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New Moves/Abilities

the bells of joy are ringing
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as well as apply a random entry hazard.
Does it fail if it has reached its maximum? (e.g. If you already have 3 spikes and this procs to give a spikes, would it fail?)

Vengeance Counter / Ability

Description: Powers-up the user’s next move when previously dealt with an attack with increased power.

When the user takes damage from an attack with a secondary power increase such as Retaliate, Revenge, or Payback, the next damaging move the user makes will have 100% more Base Power.
 
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Weird that we have no move or ability to not only remove entry hazards but make that they all hit the oponents pokemon when that happens.

Or a pokemon that could heal hp or rise its status conditions when on full hp when absorbing and removing entry hazards from the field.
 
Shine on, you Crazy Diamond~
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Weird that we have no move or ability to not only remove entry hazards but make that they all hit the oponents pokemon when that happens.

Or a pokemon that could heal hp or rise its status conditions when on full hp when absorbing and removing entry hazards from the field.
But we have Rapid Spin...
 
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But we have Rapid Spin...
more then that, we have Defog that doesnt do damage at all.
At least should throw up all entry hazards on the oponent.

We have some weather and terrain removing ones...

Levitate, flying typing but not many abilities that could use entry hazards on the ground against them.
Imagine Your foe used many entry hazards and thinks he is protected with levitate/flying pokemon and You suddently send something that cause all entry hazards not only to disapear but hit that pokemon... spikes, spider web, stealth rock, toxic spikes. Instead of making every new pokemon get rapid spin, defog it would be cool to get a new move and new ability for that but for some new pokemon.

wird that we don't have iron spikes taking that poison and ground got theirs.
 
the bells of joy are ringing
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Might as well throw some more of my own fan moves

Chatterbox / Ability

Description: The user’s constant chattering may distract opposing Pokémon’s attacks from hitting.

At the end of every turn, there is a 30% chance that the user’s constant chattering may decrease the accuracy of the opposing Pokémon by 1 stage. Pokémon with the Ability Soundproof are immune to this ability. If a sound-based move was used in a previous turn, such as Hyper Voice or Metal Sound, Chatterbox will not activate that turn.
 
Rabootin'
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Attack Ideas:
Bolt Bash
Electric
Physical
95% Accuracy

100 Power
PP: 15
Has a chance to paralyze.

Pebble Shine
Rock
Special
Never Misses
30 Power

PP: 35
Wind Shear
Flying

Special
100% Accuracy
90 Power

PP: 10
No additional effect

Wave Kick, Thunder Kick, Acid Kick, Freeze Kick
Water - Electric - Poison - Ice
Physical
100% Accuracy
75 Power
PP: 15

Stare Down
Status
Dark
PP: 15
Reduces opponents Defense by 2 stages

Gale Strike
Flying
Physical
95 Power

PP: 15
Play Nice is made a fairy physical move with the power of 30.
Sparkly Smash

100% Accuracy
70 power

PP: 15
Cute Cuff
100% Accuracy
55
PP: 25
 
Blast Turtle
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Dice Roll
  • Raises a Pokémon’s Attack or Special Attack (whichever is higher) by a random amount.
  • PP: 10
  • Type: Normal
Freeze Ray
  • Makes the target chilled, meaning that in two turns it will become frozen unless switched out, attacked with a Fire type move, or the weather is turned to harsh sunlight (Freeze Ray will fail in harsh sunlight). Hail reduces the timer to one turn.
  • PP: 10
  • Type: Ice
  • Accuracy: 90
 
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Ability or damage dealing move for fire types:
Glass burn- causes ground type oponents to become normal type.(glass->fighting2x)

moves:
Drain Silence - ghost, special, sound, power 75 , hp draining move that also disables a oponents sound moves for 3 turns.

Seaweed- grass physical, power 50 , hits dive users in semi turn, traps oponent, disables oponents last attack for 3 turns.

Quicksand- ground type special version of Seaweed.

Mind whip- special psychic type version of seaweed.

Spirit sweep- ghost type version of Mind whip.

Ability:

Acid slime- rock and steel type moves from oponents don't cause damage but restore 1/8 hp.
___

Misfortune - bad effects and stats reductions of abilities and moves of oponent that normally would hit the user will activate on the oponent instead. (Imagine Gengar is Your oponent and it's Cursed Body disables it's own move; A nidran with poison point self induces it's self with poison status after trying to inflict it with Poison Point or Poison sting on you)
Could imagine a small dragon/psychic clown with this or Liepard and other pokemon with it.

-a shielding move that cause infautation, what that causes disable, one thats cause oponet to re-charge on turn(works only first turn)

-ability with 30% chance to make the oponent re-charge one turn either after hitting, or on start of the turn before any moves are used.

-ability that makes every oponents moves become recoil moves and cause 25% recoil damage always.

-ability inducing Curse without the damage with it by contact from user or oponent 20% of activating

- a new Curse inducing move that causes Curse that lasts till a pokemon fainst on the field and goes from pokemon to pokemon battling on field even if switched out. (the next pokemon send gets the curse, till one of the oponents pokemon fain during battle then the curse vanishes)
the move could cause a recharge phase and paralize the user of the move as a price for using it. Or put a Perish count on the user of the move for it. moves name could be called Cursed Palm and the "Bad Curse"
- other way to induce Perish count then Perish song. (ghost move - then normal types are immune to it)
or maybe make it a dragon move??? Dragon Curse???
____
Time Umbrella - sends a protect to guard a pokemon 5 turns after it's used even if the user of this move has fainted.
 
Well, Do I Matter?
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I have 2 for a custom starter

Move: Lavalanche

Lavalanche is a duel type Fire and Ice move, which has 120 Base Power, a 95% accuracy, special type move, and 5 PP.

This move has a 5% chance to freeze, a 5% chance to burn, and a 10% chance to flinch.

Ability: Frostbite

When the enemy hits or gets hit by a physical move, there is a 30% chance to freeze your opponent.
 
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We need special counterparts for Intimidate and Moxie.
and Stamina.
____

abilities:

Creepy Forest- for a grass/ghost pokemon, this makes user immune to entry hazards and weather and sends the damage and all statuses inflicted back to the oponent.

Vampire - takes instead of the oponent all hp that oponents gains via moves ,abilities or items, this pokemon is immune to the oponent draining moves damaging effect and will drain hp instead out of the oponent. (no matter if aqua ring, berries, leech seed, moonlight, drain kiss- the user of this ability gets the hp instead of oponent to heal up)

Darkness Eater - oponents dark type moves used against the user of this ability will rise defense one stage
Light Eater - oponents fairy type moves used against the user of this ability will rise sp. defense one stage.

A Reverse way working Bad Dreams ability that would hurt pokemon that are awake and those that can't fall asleep would get more damage even
Was thinking abou Insomania Web or Dream Web where the user would drain from those pokemon the hp they lose. Something for a ghost/bug spider actualy. Then you would want to put your pokemon asleep to avoid damage.
____

Move-

weather bomb- normal 80, cause the weather to change to a other one randomly chosen.

Snow Tomb- ice version of Sand Tomb, should be a thing.
 
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Lovely
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Solrock and Lunatone exclusive: Satellite
When Solrock and Lunatone are together in battle, their Speed increases by 50%

The whole double battle gimmick should have some merits.
 
A Rambling, Gaming Dude
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Ability: Fully Charged

The first time the Pokemon uses a charge/recharge move (Solar Beam, Sky Attack, Hyper Beam, etc.) in battle, it only takes one turn. Basically like if the Power Herb was an ability. Resets if the Pokemon s switched out and back in.
 
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abilities:

Sheer Wall- when the user gets hit by a strong physical attack that reduces more then 1/4 of original hp then it causes the oponent to re-charge a turn even if the user of this ability faints.

Vacuum Drain- the user body absorbs energy ,when the user gets hit by a strong special attack that reduces more then 1/3 of original hp then it causes the oponent to re-charge a turn even if the user faints.

Dorn Forest - when grassy terrrain is activated , this ability makes all other pokemon that aren't grass, steel, rock, have overcoat or bulletproof for protection to recharge every second turn and get damaged every turn 1/12 hp. (5 turns grassy terrain, 5/12hp and second, fourth and sith turn would need to recharge)

Time Push- this ability causes the user and oponent to take 1 turn as if 3 passed by, charge and recharge moves take only one turn, poison and burn do faster damage, double every turn, weather does more damage, healing moves work better, pokemon who transform for a amount o turns will reverse back faster, Slaking has no limitations bc of Truant.
(for a Clock pokemon, would need moves and abilities to manipulate with turns or Time Push could be called Time Control and make that for user and alie the good affects are there and for oponents the bad ones take place)
would make it realy slow that would need Trick Room for support.

moves :

Time Bomb- works like a "Destiny Bond" after fainting the user causes that 1 turn is counted like 5 give a trapping move that hists every turn and sandstorm and you got a beauty.

Trap Pit- ground, status move, when land based oponent uses priority move or switch occurs then falls into a pit, gets trapped and extra damaged 1/4 hp (flying and levitate users immune till they fall down )


abilities:
Flash Detonation: when entering battle this pokemon if hit by entry hazards explodes in a fire like it would use move Explode/Self destruct damaging the oponent but self doesn't take any damage from it but only from the entry hazard that it removes from the field with it.
(ghost, Damp and Sturdy users can survive it, Damp and Neutralizing gas prevents this ability from activating)

Speed Force- when the oponent hits the user of this ability in the first turn and is faster then the user naturaly or via priority move then needs to recharge a turn, activates again if switched out.

Flash Fire became boring , we need Magma Runner ability, when hit by fire move rises speed, fire spin and fire trapping moves...
That or Fire Healer, gaining hp would be cool too.
 
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Lovely
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Also, Plusle Minun exclusive move: Photospark
Special Attack. Accuracy 100. Power 70. Target: 1

When Plusle and Minun use the moves together on the same turn, the attack merges and attacks all enemies on the battle field with 140 power. This attack will commence according to whichever pokemon is faster. The merged attack guarantees Paralysis.
 
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moves:
Ghost Scream, power 50, makes that the oponents next move will have a one turn re-charge effect. Has 30% chance of acctivation of the effect.

Tar wave- poison, power 60, special throws hot tar on the oponent 30% that may poison or burn the oponent

__

ability:

Sound Wall- always causes the oponents to re-charge a turn after using high priority moves and after going first on the first turn the oponent or user are switched into battle.

Tar Body - user gets damaged by fire type moves 2x but gets immunity to grass and water moves... for a rock/poison pokemon.

Ricochet Armor- causes the oponents ball, bomb and shot moves to make the oponent get 33% recoil damage done to the user while using them.
 
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