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Moves/Abilities that should have their effects changed+ New move ideas

Why do we lack Fire Jet? It's a classic trope and the type could use a Quick Attack clone.
We need more physical fire and electric type moves. One of the few viable choices (if not only) for them are Flare Blitz and Wild Charge, which aren’t suitable on good attackers which have poor defences and HP. Types like water get many options, so why so few options for these popular types?
 
I feel like Iron Fist should be a bigger boost than 1.2x. It's such a small pool of moves that benefit from it and some have basically no distribution. Though some additional punch types would be awesome, too.

It has always gotten on my nerves that Cut is Normal. It exists to cut down trees (and, in earlier generations, tall grass), so it should have been something Super Effective on Grass. I'd always have supported it for Bug, since it would be a great boon to a lot of type coverage early on, and I'm always up for another move that is workable with Technician. On the subject of HMs, I'd have preferred Strength to have a chance to raise your Attack. HM moves as a whole, when they were a thing, really needed some help.

Water Gun in the anime has always shown as more or less equivalent to Flamethrower in scope and power, so it would have been cool for it to be on par with its power. I know Surf is a thing, but Surf also later became a move that hit both foes (and then later also the ally).

Why do we lack Fire Jet? It's a classic trope and the type could use a Quick Attack clone.

Can we get a Water recoil move like Wood Hammer and Flare Blitz? I don't even like recoil moves, but the lack feels striking.

Strength should have been Fighting.
 
Still, darkness is commonly associated with evil and you could make the argument that the light of Illuminate burns evilness or whatever.

Imagine a dark type shielding/protect move
that would drain hp and absorb light, pokemon with Iluminate immune to it.
(for ghost/dark , dark/psychic, dark/fairy, dark/dragon, maybe pangoro line to make them better, marshadow)

generaly dark is a powerful type , you need bug or fighting to take it out , ghosts and psychic are weak to it,,, many dark combos take neutral damage to its weaknesses.

interesting that ghost and psychic have types that are immune to them, dragon has fairy... Illuminate maybe should get a dark immunity? would make the most sense 8 pokemon till now, one psyhic , maybe we could get a ghost with illuminate too?
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ice type version of move grassy glide called icy slide that reacts the same way in hail with priority

fire and grass switching moves, grass could be Petal sweep and force target out , fire maybe Backfire and user out?

Falinks and fighting types would deserve a shielding move called Retreat shield to switch the user out.
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taking we have Quick Draw with 20% of giving priority,

we could get abilities that have 20% or maybe 50% chance to avoid a move for sure like during a weather condition?

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The moves After You, Quash, Helping Hand, Ally Switch, Follow Me, Rage Powder, Aromatic Mist, Hold Hands, and Spotlight have no effect in Single Battles, but do in Double Battles.

I would add them also the to have effect in single battles... Rage powder , after you, like making a pokemon use the same move in the next turn or next 2 or 3 turns in some cases to use better combos... Helping hand could boost moves that a previous pokemon used and are still active or when used before gainting will boost the attack of the next users pokemon that switches in... I think if they think long about it they could make each work in both formats single and doubles... Hold hands, could make you always activate your contact ability when touching the target? or confuse the target during single battle? during a double battle if you do it with ally also could confuse both foes???
 
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New move ideas:

Name: Precognition
Type: Psychic (Special)
PP: 10
Base Power: 50
Priority: +2
Description: The user looks into the future and strikes before the target does. This move always goes first.

Name: Thermal Drain
Type: Ice (Special)
PP: 10
Base Power: 75
Description: The user saps some of the target’s heat energy, cooling them down. The user’s HP is restored by half the damage taken by the target.

Name: Magnetic Bottle
Type: Steel
PP: 5
Description: The user traps the target in a strange magnetic field. The target becomes unable to flee.

Name: Polarization
Typ: Electric
PP: 20
Description: The user tugs on the electrons in the target’s body, causing them to acquire a slight electric charge. The user is now Electric type as well.

Speaking of Water, it does lack an equivalent to Flare Blitz and Wood Hammer, so maybe there could be a move like that.
How about...

Tsunami Crash: The user slams into the target with a belly flop. This also damages the user quite a lot. This attack may also cause the target to flinch.
 
more moves need to be blocked by Bulletproof.

Scale shot, shell side arm, snipe shot , ice shard in gen 9 at least...

because dragon darts...

-multistrike fire move that would be in the bomb and ball category.... and maybe a sound move too

-multistrike electrik move or change thunder to one

Crow Storm-multistrike "ghost/flying" move- - 25 each hit, 5 hits, 50% chance that each hit will be either flying or ghost type...
randomly chosen. that means that 3 hits ghost and 2 flying or 3 flying and 2 ghost... it can hit both targets in double battles one hit each target.

wolf pack--multistrike ghost/normal move- the same as crow storm but with normal typing...

multistrike moves that first hit has other typing then second hit... like:

electric lance- hits first steel physically and the second hit is a special electric attack.

double torch- fire, each hit has 50% to be physical or special.

slime jo-jo- poison, first hit special(increased priority, blocks switching out) , second physical(decreased priority- may cause confusion)
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interesting would be moves that effects would activate later like we had with those after 3 turns but maybe some after 5 turns on the field...
eggs, seeds-trees, energy cocons, cocons, bloobs, ice cubes.... that would either explode, activate some effects"

like be a cocoon= infestation+toxic+attack order , but takes user 1/6 hp to set it up and 3 or 5 turns to activation,
can be destroyed by targets incinerate, and moves that target all enemies and cause havoc but that you could destroy somehow via some moves or abilities... or that would affect some typings, drain hp longterm and activate... or moves to make the duration of activation shorter?

battery cube(activates ellectric terrain, aftermath and paralyzes the target in 5 turns, costs 1/6 hp, 3 moves in one but at cost of hp)

magic seed- (leech seed on target(5), drained hp gives to a user in 5 turns and a free substitute for user too on the side of users field, costs like above )


grass/fairy



leshen and feind inspired grass starter pokemon. the skull and sinister look to make oponents mislead with dark or ghost type...

strong defense and stronger special defense and good hp, would learn strong attacks and priority moves, Phantom Force, infestation,
Crow Storm, Wolf Pack

signature move: Wild Hunt- fairy- physical - multistrik 25 x max 5, power 125

hidden ability: Druid: every turn activates on start before battle a status move from a pokemon in the trainer party

stats: hp 80 , attack 76 , defense105, sp. attack 65 , sp. defense 122, speed: 82

taking its weakness to poison and its hidden ability, its a slow special wall constructed

we never got a special oriented strong grass wall that could be long term run.

Can always have heacy-duty boots against entry hazards
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Spirit fire- ghost type, multistrike 2 to 5 times, each hit 20 power 100 , can burn target with 10% of each hit.

(in the blast and bomb move category)
 
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a poison , electric, ghost, psychic and fairy move to do burns too.
Inspired by Matleo's comment in another thread:

Sulfuric Spray
Typing: Poison (Special)
BP: 100
PP: 10
Accuracy: 90%
Description: The user sprays a highly reactive acid at the opponent. This may also leave the target with a burn (10% chance).

Plasma Spark
Typing: Electric (Special)
BP: 85
PP: 15
Description: The user electrocutes the target with a lightning bolt of hot plasma. This may also leave the target with a burn (30% chance).

Cursed Flames
Typing: Ghost (Special)
BP: 40
PP: 15
Description: The user scorches the target with unnatural fire. This may also leave the target with a burn (50% chance).

Light Refraction
Typing: Psychic (Special)
BP: 95
PP: 15
Description: The user focuses intense light rays onto the target. This may also leave the target with a burn (10% chance).

Will-o'-the-Wisp
Typing: Fairy (Special)
BP: 80
PP: 15
Description: The user controls a strange, magical flame to attack the target. This may also leave the target with a burn (30% chance).
 
Ironically the type that needs a move with a higher burn chance is... the fire type itself. Will-o-wisp is inaccurate, and the rest of the moves usually have a 10% chance.

You know there’s a problem when the most reliable way to deal burns while attacking lies with a water type move.
 
Ironically the type that needs a move with a higher burn chance is... the fire type itself. Will-o-wisp is inaccurate, and the rest of the moves usually have a 10% chance.

You know there’s a problem when the most reliable way to deal burns while attacking lies with a water type move.
Going off of only 100% accurate moves with useable BP, there is Lava Plume. (Plus Sizzly Slide but that doesn’t count for obvious reasons).
 
Going off of only 100% accurate moves with useable BP, there is Lava Plume. (Plus Sizzly Slide but that doesn’t count for obvious reasons).
Now I checked it, Lava Plume is identical to Scald except for the type. But the distribution is horrendous. Everyone and their mother gets Scald but Lava plume is comparatively restricted.
 
Now I checked it, Lava Plume is identical to Scald except for the type. But the distribution is horrendous. Everyone and their mother gets Scald but Lava plume is comparatively restricted.
That’s fair, though I would point out that that’s likely due to there being a huge amount of Water-type Pokémon (plus a few odd non-Water-types that learn it). But, yeah, even within the Fire-type pool itself there aren’t many that learn it.
 
all are nice but the % and power how did you SpinyShell come with those?

Will-o'-the-Wisp
Typing: Fairy (Special)
BP: 80
PP: 15
Description: The user controls a strange, magical flame to attack the target. This may also leave the target with a burn (30% chance).

name with Will-o-wisp japanese version controversy here ... would use giddy flame or magic fire .
would be made of pink flames?

Dragon type move that makes burn would be:

Draconic Fire or Dragon Flames... similar power and effect rate like dragon breath?
or make it 110BP and 30% activation chance bc we have fairy type , mystic terrain and steel types out there...

I like your Cursed Flames SpinyShell but what would you say to two ghost type moves with that effect?
Your would seem good for a legendary maybe even with higher BP.


Spirit fire- ghost type, multistrike 2 to 5 times, each hit 20 power 100 , can burn target with 10% of each hit.
or each hit 15 then BP would be 75, each hit 10%... fire types cant get burned, many abilities protect from burn

making it in bullet and bomb category would be just cool and how it would look, taking will o wisp is blue, this could be purple or yellowish red inside....


(in the blast and bomb move category)
 
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That’s fair, though I would point out that that’s likely due to there being a huge amount of Water-type Pokémon (plus a few odd non-Water-types that learn it). But, yeah, even within the Fire-type pool itself there aren’t many that learn it.
Yes, but they could have a similarly large movepool for Fire types and Lava Plume. Currently Scald gives most water types an edge, which I find pretty unfair since Burn is supposed to be a fire type attribute, so they should be the most viable users for it.

Water type is already formidable as is, and probably the best type to make a monotype team out of already without hogging on other type niches.
 
I was thinking about "Curse" and its ghost tyepe effect, halfing the users hp...
was analysing what pokemon can learn Curse and Drain Punch combo... also belly drum, recoil moves....

Gengar, Marshadow, Sable, Golurk , Mimikyu, Trevenant, have this nice option....

ability:

Damage inductor:
what if there was a pokemon with ability to double the damage to the target that is dealt by target itself by "Sacrifice", like from belly drum , curse and others... this ability could double also do double the recoil damage of targets moves that cause recoil damage... imagine doubling their demage when they hit the user... this could be for psychic/ghost, ghost/fairy , ghost/????.... imagine a fragile glass canon or a good dual wall with this ability against such strategies... then if a draining move hits partner with liquid ooze then also the damage effect would get doubled... weather and entry hazard damage also doubled here... doubling the extra damage from status moves?
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a ability to induce Curse naturally when getting attacked would give us a okemon with new niche here.
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recoil moves? psychic, dragon, ghost and dark should have got those I think? ground, , water and poison too actually?
weird that they avoid giving them those.

steel got steel beam at least.... weird that bulbapedia forgot its a recoil move?

some moves like Submission should atleast confuse the target taking how low damage 80 power it has and takes 1/4 recoil damage for nothing really... and only chance to hit 80%? would rise power to 110 at least...

outclassified by Body Press now... power 80 and 100% hiting always...


the same with Take Down and Rock Climb,,, if you take recoil it should be worth it or not?

Wild charge , only does damage and no extra effect here... maybe some should do less damage on their respective terrains or weathers?
or get increased priority +1 to make sense? or get extra effect like wild charge could confuse the foe too at least.
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we need fairy type version of fire spin or infestation... roar and whirlwind would take care of that...

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special category increased priority moves other then vacuum wave?
higher power? now we van counter them actually...
 
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Since Libero Cinderace was banned from OU, how about making Libero and Protean change type after the move is used? It would at least weaken the power of the attack by not having STAB prior to the type change.
 
most switching moves are physical right? except voltswitch? maybe in that department?

3 status, 4 physical, one special switching move... means 8 types got switching options till now...

maybe ice type could get a own volt-switch?

we also dont have a special move to switch out oponets... ghost? fairy? sound?
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what about a shielding move that restores 1/5 hp? something for psychic type?
or a shield that could drain 1/8 hp?
a shielding move that switches user out and a shielding move that switches oponent out... could options at least.
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ice, ghost, dark, fire and water draining moves?
some physical and some could be special???
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Since Libero Cinderace was banned from OU, how about making Libero and Protean change type after the move is used? It would at least weaken the power of the attack by not having STAB prior to the type change.

they would then suck totally in game needing a turn... maybe the stab could be 1,25 or 1,33 instead of the regular 1,5 for the same type???

not better to create a new pokemon immune to moves that get stab? or new that reduces opoents moves power instead to boost it from those abilities???
 
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I think the 2-turn moves and recharge moves should definitely be changed. Roar of Time, for example, has no business to be a recharge move since it's only available to 1 Pokémon by regularity and like 2 or 3 others through specific events.

Same goes for Freeze Burn and Freeze Shock. 2-turn moves who are only available to specific forms (Which you need to sacrifice 2 Pokémon for, realistically).

Cut should be Grass with a power boost, Strength should be Fighting and Rock Climb should be Rock.

If they insist on Volt Tackle not being widely distributed, buff Wild Charge at least. The fact that our physical Electric-type moves are that lacking in power is an absolute disgrace.
 
If they insist on Volt Tackle not being widely distributed, buff Wild Charge at least. The fact that our physical Electric-type moves are that lacking in power is an absolute disgrace.
Or a wider distribution for Zing Zap to give us at least one physical electric move that has no drawbacks.
 
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