bored at work and these threads are always entertaining
Make up a new move and describe what it does
I'll start
>Reality Check
Normal
75 BP
100 Acc
10 PP
The Pokemon uses its life experience to bring more fantastical foes back down to earth. This move is Supereffective on Ghost, Dragon, and Fairy type Pokemon
>Devour
Dark
Physical
100 Power
100 Accuracy
10 PP
The user mauls away at the foe, inflicting heavy damage. If the foe faints from this move, the user is healed by 80% of the damage dealt.
On the other hand:
>Stomach Shield
Poison
Status
-- Power
-- Accuracy
...10? PP
This move can only be used in Double Battles.
The user swallows their partner whole, and any attacks directed at the partner are instead directed towards the user. If this move is used more than once in a row, it becomes a Special move on the second and all consecutive uses. For each consecutive use after the first, this move's base power increases by 40.
>Freeze
Ice
Status
- Power
5 PP
The user freezes the foe for a random number of turns unless thawed.
Frost Bite
Basically ice fang but causes burn AND sharply reduces speed
>Death Roll (Changed to Dark Roll in burgerland)
Dark
Physical
One-Hit K.O.
30%Acc
5PP
Pave Over
Ground type Flame Charge
The only balanced move in the entire thread.
not a move but i was thinking about an ability like this the other day
>Hollier Than Thou
Whenever the foe's stats increases, your stat increases by one extra stage compared to the initial status boost
i.e
>Opponent uses move to increase speed by two stages
>your speed increases by 3 stages
Pyroclast
40 Power
Priority fire type move
Mercy Seat
Electric-type
The user drops the foe into an electric chair. The target instantly faints if it hits.
Stardust Barrage
Fairy-Type, Physical
25 BP, 90% Acc, 20(32) PP
Hits 2 to 5 times. Lowers the target's Def by 1 stage.
>Hazard Disposal
Type Normal
Physical
- BP
- Acc
8 PP
The user collects all the hazards on their side of the field and launches each one at the opponent. Each hazard launched deals the same damage the target would take switching into it. Fails if there are no hazards on the user’s side or if the target wouldn’t take damage (Magic Guard, HDBs, or Spikes not hitting Flying types).
Trash Talk
Type Poison
Special
80 BP
100 Acc
16 PP
Sound Based
10% chance to badly poison. Doubles in power if the target is under the effects of Taunt, Torment, Infatuation, Disable, or Encore.
Slingshot
Type Bug
Physical
160 BP
- Acc
8 PP
Move only works if pivot move was used prior to turn being used.
Zone Style
Type Fighting
Physical
90 BP
100 Acc
24 PP
If the user KOs an opponent with this move, Atk is raised by 1 stage. If the user fails to KO the target, Atk is lowed by 1 stage.
Wash Away
Water-Type, Special
50 BP, 100% Acc, 15(24) PP
Removes the target's stat changes
Aurora Flash:
Oce
Special
40 BP
30 PP
The user lets out a burst of light that resembles an aurora. This move always goes first. The power of this move is increased when Aurora Veil is active.
Would be given to Pokemon like Suicune, Aurorus, and Alolan Ninetales.
Reinforce Shell
Bug-Type, Status
5(8) PP
Boosts Def and SpD by 1 stage each, and the user takes 25% less damage for the rest of the turn after using this move
Stalagbite a 80bp 100 acc rock type biting move
The user chomps the opponent with rock hard teeth 20% chance to raise the user's defense
Garbage Gather
Poison Status Move
This Pokémon gains the effects of every Held Item removed in battle and all Held Items held by fainted Pokémon.
Exclusive to Trubbish, Garbodor, and Pokémon who can have Pickup.
There we go!
Fainted Pokemon is a bit much, would just lead to annoying end games. But "picks up the last item that was removed or consumed", like a better recycle, sounce like a fun idea.
Possession
Ghost-Type, Status
100% Acc, 20(32) PP
The target is inflicted with Possession for 3 or 4 turns depending on who moved first. When Possessed, the target cannot use any damaging moves that are supereffective against the user of Possession. Goes away if the user or target switch out
Fits the theme of Ghost being increasingly OP.
>greedy gulp
User consumes entry hazards gaining 30% hp per layer/hazard learnable by pokemon like Guzzlord, Swalot and Muk maybe Snorlax and some rock pokemon
Give it to Sableye, he must eat the rocks
Not a new move, but I would add the side effect of Roost making the user activate the effects of grounded hazards. Every time you roost, you get Spikes damage since you landed on spikes. (Roost heal triggers before the damage, so you can't knock yourself out with Roost.)
Analyze:
raises spatk and speed by 1 stage
>Freezing Frenzy
Ice type
Special
BP 60
100% Accuracy
10 PP
The Pokemon unleashes a horrific wave of cold energy, if the user is under a status condition this move's power is doubled.
Geomantic Upheaval
Rock type
Special
BP 110
75% Accuracy
15 PP
The Pokemon tears the ground with geomantic powers and launches energy imbued rocks at it's enemies, this move does damage based on the Pokemon's highest offensive stat, this move cannot miss under Sandstorm.
Dust Up
Rock type
Status
30 PP
The user whips up a violent sandstorm to make it's escape, returning to it's trainer, all hazards on the field are wiped away when used and at the end of each turn.
>this move does damage based on the Pokemon's highest offensive stat
Why?
If Photon Geyser and Shell Side Arm do it, why can't this move?
Photon Geyer is the signature move of a mon whose Atk and SpA switch around based on what form they are.
Shell Side Arm is more complicated than you may think and I personally have no idea why it works the way it does.
shell side arm does that because its name can be read as the shell being an "arm" like a weapon or arm as in a literal arm
Rock types in general lack good special moves, but the majority are physical attackers, I just went with a simple compromise, that and Galarian Slowbro and Necrozma are two of my favorite Pokemon and I really like their signature moves.
>geomantic upheaval
imagine
dust up sounds cool as a sandy chilly reception but the hazard removal on top of a momentum and weather setting move is probably too much, if that was added people would defiantly point to it as a example of power creep
Rock types deserve to get something good for once and a Rock type Blizzard is at least neat in concept, I want to see Tyranitar shine once more.
Fair enough on the power creep thing, though I'd mainly make slower bulky Ground, Rock and Steel types learning it, I won't deny it's pretty stupid in concept, that was intended, I just fricking hate hazard stacking and because of Goldengo it's so fricking difficult to get rid of them as of late.
>Chain Lightning
Electric Type
Special
BP 120
100% accuracy
5 PP
The Pokémon hurls a lightning bolt at the enemy, dealing damage and bouncing to nearby enemies for 33% damage.
>Clear Thoughts
>Psychic Type, Status Move
>-4 Priority, but has a prompt at the start of the round, similar to Focus Punch
The user clears their mind and sharpens their focus, clearing their stat debuffs and then sharply raising their physical and special attack. This move fails if the user is hit before it is used.
>Cursed Aura
Ghost
0BP
100 Accuracy
10PP
Protect only the penalty is having the move used disabled for 2 turns
Intangibility
Raises Evasion by 3 stages
Ion Channel
Makes Electric moves always hit any target or targets for 5 turns
Superheat
80BP
Deals SE damage on Water types and burns at 20 percent
Ally Shield-DARK
The ally of the user is the only possible target for moves this turn
Parasitic Growth-Grass
It deals damage at the end of turn and stays on the target even if they switch out
Poof
Fairy Type U Turn
Warp
Psychic Type U Turn
This move is Physical or Special based on the highest stat of the user
Name: Mindmeld
Type: Psychic
Category: Special
Power: 90
Accuracy: 95
PP: 15
Effect: Connects with the target's mind, dealing Psychic-type damage. 20% chance to confuse the target. If the target is under the effects of Light Screen or Reflect, the power of Mindmeld is doubled.
Name: Quantum Flux
Type: Psychic
Category: Special
Power: 70
Accuracy: 85
PP: 15
Effect: The user taps into the quantum realm, distorting reality to create a psychic wave that washes over the target, dealing Psychic-type special damage. Quantum Flux has a unique effect - its power increases by 10% for each consecutive turn it is used, up to a maximum of three turns. However, with each turn, there's a 20% chance that the user will become confused due to the unpredictable nature of quantum manipulation.
Name: Phantom Siphon
Type: Ghost
Category: Special
Power: 75
Accuracy: 95
PP: 16
Effect: The user conjures ghostly energy to drain the life force of the target, dealing Ghost-type damage. If the target is afflicted by a status condition, Phantom Siphon's power is increased by 50%, and the user recovers 50% of the damage dealt as HP.
Name: Mirage Shield
Type: Psychic
Category: Status
PP: 20
Effect: The user creates illusionary barriers that shroud it from the opponent's view. For the next three turns, the user gains a significant boost in evasion, making it harder for opponents to land attacks. Additionally, Mirage Shield has a 30% chance to confuse the opponent if they successfully hit the user during the duration.
Name: Quicksand Grasp
Type: Ground
Category: Status
PP: 15
Effect: The user manipulates the ground beneath the target, creating quicksand around them. The target's Speed is reduced by two stages, and they become grounded, making them susceptible to Ground-type moves regardless of their usual immunities for the next three turns.
>Look bigger
Status
Normal
- BP
15 PP
The Pokemon makes itself look bigger boosting it's defense and special defense by one stage, while lowering the opponents attack and special attack.
Name: Irritate
Type: Normal
Category: Status
Accuracy: 100%
PP:10
Effect: Confuses and Flinches target Pokemon. Sound Based Move
(Unique move to Chatot evolution: Swearakeet)
Name: Plunder
Type: Dark
Category: Physical
Power: ???
Accuracy: 100
PP: 10
Effect: User deals damage to the opponent based on the items value (Most held items are 80, Berries are about 20, Big Nugget is 200)
>Swearakeet
Too based for this world
What are its stats
>parrot gets a move called irritate
too right it does
>Snow Day
Ice - Status - 10PP
The user takes the turn off to relax due to weather conditions and restores its HP. This heals more in the snow.
Ultimate Aura
Normal
1PP
The user calls forth an incomprehensible power that raises their ATK,DEF,SPA,SPD, and SP by 4 stages then changes their max HP value to ,all statuses on the user are removed , the user cannot switch and if the user faints the opponent automatically wins the game. Any ability that negates damage to the user is nullified e.g Magic Guard,Sturdy but Levitate still works.
Trench Crusher-WATER/PHYSICAL
90BP
The user crushes the opponent using highly pressurized water as if they were at the bottom of the ocean reducing that targets DEF by 2 stages. This move cannot be used in a row.
Oh the edge-DARK
The user taps into their inner edgelord and slowly unshealths their blade making their next slicing move a critical hit.
Purification-WATER
Priority-+1
The user removes all impurities from their body making electrical currents impossible and immunity to electric moves this turn. If user is struck by an electric move their SpA is raised by 2 stages.
Arctic Terrain-ICE
The user covers the ground in subzero ice increasing the chances of moves that freeze to freeze. Ice Types moved are powered up.
Pressure Room-PSYCHIC
The user casts down an immense pressure that restricts switching of both parties to 5 in total for the next 8 turns/4 turns in doubles
Quantum Undo-PSYCHIC
5PP
Priority:+6
Undo the effects(damage,status,stat changes etc) of the last turn to user or all allies of user
Reforge, Steel type move
Heals the pokemon fully but for the next 1 or 2 turns their defense is reduced
>Startle
Psychic
Special
40 BP
100 Acc
10 PP
Surprises the target, hitting first and making the target flinch. It works only on the first turn each time the user enters battle.
>Think Fast
Psychic type Fake-Out
>Jumpscare
Ghost type Fake-Out
>Sudden Jolt
Electric type Fake-Out
Now ghost types can also get Faked-Out, but each one still has a type that's immune so counterplay is still possible.
Unrelated but I hope Granbull gets an evo next generation like Ursaring did
>Chaotic Charge
>+SpDef 2 stages for 5 turns
>For the duration of this moves effect, all attacks you make have their type randomized
Probably dumb and useless but could be fun
>Defensive Charge
steel
physical
100 power
100 accuracy
10/12/14/16 PP
The user uses its resilient defense as the ultimate offense. The move inflicts damage based on the users Defense or Special Defense stat-whichever is higher for the user. This move can't be used twice in a row.
Nostalgia Beam
Normal Type
20PP
Hits opposing targets
Power is determined by the Generation in which the user's evolutionary line was first introduced.
Gen 1 = 135
Gen 2 = 120
Gen 3 = 105
...
Gen 9 = 15
If the target is from a later generation than the user, 30% chance to confuse.
>Snowpack
Ice type Status move
-- BP
-- Acc
20 PP
The user packs its body with snow, raising its defense and sp. defense. The effect is doubled under hail/snowstorm.
>Special Punch
Fighting type Physical move
80 BP
100 Acc
10 PP
The user attacks the target with a signature punch. Damage is based on the target's Sp. Defense.
A signature move for Hitmonchan.
>Flavor Savor
Normal type Special Move
30 BP
100 Acc
15 PP
The user slurps up the target and savors its flavor for four to five turns. The target becomes trapped by the move, takes damage each turn, and the user is healed by the damage done by trapping.
A signature move for the Lickitung line and allows Lickilikcy to evolve in to a new Pokemon.
>Vampire Bite
Ghost type Physical move
65 BP
95 Acc
10 PP
The user bites the target and drinks its fluids, recovering 1/2 the damage done. This move has a 10% chance of afflicting the target with a curse.
>Shark Fangs
Water type Psychical move
70 BP
100 Acc
15 PP
The users bites the target with ultra sharp teeth that have a high critical-hit rate. The move can also cause the target to flinch.
>Deadline
Dark type Status move
-- BP
100 Acc
15 PP
The user pressures the target into making a rash decision. It raises the target's speed one stage and confuses the target.
>Galaxy Force
Psychic type Special move
120 BP
70 Acc
5 PP
The user attacks all adjacent Pokemon with violent gravitational forces. The move has a 10% chance of lowering the target's Sp. Defense.
Here’s your thread
>Physical electric move as strong or stronger than volt tackle
>rock move with 100% accuracy
> physical flying move with at least 100bp
>a +2 priority move stronger than extreme speed
>a move that switches your active out
>a move that can inflict multiple statuses
I didn’t read the thread but this should sum it up
Funny, I was thinking of making one of these myself. Here are a bunch of Fairy moves bc wtf not
>Love Bite
60bp physical biting move that becomes 1.5x power if the target is the opposite gender and 2x power if they are infatuated
>Pinch
40bp physical move with 90acc that has a high chance of flinching
>Heartbreak
110bp special move that only works if the target is infatuated, then ends the infatuation
>Jawbreaker
75bp physical punching move that has a 20% chance to silence the target, preventing them from using sound moves similar to Throat Chop
>Gummy Whip
60bp physical move that hits both targets and drops Defense -1
>Sugar Rush
status move where the user loses 25% max HP to dramatically increase Speed +3, but in 3 turns the user will fall asleep. This move can be used again before falling asleep, but does not reset the countdown
>Magic Bubble
status move that puts a protective bubble around the target, causing them to have an effect similar to holding an Air Balloon that will last until switching out
>Cupid's Arrows
25bp physical multi hit move. has lower accuracy than the rest, but each hit stacks a 10% chance to infatuate the target regardless of their gender
>Fairy Ring
status move that creates a healing ring around the user's team, restoring 12.5% HP at the end of every turn to all grounded Pokémon on the user's side of the field. this effect stacks with terrains and entry hazards and is treated like both. it could be removed by all moves or abilities that remove either and can also be switched around with court change or, if you somehow it set it up this way, bounced back with magic bounce
>Bewitch
attempts to confuse the target and lower special defense at the same time
>Fairy Fire
essentially a will-o-wisp that drops special attack instead of attack, making it work like frostbite
>Hissy Fit
a fairy type clone of outrage/thrash/petal dance
Neurotoxin-POISON
75BP
The user releases a toxic fluid that attacks the nerves of the target reducing their accuracy by 2 stages
Hemotoxin-POISON
75BP
The user releases a toxic fluid that attacks the blood cells of the target halving the damage they output for 2 turns. This effect does not stack
Hone Focus
Psychic Type, Status
10 pp
The user dedicates itself to hitting the foe, boosting its accuracy by one stage and crit rate by two stages.
Dreamland Express
Fighting type, Physical
25 BP, 100 accuracy
The user goes for a TKO, landing between 3 and 5 punches, each having a 15% chance to put the target to sleep.
We need 1-hit KO moves of every type
>Pain Train
Steel type
75 BP
100% Accuracy
20 PP
The user bashes it's body with full force against the target at high speed, this move uses the user's defense stat, every time an opponent is knocked out with this move, the user's speed is raised.
>Wave Breaker
Ground type
60 BP
100% Accuracy
10 PP
The user strikes the ground with tremendous force and creates a mighty wave of energy that disperses in all directions, this move protects the user's party from multi-targeting moves.
>Cosmic Terror
Psychic type
110 BP
60% Accuracy
10 PP
The user manifests horrific visions from the beyond to attack everything in it's vicinity, gravity is twisted for 3 turns afterwards.