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New Moves/Abilities

Move: Scorching Scales- fire, special, power 70, sound move, 50% chance to block oponents move for 4 turns.

Ability: Endless Desert - the pokemons body becomes a substitute against special attacka during sandstorms. For a rock/ghost pokemon.
 
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Ability - Tidal Power

If Rain Dance is active, this Pokemon's Attack is multiplied by 1.5 and it loses 1/8 of its maximum HP, rounded down, at the end of each turn. (Counterpart of Solar Power, good for rain abusers like Kingdra)
 
Move: Frozen Soil
Ice-Type. Status.
Description: The ground around the enemy Pokemon is frozen solid, causing enemy contact moves to lose priority.
Additional Notes: Frozen Soil only lasts for five turns and can be removed prematurely if under Harsh Sunlight or if any Fire-type move is used by either the user or the enemy's Pokemon.
Basically, it removes priority from moves like Quick Attack, Extremespeed, and Bullet Punch while also slowing down other contact-based moves. Think of it as a Pokemon becoming too unstable from trying to run on really slippery Ice, so they end up having to slow themselves down to actually try and hit their target. The move itself would be limited to Ice-type Pokemon only, and precisely, those who are either found canonically in really frigid environments or are known to be tricksters.

Ability: Black Ice
Description: The Pokemon freezes the battlefield when entering battle during a Hail Storm.
Additional Notes: Sets Frozen Soil when entering the battlefield during Hail.
 
move:

Bell Trunk - steel, base power 70, physical sound, has 30% chance of disabling the foes last used move for 4 turns.
(Throat chop also should be 4 turns like Cursed Body is for 4 turns)

For Donphan , Chimecho line, Dhelmise, Bronzong and other new pokemon that could and would deserve it...

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Chain Curse - a ability that causes effect like Curse but when oponent switches into battle after the user is below 50% hp and will work even when the oponent switches out and back in even if the user faints. This would be blocked by magic bounce.
 
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Move: Frozen Soil
Ice-Type. Status.
Description: The ground around the enemy Pokemon is frozen solid, causing enemy contact moves to lose priority.
Additional Notes: Frozen Soil only lasts for five turns and can be removed prematurely if under Harsh Sunlight or if any Fire-type move is used by either the user or the enemy's Pokemon.
Basically, it removes priority from moves like Quick Attack, Extremespeed, and Bullet Punch while also slowing down other contact-based moves. Think of it as a Pokemon becoming too unstable from trying to run on really slippery Ice, so they end up having to slow themselves down to actually try and hit their target. The move itself would be limited to Ice-type Pokemon only, and precisely, those who are either found canonically in really frigid environments or are known to be tricksters.
Alternatively, the accuracy of the Pokemon on the opponent’s side is lowered (by the same amount as Sand-Attack and Flash) for 5 turns, excluding Ice-type Pokemon. It could function this way for the same reason as the part I bolded in the excerpt above.
 
Alternatively, the accuracy of the Pokemon on the opponent’s side is lowered (by the same amount as Sand-Attack and Flash) for 5 turns, excluding Ice-type Pokemon. It could function this way for the same reason as the part I bolded in the excerpt above.

would be cool if it would also affect accuracy of moves and reduce it (-10%) to all land based.

Something similar can be created for flying and levitate and call it Cold Cloud.


Hmmm:

G-move, Sun down burn, fire causes similar effect to Primal land for 4 turns making water moves unusable.
G-move, Rain down pour, water similar but with primal sea
G-move, Wild Storm Wind, flying this would cause Delta stream, but the pokemon needs to be chosen right... G-Delibird?
 
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Move - Sacred Shield (Counterpart to Sacred Sword)

Steel, Status, Accuracy: - PP: 15 (max: 24)

Description: The user holds up a shield to protect itself. This barrier cannot be broken by the moves Feint, Hyperspace Fury, Hyperspace Hole, Phantom Force, and Shadow Force, but it can be bypassed with sound moves.
 
Zoronium Z: If held by a Zorua or Zoroark with Night Daze, it can use Illusion Fury.

Signature Z-Move - Illusion Fury

Dark, Special, Base Power: 50 Accuracy: - PP: 1 (It's a Z-Move, duh)

Hits 2 to 5 times. If this move hits 2 or 3 times: Until they switch out, Pokémon hit by this move will have all secondary move effects such as status target themselves. (If this move hits 4 or 5 times, the mentioned effect will not occur.)
(If the mentioned effect takes place, the battle text shows: "(The opposing) [Pokémon] was tricked by Zorua/Zoroark's illusions!")
 
damage dealing powder moves, that have base power and that Overcoat would proctect against , also grass types would be immune too.
Hoped Pollen Puff and Silver wind, powder snow...
would be put into this category. Would create a scorch powder and others...

-we would need more abilities reacting to terrains actually, grass pelt isnt enough, leaf guard should boost sp. def when on grassy terrain.
Mimicry is nice but not enough...
Telepathy and others would deserve a extra effect when on psychic terrain or create new ones.



- Strong Frontier-
a ability that blocks moves and extra damage on a turn... that only you can get damage once per turn and take damage from it.
It would be the first damage taken in the turn.
Like only damage from the first hit of all the multistrike moves.... the second and further would get blocked.
When entering battle and hit by stealth rock then no more damage from a move on that turn,
Hail/sandstorm damage won't be counted if damage was taken before...
Damage from moves like continous damage Curse, Fire spin, whirlpool, bind would also fall into that category the same with burn and poison and be avoided this way.
Self damage from confussion , struggle, recoil damage too if the user would move last after getting hit by oponent.
If moving first and getting recoil damage then would be immune to damage from oponents attack.

Would be a nice ability for dragons, fairies, steel ,dark types... would be quite good in games.
 
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Alternatively, the accuracy of the Pokemon on the opponent’s side is lowered (by the same amount as Sand-Attack and Flash) for 5 turns, excluding Ice-type Pokemon. It could function this way for the same reason as the part I bolded in the excerpt above.
The original iteration did something similar. It would cause contact moves to have a chance of hitting a unintended target. Basically you'd have an X% chance if either hitting or missing in singles; and in doubles you'd have a chance of either hitting your target, the other opposing Pokemon, your partner, or nothing.

I didn't like the RNG aspect of it at all, so I moved to it lowering priority of contact moves instead.
 
we would need a ability to work like the move Curse with 30% of activation when it hits the oponent or oponent it but without the side effect... or maybe activation after the user faints? Cursed Soul?

We have Perish Song and Perish Body , maybe a ghost type move Perish Touch? normal pokemon would be immune, ghosts could switch out without worrying of trapping. A physical contact move.

ghosts also need something new, a ghost entry hazard would be actually cool, normal pokemon would be immune, let it reduce speed and take some hp on normal and non ghost pokemon when switching out, not it but out. Or make it get stronger with every pokemon that faints?

Also a ability that would work like Grudge and negate all the pp of oponent last move that would be quite nice taking how Grudge works and its hard to do actually.

move: Haunted Mist- ghost type entry hazard causes raise of PP usage of moves every turn similar like Pressure, ghost pokemon are immune to it. Rapid spin can not remove it because of normal typing, only Defog can do it together with "Sacred" moves in their names.
I would make ghost type pokemon immune to Pressure and rise pp usage of pressure to 3pp. (for 5 turns, it's 15pp , not much actually, by 4 would be 20pp... taking that the more pokemon you use the more pp together they have actually)
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a new ability that causes the oponet to get Truant as its ability when the user of the new ability faints...
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a new move that for 5 turns causes the oponents pokemon attack like they all would have Truant, that only attack every second turn, that means lose 2 turns out of 5.
But with a cost like reducing the users hp by 1/6.
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- moves that half pp of last used move and maybe do damage?
 
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