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Ideas For New Pokemon Moves

Would love to have a sound move that could block for 3 turns the oponet from using moves of the oponents type that it self is. (fire; sarter) (imagine you use it against a dual type and you block it from using its stab moves)
Or a oposing one that blocks other type moves then the oponet is.
Especially cursed body comes in mind, there should be moves working similar to it, allowing you to block the oponents move.(could be used last to block the move that goes before or one that when goes first with regular speed calculation and with 30% of activating could block oponent from even attacking in the same turn; would be good for fairy, ghost, psychic, dark, water, fire, grass, electric, ground, bug ice and other types to get somethink like that)
So, are you trying to say you want moves that block an opponint using moves of their type? (E.g a magmar couldn't use fire type moves, and kingra can't use dragon and water moves.)
 
So, are you trying to say you want moves that block an opponint using moves of their type? (E.g a magmar couldn't use fire type moves, and kingra can't use dragon and water moves.)

Thats what I want.
yes , but only for 3 turns , but that option would be rather for something special, maybe a signature move for a rare but weak cross type? maybe against only one oponent, and maybe a seperate one for 5 turns even if the oponent switches out.
ice would need a little love.
bug/ice , bug/psychic or something like that? could see a pokemon like Malamar getting somethibng like that too in future.


The posibility of using your stab moves is very important in battle.
But also the oposite.
also the other option the move that would block moves other types then the oponent is, imagine Magmar that knows lets say thunder punch would get that move blocked.
But this I would like to be 5 turns even if oponent switches out.
Blocking one poke is also good, but moves of other types then the opoent is rather more rare to hapen then the other first option stated on the beginning of this post.


Better versions of Dissable and Cursed Body.

Maybe a shielding move, like spiky shield but with "Cursed Body" effect? for slow starter pokemon this would be perfect.

Faery Physiology
___________________________________________
moves or abilities:
rather abilities ; would be better-

Sticky Slime - bug - power 80- special -
the user hurl itself in slime that it shots out of its whole body.
makes the user immune to stabbing (slash, horn, peck,shuriken,claw, bite) moves for 3 turns even if the oponent changes pokemon.
Or a body thats is solid very physical (rock; steel )or body types like ghost, water, liguid, transparent.

Solid Stand or maybe - (steel? ground? )makes the opoent immune to "ram" based moves for 3 turns (head, slams, tackles, flame charge , wild charge, brave bird(recoil ones), aerial ace, frontal hiting full-body attacks)
 
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I got 5 move ideas

Name: White-Hot Shrapnel
Type: Steel
Special move
PP: 10 (max 16)
Power: 110
Accuracy: 85%
Extra effects: hits adjacent opponents, 15% chance of burn.

Name: Phantasm Blade
Type: Ghost
Physical move
PP: 15 (max 24)
Power: 90
Accuracy: 100%
Extra effects: ignores stat changes.

Name: Malice Blitz
Type: Dark
Physical or Special (depending on what's greater)
PP: 5 (max 8)
Power: 130
Accuracy: 90%
Extra effects: if physical, 33% recoil and increase to attack and speed by 1 stage. if special, 33% recoil and increase special attack and speed by 1 stage.

Name: Desperation
Type: Dark
Status move
PP: 5 (max 8)
Accuracy: 100%
Target: self
Effect: maximizes attack, special attack, speed, and accuracy. minimizes defense, special defense, and evasion.

Name: Elemental Bladestorm
Type: Fire/Ice/Electric/Water/Grass
Physical move
PP: 5 (max 8)
Power: 50 per hit
Accuracy: never miss
Extra effects: hits with fire, then ice, then electric, then water, then grass. high crit ratio on all hits. fire: 30% chance to burn and harshly lower attack. Ice: 30% chance to freeze and lower defense and special defense. electric: 30% chance to paralyze and harshly lower speed. Water: 30% chance to flinch, confuse, and lower evasion and special attack. Grass: 30% chance to sleep or poison, 75% hp drain, 50% chance to drop accuracy.
 
  • Name: Weather Blade
  • Property: Physical
  • Type: Normal
  • PP: 10 at base
  • 80 Power, 100 Accuracy
  • Effect: Changes type based on the Weather (can be Water, Ice, Rock or Fire)

  • Name: Terrain Shockwave
  • Property: Physcial
  • Type: Normal
  • PP: 10 at base
  • 80 Power, 100 Accuracy
  • Effect: changes Type based on the Terrain (can be Fairy, Grass, Electric or Psychic)

  • Name: Dual Camouflage
  • Property: Status
  • Type: Normal
  • PP: 15 at base
  • Effect: Changes the user's type based on the Weather and Terrain. If both a Weather and Terrain are present the new typing will be a dual type. The user can be a Rock, Ice, Water or Fire-type in the respective wetaher and a Grass, Fairy, Psychic or Electric type on the respective terrain.
Examples of the latter. A Kleceon in both Electric and Sun would be Electric/Fire, the same Kleceon in just Rain would be Water and if they are only on Grassy Terrain they become Grass-type
 
Aight let me try:

Name: Draconic overcharge
Category: Special
Type: Dragon
PP: 5 (max. 8)
Power: 150-200
Accuracy: 100
Effect: recoil + recharge
Target: all adjacent
Description: The user concentrates Dragon energy before discharging it into an explosion that recoils. After discharging, the user will need to recharge.
 
Name: Hurl out
Category: Physical
Type: Normal
PP: 10
Accuracy: 100
Power: Varies
Description: The user picks the opponent up, and theows them at full force. Depending on the battle, this move has several effects. These effects being...

Wild battle - A basic attack at 100BP

Trainer battle - 75BP that forces the opponent to switch. If it’s the last mon, it has the wild battle effect.

Double battle 1: If the user targets the opponent, the opponent is thrown at their ally. 90BP damage is dealt to the target and 60BP damage is dealt to the target’s ally. If the opponent lacks an ally, what happens is the trainer battle effect if there are other mons left or the wild battle effect if there aren’t.

Double battle 2: The user picks up their own ally and throws them at the opponents. Both will be hit by them at 135BP but your ally’s health will be halved.
 
Name: Hurl out
Category: Physical
Type: Normal
PP: 10
Accuracy: 100
Power: Varies
Description: The user picks the opponent up, and theows them at full force. Depending on the battle, this move has several effects. These effects being...

Wild battle - A basic attack at 100BP

Trainer battle - 75BP that forces the opponent to switch. If it’s the last mon, it has the wild battle effect.

Double battle 1: If the user targets the opponent, the opponent is thrown at their ally. 90BP damage is dealt to the target and 60BP damage is dealt to the target’s ally. If the opponent lacks an ally, what happens is the trainer battle effect if there are other mons left or the wild battle effect if there aren’t.

Double battle 2: The user picks up their own ally and throws them at the opponents. Both will be hit by them at 135BP but your ally’s health will be halved.
Wouldn't it be more of a weight-based, since the opponent is trown? Though it could be a Physic, Fairy or Dragon move which involves the user using their powers along with trowing them, to makes more sense for how it works.
 
Magic Slash
Type: Fairy
Category: Physical
PP: 10
Accuracy: 100
Power: 75

The user summons a blade infused with magic to cut the foe with. Has a high critical hit ratio.

Freezing Pillar
Type: Ice
Category: Physical
Power: 100
Accuracy: 80
PP: 5

The user send spikes of ice out of the ground to strike the foe. Is the ice type version of stone edge.
 
Ice Type Move : Tidal Freeze
Category : Special
PP: 5
Power: 170
Accuracy: 35
The user focuses all of their power and summons a Tsunami-like wave. The user hurls the wave and freezes it on impact of the target. This always leaves the target frozen.
 
Wouldn't it be more of a weight-based, since the opponent is trown? Though it could be a Physic, Fairy or Dragon move which involves the user using their powers along with trowing them, to makes more sense for how it works.
Oh yes... I was considering that as well. But I was thinking a completely different move with the same idea.
 
Love Arrow
Type: Fairy
Category: Physical
PP: 20 (max. 32)
Power: 25
Accuracy: 90%
Description: The user summons all of it's charm to create love-infused projectiles to hit the target with two to five times in a row. This may also leave the target infatuated.
p.s: 10% chance of infatuation in each hit.
 
Raised Earth
Type Ground
Category: Status Move
PP: 25
Power: -
Accuracy: 100%
Description: The user raises the Ground around him to create a natural barrier and cannot be attacked that turn. It also raises the defense stat by 1 stage (Basically, its a combination of Protect and Iron Defense). The move fails when used on Grassy Terrain, Electric Terrain, during Rain and against Water and Flying types. If used when against those, there is a 25% chance that the defense of the user gets lowered.
 
Here's a few I had in mind:

Drip Bullet
Type: Water
Category: Special
PP: 20
Power: 40
Accuracy: 100%
Description: User shoots a small but fast water drop at the opponent. It's essentially a special version of Aqua Jet.

Beak Burst:
Type: Flying
Category: Physical
PP: 5
Power: 130
Accuracy: 90%
Description: User slams the target with their beak, causing it to crack. Lowers attack by 2 if the hit lands.

Mental Pressure:
Type: Psychic
Category: Special
PP: 10
Power: 80
Accuracy: 100
Description: User inflicts damage, but uses Special Defense instead of Special Attack. It's essentially a counterpart to Body Press.

Strained Eyes:
Type: Normal
Category: Special
PP: 20
Power: -
Accuracy: -
Description: User stares at the target until their eyes strain. Increases accuracy by two stages.

Power Chance:
Type: Fighting
Category: Physical
PP: 15
Power: 40
Accuracy: 100%
Description: User strikes an energized fist at the enemy. If the move is super-effective the user's attack increases by 2. If the move is not-very-effective the user's attack decreases by 2.

What do you think?

Love Arrow
Type: Fairy
Category: Physical
PP: 20 (max. 32)
Power: 25
Accuracy: 90%
Description: The user summons all of it's charm to create love-infused projectiles to hit the target with two to five times in a row. This may also leave the target infatuated.
p.s: 10% chance of infatuation in each hit.
While I like the idea of a chance to stat with each hit, I think that turning this into the fairy version of Nuzzle would be better. Only it would guarantee to infatuate instead of paralyze.

Raised Earth
Type Ground
Category: Status Move
PP: 25
Power: -
Accuracy: 100%
Description: The user raises the Ground around him to create a natural barrier and cannot be attacked that turn. It also raises the defense stat by 1 stage (Basically, its a combination of Protect and Iron Defense). The move fails when used on Grassy Terrain, Electric Terrain, during Rain and against Water and Flying types. If used when against those, there is a 25% chance that the defense of the user gets lowered.
I like this. It’s situational enough so that the defense boost doesn’t feel overpowered on top of what is essentially Protect.
When you say Water/Flying types, do you mean the moves used against the user?

Magic Slash
Type: Fairy
Category: Physical
PP: 10
Accuracy: 100
Power: 75

The user summons a blade infused with magic to cut the foe with. Has a high critical hit ratio.

Freezing Pillar
Type: Ice
Category: Physical
Power: 100
Accuracy: 80
PP: 5

The user send spikes of ice out of the ground to strike the foe. Is the ice type version of stone edge.
I really like both moves. Fairy types need more physical attacks anyway.
 
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I like this. It’s situational enough so that the defense boost doesn’t feel overpowered on top of what is essentially Protect.
When you say Water/Flying types, do you mean the moves used against the user?

No, the move Raised Earth doesn't work against Water and Flying types. Flying types are immune to Ground type moves and can fly above the Terrain to attack and Water can wash the wall of earth away (Basically, Muddy Water), which means the defense gets lowered instead with a 25% chance since it cannot defend itself against those types.
 
Have some Simple Beam clones.

Pixelization
  • Fairy/Status
  • 10 PP
  • Changes the target's ability to Pixiliate
Frozen Blood
  • Ice/Status
  • 10 PP
  • Changes the target's ability to Refrigerate
Levin Charge
  • Electric/Status
  • 10 PP
  • Changes the target's ability to Galvanize

Rising Wind
  • Flying/Status
  • 10 PP
  • Changes the target's ability to Aerilate
Aspect Purge
  • Normal/Status
  • 5 PP
  • Changes the target's ability to Normalize

what do you think? The idea is to set up partners to have more coverage options in Doubles and Triples (though Aspect Purge would also have value in Singles for removing STAB and coverage options from most opponent's)
 
Have some Simple Beam clones.

Pixelization
  • Fairy/Status
  • 10 PP
  • Changes the target's ability to Pixiliate
Frozen Blood
  • Ice/Status
  • 10 PP
  • Changes the target's ability to Refrigerate
Levin Charge
  • Electric/Status
  • 10 PP
  • Changes the target's ability to Galvanize

Rising Wind
  • Flying/Status
  • 10 PP
  • Changes the target's ability to Aerilate
Aspect Purge
  • Normal/Status
  • 5 PP
  • Changes the target's ability to Normalize

what do you think? The idea is to set up partners to have more coverage options in Doubles and Triples (though Aspect Purge would also have value in Singles for removing STAB and coverage options from most opponent's)
I like the idea, any idea really, of afflicting abilities like this. There needs to be more fun shenanigans like that. I'd love a "klutz beam" as well, really shut down some Pokemon that rely on items.
 
I'll give this a go, might add to these later:

Shrapnel shot
Type: Steel
Category: Special
Power: 70
Accuracy: 95
PP: 15
Description: The user gathers metal shards together and shoots it at the target. This will residually damage them for the next 2 turns. In double battles, the adjacent opponent is also damaged.

Flaming barrier
Type: Fire
Category: Status
PP: 10
Description: The user forms a flaming barrier around itself. If the target makes direct contact with it in that turn, it will be burned.

Ethereal charge
Type: Ghost
Category: Status
PP: 10
Description: The user draws upon its own life force to increase its power. This will lower 1/3 of its HP, but raise its attack and special attack by 2 stages.

Acid Rain
Type: Poison
Category: Status
PP: 5
Description: The user summons a toxic cloud that rains over the battlefield. This damages all non poison type pokemon for the next 2-5 turns, and poisons grass pokemon. It additionally removes the effects of grassy terrain.
 
I suddenly had the idea for 2 new abilities

Chaos Surge

Turns the ground into a random Terrain when the pokemon enters battle.

Chaos Storm

Causes a random Weather to spawn when the pokemon enters battle

What do you think, and what pokemon do you think could use this (besides Castform)?
 
Some of these move names are rather corny, I'd gladly welcome suggestions for better names (or any other improvements, for that matter):

Echoing Punch
Type: Fighting
Category: Physical (makes contact)
PP: 15
Base Power: 75
-5 Priority
For the next turn, all of the opponent's moves (including status moves) are considered to be of the same type as the one just used. (Potentially useful for removing STAB and limiting coverage from status reliant Pokemon, so if an opponent uses Swords Dance, for example, all of their moves turn to Normal type on the next turn.)

Subliminal Sift
Type: Psychic
Category: Special
PP: 15
Base Power: 60
+1 Priority
Always results in a critical hit if the user's remaining HP is a prime number. (Slightly more likely the less HP the user has, but the opponent doesn't know exactly how much.)

Ego Death
Type: Dark
Category: Status
PP: 5
The abilities of all of the opponent's living Pokemon are randomly swapped with each other, but the user is guaranteed to faint following the subsequent turn and cannot switch out, unless forced to do so by Roar, Whirlwind, or the like.
 
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