• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Make Your Own Move

Synthe

Smash Journeyman
Joined
Sep 25, 2008
Messages
200
Location
Merrillville IN
The Pokemon Company Wants you to make up some new moves for them....What would your move be? Mine is

Claw Bash..80 pow, 95 acc, 10 pp

Burnout...really just like rollout but fire
 

MetaKnight63

Smash Apprentice
Joined
Mar 22, 2008
Messages
118
Location
Angleton, TX
I've made these before on another forum.

Light Blast Lighttype BA 125, AC 85, PP 5

Dark Blast Darktype BA 125, AC 85, PP 5

Here's some others.


Tornado FLyingtype BA 130, AC 75, PP 5

Speed Ball Electrictype BA 80, AC 100, PP 10 May increase SPD 1 LV.

Manic Slash Normaltype BA 35, AC 85, PP 15 Hits 2-5 times

Force Crush Fightingtype BA 90, AC 95, PP 10 30% chance of Paralysis.

Hyper Drive Normaltype BA -, AC -, PP 20 Increases SP ATK and SPD by 1 LV.
 

Ilucamy

Smash Journeyman
Joined
Mar 20, 2008
Messages
469
Location
San Diego, California
Sacrifice
Normal
PP 5
If used on the turn this Pokemon faints, the Attack and Special Attack of the Pokemon that is sent out are increased by 6 levels.

Megavolt (yes from the manga)
Electric type hyper beam.

Cripple
Normal
PP 5
Lowers all of the users stats by 6 levels. Causes the foe to be unable to use attacking moves until either one faints or is switched out.

Overload
Electric
PP 10
User enters "Overload" state. Electric attacks do 300% normal damage, but the user faints in 3 turns (turns stack upon switching out).

Amidestino
Normal
PP 5
Only usable in double battles. Must have a partner of the opposite gender. Both Pokemon have all stats increased to 2x normal, but they become unable to switch out or recover HP. If one faints, so does the other.


And just for fun

Falcon Punch
All types (Is 4x super-effective against everything even Spiritomb and Sabeleye)
PP: 999
Base Power: 999
Accuracy: Always hits
If Falcon punch connects, the opponent is knocked out no matter what. Furthermore, the opponents entire team is knocked out as well and the trainer is killed making it impossible to ever battle them again.
 

IC3R

Smash Lord
Joined
Aug 27, 2007
Messages
1,623
Location
Fayetteville, GA
Wow...this brings back memories...

-Ter
I know, right? ^-^
Link to original thread: http://www.smashboards.com/showthread.php?t=116581
=
=
Blade Arm - Bug - Physical
60 Power - 100 Acc - 20 PP
Effect: Has a 20% chance of causing Flinch

Learned by: Beedrill, Paras, Parasect, Scyther, Kabutops, Scizor, Skarmory, Nincada, Ninjask, Shedinja, Anorith, Armaldo, Empoleon, Kricketune, Gabite, Garchomp, Gallade, Bug Arceus/ {Fifth-Gen Pokemon}: Squirisite, Bruzzute
=
=
Crescendo - Ghost - Special
120 Power - 85 Acc - 5 PP
Effect: 10% chance of Confusion

Learned by: {Fifth-Gen Pokemon}: Alamaestro
=
=
Smite - Steel - Physical
--- Power - 100 Acc - 20 PP
Effect: Deals damage exactly equal to 34.75 % of the foe's Max HP

Learned by: Bastiodon
(Credit to Amazing Ampharos for making this awesome move)
=
=
Omni - Light - Special
150 Power - 90 Acc - 5 PP
Effect: Requires a single charge turn; hits through Protect and Detect for half damage, and hits Pokemon using Fly, Dig, Dive, Bounce, or Shadow Force for half damage; if Omni breaks a Substitute, the remaining damage carries over onto the foe that produced the Substitute

Learned by: {Fifth-Gen Pokemon}: Pureon
=
=
Annihilate - ??? - Physical
150 Power - 90 Acc - 5 PP
Effect: Requires a single charge turn; hits through Protect and Detect for half damage, and hits Pokemon using Fly, Dig, Dive, Bounce, or Shadow Force for half damage; if Annihilate breaks a Substitute, the remaining damage carries over onto the foe that produced the Substitute

Learned by: {Fifth-Gen Pokemon}: Atroceon
=
=
Drag Off - Fighting - Physical
50 Power - 90 Acc - 10 PP
Effect: Forces the foe to switch to a random Pokemon not currently active. Deals damage after the forced switch.

Learned by: Machoke, Machamp, Poliwrath, Heracross, Tyranitar, Swampert, Hariyama, Groudon, Electivire, Dusknoir/ {Fifth-Gen Pokemon}: Attilahun, Elorilla
=
=
Energy Burst - Normal - Special
140 Power - 90 Acc - 5 PP
Effect: Lowers the user's SpAtt stat two stages

Learned by: Porygon, Eevee, Porygon2, Vigoroth, PorygonZ
=
=
Ion Crosser - Electric - Physical
100 Power - 80 Acc - 20 PP
Effect: Has a high chance of a critical hit (12.5%)

Learned by: Pikachu, Manetric, Luxray, Electivire/ {Fifth-Gen Pokemon}: Blitzion, Elorilla
=
=
Stone Crown - Rock - Physical
120 Power - 80 Acc - 10 PP
Effect: No effect outside of damage

Learned by: {Fifth-Gen Pokemon}: Flowregal
=
=
Ruin - Dark - Other
N/A Power - N/A Acc - 5 PP
Effect: Reverses stat changes; does not affect Reflect or Light Screen

Learned by: {Fifth-Gen Pokemon}: Arouv
=
=
Ice Spreader - Ice - Special
80 Power - 100 Acc - 15 PP
Effect: Hits all Pokemon currently active; has 15% chance of Freeze

Learned by: {Fifth-Gen Pokemon}: Kaerumi
=
=
Vengence - Ghost - Physical
100 Power - 100 Acc - 15 PP
Effect: No effect outside of damage.

Learned by: {Fifth-Gen Pokemon}: Fantarmor
=
=
Voodoo Chant - Ghost - Other
N/A Power - N/A Acc - 5 PP
Effect: At the end of every full turn, for five turns, one of the user's stats increases by one stage; the raised stat is random. Fails when used during the five turns stats are being raised. Boosts are Baton Passable, and the five-turn effect is Baton Passable as well.

Learned by: Misdreavus, Ralts, Kirlia, Gardevoir, Shuppet, Banette, Mismagius/ {Fifth-Gen Pokemon}: Fantarmor, Scarenade, Fritenor, Alamaestro
=
=
Diamond Dust - Ice - Special
80 Power - 100 Acc - 5 PP
Effect: Summons a Hailstorm for five turns. This move is not affected by Icy Rock.

Learned by: Articuno, Sneasel, Castform, Snorunt, Glalie, Spheal, Sealeo, Walrein, Regice, Weavile, Froslass/ {Fifth-Gen Pokemon}: Polsa, Nortarsa, Modellura, Wyveroeru
=
=
Monsoon - Water - Special
80 Power - 100 Acc - 5 PP
Effect: Summons a Rainstorm for five turns. This move is not affected by Wet Rock.

Learned by: Seel, Dewgong, Horsea, Seadra, Omanyte, Omastar, Mantine, Kingdra, Surskit, Masquerain, Castform, Phione, Manaphy/ {Fifth-Gen Pokemon}: Staruss, Depthundra
=
=
Sunburst - Fire - Special
80 Power - 100 Acc - 5 PP
Effect: Summons bright Sunlight for five turns. This move is not affected by Heat Rock.

Learned by: Moltres, Bellossom, Sunflora, Houndour, Houndoom, Beautifly, Solrock, Camerupt, Castform, Cherrim, Heatran/ {Fifth-Gen Pokemon}: Sunlotus, Houndeath, Volcamel, Wyveruno
=
=
Sand Twister - Rock - Special
80 Power - 100 Acc - 5 PP
Effect: Summons a Sandstorm for five turns. This move is unaffected by Smooth Rock.

Learned by: Diglett, Dugtrio, Onix, Steelix, Nosepass, Castform, Flygon, Cacnea, Cacturne, Cradily, Regirock, Probopass/ {Fifth-Gen}: Naeljaw, Klaujaw, Zaujaw, Wyverama
=
=
Nightfall - Dark - Special
80 Power - 100 Acc - 5 PP
Effect: Summons a Starry Sky for five turns. This move is not affected by Stellar Rock.

Learned by: Clefairy, Clefable, Gengar, Ledian, Cleffa, Misdreavus, Dustox, Sableye, Lunatone, Castform, Jirachi, Spiritomb, Mismagius, Darkrai/ {Fifth-Gen Pokemon}: Sablaire

Shine Plasma- Electric - Special
80 Power - 100 Acc - 5 PP
Effect: Summons a Thunderstorm for five turns. This move is not affected by Static Rock.

Learned by: Pikachu, Raichu, Electrode, Zapdos, Ampharos, Chinchou, Lanturn, Manetric, Castform, Luxray, Rotom {Fifth-Gen Pokemon}: Gyromid, Depthundra, Wyverikku

============

Will edit post when more ideas come out...
 

MetaKnight63

Smash Apprentice
Joined
Mar 22, 2008
Messages
118
Location
Angleton, TX
I know, right? ^-^
Link to original thread: http://www.smashboards.com/showthread.php?t=116581
=
=
Blade Arm - Bug - Physical
60 Power - 100 Acc - 20 PP
Effect: Has a high chance of a critical hit (12.5%)

Learned by: Beedrill, Paras, Parasect, Scyther, Kabutops, Scizor, Skarmory, Nincada, Ninjask, Shedinja, Anorith, Armaldo, Empoleon, Kricketune, Gabite, Garchomp, Gallade, Bug Arceus/ {Fifth-Gen Pokemon}: Squirisite, Bruzzute
=
=
Crescendo - Ghost - Special
120 Power - 85 Acc - 5 PP
Effect: 10% chance of Confusion

Learned by: {Fifth-Gen Pokemon}: Alamaestro
=
=
Smite - Steel - Physical
--- Power - 100 Acc - 20 PP
Effect: Deals damage exactly equal to 36.75 % of the foe's Max HP

Learned by: Bastiodon
(Credit to Amazing Ampharos for making this awesome move)
=
=
Omni - Light - Special
150 Power - 80 Acc - 5 PP
Effect: Requires a single charge turn; hits through Protect and Detect for half damage, and hits Pokemon using Fly, Dig, Dive, Bounce, or Shadow Force for half damage; if Omni breaks a Substitute, the remaining damage carries over onto the foe that produced the Substitute

Learned by: {Fifth-Gen Pokemon}: Pureon
=
=
Annihilate - ??? - Physical
150 Power - 80 Acc - 5 PP
Effect: Requires a single charge turn; hits through Protect and Detect for half damage, and hits Pokemon using Fly, Dig, Dive, Bounce, or Shadow Force for half damage; if Annihilate breaks a Substitute, the remaining damage carries over onto the foe that produced the Substitute

Learned by: {Fifth-Gen Pokemon}: Atroceon

============

Will edit post when more ideas come out...

Nice originality. I have 5th Gen Pokes at http://www.smashboards.com/showthread.php?t=168485&page=21


10AnnihilatePWNAGE!!
 

zrky

Smash Lol'd
Joined
Jun 1, 2008
Messages
3,265
Location
Nashville
should the original be bumped?

sucker face= can be learned only by fish pokemon
causes damage = to the users level, and lowers the opponents speed and accuracy

PP=10
power=N/A
accuracy=100%
Type=water
 

TehBo49

Smash Ace
Joined
Feb 14, 2008
Messages
589
Location
In an alternate universe, where Brawl does not suc
Can we do abilities, too?

Pyro Spikes
Type: Fire
Pwr: --
Acc: --
Cat: Other
PP: 20
Effect: Lays spikes on the opponent's field. Pokemon switching in are burned by the spikes. Flying-types, Fire-types, pokemon with Levitate, & pokemon with Water Veil are unaffected by the spikes. The spikes are removed when an opponent uses Rapid Spin, or a non-Flying, non-Levitating Fire-type switches in. Pokemon with Flash Fire are unaffected & receive the effects of their ability upon switching in.

Fog
Type: Ice
Pwr: --
Acc: --
Cat: Other
PP: 5
Creates a foggy atmosphere. For 5 turns: all attacks suffer 15% accuracy loss (except things like aerial ace & stat boosters/support moves), Mist turn counter is disabled, Solarbeam's power is halfed, & Flying-type attacks are weakened. Ends after 5 turns or if another weather move is used.

Paranoia
Type: Dark
Pwr: --
Acc: --
Cat: Other
PP: 20
Effect: Prevents the opponent from using directly damaging moves for 3-5 turns (effectively the opposite of Taunt).

Cheap Shot
Type: Dark
Pwr: 60
Acc: 100
Cat: Physical
PP: 15
Effect: Almost always goes last. Power doubles if the opponent didn't use an attacking move.

More to come...
 

jigglyppuff8

Smash Lord
Joined
Oct 10, 2006
Messages
1,241
Location
PA, USA ⊂(゚ヮ゚)⊃
Wall of Pain
Type: Normal
Power: 45
Acc: 90
Cat: Physical
PP: 20
Effect: *A move only to be learned by Jigglypuff* Launches 2-5 kicks that prevent the opponent from Recovering efficiently. (Basically, fury attack).
 

TehBo49

Smash Ace
Joined
Feb 14, 2008
Messages
589
Location
In an alternate universe, where Brawl does not suc
Tornado
Type: Flying
Pwr: 65
Acc: 95
Cat: Special
PP: 20
Effect: Removes any weather moves.

Berserk
Type: Fighting
Pwr: 90
Acc: 100
Cat: Physical
PP: 20
Effect: The users attacks uncontrollably for 2-3 turns & becomes confused.

Acid Spray
Type: Poison
Pwr: --
Acc: --
Cat: Other
PP: 40
Effect: Removes all evasion & accuracy modifiers; allows Poison-type moves to hit Steel-types.

Flare
Type: Fire
Pwr: 60
Acc: 100
Cat: Special
PP: 10
Effect: Doubles in power against a pokemon with a burn, but also heals them of it.

Phantom Punch
Type: Ghost
Pwr: 60
Acc: 100
Cat: Physical
PP: 20
Effect: Doubles in power against an opponent using Bounce, Dig, Dive, Fly, or Shadow Force.
 

IC3R

Smash Lord
Joined
Aug 27, 2007
Messages
1,623
Location
Fayetteville, GA
Can we do abilities, too? No.

Pyro Spikes
Type: Fire
Pwr: --
Acc: --
Cat: Other
PP: 20
Effect: Lays spikes on the opponent's field. Pokemon switching in are burned by the spikes. Flying-types, Fire-types, pokemon with Levitate, & pokemon with Water Veil are unaffected by the spikes. The spikes are removed when an opponent uses Rapid Spin, or a non-Flying, non-Levitating Fire-type switches in. Pokemon with Flash Fire are unaffected & receive the effects of their ability upon switching in.

Funky situation: If your opponent were to have Toxic Spikes AND Pyro Spikes, which one would take priority? A Pokemon like Heatran would be on EVERYONE'S team (like it isn't already), because it's immune to one, and gains a boost from the other. I think they should be absorbed by Fire-types, like Toxic Spikes with Poison-types. Perhaps if both sets are down, which one takes effect is entirely random

Fog
Type: Ice
Pwr: --
Acc: --
Cat: Other
PP: 5
Creates a foggy atmosphere. For 5 turns: all attacks suffer 15% accuracy loss (except things like aerial ace & stat boosters/support moves), Mist turn counter is disabled, Solarbeam's power is halfed, & Flying-type attacks are weakened. Ends after 5 turns or if another weather move is used.

EDIT: A point was mentioned on Shoddy Battle about Fog: Jumpluff. Aerial Ace - Swords Dance - Encore - Substitute owns all.

Paranoia
Type: Dark
Pwr: --
Acc: --
Cat: Other
PP: 20
Effect: Prevents the opponent from using directly damaging moves for 3-5 turns (effectively the opposite of Taunt).

Just, no...

Cheap Shot
Type: Dark
Pwr: 60
Acc: 100
Cat: Physical
PP: 15
Effect: Almost always goes last. Power doubles if the opponent didn't use an attacking move.

More to come...

^^^Now this seems rather interesting, and could be especially effective against those crippler Ghosts like Dusknoir. Could be used in conjunction with Sucker Punch or Payback for a nice attacking combo.
Tornado
Type: Flying
Pwr: 65
Acc: 95
Cat: Special
PP: 20
Effect: Removes any weather moves.

Okay.

Berserk
Type: Fighting
Pwr: 90
Acc: 100
Cat: Physical
PP: 20
Effect: The users attacks uncontrollably for 2-3 turns & becomes confused.

PRIIIIIIMAPE APE APE AAAPE!!!!

Acid Spray
Type: Poison
Pwr: --
Acc: --
Cat: Other
PP: 40
Effect: Removes all evasion & accuracy modifiers; allows Poison-type moves to hit Steel-types.

All Poison-types consider you a godsend.

Flare
Type: Fire
Pwr: 60
Acc: 100
Cat: Special
PP: 10
Effect: Doubles in power against a pokemon with a burn, but also heals them of it.

Cool...err...hot...err...hmm...

Phantom Punch
Type: Ghost
Pwr: 60
Acc: 100
Cat: Physical
PP: 20
Effect: Doubles in power against an opponent using Bounce, Dig, Dive, Fly, or Shadow Force.

Alrighty, then.
10newmovez
 
D

Deleted member

Guest
Thoron
Electric, Special Attack
140 Power
90 Accuracy
5 PP
- lowers your SpA by -2 stages, 100%
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
Idk about a single move, but I think it would be cool if every type had its own special move. It would have a special effect or something like Rain Dance or Sandstorm. Idk just a thought.
 

MetaKnight63

Smash Apprentice
Joined
Mar 22, 2008
Messages
118
Location
Angleton, TX
Tornado
Type: Flying

Pwr: 65
Acc: 95
Cat: Special
PP: 20
Effect: Removes any weather moves.

Berserk
Type: Fighting
Pwr: 90
Acc: 100
Cat: Physical
PP: 20
Effect: The users attacks uncontrollably for 2-3 turns & becomes confused. 9 PWN

Acid Spray
Type: Poison
Pwr: --
Acc: --
Cat: Other
PP: 40
Effect: Removes all evasion & accuracy modifiers; allows Poison-type moves to hit Steel-types. God PWN

Flare
Type: Fire
Pwr: 60
Acc: 100
Cat: Special
PP: 10
Effect: Doubles in power against a pokemon with a burn, but also heals them of it. 0 PWN

Phantom Punch
Type: Ghost
Pwr: 60
Acc: 100
Cat: Physical
PP: 20
Effect: Doubles in power against an opponent using Bounce, Dig, Dive, Fly, or Shadow Force. Rename then maybe 8 PWN
My Tornado ATK is better! You skewed the brokeness of Tornado by getting rid of whatever weather is currently in effect!!??

Logically speaking, a tornado would make any weather condition worse.

Just sayin......
 

Ilucamy

Smash Journeyman
Joined
Mar 20, 2008
Messages
469
Location
San Diego, California
No, Tornado is it's own weather. It would make everything but Steel, Rock, and Ground types take damage every turn. Or if you want to be illogical you can make only flying-types immune. Maybe Tornado would up the power of all physical (not physical/special, i mean substance versus energy) attacks. Or maybe Tornado would just suck and destroy the battlefield and cause everyone to die.
 

Platypus

Smash Ace
Joined
Mar 7, 2007
Messages
805
Location
Astride a magic potato alongside Mario. ________ S
The attack should, I believe, be named Tempest. It should be an attack that doubles in power in weather, canceling the weather.

POWER SLAP
Normal
Power: 80
Accuracy: 90
Physical
"Switches out the target while keeping effects in play."
This is not a forced Baton Pass; if the opponent is Paralyzed, the monster that switches in will take the Paralysis; if the one switched out has been Foresight-ed, any Ghost that arrives will be exposed.
 

Metal~Mario

Smash Lord
Joined
Mar 7, 2007
Messages
1,757
Location
Eggmanland, obviously.
Frostbite
ice
pp 10
acc 60

Freezes foe. doesn't work on ice pokes or magma armor

Chaos
???
pp 5
acc -

destroys current weather. Inflicts random status on foe.

Invert
???
pp 5
acc -

Reverses healing and damage. Pefect for Leftovers abusers. disappears after 5 turns
 

IC3R

Smash Lord
Joined
Aug 27, 2007
Messages
1,623
Location
Fayetteville, GA
Frostbite
ice
pp 10
acc 60

Freezes foe. doesn't work on ice pokes or magma armor

I remember this move being on AA's Modded Server. He made it a move learnable only by Walrein, and it caused Hail for 5 turns, had 80 Power, and 5 PP. Stallrein needs help from no Abomasnow >:o

Chaos
???
pp 5
acc -

destroys current weather. Inflicts random status on foe.

Hmm. Got any percentages for the different statuses?

Invert
???
pp 5
acc -

Reverses healing and damage. Pefect for Leftovers abusers. disappears after 5 turns

Blissey's worst nightmare right there...
lol That move before named "Hyper Drive," give it to Porygon-Z. gg


Also, made edits to my first post here.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
I've made these before on another forum.

Light Blast Lighttype BA 125, AC 85, PP 5

Dark Blast Darktype BA 125, AC 85, PP 5
These attacks should have less accuracy.
Here's some others.


Tornado FLyingtype BA 130, AC 75, PP 5

Speed Ball Electrictype BA 80, AC 100, PP 10 May increase SPD 1 LV.

Manic Slash Normaltype BA 35, AC 85, PP 15 Hits 2-5 times

Force Crush Fightingtype BA 90, AC 95, PP 10 30% chance of Paralysis.

Hyper Drive Normaltype BA -, AC -, PP 20 Increases SP ATK and SPD by 1 LV.
These are overpowered. Hyper Drive is alright, though.
Sacrifice
Normal
PP 5
If used on the turn this Pokemon faints, the Attack and Special Attack of the Pokemon that is sent out are increased by 6 levels.

Megavolt (yes from the manga)
Electric type hyper beam.

Cripple
Normal
PP 5
Lowers all of the users stats by 6 levels. Causes the foe to be unable to use attacking moves until either one faints or is switched out.
2 levels would be more than enough. Think about Memento.
Overload
Electric
PP 10
User enters "Overload" state. Electric attacks do 300% normal damage, but the user faints in 3 turns (turns stack upon switching out).
Very creative. I like.
Amidestino
Normal
PP 5
Only usable in double battles. Must have a partner of the opposite gender. Both Pokemon have all stats increased to 2x normal, but they become unable to switch out or recover HP. If one faints, so does the other.
Broken. +1 to all stats in a double battle is already terrifying.

And just for fun

Falcon Punch
All types (Is 4x super-effective against everything even Spiritomb and Sabeleye)
PP: 999
Base Power: 999
Accuracy: Always hits
If Falcon punch connects, the opponent is knocked out no matter what. Furthermore, the opponents entire team is knocked out as well and the trainer is killed making it impossible to ever battle them again.
Epic.
I know, right? ^-^
Link to original thread: http://www.smashboards.com/showthread.php?t=116581
=
=
Blade Arm - Bug - Physical
60 Power - 100 Acc - 20 PP
Effect: Has a 20% chance of causing Flinch

Learned by: Beedrill, Paras, Parasect, Scyther, Kabutops, Scizor, Skarmory, Nincada, Ninjask, Shedinja, Anorith, Armaldo, Empoleon, Kricketune, Gabite, Garchomp, Gallade, Bug Arceus/ {Fifth-Gen Pokemon}: Squirisite, Bruzzute
=
Needs to be stronger. Hm... but then people will compare it to X-Scissor.
=
Crescendo - Ghost - Special
120 Power - 85 Acc - 5 PP
Effect: 10% chance of Confusion

Learned by: {Fifth-Gen Pokemon}: Alamaestro
=
Cool!
=
Smite - Steel - Physical
--- Power - 100 Acc - 20 PP
Effect: Deals damage exactly equal to 36.75 % of the foe's Max HP

Learned by: Bastiodon
(Credit to Amazing Ampharos for making this awesome move)
=
It's too genius for words. However, I think you have the %age wrong. It's like a guaranteed 3hko on Pokes with leftovers that have switched into SR.
=
Omni - Light - Special
150 Power - 80 Acc - 5 PP
Effect: Requires a single charge turn; hits through Protect and Detect for half damage, and hits Pokemon using Fly, Dig, Dive, Bounce, or Shadow Force for half damage; if Omni breaks a Substitute, the remaining damage carries over onto the foe that produced the Substitute

Learned by: {Fifth-Gen Pokemon}: Pureon
=
Smart! Needs at least 90% acc though.
=
Annihilate - ??? - Physical
150 Power - 80 Acc - 5 PP
Effect: Requires a single charge turn; hits through Protect and Detect for half damage, and hits Pokemon using Fly, Dig, Dive, Bounce, or Shadow Force for half damage; if Annihilate breaks a Substitute, the remaining damage carries over onto the foe that produced the Substitute

Learned by: {Fifth-Gen Pokemon}: Atroceon
=
=
Drag Off - Fighting - Physical
50 Power - 90 Acc - 10 PP
Effect: Forces the foe to switch to a random Pokemon not currently active. Deals damage after the forced switch.

Learned by: Machoke, Machamp, Poliwrath, Heracross, Tyranitar, Swampert, Hariyama, Groudon, Electivire, Dusknoir/ {Fifth-Gen Pokemon}: Attilahun, Elorilla
=
That's a Pokemon card move! Great move!
=
Energy Burst - Normal - Special
140 Power - 90 Acc - 5 PP
Effect: Lowers the user's SpAtt stat two stages

Learned by: Porygon, Eevee, Porygon2, Vigoroth, PorygonZ
=
We needed one of those!
=
Ion Crosser - Electric - Physical
100 Power - 80 Acc - 20 PP
Effect: Has a high chance of a critical hit (12.5%)

Learned by: Pikachu, Manetric, Luxray, Electivire/ {Fifth-Gen Pokemon}: Blitzion, Elorilla
YES! Electric-type Stone Edge!
============

Will edit post when more ideas come out...
Can we do abilities, too?

Pyro Spikes
Type: Fire
Pwr: --
Acc: --
Cat: Other
PP: 20
Effect: Lays spikes on the opponent's field. Pokemon switching in are burned by the spikes. Flying-types, Fire-types, pokemon with Levitate, & pokemon with Water Veil are unaffected by the spikes. The spikes are removed when an opponent uses Rapid Spin, or a non-Flying, non-Levitating Fire-type switches in. Pokemon with Flash Fire are unaffected & receive the effects of their ability upon switching in.
Okay, not bad.
Fog
Type: Ice
Pwr: --
Acc: --
Cat: Other
PP: 5
Creates a foggy atmosphere. For 5 turns: all attacks suffer 15% accuracy loss (except things like aerial ace & stat boosters/support moves), Mist turn counter is disabled, Solarbeam's power is halfed, & Flying-type attacks are weakened. Ends after 5 turns or if another weather move is used.
Mmkay, pretty good. Now Defog actually has a use?
Paranoia
Type: Dark
Pwr: --
Acc: --
Cat: Other
PP: 20
Effect: Prevents the opponent from using directly damaging moves for 3-5 turns (effectively the opposite of Taunt).
A little OP? It would either have to be thinly distributed or every other Pokemon in the game is going to have to use Taunt.
Cheap Shot
Type: Dark
Pwr: 60
Acc: 100
Cat: Physical
PP: 15
Effect: Almost always goes last. Power doubles if the opponent didn't use an attacking move.
"Almost"? The 2nd effect is fine on it's own.
More to come...
Wall of Pain
Type: Normal
Power: 45
Acc: 90
Cat: Physical
PP: 20
Effect: *A move only to be learned by Jigglypuff* Launches 2-5 kicks that prevent the opponent from Recovering efficiently. (Basically, fury attack).


God tier.
Tornado
Type: Flying
Pwr: 65
Acc: 95
Cat: Special
PP: 20
Effect: Removes any weather moves.
Good! ^^
Berserk
Type: Fighting
Pwr: 90
Acc: 100
Cat: Physical
PP: 20
Effect: The users attacks uncontrollably for 2-3 turns & becomes confused.
Alright, I'm digging this. More power wouldn't hurt, though.
Acid Spray
Type: Poison
Pwr: --
Acc: --
Cat: Other
PP: 40
Effect: Removes all evasion & accuracy modifiers; allows Poison-type moves to hit Steel-types.
Until Poison hits more than just one type for SE damage, this won't be that good.
Flare
Type: Fire
Pwr: 60
Acc: 100
Cat: Special
PP: 10
Effect: Doubles in power against a pokemon with a burn, but also heals them of it.
Kinda like smelling salt and wake up slap, alright... Not that special.
Phantom Punch
Type: Ghost
Pwr: 60
Acc: 100
Cat: Physical
PP: 20
Effect: Doubles in power against an opponent using Bounce, Dig, Dive, Fly, or Shadow Force.
Good idea.
Thoron
Electric, Special Attack
140 Power
90 Accuracy
5 PP
- lowers your SpA by -2 stages, 100%
Change the name, and we're all good.
Frostbite
Ice type double-edge.

...that's all I got.
 

IC3R

Smash Lord
Joined
Aug 27, 2007
Messages
1,623
Location
Fayetteville, GA
Heh, at least someone noticed Drag Off was a TCG move on Dark Machoke.

And I see you like my Electric Stone Edge. Luxray deserves an attack like that...

If you notice with Blade Arm, there are two specific Pokes that destroy tons of crap with it: Scyther and Scizor. 60 * STAB * Tech = 135, which is the same as STAB Attack Order, except with Flinch. Ninjask can take advantage of the Flinch, as can Rock Polish Armaldo.

I'll make adjustments according to your suggestions.


Also, imma add some new ones later...
 

A_man13

Smash Master
Joined
Apr 6, 2008
Messages
3,535
Location
Auburn, Al
This should be fun:

Overload
Electric type
150 Special damage - 95% accuracy - 5 PP
Creates a massive power surge to attack all foes. User then looses the ability to use electric type attacks for 2 turns.

Provoke
Dark type
Status - 10 PP
25% of the time, the target poke will not move (think having a lvl 50 traded poke for the first gym) . Active for 2-5 turns or until foe switches

Juggle
Psychic type
??? physical damage - 100% (can be lowered) accuracy - 10 PP
Moves like stealth rock and spikes are tossed back at the foe for damage (or status).

Tidal Wave
Water Type
120 Special Damage - 100% accuracy - 5 PP
Creats a massive surge of water at all foes. User takes recoil.

Ice spear
Ice type
70 physical Damage - 100% Accuracy - 15 PP
The user creates a frozen spear and slices the opponent. High Critical Hit ratio


That's all I can think of for now.
 

Platypus

Smash Ace
Joined
Mar 7, 2007
Messages
805
Location
Astride a magic potato alongside Mario. ________ S
I feel like I had a lot of these in my mind before- and they're gone.

MAELSTROM
Psychic
Power: --
Accuracy: --
Status
"If the user is defeated by a fast move, the foe is locked into the move."
Basically, if the opponent scores a kill with a priority move, the opponent is Choiced to it.
It is learned by Clefable, Ninetales, Venomoth, Slowpoke, and Slowbro; Mr. Mime, Natu and Xatu (signaturely); Slowking, Ralts, Kirlia, and Gardevoir; Clamperl, Mismagius, Uxie, and, of course, Cresselia.

Also, I think that Surf is a tsunami.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
Invoke
Normal
Status
Priority: 0
PP: 20
AC: --
BA: --
Two turns from now, the Pokemon in play will receive +1 Atk and SpA. In double battles, the Pokemon in the user's position will receive the boost. Can be used on your teammate.

Thunderstorm
Electric
Special
Priority: 0
PP: 10
AC: 100%
BA: --
For the next 5 turns, the foe and the user will take an electric attack at the end of the turn (after Leftovers) that inflicts 6.25% of their HP. Electric and Ground types are unaffected. Pokemon with Volt Absorb heal 6.25% of their HP each turn Thunderstorm is active. Pokemon with Motor Drive activate their effects when using this attack, but not during the residual damage. If a Pokemon with Lightning Rod is on the field, other Pokemon will not take damage, but the Pokemon with Lightning Rod will, unless they are Ground or Electric type. Thunder's accuracy becomes perfect, Solarbeam takes 2 turns to charge, Electric attacks get a 1.5x boost.

Overload
Normal
Status
Priority: -2
PP: 10
AC: 100%
BA: --
All Pokemon with held items have their speed cut in half. Unburden still doubles the Pokemon's original speed.

Flash Step
Electric
Physical
Priority: +1
PP: 30
AC: 100%
BA: 40
Always strikes first.

Implosion
Normal
Special
Priority: 0
PP: 5
AC: 100%
BA: 250
Opponent's SpD is halved during the duration of this attack. The user faints after attacking. Hits all Pokemon on the field.

Super Hi Jump Kick
Fighting
Physical
Priority: 0
PP: 15
AC: 85%
BA: 115
If this attack misses, the user inflicts 1/4 of the move's damage to itself.

Ultra Hi Jump Kick
Fighting
Physical
Priority: 0
PP: 10
AC: 80%
BA: 130
If this attack misses, the user inflicts 1/4 of the move's damage to itself.

Legendary Jump Kick
Fighting
Physical
Priority: 0
PP: 5
AC: 75%
BA: 150
If this attack misses, the user inflicts 1/4 of the move's damage to itself.

The 'stache
???
Physical
Priority: 2
PP: 5
AC: 95%
BA: --
Can only be used if the user has a mustache. Sorry Smeargle+pokes that learn mimic/mirror move/etc. The opponent cannot switch out and cannot attack for the next three turns (including the turn it was used). Watch out for Snatch and Magic Coat. Protect/Detect works against this. Targets only one Pokemon in a double battle.
 

Bowser King

Have It Your Way
Joined
Aug 7, 2007
Messages
4,737
Location
Ontario, Canada
This should be fun:

Overload
Electric type
150 Special damage - 95% accuracy - 5 PP
Creates a massive power surge to attack all foes. User then looses the ability to use electric type attacks for 2 turns.

Most 150 dmg moves have 90% IIRC.


Provoke
Dark type
Status - 10 PP
25% of the time, the target poke will not move (think having a lvl 50 traded poke for the first gym) . Active for 2-5 turns or until foe switches

seems good.

Tidal Wave
Water Type
120 Special Damage - 100% accuracy - 5 PP
Creats a massive surge of water at all foes. User takes recoil.

IIRC it should have more PP (and less accracy) being a recoil move but I'm not sure =/

Ice spear
Ice type
70 physical Damage - 100% Accuracy - 15 PP
The user creates a frozen spear and slices the opponent. High Critical Hit ratio

cool (no pun).

That's all I can think of for now.

Invoke
Normal
Status
Priority: 0
PP: 20
AC: --
BA: --
Two turns from now, the Pokemon in play will receive +1 Atk and SpA. In double battles, the Pokemon in the user's position will receive the boost. Can be used on your teammate.

Thunderstorm
Electric
Special
Priority: 0
PP: 10
AC: 100%
BA: --
For the next 5 turns, the foe and the user will take an electric attack at the end of the turn (after Leftovers) that inflicts 6.25% of their HP. Electric and Ground types are unaffected. This activates Volt Absorb and Motor Drive. If a Pokemon with Lightning Rod is on the field, other Pokemon will not take damage, but the Pokemon with Lightning Rod will, unless they are Ground or Electric type. Thunder's accuracy becomes perfect, Solarbeam takes 2 turns to charge, Electric attacks get a 1.5x boost.


just wondering but don't only electric and ground pokes have lighting rod?
....and doesn't solar beam always take 2 turns (unless you mean pokemon that used sunny day).

This move kinda seems really good (to good) for electrics). Not only do they get a 2x boost but there opponent takes 6.25% dmg (plus if it's electrivire it's even worse). Thunder also gets perfect accuracy =/







Implosion
Normal
Special
Priority: 0
PP: 5
AC: 100%
BA: 250
Opponent's SpD is halved during the duration of this attack. The user faints after attacking. Hits all Pokemon on the field.

Duration of attack? You mean this attack lowers SpD before attacking? So it's basically explosion but better, right?

Super Hi Jump Kick
Fighting
Physical
Priority: 0
PP: 15
AC: 85%
BA: 115
If this attack misses, the user inflicts 1/4 of the move's damage to itself.

Ultra Hi Jump Kick
Fighting
Physical
Priority: 0
PP: 10
AC: 80%
BA: 130
If this attack misses, the user inflicts 1/4 of the move's damage to itself.

Legendary Jump Kick
Fighting
Physical
Priority: 0
PP: 5
AC: 75%
BA: 150
If this attack misses, the user inflicts 1/4 of the move's damage to itself.

Kill Jump Kick
Fighting
Priotity: 4
PP-30
AC- ---always hits
BA- Auto kill
If this attack misses, the user inflicts no dmg to himself but still kills opponent :p


The 'stache
???
Physical
Priority: 2
PP: 5
AC: 95%
BA: --
Can only be used if the user has a mustache. Sorry Smeargle+pokes that learn mimic/mirror move/etc. The opponent cannot switch out and cannot attack for the next three turns (including the turn it was used). Watch out for Snatch and Magic Coat. Protect/Detect works against this. Targets only one Pokemon in a double battle.
Make a mario pokemon just for this (unless you count probopass as mario :p)

-:bowser:Bowser King
 

TehBo49

Smash Ace
Joined
Feb 14, 2008
Messages
589
Location
In an alternate universe, where Brawl does not suc
@ ORLy: By "almost always goes last," I mean it's move priority is -3.

Your idea on Thunderstorm seems a little broken. Electivire would essentially get Speed Boost, Jolteon could spam Substitute forever, & a Thunder attack from Zapdos would OHKO half of all the OU pokes.

Nice idea with Implosion though.
 

A_man13

Smash Master
Joined
Apr 6, 2008
Messages
3,535
Location
Auburn, Al
Make a mario pokemon just for this (unless you count probopass as mario :p)

-:bowser:Bowser King
Already done....

Mario @ Mushroom
Adament
4 HP/ 252 attack/ 252 speed
Stomp
High Jump kick
Fire Punch
Brick Break

Too bad it'll never happen.

Thanks for the advice. Got another move idea:

Freezerburn
Ice type
Status - 20 PP - 70% accuracy
Foe is trapped in a cold blast of wind. Freezes the foe.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
Crown Jewel is nice. It should be Special not Physical, though.

said:
Duration of attack? You mean this attack lowers SpD before attacking? So it's basically explosion but better, right?
Explosion has the exact same effect. It cuts your foe's Def in half during the turn you explode, then returns it back to normal after you faint.

Implosion is the exact same thing as a special Explosion. Think Giga Impact↔Hyper Beam.

said:
just wondering but don't only electric and ground pokes have lighting rod?
....and doesn't solar beam always take 2 turns (unless you mean pokemon that used sunny day).

This move kinda seems really good (to good) for electrics). Not only do they get a 2x boost but there opponent takes 6.25% dmg (plus if it's electrivire it's even worse). Thunder also gets perfect accuracy =/
Skill Swap and Trace.

Solar Beam takes 1 turn to charge, it attacks next turn. Ever tried using Solar Beam in the rain? It says "[Pokemon] was absorbing sublight" or something like that, twice. That's like saying Rain is broken because Empoleon gets a 2x boost. 2.5x with Torrent. 3x with Torrent+Petaya.

I thought Volt Absorb only heals the damage you would've taken... I'll change the effect to Pokemon with Volt Absorb heal 6.25% HP each turn. It's only 5 turns, so it's not that big of a deal... is it?

As for Electivire, I meant that it would activate when the attack is used, not each turn. That would pretty much make Electivire into a Ninjask. I should've been more specific. *makes edits* At least there's no "Static Rock". =P
 

MetaKnight63

Smash Apprentice
Joined
Mar 22, 2008
Messages
118
Location
Angleton, TX
Machine Blitz
type: STL
PP: 5
PWR: 80
AC: 100
phys

Extremespeed is to Quick Attack: Machine Blitz is to Bullet Punch


Rampage
type: NORMAL
PP: 15
PWR: 70
AC: 100
phys

Same as Rage but more priority with better power. I guess machine blitz is priority. :bee: I meant it would be more useful than rage.

Spark Claw
type: ELEC
PP: 15
PWR: 70
AC: 100

Flame Claw
type: FIRE
PP: 15
PWR: 70
AC: 100

Frozen Claw
type: ICE
PP: 15
PWR: 70
AC: 100
phys

We have punches, we have fangs, but no claws!!?? I guess I'll make the effects of PAR, BRN, and FRZ respectively.

It's a travesty, I tell you!


Double Dragon
type: DRAGON
PP: 5
PWR: 110
AC: 80
phys

If Double Team has been used at least once, this attack is multiplied by 1.5

Think of fang-over-fang to visualize this attack.


Shining Shock
type: LIGHT
PP: 15
PWR: 75
AC: 100
spec

20% chance of confusion.


Flame Bust
type: FIRE
PP: 10
PWR: 90
AC: 90
spec

That'll all I got for now.
 

Bowser King

Have It Your Way
Joined
Aug 7, 2007
Messages
4,737
Location
Ontario, Canada
Double Dragon
type: DRAGON
PP: 5
PWR: 110
AC: 80
phys

If Double Team has been used at least once, this attack is multiplied by 1.5

Think of fang-over-fang to visualize this attack.
Isn't double team banned? After this I'm sure it would be. Garchomp would own with this thing. With sandstorm in affect O_O

double team+ san viel+ STABed Double dragon = 2 good, right (I'm not very competitive so I really don't know)?

...or do you mean if the enemy uses double team it gets 1.5x boost?

Anyway, the rest are good.

-:bowser:Bowser King
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
Machine Blitz
type: STL
PP: 5
PWR: 80
AC: 100
phys

Extremespeed is to Quick Attack: Machine Blitz is to Bullet Punch
Metagross ****.

Rampage
type: NORMAL
PP: 15
PWR: 70
AC: 100
phys

Same as Rage but more priority with better power.
You DO realize that priority means that it hits first, right? I figured it would be like a Normal-type Revenge/Payback/Avalanche sorta thing.

Spark Claw
type: ELEC
PP: 15
PWR: 70
AC: 100

Flame Claw
type: FIRE
PP: 15
PWR: 70
AC: 100

Frozen Claw
type: ICE
PP: 15
PWR: 70
AC: 100
phys

We have punches, we have fangs, but no claws!!??
Because the punches have a chance to inflict status and have 5 more BP. The fangs have 5 less BP and have a chance to inflict status AND flinch. Yours... sort of doesn't fit in between. It's more like a physical hidden power than anything, really.

It's a travesty, I tell you!


Double Dragon
type: DRAGON
PP: 5
PWR: 110
AC: 80
phys

If Double Team has been used at least once, this attack is multiplied by 1.5

Think of fang-over-fang to visualize this attack.
DT is banned. It has 10 more BP and 5 more AC than Dragon Rush. Think of balance first.

Shining Shock
type: LIGHT
PP: 15
PWR: 75
AC: 100
spec

20% chance of confusion.
Light isn't a type, yet. Whatever. A light-type Signal Beam. OK...

Flame Bust
type: FIRE
PP: 10
PWR: 90
AC: 90
spec
You mean burst? Flamethrower overshadows this soooo badly.

That'll all I got for now.
Overall, not very impressive. :(
 

MetaKnight63

Smash Apprentice
Joined
Mar 22, 2008
Messages
118
Location
Angleton, TX
Isn't double team banned? After this I'm sure it would be. Garchomp would own with this thing. With sandstorm in affect O_O

double team+ san viel+ STABed Double dragon = 2 good, right (I'm not very competitive so I really don't know)?

...or do you mean if the enemy uses double team it gets 1.5x boost?

Anyway, the rest are good.

-:bowser:Bowser King
I didn't know double team was banned from uber play. It does make sense, though.

Plus it's the latter of what you said.

Overall, not very impressive. :(

I rushed through making the moves so maybe that's why they suck to you. I was only answering IC3R's little rant, there.

I think Light is the most likely type to be added to the game for 5th Gen or sometime after. It would make the type count for both phys and spec equal at 9.

Check back at my post for edited comments.
 
Top Bottom