, the target's accuracy drops 6 stages.
Unironically a based move, but I have no idea how they'd implement that in the actual games.
>Dolorous Stroke
Steel / Physical / 70 Power / 15 PP
A piercing attack that, upon contact with the target, destroys and prevents any Terrain being set by the target until the user of this move faints.
>Cocoon
Bug, Status
The user shields their body in a chrysalis. Defense and special defense are maxed out, but the user's attack stats halve and they can no longer switch out
>Molt
Bug, Status
The user sheds their exoskeleton, curing status and restoring 50% HP. The user has halved defenses for the next 2 turns but speed is doubled. If the user was in a cocoon on the turn prior, they will recover 100% HP and the stat changes are ignored
>Calcify
Rock, Status
SpDef +1
>Barrel Roll
Flying, Status
Def +1, Spe +1, Eva +1
>Wyvern Cry
Dragon, Status
SpA +1, Spe +1
>Increase Resistance
Electric, Status
SpA +2, SpDef +1, Spe -1
I would give a second effdct to Calcify unless it becomes a Amnesia Clone (SpDef +2) or even better (SpDef +3)
Part of me thought about it lowering Speed and then giving a really good buff to SpDef actually
Good changes. I would say that my fear was giving Heavy Earth to bulky part Rock and Steel mons but they learn Quake now and still aren't much better
Not bad, since the Majority of Rock Types are slow.
I mean Heat Crash was distributed, and i don't see too much mons using it.
> Thunder Claw, Frost Claw, Fire Claw
Electric, Fire, Ice versions of Shadow Claw
> Head Cold, Head Crack, Hot Head
Ice, Electric, Fire versions of Zen Headbutt
> Deja Vu
Psychic type Echoed Voice
> Think Fast
Psychic-type Quick Attack
> Leech Therapy
Bug-type status move. Heals target’s status condition at the cost of 1/8 HP. The user heals by 50% for Sleep and Toxic, and 25% for other status conditions.
> Mystery Cure
Poison-type status move. Gives the target a random status condition, with a small chance to heal the target instead.
> Chilling Presence
Ghost-type special move, 70 BP, makes contact. The user passes through the target, giving them a chill. 30% chance to cause Frostbite.
These are all really good with really good names. The only one that makes me pause is leech therapy because I'm still not quite clear on what it does. Does it cure the target status and then heal them, and then every turn after that heal you? Part of me wants to say just make it a bug leech seed in that case
It cures the target’s status but deals a little damage to them, and heals the user once, depending on what the status was. Think of it like Strength Sap.
Okay that makes a lot more sense. It's almost like a more situational leech life that has a guaranteed recovery of a certain percent. If something like dustox got this it could be kind of fun
wiener a doodle
Ability
Reverse Intimidate, raises the user's attack
Enchanted Thorns
Ability
Grass type Mummy but with Rough Skin
Zone Out
Ability
Ignores weather and status effects, ie no damage from hail or poison but also can't get miss a turn from paralysis. The status will still apply but the effect won't
What would be a good name for a 1HKO bug type move?
Something related with the plague
Like infestation but worse
Thread Garotte
I had a OHKO for every type at one point circa Gen III and I think the Bug one was something basic AF like "Plague" or "Pestilence." I think now I'd have a more dynamic or punny name like most modern moves do. In that case I'd call it maybe "Bug Out," "Exterminate," "Air Raid" or maybe something extra dumb like "Final Sting" or "Coup d'etat"
"Nakadashi Correction"
Malaria
Did you get Crystal Bolt and Dust Devil from Prism?
Yeah. I will sometimes go and cop ideas I think work really well. At one point I think I even reworked all the original moves from Pokemon Factory, which is some ancient fakemon fansite from 2000 bc I'm an old bastard
Here's some abilities
>Quickdraw
The very first move used in battle will always strike first
>Daredevil
Raises attack a lot, but every move does recoil damage
>Adrenaline
Raises speed when below 30% health
>Mooch
When the opponent heals, you restore up to half of the amount of HP they healed
>Sweet Dreams
Heal 1/8th of your HP every turn you are asleep
>Bizarro
30% chance to confuse the opponent when hit with a physical move
>Creeping Freeze
PP: 8
Accuracy: 100
Works like Yawn except it freezes instead of sleeps. Instantly freezes in Hail and takes an extra turn to freeze if the weather is Sunny/Desolate Land.
I like the concept of this move. But maybe make it so that it fails in Drought and Desolate Land instead of taking an extra turn
>Bombardier Spray
95 BP, 95% Accuracy. Dual Fire/Bug Special move. 10% chance to leave burn.
>Not Today
Status Normal-type move, +2 priority, 2 PP. Prevents target from using an attacking move, user switches out afterwards. Does not work on Dynamax, Oblivious, Steadfast, and Inner Focus Pokemon, triggers Defiant.
>Overclock
Status Electric-type move. Sharply raises one of the user's stats each turn. However, each turn after using Overclock, there is an exponentially increasing chance the user's stats will drop back to normal, and their speed, attack and special attack are all decreased to -6.
>Morning Cry
Status Flying-type move. Morning Cry will fail if not used on the first turn the user is out. Raises user's speed by 3 stages.
>Helicopter Kick
75 BP Fighting-type Physical move. Hits all pokemon on the field ala Surf.
>Angel Drop
200 BP Flying-type Physical move. 2-turn move. First turn, user grabs the target and brings them into the air. Next turn, user slams the target onto the ground for massive damage. User takes 1/2 recoil from this move.
>Tyrant's Gnaw
80 BP Dragon-type move. Works with Strong Jaw.
>Mystery Mist
User spits out a special colored mist to inflict ailments. Effects differ depending on the user's typing.
Ice & Water: 15 BP, 70% Accuracy. Makes the target fall asleep.
Fire: 15 BP, 80% Accuracy. Burns the target.
Electric: 15 BP, 85% Accuracy. Paralyzes the target.
Ghost & Poison: 15 BP, 95% Accuracy. Confuses the target.
Dark: 75 BP. 10% chance to lower the opponent's accuracy.
Grass: 50 BP. Lower's opponents accuracy by one stage.
>Cheap Shot
70 BP Dark-type Physical move. Will fail if not used the first turn this pokemon is out.
>Hangman
35 BP Fighting-type Physical move. Traps and continually damages the target for 2-5 turns.
>Sword Clash
70 BP, 95% Accuracy. Dual Fighting/Steel Physical move. If the opponent uses Swords Dance, Sacred Sword, Secret Sword or Sword Clash, both moves fail, but the user's speed sharply raises.
's Gnaw
>80 BP Dragon-type move. Works with Strong Jaw.
Straight-up sound's like it would be exclusive to Tyrantrum.
Yeah, that was the intent. Tyrantrum not having a STAB for Strong Jaw always made me mad.
Not Today sounds fun. I love it. Morning Cry should be something like "Rooster Call" or "wiener-a-Doodle" bc they absolutely would name it something like that
>Kaleidoscopic Storm
Normal, Special, 20bp, 80acc
The user unleashes a barrage of elemental blasts at the opponent. Each strike is a random elemental type. 10% chance of confusing the target with each strike.
>Miasma
Poison, Status
Summons a thick poisonous fog to fill the battlefield, Pokemon in the field that aren't Poison, Steel, or have an ability that resists Poisoning have a small chance to be poisoned each turn. The miasma dissipates after 3 to 5 turns. Poison type moves with a chance of poisoning the target are guaranteed to poison their target.
You guys realize that you are working for GameFreak for free right? There have been numerous instance where /vp/ ideas curiously appeared in the game long after someone posted them here. The last instance I read was when one OP asked /vp/ what kind of game we want. One anon wrote about a new open world mechanics where poeple colonizing a region and players will play as a Pokemon surveyor. A month later, Legends: Arceus was announced. And when it came out, the game was almost similar to that anon's concept in their posts. I don't think its a coincidence.
>A month later, Legends: Arceus was announced
Yes, cause they definitely made in one month because they read about it on a mongolian basket weaving forum
>implying they had everything set in stone when they announce something
That's not how marketing works, wagecuck. Are you implying that Kevin Feige already know how Infinity Saga is going to end when Marvel Studios announced Phase 3? Do you really think George Lucas really planned to make Darth Vader Luke's father when he wrote A New Hope?
>Do you really think George Lucas really planned to make Darth Vader Luke's father when he wrote A New Hope?
Yeah, I actually do think that.
>Rollie Kablooey
25 BP, 90% Accuracy. Bug-type physical move. Doubles in power each turn and is consecutively used until 5 turns pass or it misses. If this move misses, the user self-destructs in one last attempt to take down the target and faints.
>Acid Rain
Status Poison-type move. Summons an acidic rainstorm to the field for 5 turns. Each turn, Water and Grass types lose 1/16th of their HP. Water-types are weak to Poison moves while Acid Rain is active.
>Ashes to Assets
65 BP Physical Fire-type move. If this move KO's an opposing Pokemon, user's attack and speed raise by one stage.
>Macabre Dance
Status Ghost-type move. All pokemon on the field, including user, lose 50% of their HP.
>Insincere Apology
Status Dark-type move. User feigns an apology to the target, lowering their guard and letting the user move first next turn (+1 priority).
>Sneeze
Status Normal-type move. 20% chance to make the opponent flinch, 20% chance to poison the opponent, 20% chance paralyze the opponent
>Doom Deliverance
120 BP Special Ghost-type move. Basically just ghost-type Future Sight.
>Crocfoolery
90 BP Physical Dual Water/Dragon-type move. Lasts for two turns, always moves last. If the user is hit during this move, the move's power doubles.
>Knuckle Sandwich
20 BP Physical Normal-type move. Hits three times. Third hit doubles this move's BP.
Happens a lot with other companies too. Like with me and a thing Bungie did, but at the end of the day, it's fun coming up with moves and I don't think we'd be mad to see them in-game unless someone is upset that they didn't get paid for a move that took them 20 seconds to type up.
Half the reason I come up with this stuff is because I want to see it in a game. If they're stealing these things awesome yeah
>Quicksilver
steel, 40bp, 100acc, special, +1 priority, 30% chance to poison
>Chills
Will-O-Wisp, but for Frostbite.
>Stalagmite
rock physical 85 BP, 100% accuracy
basically the accurate middle-ground between rock slide and stone edge
>Cremate
fire move, super-effective against ghost types
>Berserker Rage
+2 to Attack/Sp. Attack, -2 Accuracy
>Slapdown
Fighting, goes first if opponent uses a priority move
>Clothesline
Fighting, physical, 50bp, +2 priority
If the target is using a contact move, this goes first and cancels the attack. Works if that contact move is priority as well
>Unfinished Business
Ghost, physical, variable BP, multi hit
Similar to Beat Up, but the # of hits and damage of each hit are based on the KO'd members of your party. The user always strikes first before fainted allies strike
>Short Circuit
Electric, special, 70bp
SE on other electric types. Has a 30% chance to Paralyze, and can even para other electric types bypassing their immunity
>Hissy Fit
Fairy type Outrage