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Moves you think need changes?

Interesting also would be if Phantom Force could hit a dig, dive and fly user in that semiinvulnerable state like through protect

I definitely would want more moves that can bypass things like Protect or Detect users beyond simply Feint. Playing mind games is half the battle, and sometimes it is disheartening when your entire strategy is negated by a Protect/Stall team.

Maybe there can be ability that has a chance to bypass protecting moves? Infiltrator but for Protect, Detect, Shield moves, etc.
 
This is a relatively minor one, but I think Thrash would have more utility if it was a Dark type move.

to much for psychic and ghost let it better be. Good that some have immunity.

Jump Kick and High Jump Kick should be semiinvulnerable moves and work like Bounce and Fly but for fighting types.
The power could stay the same or get reduced.


Grass Whistle should have a higher accuracy , chance of inducing sleep taking that some pokemon have abilities against sleep and sound...
Pokémon with Insomnia, Vital Spirit, Sap Sipper, Soundproof, Sweet veil or Comatose as their Ability are unaffected by Grass Whistle.
Pokémon with Shields Down are unaffected only when the shield is active.
- 55%? would make 85 or 90% or 100% taking that some pokemon know moves that can be used during sleep too.
(would make Telepath allow to work also during sleep)
 
Grass Whistle should have a higher accuracy , chance of inducing sleep taking that some pokemon have abilities against sleep and sound...
Pokémon with Insomnia, Vital Spirit, Sap Sipper, Soundproof, Sweet veil or Comatose as their Ability are unaffected by Grass Whistle.
Pokémon with Shields Down are unaffected only when the shield is active.
- 55%? would make 85 or 90% or 100% taking that some pokemon know moves that can be used during sleep too.
(would make Telepath allow to work also during sleep)
Just because counters exist doesn't mean there needs to be a 100% accuracy for it. A change like that would make competitive based almost entirely around sleep, since any Pokemon without a sleep defense would be instantly shut down.
 
Let's Snuggle Forever would need a effect its powerful but what if not enough to take out oponent?
would be cool if it would reactivate the users Disquise abilityafter wards in future.

Just because counters exist doesn't mean there needs to be a 100% accuracy for it. A change like that would make competitive based almost entirely around sleep, since any Pokemon without a sleep defense would be instantly shut down.

then at least 85%, its a shame that only 55%, comparing to Hypnosis 60%?
taking that more pokemon are immune to Grass Whistle due to Soundproof and Sap Sipper then to Hypnosis?
__

Is Pursuit too strong?
against ghost pokemon?
or should it become a priority move when pokemon want to switch out? then dazzling and queenly majesty, psychic terrain could block it...
Stakeout boosts it power 2x that meeans , with it effect we got a 160 move... deadly.

Do you think it should change? should it pursuit ghost types like other types?

Interesting what of the moves will change in gen 4 remakes and Sword and Shield Sequel?
 
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Anchor shot should hit Dive users in semi and get blocked by Bulletproof.
Spirit Schackle to should get blocked by Bulletproof... The new Dragon Darts too and should hit fly users in semi. Arrow moves are the same as bullets, shots, balls, cannons, blasts....
Spirit Schackle, Omnious wind , shadow claw, should hit Phantom Force and maybe Shadow Force in semi turn.
 
Bug Bite should be a Biting move boosted by Strong Jaw. That consumes oponents or users berries.

Magma armor should protect from biting moves. Bite hot Magma? Come on.
Liquid Ozz too.

JawLock retyped to normal, rock or dragon type? We need a normal biting move come on...
 
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It already is?

Hyper Fang.


Then why bulbapedia , serebii and smogon doesnt show that? Not Boosted by strong jaw.

Weird that Shel Armor and Battle armor dont got additional effects like halfing damage from kick and punching moves, biting, blade, slash and stitching moves...
 
Then why bulbapedia , serebii and smogon doesnt show that? Not Boosted by strong jaw.
You're just looking at the move page-you should be looking at the ability page instead.
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Weird that Shel Armor and Battle armor dont got additional effects like halfing damage from kick and punching moves, biting, blade, slash and stitching moves...
That'd be pretty overpowered to half so many moves without a drawback.
 
You're just looking at the move page-you should be looking at the ability page instead.


That'd be pretty overpowered to half so many moves without a drawback.

I dont mean all but add some to this and some to that a little at least.
Thick Fat halves two types, ghost got immunities to two types, why not then add a little to those as well?

What is then with Bug Bite.
Should be a Biting move boosted by Strong Jaw already... then They could give it Durant or create a better bug type with big jaws...

Powder snow, pollen puff, silver wind should be classified as powder moves and blocked by
Overcoat and grass types immune to them. Powder is powder and spores are spores, nothing would bad happen people still would use them.

The probability of flinching and accuracy of this moves need changes especially of weak moves like Bone Club... when compared to Bite.
They have nerfed Zen Headbutt in power and accuracy... why the probability, taking that we now have so many options, then 40% probability would come in handy.
Especially by weak moves like Astonish.

Taking inner focus, dynamax blocks flinching, steadfast gains speed from it...
They could make it like with Intimidate and give additions to Oblivious and other abilities...
then those moves could get better probability at least the weakest ones should.

Rage Powder should work like Taunt in single battles.

Dragon Claw should get same effect like Shadow claw.

Jaw Lock becoming a rock or dragon type move.

Crunch becoming a dragon or steel type move.

Stealth rocks would not change it but make Liquid Ooze users absorb it, Oblivious avoid it and Ice Body, Ice Scales, Telepathy and Anticipation also make immune to it and that would be enough... similar like with Intimidate that instead of changing the move give additions to other abilities to make other pokemon usefull more in future.

"Muddy Water will also destroy stalagmites found in the background of battles. "
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Imprison


how often does it realy work? exact the same moves? not better the same type of moves instead?
what are the chances now to match exact the same moves? like when the user of Imprison uses it then lets say...
Vulpix with Imprison, Flamethrower, Spite, quick attack, the chance that the other pokemon has the same are so tiny that on the amount of all moves and chosen 6 pokemon it's impossible to hit a match... like a hazard game...
If we take types, it would block the oponents psychic, fire, ghost and normal moves when using imprison.
Knowing 3 attacking moves, oponent can always switch out.
It could get low amount of pp or be allowed to be used once per battle... its called impisoned, means you use a move slot, getting 4 immunities against four types isnt that bad taking shedinja...Some pokemon have 3 immunities and 4 move slots, a pokemon with 4 immunities and 3 free move slots...

It could switch self out and would need to use Imprison again... a little bad but the effect also would be worth it.

Imprison can't be Baton passed.

I think taking how many new pokemon and moves we have it's time for it to change to match the new game reality after gen 8.
It wasnt changed since gen 5...

It doesnt fullfill its role a "Seal" should be powerful...
 
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trump card has the weirdest mechanic imo. i guess if its power had to be based on remaining PP, i'd rather it take into consideration the other moves' remaining PP. at least that way, if a 'mon is nearing the point of using Struggle, it can at least have a few chances in trump card to deal some damage.

like normal trump card would be 40
one move with 0 PP would be 80
two moves with 0 PP would be 100
three moves with 0 PP would be its strongest at 120 or something

i get it if this doesn't make any sense but it's a rough mental draft of how i'd change things to make trump card slightly more useful. maybe im just misunderstanding how this move works?

even with this hypothetical change, there are still maaaaannnyy more useful normal type moves to run, so i guess even then trump card wouldn't be great.
 
Telekinesis --> addition. effect, block a oponents physical moves for the next turn or for the 3 turns.
(you control what you put in the air, in team double matches, this could be avoided) Also would make Musharna learn Magnet Rise.

Kinesis --> additional effect: blocks steel type moves and traps steel type pokemon for 3 turns.

after seeing Octolock think a move like Spider Web should get a boost, only trapping isnt enough...
some trap do damage , some reduce stats, good because you can't loose a turn only for trapping.

Think Spider Web should reduce speed and attack one stage every turn similar like Octolock.
Bugs, the spiders would deserve it really. The target would be moving bad....
Spider Web should not work on ice body, flame body, magma armor, should be removed with Incinerate.
Stricky web cant affect flying types thats why we need Spider Web back and better.

Mean Look should reduce speed and sp. attack when trapping oponent.

Block should reduce attack stats 2 stages when trapping.

Fairy Lock... should trap ghosts and block switching moves or abilities for the turn its used and "next turn". Klefki isnt that strong.(even when Dynamaxed). Fairy types should escape fairy lock only.
Also the chains and locks remind me of steel, maybe reduce attack and sp. attack status of the oponent? Klefki looses one turn and takes damage during it when activating this move.

would be cool if string shot would reduce speed and accuracy one stage.

the Cut move should change before coming back.
Would make Dragon Rage rise sp. attack one stage similar to Rage... both power 40, with chance of getting self confused 30% to avoid overuse. Similar like Protect loosing its power... but reversed.

List:
Move:

002 Karate Chop;
power 50, does critical hit similar like Storm Throw.
Maybe also similar to Throat chop?
we have also brick break... but should stay as a move, maybe should reduce oponets defense one stage and be low power?

003 Double Slap ; powr 15 , normal maybe the name was problematic bc it hits from 2 to 5 time and Double Kick , Double hit hitting 2 times like name suggest? should stay but cause confusion.

004 Comet Punch; power 18, normal , better doubleslap?
Comet would suggest fairy or steel typing now? a physical fairy move would make more sense here actually.

013 Razor Wind, a normal type
(maybe they worried it should be flying??? or was normal on purpose?)
80 power special critical normal type move...
a two turn attack... that leaves oponent open and lose first turn... maybe slash with 70 power was chosen more over it??? Would make it come back. Stay normal or make normal/flying dual type.
should rise sp. defense and sp. attack the first stage as priority.... would make it like Feint hit through Protects, break substitutes and destroy screens.

026 Jump Kick, power 100, does 50% damage if misses, 95%accuracy, similar to High Jump kick 130 power 90% accuracy, maybe they could make it a recoil move like wild charge?

027 Rolling Kick, pow.60 causes flinching with 30% chance, weird, a fighting type bite good for Hitmonlee and Hitmontop?rapid spinning attack?

041 Twineedle, many times changed, 25 power hits 2 times... the flinching, breaking substitutes and faiting was good, bring it back... would make it possible to flinch /poison. a Good bug move actually. from gen V to VII it was good. Would male it stronger power 30 each hit or stay the same taking Mega Bedril return.

049 Sonic Boom, take always 10 hp when hits... maybe they will make it react to soundproof? or something? a +1 increased priority sound move that takes away 10hp would be cool atcually.

082 Dragon Rage, special, power 40, no effect...
lame when compared to "Rage" normal power 20 rises attack... and Twister that 20% flinching hits even fly, bounce and sky drop users...
Both "Rage" and Dragon Rage should have power 40,
Dragon Rage sould rise sp. attack stats onestage.
Both could make users confuse if used in succesion, turn after turn.

096 Meditate- rising attack one stage? needs to change effect,
would make it rise both defense and sp. defense one stage and heal a status condition during battle.
  • Meditation Can Reduce Pain
  • Mindfulness Lowers Blood Pressure
  • It Lowers Heart Rate
  • The Body Heals Faster
  • Meditation is an Anti-Inflammatory
099 Rage, power 20 rises attack stats one stage? taking rapid spin power 50 rises speed one stage... Rage could get 40 power but make it thatwhen used in succesion makes user confused in return.
Or has a 30% of making the user confused.

112 Barrier, increases users defense by two stages, psychic...
when we can chose reflect instead and half damage by 50%? 2 stages? 1,5x1,5=2,25? was better then reflect actually...
maybe make it +1priority move, create a Disquise like Mimikyu that reduce speed and attack of oponent when physically hit and reduce 10% hp of user when breaks??


117 Bide, never hit ghost type pokemon and if user fainst always activate and work like Aftermath with the power it stored.

119 Mirror Move

121 Egg Bomb, power 100 , normal, no effect, 75% accuracy? Should sharply reduce oponets speed two stages or reduce oponents all stats when hit...

125 Bone Club, power 65, accuracy 85% ground but only 10% of flinching? ground?Taking levitate and flying are there it should hae 30% of flinching... with that accuracy.

128 Clamp - physical version of whirlpool, power 35 and traps for 2 to 5 turns...water... whirlpool(hits dive)...
actually was a good one would make, reduce it power to 25 and Rapid spin, Roll kick and Steamroller, Gyroball and spinning moves should free the user from it.

131 Spike Cannon, the better Double Slap and better Comet punch with power 20, all 3 physical moves... weird... would make this one a dragon or steel type move... steel would fit it very good. That or poison?

132 Constrict, normal power 10 lowers speed by 10%? taking its japanese name coil around and similarity to coil, should get power 50 and always reduce oponents speed and attack stats one stage with 30% taking its a normal type move... would be cool to use it together with Coil.

134 Kinesis, This lowers the target's accuracy. Bending a spoon? steel? this one should be a psychic type version of freeze-dry against steel types... with that accuracy effect.

140 Barrage- power 15, 2 to 5 turns, like double slap, comet punch and spike cannon... this one has nice effect should stay, power 20 only.

145 Bubble, power 40... compare to water gun and bumble beam... power 40 and 10% chance of reducing speed? should be 30% taking bubble beam has 65 power... and 10% too... water gun should cause 30% flinching and be blocked by bulletproof...

146 Dizzy Punch- normal power 70,accuracy 100 confuses the target 20% chance... make double slap confuse target...
Rock climb 20% confusion chance, power 90 accuracy 85...
Punch, maybe should be fighting... Dynamic Punch power 100 fighting, also confuses but has 50% accuracy...
Or let it stay normal and make it have 95 accuracy and 30% chance of confusing the target.

148 Flash, needs a buff together with Illuminate. to similar to foresight and odeur sluth again... would be better to block dark type moves for 3 turns(Iluminate when entering battle), the same with illuminate when entering battle. Foresight and Odersluth could bypass that effect and to hit.


149 Psywave, stronger psychic attacks outclassed it for lack of secondary effect outside of weak power bc it varies by level.

159 Sharpen, you know Hone Claws with 1 stage attack and accuracy? sharpen would need 2 stages...

169 Spider Web, bug type that traps the target... now that we got investation... it seems week, maybe could reduce attack and sp. attack one stage when trapping, each turn similar like Octolock?

171 Nightmare, 1/4 damage when target sleep, maybe should have a chance to wake up the target faster?

185 Feint Attack, dark power 60, physical, doesnt make contact and trigger effects, never misses, name similar to Feint, I understand they cut it of, gives dark types Long Reach in one.

193 Foresight, it and Oder sluth that allow to hit ghosts... with normal and fighting type moves... like dark would be not be enough...
maybe because Scrappy, dark , ghost, shadow ball with all normal types exist.
ghost had it hard. Effect could and should change.
Would make it ignore screens, substitutes and block protects like Obstruct does.
Taking away escaping of trapping actually could too... would block ghosts from switching out or from using ghost type moves for 3 turns...
that would be better for the Noctowl line it was their signature move...


216 Return, why friendship? when we got infautation? it could hit infautated pokemon or make a pokemon thats infautaded always hit with it... use infautation instead of friendship....in battle.

218 Frustration, make power vary depending on users amound of hp left or on that taken it away during battle... make it work better when the oponent is infautated or under infautation? double ther power even...

222 Magnitude, actually a cool move and should stay, bc power varies, flying, levitate are immune, grassy terrain exist to half it.
Would make Damp users immune to it. Would make it hit half pokemon that are Dynamax or very heavy.

228 Pursuit, always hits switch outers, power 40 and doubles..., should miss escaping ghosts and run away ability in my opinion.
teleport should get increased priority and also avoid getting hit by it. Then it power could rise to 50 or 60 and also double...

237 Hidden Power, could come back but should be not predictable... we got assist... hidden, immune to Anticipation... or Forewarn or other reading moves abilities... hidden power... the power should vary like magnitude and type too that the user doesnt know what comes out... randomly... make it more risky. then wont be OU.

265 Smelling Salts, power 70 doubles when oponet is paralysed? should also when poisoned and burned too. Like Hex...

274 Assist, uses teammates in party moves if it can learn them... unpredictable always liked it because of that, miss it.

287 Refresh- if Z-moved restore all hp then maybe it should heal status conditions and work like a normal type aqua ring, or heal 25%?

289 Snatch, stealing status moves is risky... theft steals items and does damage actually... maybe snatch should do damage and steal a status move or steal a move with a effect even?

290 Secret Power- status wihout type change depending on terrain? a little not interesing now after gen 6 and 7. needs a total change... weather and terrains...

293 Camouflage, taking we got mimicry... understand the decision but I would bring it back and make it work like Disquise or Ice face the first turn its used on a terrain. Would buff Mimicry that way too.

300 Mud Sport, something that reduces electric damage got forgotten? needs to come back.

301 Ice Ball, bring back...

302 Needle Arm... bring it back, higher change of flinching

316 Odor Sleuth, maybe too similar to Hoothoots move called Foresight. Maybe should change effect? maybe should rise accuracy and allow to hit through substitute? hiting in semi turns? Allow to hit with any move like with pursuit the foe that is marked?


318 Silver Wind , bug power 60, secial raises all stats with 10% chance, weird ancient power got in maybe accident? or they want to boost it % for bugs? Overcoat and grass types should be immune to it. "Silver" maybe because of the name? sounds like a steel move...

320 Grass Whistle, my opinion, this one needs to come back and become better taking how many other sleeping moves are better then it.
would hope it reduces oponents speed too, especially if oponnt is immune to the sleep.

324 Signal Beam, bring it back.... higher change of confusing...

327 Sky Uppercut, bring it back...

346 Water Sport, it and mud sport? weird? both reduce 67% damage... work even if user is out... maybe first turn should block and then reduce damage 50% or stay like they were?

357 Miracle Eye, take away dark type immunity... now with magic powder... my opinion? should stay, with same effect+addition work like Gastro acid too.

358 Wake-Up Slap, power double when oponets sleeping and wake its up. power 140 after after doubling... the waking up... part... would be good against a form change pokemon that becomes a more powerful wishiwashi while sleeping, especially the waking up part... bring it back against Rest users... confused pokemon should be snapped out of confusion and also it could get that boost, maybe power reduced to 65 then 130...

363 Natural Gift- was intesting... should come back, power should double when tea time... should work even if the berry was consumed earlier...

373 Embargo- when oponent is under effect of embargo he should not be able to activate or use own items...not eat berries... not use fling or natural gift, even belch... moves that have eggs or gifts in their name should get blocked...

376 Trump Card, come back we have pressure , spite and grudge against it...

377 Heal Block, bring it back, 5 turns, was good.

378 Wring Out, come back but get blocked by dynamax and heavy metal....

381 Lucky Chant- prevents critial hitsfor 5 turns? only prevent activation of all status effects too now...

382 Me First- make it a increased priority move...

386 Punishment, blocked by Dynamax, should be increased priority move and max power 150.

426 Mud Bomb, come back and make it and mud shot get blocked by bulletproof

429 Mirror Shot, come back and make bulletproof block it too.

431 Rock Climb, come back

443 Magnet Bomb, come back and could hit electric type pokemon and those with magnet pull with double power...

445 Captivate, reduce sp. attack 2 stages by oposite gender, cool actually. if oponent is under attract could reduce all stats one stage.

456 Heal Order, heals hp , bug , the amount of hp could get fixed, first turn 25% and make it work like bug type aqua ring afterwards.

466 Ominous Wind, only ancient power didnt get cut off? weird? bring it back and let it hit fly, sky drop and bouce users... silver wind too by the way.

477 Telekinesis, 3 turns levitate oponent? would make block oponents all physical moves when in those 3 turns. when it ends by smack down, gravity or naturaly could cause 10% damage. Mushharna needs love... and give it magnet rise too...should break semiinvulnerable turns actually.
Probably would not work on Dynamax thats why they cut it... would need a buff now seriously.

481 Flame Burst, power 70, in double damages targets next to the target...? why? actually a good one. Telepathy and Anticipation could block it and Oblivious could too actually? in doubles and single battles, all the abilities.

485 Synchronoise

498 Chip Away? Slash? power 70 matches exactly...the dex description is shady.... damage beyond status changes? better make it a 1 stage speed reducing normal move...that reduces the oponets speed instead.

507 Sky Drop, would bot work on dynamax, maybe should change for emergency exit and wimp out to let them escape?
power 60, should remove a substitute and fly up and hit the target on ground dealing that damage + 1/4 damage of substitute... would make it hit Dive users... the power could double if the target is very leight.

516 Bestow, would make it work like fling when oponent has item, gets hit hard, when doesn have it gets hit but less and create damage dealing items that cause statuses..

531 Heart Stamp, psychic special power 60, flinching 30%? bring back and make it cause finch or infautuation 30% at the same time.

537 Steamroller, bug power 65, flinching with 30 chance, doubles power when oponet used minimise...
should come back and stay the way it is...

563 Rototiller, this one should work in double and singles, boost the status of first grass type that is after it on the field...

569 Ion Deluge, changes normal moves into electric... this one was cool and should stay actualy. blocked by queenly majesty and dazzling, not works on psychic terrain... bring it back...

Mind Reader is too similar like Lock On...
Would make it psychic and make it work both sides allowing the user to avoid regular moves more easy too.
____________________________________________

Early Bird - would make a addition that after waking up it gains +1 speed.

Vital Spirit- Would make addition that if it gets asleep by a Mold Breaker pokemon or in a other instance(G-moves) then it always gains back hp like "dry skin from water moves", every turn sleeping gains a little hp in return or gains a stats rise of all stats like after ancient power... if it gets put asleep, waking up without nothing in return?
When loosing Vital spirit as its ability via Gastro acid, neutralazing gas , worry seed or other way it should get a small amount of damage.
Pokemon with Vital spirit should gain +1 speed when battling on psychic and electric terrain.

Insomania- would make a simple addition that when oponents use a sleeping move on it then it gains a little hp without failing asleep but if it gets put to sleep(induce sleep via move G-move or ability, Mold Breaker) then it will gain so much hp like it would have used Rest in best way and then wake up immediately. (preventing sleep is nice but when it fails it should heal fully). Also when loosing insomania the user
Wake-up-slap should double damage like on a sleeping pokemon when used against a pokemon with Insomania.
Uproar should also double power on Insomania users.
Worry seed would then gain more meaning when changing oponents ability.
When a Insomania user is on a psychic terrain and electric terrain it should heal hp every turn like a dry skin users in the rain.



taking that we have psychic and electric terrain that prevents sleep these three abilities need buffs to seperate each other from themselfs.

Spite- 5 pp, and additionally make it leave the oponent only 1 pp left if the user fainst on that turn to eliminate really powerfull moves

Grudge- addition if the user doesnt faint on that turn it should work like Pressure on that turn
(modifiet reduce 3pp now)

Dark type moves have a lot of pp, between 5 and 30, most above 15 and Bite with 25pp...

Dusknoir and Spiritomb with pressure could not handle that even...
 
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why so few pokemon learn spite and grudge?
taking that many ghosts, dark, fairy and scary looking pokemon should actualy get them more?
 
Who the hell thought it was a good idea to give the only physical non-signature fairy type move a non perfect accuracy?

The same guy who decided on lowering Dark Void's accuracy while also making it now only usable by Darkrai.
 
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