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New Moves/Abilities

Parissong

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.
 

Matleo

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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.
 

Matleo

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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.
 

Parissong

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.
 

CrazyCreeperKid

Smug Little Snivy
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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
 

SpinyShell

Setting shell traps
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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
 

Matleo

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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.
 

UnofficialBlaine

Weird Person
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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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