• Hey Trainers! Be sure to check out Corsola Beach, our newest section on the forums, in partnership with our friends at Corsola Cove! At the Beach, you can discuss the competitive side of the games, post your favorite Pokemon memes, and connect with other Pokemon creators!
  • Due to the recent changes with Twitter's API, it is no longer possible for Bulbagarden forum users to login via their Twitter account. If you signed up to Bulbagarden via Twitter and do not have another way to login, please contact us here with your Twitter username so that we can get you sorted.

suggest new moves for the 5th gen games

Understudy
Type: Normal
Category: Status
PP: 40
Power: -
Accuracy: -
Target: Self
Effect: The user faints, then switches to another Pokémon, which can then choose and use an attack. Has priotity +6; that is, it happens at the same time a normal switch would. The switched in Pokémon's move has the normal priority and speed.

Firestorm
Type: Fire
Category: Special
PP: 15
Power: 75
Accuracy: 100
Target: Everyone
Effect: Flames rain down from the sky, hitting every Pokémon on the field. Has a 20% chance of burning whoever it hits.

Fragrant Air
Type: Grass
Category: Status
PP: 20
Power: -
Accuracy: -
Target: Everyone
Effect: A sweet smelling air is released onto the battlefield. Whenever a Pokémon switches in, it is healed of any status problems and restores 1/8 of its max HP. Affects both teams. Can be removed by Defog and Rapid Spin.

Learnt Blow
Type: Normal
Category: Physical
PP: 25
Power: 60
Accuracy: 100
Target: One target
Effect: If learnt blow was not known by the user at the start of the battle, its base power is doubled. (I.e. if used via Mimic, Sketch, Metronome, Copycat, Mirror Move, etc.)

Feast
Type: Dark
Category: Physical
PP: 25
Power: 10
Accuracy: 100
Target: One target
Effect: If this move knocks out the target, the user's Attack and Special Attack increase by two stages.
 
Flash Flood
The user summons a flood to damage all Pokemon on the field at the end of each turn
for 5 turns.
Type: Water
Category: Status
PP: 5 (max 8)
Power: --
Accuracy: --
Speed: +0

Effect:
For the next 5 turns, at the end of each turn, each Pokemon takes damage equal to an
eighth of its max HP. Water-types and Flying-types are unaffected, as are Pokemon
with Levitate or under the effect of Magnet Rise and Pokemon in the semi-invulnerable
turn of a move such as Fly or Dive. If Gravity is in effect, Flying-types and Pokemon
with Levitate take damage normally.

Pokemon under the effect of Ingrain or Aqua Ring will not be damaged by the flood,
and those moves' HP-recharging effect is doubled during the flood. If Flash Flood and
Blight are in effect at the same time, Aqua-Ring'd or Ingrained Pokemon will take
no damage from the flood, double damage from the Blight, and will restore the normal
amount of HP for Aqua Ring and Ingrain.

This move is not a weather effect, but in the absence of a weather effect, Castform
will transform into its Rain Form, Weather Ball will be Water-type and have its power
doubled, and Forecast will turn its user into a Water-type.

The move will fail in intense sunlight or healing light. If either condition is
introduced, this move's effect will end.

This move activates the abilities Dry Skin, Hydration, Rain Dish, and Swift Swim.

- does not make contact
- not affected by Protect
- not affected by Magic Coat
- not affected by Snatch
- not affected by BrightPowder
- not affected by King's Rock

T: Affects all Pokemon on the field

Death Rattle
The user rattles its tail to scare the foe. May cause flinching.
Type: Dark
Category: Special
PP: 25 (max 40)
Power: 40
Accuracy: 95%
Speed: +0

Effect:
Death Rattle inflicts damage and has a 30% chance of causing the target to flinch.

- does not make contact
O affected by Protect
- not affected by Magic Coat
- not affected by Snatch
O affected by BrightPowder
- not affected by King's Rock
O is a sound-based move

T: May affect anyone but the user

Flashfreeze
The foe is exposed to a bitter cold that may freeze.
Type: Ice
Category: Status
PP: 10 (max 16)
Power: --
Accuracy: 55%
Speed: +0

Effect:
Freezes the target. Has no effect on Ice-type and Fire-type Pokemon.

- does not make contact
O affected by Protect
O affected by Magic Coat
- not affected by Snatch
- not affected by BrightPowder
- not affected by King's Rock

T: May affect anyone but the user

Magnify
The user gets larger, sharply boosting Attack and Defense at the cost of Speed and
evasion.
Type: Normal
Category: Status
PP: 10 (max 16)
Power: --
Accuracy: --
Speed: +0

Effect:
Enlarges the user, sharply increasing Attack and Defense (2 stages), but decreasing
Speed and evasion by one stage each.

- does not make contact
- not affected by Protect
- not affected by Magic Coat
O affected by Snatch
- not affected by BrightPowder
- not affected by King's Rock

T: Affects the user

Eversion
The user everts reality to create unusual effects.
Type: Normal
Category: Status
PP: 10 (max 16)
Power: --
Accuracy: --
Speed: +0

Effect:
Copies the effect of another status move. If the result affects the target, the
accuracy is 100%.

If the attempted effect cannot be created for any reason, the move will fail. (For
example, the Leech Seed effect can't affect Grass-type Pokemon.)

If the effect is created successfully, an animation plays accordingly. The move will
not name the source move. This means that Sketch, Copycat, and Mimic will "see" and
copy Eversion itself.

The effect is determined according to this chart (on Google docs):
http://spreadsheets.google.com/ccc?key=0AgtOjVKVyaxidHdDR1Nscjhpd1M0ejNDbHY3M1VzSlE&hl=en

Note that the weather effects are created with unlimited duration. They will continue
until nulled by a new weather effect or by the Defog or Undo effect. This also applies
to the battlefield effects that would normally have a duration (flooding, blight,
Gravity, and Trick Room).

If this move is Mimic'd, Sketch'd, Mirror Move'd, etc., those effects will copy
Eversion itself: this move does not "call" another move to generate these effects.

This move is affected by Protect/BrightPowder only if it makes an accuracy check.
(It makes an accuracy check only if the result chosen affects the target. It does not
make an accuracy check if the result chosen affects the target's side,
the battlefield, the weather, the user's side, or the user.)

This move is affected by Magic Coat only if the result chosen is one of the first
thirteen on the chart (poison through Worry Seed).

This move is affected by Snatch only if the result chosen would affect the user of
Eversion or the user's side (the last fifteen on the chart). [Note: Some of these
effects are not normally affected by Snatch, but can be stolen if they are created
through Eversion.]

- does not make contact
O affected by Protect/Detect
O affected by Magic Coat
O affected by Snatch
O affected by BrightPowder
- not affected by King's Rock

T: May target anyone but the user

Undo
The user turns back the clock in an attempt restore normality.
Type: Psychic
Category: Status
PP: 10 (max 16)
Power: --
Accuracy: 75%
Speed: +0

Effect:
Removes most ongoing effects from all active combatants and from the battlefield.

When successful, Undo removes the following effects:
- all major status ailments
- all stat changes
- drowsy, badly poisoned, confusion, attraction, seeded, cursed, nightmare
- Block, Spider Web, Mean Look
- Heal Block
- Embargo, Knock Off
- Switcheroo, Trick
- Disable, Encore, Taunt, Torment
- Imprison
- Aqua Ring, Ingrain
- Charge, Stockpile, Burrow
- type changes from Conversion, Conversion 2, Camouflage, or Color Change
- Transform, Mimic
- Focus Energy
- Follow Me, Helping Hand
- Foresight, Odor Sleuth, Miracle Eye
- Mist
- Power Trick
- Gastro Acid, Skill Swap, Worry Seed, Roleplay
- Substitute
- Reflect, Light Screen
- Tripwire, Magnet Room, Mental Floss
- Tailwind, Trick Room
- Roost, Gravity, Magnet Rise
- Spikes, Toxic Spikes, Stealth Rock, Hot Coals
- all weather effects, flooding, blight
- trapping moves (Wrap and the like)
- repeating moves (Rollout and the like)
- any new Gen V moves of similar vein

Undo also replaces any active Pokemon's held item, as per Recycle.

Undo does not remove the following effects:
- Lock-On, Mind Reader
- Perish Song, Future Sight, Doom Desire, Wish
- Protect, Detect
- Switcheroo, Trick
- Destiny Bond
- any new Gen V moves with delayed effect

It will also have no effect on a move that has been Sketched.

- does not make contact
- not affected by Protect
- not affected by Magic Coat
- not affected by Snatch
- not affected by BrightPowder
- not affected by King's Rock

T: Affects all Pokemon on the field

Healing Light
A healing light is created, restoring each Pokemon's HP a little at the end of each
turn for 5 turns.
Type: Normal
Category: Status
PP: 5 (max 8)
Power: --
Accuracy: --
Speed: +0

Effect:
For the next 5 turns, at the end of each turn, each Pokemon has its HP restored by
1/16 of its maximum. In addition, all healing effects during this time have their
effectiveness doubled. (For example, Leftovers will restore 1/8 of its user's HP,
rather than 1/16.)

Healing Light is a weather effect; it will replace any other active weather effect.
If any other weather effect is introduced, that effect will replace Healing Light.

Healing Light ends flooding and blight when introduced. The moves Flash Flood and
Blight will fail while Healing Light is in effect.

Healing Light makes Weather Ball become a healing move. It restores 1/4 of the
target's HP. (This amount is doubled by Healing Light itself.) This doesn't change
Weather Ball's target; it will still affect anyone but the user.

Heal Block prevents Healing Light from restoring the HP of Heal Block's target.

- does not make contact
- not affected by Protect
- not affected by Magic Coat
- not affected by Snatch
- not affected by BrightPowder
- not affected by King's Rock

T: Affects all Pokemon on the field

Fake Out
The foe is tricked into thinking the attack is coming from all directions.
Type: Dark
Category: Special
PP: 10 (max 16)
Power: 100
Accuracy: 90%
Speed: +0

Effect:
Fake Out inflicts damage and has a 10% chance to hit through Protect or Detect. It
also has a 10% chance to hit a target during the semi-invulnerable turn of a move
such as Fly or Dig.

- does not make contact
O affected by Protect
- not affected by Magic Coat
- not affected by Snatch
O affected by BrightPowder
O affected by King's Rock

T: May affect anyone but the user

Dark Vortex
The foe is trapped in a dark vortex for 2-5 turns.
Type: Dark
Category: Special
PP: 15 (max 24)
Power: 15
Accuracy: 70%
Speed: +0

Effect:
Dark Vortex traps the target for 2-5 turns, inflicting damage at the end of each turn.
While the target is trapped, it cannot switch or escape. If a wild Pokemon uses
Dark Vortex on the player's Pokemon, the player may escape if his or her Pokemon has
the Run Away ability. However, Run Away does not allow the player to switch the
Pokemon out.

This effect can be ended by Rapid Spin or Undo.

If the user of Dark Vortex is holding a Grip Claw, the duration will always be 5 turns.

- does not make contact
O affected by Protect
- not affected by Magic Coat
- not affected by Snatch
O affected by BrightPowder
O affected by King's Rock

T: May affect anyone but the user

Shriek
The foe is startled with a chilling shriek, sharply reducing a random stat.
Type: Normal
Category: Status
PP: 30 (max 48)
Power: --
Accuracy: 100%
Speed: +0

Effect:
Shriek chooses one of the target's Stats at random and lowers it by two stages. It
can lower either the target's Attack, Defense, Speed, Special Attack, Special Defense,
Accuracy, or Evasion stat.

- does not make contact
O affected by Protect
- not affected by Magic Coat
- not affected by Snatch
O affected by BrightPowder
- not affected by King's Rock
O is a sound-based move

T: Affects both foes

Trance
The user puts the target into a restorative sleep. The target's HP is fully restored.
Type: Psychic
Category: Status
PP: 10 (max 16)
Power: --
Accuracy: 100%
Speed: +0

Effect:
Causes the target to fall asleep, restoring its HP to its maximum amount. The target
will then be asleep for two turns, awakening on the third turn. The sleep countdown
of Trance is not reset by switching.

Any major status ailments of the target will be cured.

The move will fail if the target has Insomnia, is under the effect of Safeguard, or is
already asleep.

- does not make contact
o affected by Protect
o affected by Magic Coat
- not affected by Snatch
o affected by BrightPowder
- not affected by King's Rock

T: May affect anyone but the user

Overrun
The user attacks in a furious charge. The lower the user's HP, the less powerful this
attack becomes.
Type: Normal
Category: Physical
PP: 5 (max 8)
Power: 150
Accuracy: 100%
Speed: +0

Effect:
Overrun inflicts damage and hits both opponents in double battles.

This move's power falls as the user's HP falls. The power is
150 x (current HP)/(maximum HP). When the user is at maximum HP, the power is 150.

o makes contact
o affected by Protect
- not affected by Magic Coat
- not affected by Snatch
o affected by BrightPowder
o affected by King's Rock

T: Affects both foes

Burrow
The user burrows into the ground to increase Defense and weaken Electric-type moves.
Type: Ground
Category: Status
PP: 30 (max 48)
Power: --
Accuracy: --
Speed: +0

Effect:
The Pokemon burrows into the ground, raising its Defense by one stage. Additionally,
the Pokemon will take 50% less damage from Electric moves and will be unaffected by
hail and sandstorm.

While Burrowed, the user will be affected by Ground-type moves, even if it has
Levitate or the Flying type. Burrow automatically ends the effect of Magnet Rise
when used.

Further uses of Burrow have no additional effect except for the Defense boost.

A Burrowed Pokemon takes damage from moves such as Earthquake as though it had used
Dig.

A Burrowed Pokemon loses the effects of Burrow (including the Defense boost) if it
uses Fly, Bounce, or Magnet Rise.

- does not make contact
- not affected by Protect
- not affected by Magic Coat
o affected by Snatch
- not affected by BrightPowder
- not affected by King's Rock

T: Affects the user

Tripwire
The user sets a trap to make oncoming physical attacks more likely to miss for 5 turns.
Type: Ground
Category: Status
PP: 15 (max 24)
Power: --
Accuracy: --
Speed: +0

Effect:
For the next 5 turns, all physical attacks against the user's side have their accuracy
reduced by 50%.

Tripwire is removed by Undo, Defog, and Brick Beak.

- does not make contact
- not affected by Protect
- not affected by Magic Coat
o affected by Snatch
- not affected by BrightPowder
- not affected by King's Rock

T: Affects the user and ally

Mental Floss
The user creates a mental web which may absorb oncoming status moves for 5 turns.
Type: Psychic
Category: Status
PP: 15 (max 24)
Power: --
Accuracy: --
Speed: +0

Effect:
For the next 5 turns, all status moves against the user's side have their accuracy
reduced by 50%.

Mental Floss is removed by Undo, Defog, and Brick Beak.

- does not make contact
- not affected by Protect
- not affected by Magic Coat
o affected by Snatch
- not affected by BrightPowder
- not affected by King's Rock

T: Affects the user and ally

Magnet Room
The Pokemon uses electromagnetism to make oncoming special attacks more likely to
miss for 5 turns.
Type: Electric
Category: Status
PP: 15 (max 24)
Power: --
Accuracy: --
Speed: +0

Effect:
For the next 5 turns, all special attacks against the user's side have their accuracy
reduced by 50%.

Magnet Room is removed by Undo, Defog, and Brick Beak.

- does not make contact
- not affected by Protect
- not affected by Magic Coat
o affected by Snatch
- not affected by BrightPowder
- not affected by King's Rock

T: Affects the user and ally

Fire Whip
The user strikes the foe with a fiery whip. It is sure to strike first.
Type: Fire
Category: Physical
PP: 30 (max 48)
Power: 40
Accuracy: 100%
Speed: +1

Effect:
Fire Whip inflicts damage, and is an increased priority move.

- does not make contact
O affected by Protect
- not affected by Magic Coat
- not affected by Snatch
O affected by BrightPowder
O affected by King's Rock

T: Affects anyone but the user

Hot Coals
The user lays a trap of levitating coals around the foe. The trap hurts foes that
switch into battle.
Type: Fire
Category: Status
PP: 20 (max 32)
Power: --
Accuracy: --
Speed: +0

Effect:
Hot Coals sets a trap of levitating coals around the target Pokemon. Pokemon on the
target's side receive damage upon switching in. If a Frozen Pokemon is switched in, it
is defrosted by the Hot Coals. Like Stealth Rock, the amount of damage dealt by
Hot Coals is affected by type effectiveness.

The damage is taken from the victim's maximum HP as follows:
0.25x effective: 3.125% of max HP
0.5x effective: 6.25% of max HP
1x effective: 12.5% of max HP
2x effective: 25% of max HP
4x effective: 50% of max HP

If Hot Coals is used a second time, the coals will also inflict the burn status on
Pokemon that switch in, unless the Pokemon is already inflicted with a status ailment.

Hot Coals does not damage Pokemon with the ability Magic Guard, although the burn
status can still be inflicted upon them. The moves Rapid Spin, Defog, and Undo
remove the effect of Hot Coals; Rapid Spin removes Hot Coals set around the user
while Defog removes Hot Coals set around the target. Undo removes Hot Coals set around
either side.

- does not make contact
- not affected by Protect
- not affected by Magic Coat
- not affected by Snatch
- not affected by BrightPowder
- not affected by King's Rock

T: Affects both foes

Blight
The user blights the battlefield for 5 turns. All Pokemon except Dark-types and
Poison-types will take a small amount of damage each turn.
Type: Poison
Category: Status
PP: 5 (max 8)
Power: --
Accuracy: --
Speed: +0

Effect:
For the next 5 turns, at the end of each turn, each Pokemon takes damage equal to an
eighth of its max HP. Dark-types and Poison-types are unaffected.

Pokemon under the effect of Aqua Ring or Ingrain will be dealt twice as much damage,
and those moves will not recharge the user's HP during the duration of Blight. If
Flash Flood and Blight are in effect at the same time, Aqua-Ring'd or Ingrained
Pokemon will take no damage from the flood, double damage from the Blight, and will
restore the normal amount of HP for Aqua Ring and Ingrain.

This move is not a weather effect. However, while this move is active, Weather Ball
will have a 30% chance of inflicting poison. (Its power and type are not affected.)

This move will fail in healing light. If healing light is introduced, this move's
effect will end.

- does not make contact
- not affected by Protect
- not affected by Magic Coat
- not affected by Snatch
- not affected by BrightPowder
- not affected by King's Rock

Morphic DNA [Ability]
Whenever the Pokemon switches into battle, this ability is replaced with one at
random. Morphic DNA will not copy abilities with no in-battle effect and will not
copy Multitype, Wonder Guard, or Forecast. This ability is passive; no on-sreen
notification is given, unless the ability triggers at the start of battle (such as
Intimidate or Mold Breaker) or something else references it.

Trace will copy the result of Morphic DNA, so both Pokemon will end up with the same
ability, whatever it is.

Outside of battle, Morphic DNA will sometimes duplicate the out-of-battle effects of
certain other abilities. These abilities are Pickup, Honey Gather, Cute Charm,
Compoundeyes, Magma Armor, Illuminate, Intimidate, Magnet Pull, Natural Cure, Pressure,
White Smoke, Static, Stench, Sticky Hold, and Synchronize. There is no way to check
which, if any, of these is applying at any given time. Every 500 steps, or when the
Pokemon with Morphic DNA is captured or taken from the PC, each ability has a 5%
chance to be chosen, leaving a 1 in 4 chance of no ability getting picked.

Reality Bend [Ability]
Whenever the Pokemon switches into battle, this ability creates a random effect
that could be generated by the move Eversion.

Reality Bend has no effect outside of battle.
 
Angry Punch
The user slugs the foe to take out anger.
Type: Fighting
Category:physical
PP: 20 (max 32)
Power: --
Accuracy: 100
Speed: +0

Effect:
The user hits the foe with their fist. If the user dislikes the trainer, it gains power, maxing out at half of Frustration's power. If the user likes the trainer, it has a power of 25. The user will gain freindlyness each time the attack hits.

- makes contact
- affected by Protect
- not affected by Magic Coat
- not affected by Snatch
- affected by BrightPowder
- affected by King's Rock

Hits: any Pokemon exept the user

Checkmate
The user corners the foe, doing damage and randomly lowering stats.
Type: Dark
Category: Physical
PP: 5 (max 8)
Power: 20
Accuracy: 90
Speed: +0

Effect: The user deals damage and lowers random stats random amounts, so that the total stat loss is equal to 7.

- makes contact
- affected by Protect
- not affected by Magic Coat
- not affected by Snatch
- affected by BrightPowder
- affected by King's Rock

Hits: One enemy

Dragon Spear
Focus the Dragon's power into a powerful attack.
Type: Dragon
Category: --
PP: 10 (max 16)
Power: 90
Accuracy: 100
Speed: +0

Effect: The attack uses whichever stat is higher, SpA or attack.

- makes contact when Physical
- affected by Protect
- not affected by Magic Coat
- not affected by Snatch
- affected by BrightPowder
- affected by King's Rock

Hits: One enemy

Raging Fire (Ability)
The user's health powers Fire attacks.

Effect: When the user uses a Fire attack, their % HP is multiplied by 2 and the Fire attack does that % of its total damage, meaning that when the user is 49% or less HP, thier attacks lose power.

Shaped Charge (Ability)
The user caused controlled explosions.

Effect: Explosion and Self-Destruct only cause 50% damage to the user, but only have 75% power. If the user has less than 15% health, Explosion and Self-Destruct have full power.
 
Attacks:

Wind Shear
Description: The user repeatedly slashes its foe with intensely sharp blades of air.
Type: Flying
Power: 20
Accuracy: 60%
Other: attacks 2-5 times in a row; affected by Windstorm
Target: 1 at a time
Makes contact: No

Overload

Abilities

Keen Edge - Base power of slashing and cutting attacks increase by 20%.

Stoke - Fire attacks deal 1.5x damage but also deal 1/4 recoil damage.

Flash dance - When it is sunny, the Pokemon has a 10% chance of dodging any attack moves thrown its way (even swift and its variants).

Windstorm - "wind" type attacks (air cutter, air blade, gust, razor wind, etc) have their base power upped by 1.3x.

Flash Step - Speed increases by 1 level when it is Sunny.

Overload - Electric attacks deal 1.5x damage but also deal 1/4 recoil damage.
 
holy freakin gulpin. Now THAT's a wall of text.

Also, that firestorm idea sounds a lot like Eruption.
 
Sorry for the wall of text, but I had a lot of ideas.

I've come up with a few more (not nearly as many), but first I want to correct Burrow. I designed it with Dig in mind, but I've just discovered that Dig doesn't make as much sense as I thought. To make Burrow work consistently, here is the new text. Nothing was added; the difference is what's no longer there:

The Pokemon burrows into the ground, raising its Defense by one stage. Additionally,
the Pokemon will take 50% less damage from Electric moves and will be unaffected by
hail and sandstorm.

Further uses of Burrow have no additional effect except for the Defense boost.

A Burrowed Pokemon takes damage from moves such as Earthquake as though it had used
Dig.

A Burrowed Pokemon loses the effects of Burrow (including the Defense boost) if it
uses Fly or Bounce.

Now, on to the new stuff!

Broken Record [Ability]
The Pokemon gets stuck in a rut, using the same move twice in a row.
Whenever the Pokemon uses a move, it will use the same move in the next round, unless
the move fails or misses the first time. PP will not be deducted from the move the
second time.

Moves that require charging (SolarBeam) will charge the normal time, then be fired
twice in a row. Moves that require the user to recharge (Hyper Beam and its cousins)
will fire twice in a row before requiring the user to recharge for the normal time.

If the Pokemon uses a move that calls another move, it will use the called move
again in the next round (unless it fails or misses the first time).

Broken Record has no effect outside of battle.

Parry
The user parries a physical attack with a talon or claw, sending the blow back at
the attacker.
Type: Normal
Category: Status
PP: 5 (max 8)
Power: --
Accuracy: --
Speed: +3

Effect:
The next physical attack made against the user this turn is blocked, and the user
returns the attack with equal power.

If a multi-strike attack (such as Fury Attack) is parried, only the first blow is
blocked and returned to the attacker.

If an attack that isn't affected by Protect is parried, the blow still connects with
the user, but the user then returns the blow at half power.

Parry ignores special attacks.

The effect of Parry is not removed by Undo. (This only matters in a double battle.)

- does not make contact
- not affected by Protect
- not affected by Magic Coat
- not affected by Snatch
- not affected by BrightPowder
- not affected by King's Rock

T: Affects the user

Refract
The user bends a special attack backwards, sending the blow at the attacker.
Type: Psychic
Category: Status
PP: 5 (max 8)
Power: --
Accuracy: --
Speed: +3

Effect:
The next special attack made against the user this turn is blocked, and the user
returns the attack with equal power.

If a multi-strike attack (such as Octazuka) is parried, only the first blow is
blocked and returned to the attacker.

If an attack that isn't affected by Protect is parried, the blow still connects with
the user, but the user then returns the blow at half power.

Refract ignores physical attacks.

The effect of Refract is not removed by Undo. (This only matters in a double battle.)

- does not make contact
- not affected by Protect
- not affected by Magic Coat
- not affected by Snatch
- not affected by BrightPowder
- not affected by King's Rock

T: Affects the user

Restless [Ability]
The user's evasion is boosted.

Outside of battle, if the Pokemon with Restless is leading your party, wild Pokemon
will appear less often.

Faerie Fire
The target is cloaked in a shimmering light, making all attacks sure to hit.
Type: Ghost
Category: Status
PP: 10 (max 16)
Power: --
Accuracy: 80%
Speed: +0

All attacks made against the target for 2-4 turns are sure to hit. No accuracy check
is made. During this time, the target becomes immune to OHKO moves.

The target can still protect itself with Protect/Detect, dodge attacks with moves
such as Fly or Dig, and counter attacks with Parry or Refract.

Faerie Fire can be removed by Undo, but not by Rapid Spin or Defog.

[Note that this effect has been added to the list of effects Eversion can create,
between Block and Gastro Acid. It is among those that can be Magic Coat'd.]

- does not make contact
O affected by Protect
O affected by Magic Coat
- not affected by Snatch
O affected by BrightPowder
- not affected by King's Rock

T: May affect anyone but the user

Amplitude [Ability]
The user's sound-based attacks have their power boosted by 50%. The user's sound-based
moves have a 50% chance of hit through Protect/Detect (but not Soundproof).

Outside of battle, Amplitude makes wild Pokemon more likely to appear.

Regeneration [Ability]
The user recovers 1/16 of its max HP each turn during battle, but Poison moves inflict
double damage to the user. The user does not recover HP from this ability during
Blight or while the user is poisoned.

Outside of battle, the user cures itself of any status ailment except for poison.

Pin
The target is pinned down, inflicting damage and preventing escape.
Type: Fighting
Category: Physical
PP: 15 (max 24)
Power: 15
Accuracy: 70%
Speed: +0

Effect:
Pin traps the target for 2-5 turns, inflicting damage at the end of each turn.
While the target is trapped, it cannot switch or escape. If a wild Pokemon uses
Pin on the player's Pokemon, the player may escape if his or her Pokemon has
the Run Away ability. However, Run Away does not allow the player to switch the
Pokemon out.

This effect can be ended by Rapid Spin or Undo.

If the user of Pin is holding a Grip Claw, the duration will always be 5 turns.

O makes contact
O affected by Protect
- not affected by Magic Coat
- not affected by Snatch
O affected by BrightPowder
O affected by King's Rock

T: May affect anyone but the user
 
I thought of this while watching this clip: May vs. Brendan

Low Blow
Description: The user strikes its opponent in a vulnerable spot.
Type: Dark
Power: 60
Accuracy: 80%
Other: High critical hit rate (gendered Pokémon only), 2x damage on male Pokémon, 1.5x damage on female Pokémon, base damage on genderless Pokémon. Has a 15% chance of causing flinching (gendered Pokémon only)
Target: 1 at a time
Makes contact: Yes
 
Elbow drop
Fighting type
physical
pwr-80
acc-100
1 target
The user leaps up and slams the foe with its elbow.
10% chance make the target flinch.

Makes contact

Rip Tide
Water type
special
pwr-75
acc-100
1 target
The user slashes at the foe with blades of water.
Has a high crit chance.

Non contact

Tremor
Ground type
Physical
pwr-60
acc-90
1 target
The user creates a small quake below the target's feet.
30% chance to make flinch

Non contact

Sun stream
Fire type
Special
pwr-100
acc-80
Targets both enemies
Blasts the foe(s) with a super-intense heat.
Has a 30% chance to burn

Non contact

Hurricane Blast
Special
Flying type
pwr-120
acc-85
Targets all but user
The user creates a huge windstorm to blast all pokemon in battle.

Non contact
 
I thought of this while watching this clip: May vs. Brendan

Low Blow
Description: The user strikes its opponent in a vulnerable spot.
Type: Dark
Power: 60
Accuracy: 80%
Other: High critical hit rate (gendered Pokémon only), 2x damage on male Pokémon, 1.5x damage on female Pokémon, base damage on genderless Pokémon. Has a 15% chance of causing flinching (gendered Pokémon only)
Target: 1 at a time
Makes contact: Yes

Yeah, somehow I'm not seeing this happen.
 
I had this idea a while ago but it wasn't really refined at all.

Pyrokinesis
Fire Type
Special
Power - 70 (60 if that's too strong)
Accuracy - 100
Single Target
The user ignites the enemy with the power of their mind.
Attack also functions as Psychic and will calculate weaknesses and resistances as such, but effects do not stack. (So if they were weak against Fire AND Psychic, it'd still just do x2 damage)
 
Eye Gouge
Description: The user tears at its opponent's eyes.
Type: Dark
Power: 100
Accuracy: 50%
PP: 5
Other: Automatically decreases accuracy to lowest level if it connects. On eyeless or mechanical pokemon it just does 130 damage with no other effects.
Target: 1 at a time
Makes contact: Yes
Physical attack
 
Last edited:
Reality Tear
Description: The user Shreads Reality into a streak of black light hurling at the foe. Types are ignored.
Effects: May cause burn, paralysis, freezing, sleep, or poisoning. Also confusion or Flinching. Prevents the user from moving on the next turn.
PP: 5
Type: Normal
Power: 150
Accuracy: 95
Target: all
Makes contact: no
Special attack
 
You just made a SuperHyperBeam? Reduce it's power at least.
 
Glace Shield
Type: Ice
Power: --
Accuracy: n/a
1/2/S: Self
Ph/Sp/St: Status
PP: 40

User creates wall of ice around itself, greatly raising Special Defense.

I.e., it's an Ice-type Acid Armor.

Crystal Shot
Type: Rock
Power: 120
Accuracy: 80
1/2/S: One
Ph/Sp/St: Special
PP: 5

User focuses light in its crystalline structure, then unleashes it in a bundled blast of energy. It has a 10% of causing Paralysis.

It would be the most powerful move of a Rock-type Crystal Poke.

Diamond Hammer
Type: Rock
Power: 90
Accuracy: 95
1/2/S: One
Ph/Sp/St: Physical
PP: 15

User smashes into opponent at full force. Normal attack.

Essentially, a Rock-type Slash. Another attack move for a crystalline Rock-type Poke.

Expand
Type: Ghost
Power: --
Acc: n/a
1/2/S: Self
Ph/Sp/St: Status
PP: 15

User expands its body nearly to the point of invisibility. Evasion increases by one.

The type of Poke that would use this would be one mostly composed of gas--like Gastly. It would also be the front end of a combo with:

Contract
Type: Ghost
Power: 50
Acc: 100
1/2/S: Both enemies
Ph/Sp/St: Special
PP: 15

User tightens itself into one place and then expands slightly [with an oogy-boogy face], scaring the opponent Poke(s). Its power is doubled after using Expand and doubled again if at max evasiveness; however its evasiveness stat resets upon usage of the move. It causes Flinch 50% of the time. It is a contest combo with Expand (in Contests it will stun all following Pokes and prevent them from taking their turn).

Note: Like Expand, only available for Pokes who are essentially gassy in nature. The Expand/Contract combo would be Egg Moves for Gastly but otherwise the signature move of a local Ghost-type that would be used instead of Gastly.

Soothing Song
Type: Normal
Power: --
Acc: n/a
1/2/S: Bench
Ph/Sp/St: Status
PP: 5

Revives one fainted Pokemon with half HP. Always goes first (same priority as Follow Me). No other effect.

Note: A new ultimate move for the Chansey evolutions? It would be the most powerful healing move in the game.

I'll think up some more ideas later.
 
Mouth Pump
Type: Water
Power: 125
Acc: 99
PP: 5
A giant pump of water is shot from their mouth.
Can only be learned by Finneon.
 
Tempest
Type: Water-Type
Category: Status
Contest: Tough
Effect: A variation of Curse. On non-Water-Types, Evasiveness is lowered by one stage, while Speed and Attack are rise by one stage each. On Water-Types, the message "The foe was trapped in waves!" is displayed, cutting off 1/4 of their HP each round. However, Water-Types must also sacrifice 1/2 of their own HP.
Animation (Gen. IV style): For non-Water-Types, the screen becomes darker and rumbling is heard. Then, jagged torrential waves crash in on the screen and onto the user, washing them off-screen, before returning at the end of the animation. For Water-Types, the screen darkens, like with the normal effect. However, the user "melts," like with Acid Armor. This is followed up with rumbling, tides rising front the bottom of the screen, and then the tides hitting the foe. Like with Strength's animation, the foe is "boggled around". This repeats for all turns, until the Waves subside.

That's the only one I can think of right now. I'll come back with more, but I want to got do other stuff.
 
I don't want to see this as a new move necessarily, but I want to see Hidden Power reworked. Namely, I want it's type to represent the type of the pokemon using it (Instead of being hidden, we don't need the name of the move to apply :p). Then, I want it to also have the potential to not do damage, but to distribute status effects under the '???' type.

I'd like to see a move that causes the opponent to hit itself, with the proviso being that you suffer some penalty (i.e. either fainting, or having to attack yourself).
 
Please note: The thread is from 14 years ago.
Please take the age of this thread into consideration in writing your reply. Depending on what exactly you wanted to say, you may want to consider if it would be better to post a new thread instead.
Back
Top Bottom