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Make your own Signature Move!

Regal Drop | Psychic | Special
BP: 80 | PP: 10 | Acc: 95
Pokemon: Hippowdon (Lv. 1), Slowking (Lv. 1), Nidoking (Lv. 1), Politoed (Lv. 1), Seaking (Lv. 1), Regirock (Lv. 1), Regice (Lv. 1), Registeel (Lv. 1), Regigigas (Lv. 1)
Effect: Prevents the opponent from healing for three turns. 20% chance of lowering Special Attack by one stage.

Gargoyle Stomp | Dragon | Physical
BP: 80 | PP: 5 | Physical | Acc: 100
Pokemon: Druddigon (Lv. 70)
Effect: Always goes first (+2 priority, à la Extreme Speed)

Nimbus | Ghost | Other
BP: — | PP: 5 | Acc: —
Pokemon: Shedinja (Lv. 1)
Effect: If the opponent KOs Shedinja with an attack while Nimbus is in effect, they will be reduced to 1 HP. Nimbus lasts for two turns and has -5 priority.
 
This attack consists of nine separate attacks exactly like the above. They'd probably be dealt with together, to save animation time, though if a substitute was destroyed or the enemy was defeated, the game would pause to register what had happened before it continued onto the next target. So this way, it could continue after defeating an opposing pokemon, which I think would be an interesting tactical touch, though it's likely not a powerful enough move to make any serious impact.

Game engine doesn't support that, though - in double/triples the remaining hits could continue on with the next target, but in singles, nope, because replacement Pokemon are sent in after all attacks/effects have finished executing.

Other than that it does sounds like an awesome move, though I'd probably tweak the power to 15 and accuracy 70% (for more a variable effective power; averages 6 hits)

Well, I was more concerned with being imaginative than worrying about game engine details, though now you bring it up, I think continuing between different pokemon in singles would probably actually be a somewhat silly idea. But the initial idea was to be an exception to the general rule anyway, so that's not really its problem.

The power and accuracy tweaks sound good, though.

----

Another idea for a ninetales move:

Cursed Flame
Type: Special
Power: 75
Accuracy: 100%
PP: 10
Effect: Lowers ninetales' defence stats by 1, but raises speed by 2.

I also considered having some other weird status infliction things instead, but I decided against it. Foxfire was enough.
 
I got one.

Rampage. The user unleashes dark waves of fury on the foe for 2-3 turns, but will leave the user confused. (Much like Thrash and Outrage)
Class: Special
Type: Dark
Power: 120
Acc: 100
PP: 10
Signature move of Hydreigon, learned at lv. 70. Would've been a physical move if it weren't for its Special-oriented stats.
 
Name: Blaze Waltz
Exclusive Pokemon: Charizard
Description: The user unleashes mythical blue flames from within its body and cloaks itself with it. This increases its Attack, Defense, and Speed status by 1 stage.
Category: Other
Priority: 0
Attack Power: --/--
Accuracy: --/--
Type: Fire
PP: 5/5
Effect: Raises Attack, Defense, and Speed stats by 1.
Method: Raise Charizard to LvL 100. Beat the 'Battle Maison Singles' only using Charizard in the party. Then, talk to the Move Tutor in Kiloude City.
 
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Sketch 2.0
Exclusive Pokemon: Smeargle
Same statistics as Sketch.
When used, Smeargle copies the opponents Ability.

Big Flop
Exclusive Pokemon: Magikarp
Power: ---
Accuracy: ---%
PP: 5
Effect: Instantly knocks out the opponent. Must use Splash 3 times first for it to succeed.
 
Name : Happy Family
Exclusive Pokemon : Eevee and Eeveelutions
Category : Other
Priority : -1
Attack power : --/--
Accuracy : --/--
PP : 1 (Cannot be increased using PP Up/Max)
Type : Normal
Description : Using the bond between family members, the Pokemon heals all status problems and HP of all party members
Effect : Heals all status problems and heals HP to maximum to all party members
Method : Can only be used if all party members are Eevee and Eeveelutions, and can only be used once per battle.
 
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Dragon's Soul

Pokemon: Dragonite, Kingdra, Flygon, Salamence, Latias, Latios, Rayquaza, Garchomp, Dialga, Palkia, Giratina, Hydreigon, Haxorus, Reshiram, Zekrom, Kyurem, (Not really a signature move to exlusive Pokemon as many Pokemon can learn it, however it is restricted to only Dragon Type Pokemon).
Category: Physical/Special
Priority: 0
Power: 100
Accuracy: 100
Effect: This Dragon type move either inflicts Special damage or physical damage depending on the using Pokemon's highest Attack stat. If the Attack stat is higher, the Pokemon will glow a bright white, and smash into the opposing Pokemon. If the Special Attack stat is higher, the using Pokemon will create a big white ball of energy, which it will proceed to shoot at the opposing Pokemon.

Minute Shift

Pokemon: Espeon (Hidden Ability)

Effect: Espeons Hidden Ability Minute Shift allows Espeon to detect if the opposing Pokemon has a weather changing movie. The hidden ability also boosts Espeon's evasiveness by 30%.

This ability is quite suiting for Espeon as it is able to detect weather changes and predict Pokemon's moves.
 
Lightning Tsunami
Pokémon: (Surfing) Pikachu/Raichu
Type: Water/Electric
Category: Special
Priority: 0
Power: 150 (this includes x1.5 STAB)
Target: All opposing Pokémon in Double/Triple battles.
Effect: A tidal wave electrified with lightning, and also hits Ground for x1 effectiveness. (Thus, x2: Flying, Fire, Rock. x0.25: Grass, Dragon. x1: Water (since x2 by Electric, but x0.5 by Water), Ground (due to the special rule), and all others not mentioned.)
How to obtain: Through events, or Move Tutor at beach-based cities in certain games.
 
Move Name: Phoenix Fire
Move Exclusive to: Moltres and Ho-oh
Move Type: Fire
Power: 120
Accuracy: 100
PP: 8/8
Effect: The user charges itself with power from the sunlight. In the same turn, it expels a huge beam of fire at one target Pokemon.
Don't you mean 5PP? What you describe is already basically an accuracy-boosted Fire Blast....

Good point.
If I change the accuracy to 85 it should make it a bit more balanced.

Move Name: Phoenix Fire
Move Exclusive to: Moltres and Ho-oh
Move Type: Fire
Power: 120
Accuracy: 85
PP: 8/8
Effect: The user charges itself with power from the sunlight. In the same turn, it expels a huge beam of fire at one target Pokemon.
 
Stealth Shot
Exclusive to Kecleon

Normal type
PP of 10
100 damage
The user conceals itself before the turn begins and is unable to be hit until it attacks. Must be used on the first turn after being sent into battle (like Fake Out). High chance to land a critical hit.

It's like a slow Fake Out, basically. But more powerful since it's only given to one relatively weak pokemon. And it lends itself nicely to a set with Focus Punch for prediction games.
 
Good point.
If I change the accuracy to 85 it should make it a bit more balanced.

Move Name: Phoenix Fire
Move Exclusive to: Moltres and Ho-oh
Move Type: Fire
Power: 120
Accuracy: 85
PP: 8/8
Effect: The user charges itself with power from the sunlight. In the same turn, it expels a huge beam of fire at one target Pokemon.

Now it looks like Fire Blast with a free PP Max....

(To be fair, a number of signature moves follow patterns established by other move types. E.g. Roar of Time)
 
Big Flop
Exclusive Pokemon: Magikarp
Power: ---
Accuracy: ---%
PP: 5
Effect: Instantly knocks out the opponent. Must use Splash 3 times first for it to succeed.

Ah, so now the puny fish has a Deux Ex Machina move, eh? Well it's gotta endure my Thunderbolt attack first! >:D
 
Soul Steal
80 Base Power
100% Accuracy
10 PP
Deals damage to the opponent, then recovers 50% of the damage done (essentially a slightly stronger Ghost-type Giga Drain)
Learned by the Litwick line.
 
Soul Steal
80 Base Power
100% Accuracy
10 PP
Deals damage to the opponent, then recovers 50% of the damage done (essentially a slightly stronger Ghost-type Giga Drain)
Learned by the Litwick line.
Or alternately, 75 base power but 75% recovery, kind of like Draining Kiss?
 
Soul Steal
80 Base Power
100% Accuracy
10 PP
Deals damage to the opponent, then recovers 50% of the damage done (essentially a slightly stronger Ghost-type Giga Drain)
Learned by the Litwick line.
Or alternately, 75 base power but 75% recovery, kind of like Draining Kiss?
Or alternatively alternatively, have it start at a low base power but increase as the opponent is weakened, since they are said to feed on dying spirits. Keep the drain life part too
 
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