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What Moves/Abilities/Items would you make?

Morningstar

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If you were developing for the Pokemon games. What Moves, abilities or items would you make for the franchise?

I forgot to add my ideas.

Abilities:
Terrorize: Makes all Normal-type moves Ghost-type and increases their power.
Burninate: Makes all Normal-type moves Fire-type and increases their power.
Forestate: Makes all Normal-type moves Grass-type and increases their power.
Hydrate: Makes all Normal-type moves Water-type and increases their power.
Grass Feet: Doubles Speed while on Grassy Terrain
Mistwalker: Doubles Speed while on Misty Terrain
Psychokinesis: Doubles Speed while on Psychic Terrain
Sharpened Mind: Increases Special Attack while on Psychic Terrain
Mist Veil: Has a 30% chance to remove status conditions at the end of each turn while on Misty Terrain.
 
Last edited:
Ability:
Direct Heal - Restores 25% of health when the user makes direct contact.

Side note: The title says: "What Moves/Abilities/Make would you make?"
 
New Abilities!

Spooky Music
Increases the power of sound moves by 30%, and makes them ghost type.

Metal Strings
Increases the Power of sound moves by 30%, and makes them steel type.

No Party
Copies the opponents stat increases (not decreases).

Complex Melody
If the user uses a sound move, the opponent has a 30% chance of becoming confused.

These abilities are intended to be for my version-exclusive Fakemon.
The Spooky Music, and No Party are for a ghost/fairy Party Ghost Pokemon.
Metal Strings, and Complex Melody are for a steel/fairy Cupid-Harp Pokemon.
 
ability:

Hell Ride -

This pokemons fire type attacks go always first
(Gale Wings but for fire type, hope they will change it from 100% to 50% next generation)

This is for a slow fire/ghost pokemon, maybe even a future starter.
(Horse+Centaur+Ghost Rider, that would be a real dream made true)
(Spirit Schacckle dont needs to be only a arrow could also become chains in future)

ability:

Soul Armor - this pokemon is immune to all special attacks but it loses 1/8 hp every turn.
(dragon/ghost)

Shadow Cloak- this pokemon is immune to all physical attacks but loses 1/8 hp every turn.


moves-
I would make Surf, Heat Wave, Earthquake(land based) and similar 100 work that if used when oponents is using a special oriented attack of the same type the attack is it will be blocked by it and the move gets priority.
In case of Eartquake the attacks that are made through ground or are physical and used by land based pokemon should get blocked.
If your pokemon uses "Surf" and your oponent is faster and uses Water Gun, Surf will go first and Water gun will get blocked.
They could reinvent old moves or use this mechanic for new moves.
 
I've a real good one: An item called a Haze Ball.

Toss one of those to wipe the slate clean of whatever stat changes there is on all participants in the field of battle.
 
Just thought up a new move now..

Stinking Sensation
Category:
Status
Power: -
Accuracy- None
Type- Poison
Effect- In double battles, the user cannot be targeted by any other Pokemon to use moves, in Single battles there is a 40% chance for moves against it to miss while the move is in effect.
This effect lasts for 4 turns.
Description- The user covers itself in a stinking poison, and the opponents become disgusted to fire moves on it.
 
ability: Magnet Force- the user of this ability when battling the first turn an oponent of the electric and those of the steel type, the user will cause the oponent to loose that turn(flinch instantly).

Imagine u send out a water/electric poke with this ability against a Bronzong, then the Bronzong could not move on the first turn. (wanted something more and special then Magnet Pull, trapping is not enough)

ability:
Electromagnetism- makes the user immune to steel and electric type moves.
 
Okay after must deliberation I'd thought I;d try my hand at Stealth Rock-style Entry Hazards.

  • Diamond Dust (ice-type): Ice particles are scattered on the air, damaging all Pokémon that switch in
  • Cyclone (flying-type): The user whips up small winds around the target, damaging Pokémon that switch in. (because Flying-types would be screwed with the ice one)
  • Fairy Circle (fairy-type): The user enchants the ground around their opponent, damaging all Pokémon that switch in.
  • Shaded Mine (Ghost-type): The user causes bizarre material to appear around the opponent. Damaging all pokémon that switch in
And now some (Toxic) Spikes-style ones
  • Shock Spikes (Electric-Type): Paralyzes all Pokémon that switch in
  • Flame Spikes (Fire-Type): Burns all Pokémon that switch in
  • Metal Spikes (Steel-type): Decreases Defense stat all Pokémon that switch in.
  • Dark Spikes (Dark-type): Decreases Special Defense stat of all Pokemon that switch in.
  • Dream Illusion (Psychic-type): The user warps the area around the target. Lulling the first Pokémon to switch in to a sleep-like trance. (Effectively Sleeping the pokemon)
(Yes I am aware that most of these moves would radically alter the metagames.)
 
what if a entry hazard would switch out a pokemon or trap it that one that switches in ?
damage is so important, less focus on damage it could make 1/16 every pokemon that switches in or out?
 
A move that affects the battlefield.

Whiteout

Category: Status
Power: -
Accuracy: None
Type: Ice
Effect: All non-Ice-type pokemon in battle loses a stage of accuracy and becomes confused.
This effect lasts for 3 turns. All pokemon entering the field when Whiteout is taking place are subject to the effects. Thus, pokemon entering the field upon switching lose accuracy and get confused if they are not Ice-types.
Description: A massive blizzard blinds the area. All pokemon except Ice-types become disoriented.
 
Ability: Desperate

"This Pokemon cannot be prevented from attacking its opponent."

Basically, any time a Pokemon would be blocked from actually using their move (e.g: paralysis, confusion/flinching, infatuation, Torment/Encore, Imprison, etc.), the ability activates and the Pokemon can execute their move as normal, but at a cost of 1/8 their HP. Does not bypass accuracy/evasion checks or Protect/etc. Moves can still run out of PP. Any healing moves (Recover/Heal Pulse) or HP-restoring effects (Leech Life, Aqua Ring, etc.) will not occur for the remainder of this turn.
 
A move that affects the battlefield.

Whiteout

Category: Status
Power: -
Accuracy: None
Type: Ice
Effect: All non-Ice-type pokemon in battle loses a stage of accuracy and becomes confused.
This effect lasts for 3 turns. All pokemon entering the field when Whiteout is taking place are subject to the effects. Thus, pokemon entering the field upon switching lose accuracy and get confused if they are not Ice-types.
Description: A massive blizzard blinds the area. All pokemon except Ice-types become disoriented.
Would this also remove entry hazards like Stealth Rock? The blizzard can blow them all away.
 
A water variation of Overheat & a grass variation of Gale Wings.
 
Ability: Charmer

Effect: When the Pokemon is infuated, he/she has a 50% of making the foe infuated as well. Fails against a genderless Pokemon.
 
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