Create a move or Ability and describe what it does, and what Pokemon would get it. Bonus points for moves created in outside games or spinoffs that are adapted.
because I needed a picture of a move being used and it was good enough.
>The user concentrates the power of its Aura to the utmost and unleashes it in a destructive blast. The user must recharge on the next turn.
Can only be learned by Lucario, naturally
> -2 Special attack
The user unleashes a curse with all its power to damage the target. The fatique sharply cuts the users special attack.
> Mismagius' signature move.
Any dark pokémon, but mostly Darkrai.
> Spirit Betrayal
> PP: 5
> Summon an allied Pokémon then immediately faint it. User recovers HP equal to it's hitpoints and also receives a small boost of all stats. If it's the last Pokémon move always fails.
PS: The dark twin of Healing Wish.
> 100% Acc
> Your pokemon loses 1/4 from its HP (for example it got 100HPs. So, it will louse 25HPs), it switch with another your pokemon. The new pokemon will be recovered in HP by the 1/4 the old pokemon switched (so a recover by 25HP) and it will be healed by any status condiction.
Inspiration by the film "Dragon Heart"
>"Can only be used in a Triple Battle by three Pokemon at the same time. The users fire attacks of Fire, Water, and Grass type energy. After using this move, none of the Pokemon who used it can attack for two turns."
Can only be learned by Starter Pokemon at level 99.
> Fatal Chomp
> 100% chance of Dead
> Recover -9999 HP
Give it to Gyarados.
> Gyarados bites Pikachu's head off.
>Ability - "Overspark"
>"When fainting, deal damage to all present Pokemon equal combined total amount of Attack and Special Attack."
Naturally available to Pichu, Pikachu and Raichu but can be bred to Eevee or Elekid if the father is a Pikachu or Raichu.
Special, Fairy Type
20 Base Power, 90 Accuracy, 40 Base PP
+1 Priority, 50% chance to flinch
Learned by Togekiss
130 BP / 85% Acc / 5 PP / Electric-type
User loose a massive thunderbolt on the target (the target can be itself). After damage calculation and abilities are accounted for, the target's Attack, Sp. Atk and Spe are all raised two stages.
(e.g. You use Energize expecting to KO the opponen't Gyarados, but they switch to Rhydon. Rhydon's Lightning Rod and type both negate the attack. Rhydon's stats get boosted by Energize and your opponent sweeps your team because you were outplayed)
Great attack for mindgames imo. Learned by
Lanturn, Jolteon and Electivire
Electric-type Status move
User generates an electric charge. If it attacks a target with a contact move or is hit by a contact move, the electric charge is passed on. At the end of three turns, the charge deals 150 BP worth of electric-type damage to whoever has it.
150 BP was chosen so it's not just a shitty version of future sight
heals the target pokemon 1/8 but lowers it's speed, attack, and special attack one stage.
>pokemon that get it
clefable line, granbull line, slurpuff line, sylveon, wigglytuff line, azumarill line, audino, chansey, ursaring line, beartic line, spinda, bibarel line, pancham.
I'm surprised this isn't already a thing, but
Using (some sort of power), the user switches its Attack and Special Attack stats
Same, but as a Trick Room variant, a la Wonder Room
Electric Type, Status, 5 PP
The user creates an electric clone of itself, sacrificing 15% HP in the progress. The clone replicates the user's moves (barring status moves) and disappears after three turns, if the user faints or switches out. This effectively means that the user attacks twice for these three turns.
Give it to Manectric.
Why wouldn't you just give toxic orb to the pokemon with that ability? Your suggestion means i have to have another pokemon with an item that hurts it, a detrimental status and effectively three moves.
>intentionally crippling a sixth of your team just so gliscor can hold leftovers
>if that mon with pawn off gets ko'd before it can pass on the status effect, you now have a suboptimal gliscor too
60BP, 100 accuracy
Coats the target in a sticky flame that continues to burn, dealing damage a second time at the end of the turn.
>Trades tempo for raw damage.
Fall into a hypnotic sleep in order to sharply raise Special Attack and Special Defense.
>Like a boosting version of Rest.
The opponent's stat drops are passed along when it switches out.
>Essentially, lets you use stat drops as effectively as boosts. Not sure if it should maintain them on fainting the opponent or not.
Recharge moves that cause an opponent to faint don't require a recharge turn.
>Just like Gen 1! Obviously, this doesn't get given to high-power Pokemon who can just OHKO everything with a recharge move.
So would triple finish hit all 3 pokemon or only hit one?
Would triple finish hit each pokemon with a powerful fire/water/grass type move respectively?
What type is the move itself? Is it like Tri-attack where it's normal type but has a chance of burning freezing or paralyzing?
Or does it take into advantage all 3 types and figure out effectiveness based on what types are advantageous and what types are not.(ie. using it on a ground type pokemon will make it only 2x powerful because grass will be 2x and water will be 2x but fire will be 1/2)
Or do they attack each of the opponents pokemon with one type respectively?
Opponent 1 hit with fire, opponent 2 with water and opponent 3 with water?
Pseudo-weather condition that clears all status changes at the end of the turn, lasts 5 turns. Longer lasting version of haze.
What it says on the tin. An ability that negates all other abilities on the field (think: Cloud Nine Golduck when Primal Groudon is on the field).
- Pokemon with Vintage can set up stealth rock against Magic Bouncers
- Speed Boost won't trigger at the end of each turn
- Drizzle won't activate if Kyogre is sent in when Vintage is in play
- Sturdy won't protect you from an OHKO
- Mega Gardevoir's Hyper Voice is treated as a normal-type move
- Can abuse set up moves versus Unaware
- Can 'damage' Magic Guard Clef with Toxic
- Ghost-types with Vintage can safely switch into Mega Lopunny's HJK
- Slaking/Regigigas will murder you / best teammate in doubles
Make it do 60 damage base and it would be a lot better
>Using Defense stat when calculating damage
>Signature move of Basitdon or if you really want to get risque
Some other dark moves:
Lowers opponent stats atk, def and speed by one stage.
Changes the weather to darkness for five turns. Dark movement power increases by 50%, Fairy movement power decreases by 50%.
Multiheaded(Hydreigons version of parental bond)
The Pokemon attacks 2 more time. Each hit does a fourth of the damage of the original attack.
Move: Thunder Armor
target receives thunder armor, gaining +1 Atk/+1 Sp.A/+1 Spe and adding Electric-type to their contact moves. These effects are applied as a buff like stockpile, and as such the bonuses cannot be stacked by using thunder armor again on the same pokemon.
Obviously it's more of a doubles move for your partner pokemon, but being able to target foes adds a lot of defensive utility, as you could use it with something that has lightningrod/volt absorb/a ground-type to keep a pokemon from using contact moves at all. Unless of course they have effective non-contact moves (earthquake, special attackers), in which case congratulations you just gave them a free boost. It's a high risk-high reward move that would actually be really interesting for gameplay.
It would be given to the Pikachu family, Plusle, Minun, Pachirisu, Emolga, and Dedenne. I like keeping it rodent-exclusive because otherwise everyone would just use eelektross/jolteon/raikou (the only other pokemon who I can see really getting it). All the rodents besides dedenne have either volt absorb or lightningrod as a hidden ability too as a bonus.
Has 30% to inflict random status condition (freeze, burn, paralyze, poison, confusion etc.)
Learned by Clefairy line, Kadabra line, Misdreavus, Ralts line, Gothita line, Flabebe line. Maybe also Braixen/Delphox.
I was thinking of a move like that but it would have a 100% chance of inflicting a random secondary effect,recoil,stat ups/downs,conditions, and everything else you could imagine
A perish song that continues counting down even after both sides have switched. After 5 turns, both(all 4 for doubles, all 6 for triples) pokemon on the field will faint. Tactical use and contingency requires both sides to make measured sacrifices.
+Never fails to KO something
+May disrupt an opponent's planning
+Creates a sense of urgency
-Can't be removed once deployed
Give it to something that shoots stuff.
Flaming Seismic Toss (or a better name for it)
Basically Seismic Toss and Fire Spin combined. In addition to the 35 BP initial damage of Fire Spin, it also inflicts damage equal to the user's level. Traps the enemy for 4 to 5 turns dealing 1/8 of the target's maximum HP at the end of each turn.
Always have sp.atk and sp.def raised by 1 stage, can't be lowered below that point by any means, atk and def always at least lowered by one stage and can't be boosted above minus one stage, this effect doubles when below 25% health
Don't see why not. It's SpA and Att are both the same, even though the physical attack is useless other than for Foul Play, which it's weak to anyways and would fold due to it's shitty defenses.
well with a name like "vintage," I'd assume it'd be a gimmickmon.
if it was like "null field" or something, yeah, I could see wide distribution or at least something big and powerful.
but "vintage?" totally on one mon/family that's gimmickbased. like mummy, illusion, or forecast.
Sounds a bit to strong dont you think? Extremespeed can get away with it because it can't do super effective damage and is only given to a couple of pokemons, most of wich don't get STAB from it.
- Fighting-type / Physical
- 15 BP
- 100 Accuracy
>The pokemon attacks the opponent with a series of kicks and punches 2-5 times. There is a 25% chance that it will lower the opponent's Defense.
For the Hitmons.
I like it. We also need a physical flying move with decent BP for physical flying types that can't learn drill peck or brave bird, so they can have a good STAB move without relying on two-turn moves or acrobatics. Just look at pokemon like aerodactyl, dragonite altaria, gliscor or archeops. Also they had to give mega-salamence aerilate just because it had no such move.
Increases Speed by 2 stages. The user gains Flying as an additional typing. Fails if used when already in effect.
Season Blast (Grass)
Extends the duration of weather effects and field effects in play by 1 turn.
Reduces the PP of all enemy moves by 1.
Rough Love (Fairy)
The user becomes infatuated (if possible.)
Klutzy Punch (Fairy)
If this move misses, the opponent's Accuracy is lowered two stages.
The user is switched out with a random other party member.
Remoraid Ability- No Scope
Special version of hustle
Mismagius - Poltergust
Posess all entry hazards on your side of the field to hit the opponent, removes hazards from your side
For a joke attack
Shedinja - Life Bane
Deal damage equal to the % of your remaining health then faint. Full health = instakill to opponent
>high crit rate
>hits all opponents in a double/triple battle regardless of the user's position
>base power is equal to 45 times the number of Pokemon it connects with (missing a target or having the move protected reduces the damage)
>deals 35 damage to all opposing Pokemon
>The user concentrates all of its power and unleashes a destructive blast. Opponent has a small chance of flinching or being poisoned.
Can only be learned by Snorlax, naturally
>base power is equal to 45 times the number of Pokemon it connects with (missing a target or having the move protected reduces the damage)
It should be 60/number of Pokemon hit, except for on crits, when it deals the damage of a crit if this move is used on a single Pokemon, even against 3 Pokemon. Should also be 100% accurate, and given to Farfetch'd.
>Ghost type, Physical
Priority +1 (on first turn only)
User Disappears first turn, type becomes ghost. attacks on second turn. type remains ghost until different move is used
weavile, tyranitar, other physical attackers weak to fighting, especially mach punch
ground immunity for 3 turns, lowers speed by 2, coupled with Gyro Blast (special attack version of gyro ball) great for magnezone and any slow electric or steel type
I've got a ton of these written down somewhere
Learned by Pidgey, Taillow, Spearow, Farfetch'd, Crobat, Murkrow, Fletchling, Starly, Pidove, Rufflet, Archen, Yanmega
>Changes foe's Ability to Levitate
Learned by Cottonee, Clefairy, Audino, Mime Jr.,
>Grass attack that's super effective on Fire-types
Learned by Carnivine, Cherrim, Tropius, Victreebel, Exeggutor
>40 BP, Special
>sound-based Ghost attack with a 20% chance to lower the foe's Special Attack
Learned by Shuppet, Pumpkaboo, Misdreavus, Litwick, Yamask, Snorunt, Whismur, Smoochum
>Grass attack with a 30% chance to poison
Learned by Budew, Chespin, Maractus, Cacnea, Phantump, Grotle
>Special stat Fire-type Outrage
Learned by Moltres, Entei, Infernape, Typhlosion, Heatmor, Reshiram, Pyroar, Delphox
>Grass status move that causes the foe to use double PP
Learned by Breloom, Carnivine, Cottonee, Foongus
Learned by Torkoal, Cyndaquil, Tepig, Heatran, Magcargo, Numel
>Ground-type attack that disrupts two-turn "charging" moves, i.e. Skull Bash, Solar Beam, Sky Attack. Also disrupts Charge and Stockpile
Learned by Stunfisk, Mudkip, Hippopotas, Golett, Diglett, Rhyhorn, Larvitar, Baltoy, Bunnelby
> Gambler's luck
> The user loses a turn where the opponent gets to attack at the peak of his power, so: critic+0, works even when oppn is sleeping (he wakes up immedialty )
> If the attack didn't work, the opponent dies.
Odds : 1/8
> Give that to a 60-lvl Slowpoke
The pokemon hardens its icy body, drastically raising Sp.Def.
The pokemon uses mud to soothe itself (or an ally), eliminating any status conditions.
RUST STEEL STRIKE
50 BP, 15 PP
The pokemon slashes with rusty-edged steel. This move has a 33% chance of badly poisoning the target.
The pokemon shrouds itself in garlic, making it immune to Ghost-type attacks for 5 turns.
70 BP, 10 PP
The pokemon attacks with a wooden stake. This move is super effective on Dark-type pokemon.
>Sleep + flinch
>50% chance of working also
You're literally the worst
The user targets one pokemon. The user's ability (permanently) becomes the same as the target. The move is forgotten after use.
Only Smeargle can learn it and it must be tutored from an Artist.
If Smeargle levels up while knowing the move, then it will evolve.
Has a 30% chance of freezing, and is both a Water and Ice move at once.
Learned by all Water types, but no Ice types.
Has a 30% chance of causing paralysis, and is both Water and Electric.
Learned by all water types that aren't part Ground, as well as by Pikachu (gets automatically overwritten if evolved to Raichu).
Has a 30% chance of causing bad poisoning, is both Water/Poison, hits Steel types super effectively, and works like Rain Dance for both Water and Poison moves.
Learned by all water types, but no poison types that aren't part water.
Heals the target's status effect if it has one, but does double damage to them as well if so.
Learned by all water types, as well as Lucario.
>Recovers half of the user's HP but removes all resistances and immunities from the user for that turn. (Except those caused by items like Air Balloon).
Learned by Shieldon, Bastiodon and Rhyperior, can be bred to Onix, Aron, Nosepass, Bronzor, Roggenrola and Dwebble.
50 BP, physical, Dark, 20 PP, 100 Accuracy
Always counts as though the opponent has 2X weakness.
>Give it to all the usual crappy dark types that the Team Grunts use. Cackle.
Whenever an opponent uses a move this pokemon is immune to, they take 1/16 health damage.
>Stick it on some ghosts and watch the switchin games begin.
75 BP Fairy, Physical, 10 PP, 95% accuracy
Autocrits against anything with the Dragon type.
100 BP Fighting, Physical, 15 PP, 50% accuracy
If it misses, the user raises attack and defense.
Fills the battlefield with gas for five turns. Any fire moves used in that time deal 1/4 health to each pokemon instead of their normal effects.
>Grass/poisons and the like
Quick Draw (Steel)
Effect: If the target uses a move with an increased priority (even if the move naturally does not), this move gains +2 priority.
Learned by physical Steel-types, and also weapon-using pokemon. (Marowak, Farfetch'd, Samurott, etc.)
I would just go with losing immunities rather than resistances too, otherwise it defeats the point of putting it on defensive walls a bit.
Would it affect Levitate, or just typing?
But then it becomes too overpowered. You can always just use your prediction to use this move.
It would affect Levitate, as it would any other ability that gave it an immunity like Lightningrod or Water Absorb.
Oh and stuff like Heatproof too, forgot to say.
Yeah but Roost makes you lose an immunity. Steel types are already so good. One turn being bad kinda balances everything imo.
>The user charges at the target, powered by fairy dust and fucking glitter
Signature move of Quagsire, it's a 90bp
dunno if that's too highGround type move that also deals Water type damage.
It would really suck for a Magcargo or Camerupt, but still.
was thinking of an ability that just let all water moves also deal ground type damage instead, but i cant think of a name
This pokemon steals all self targeting moves used by the opponent.
Given to mega Banette over prankster.
snatch used to be its sig move. It was the only thing that learned it without a TM.
The auto ability to snatch that magic bounce is to magic coat.
Setup sweepers? Don't mind if I do.
Recovery? Thanks chansey.
Follow me? How about you follow fuck you.
We need this.
90 BP, 90 Acc, 5PP, +1 Priority
Only usable on the first turn sent out. Can be used again if it KOs an opponent.
Impregnable: User is immune to low power moves (40 BP or lower)
If the enemy stays in, the attack just does 40 BP damage.
If the enemy switches out, this attack does 40 BP damage to the enemy switching out, 40 BP damage to the enemy switching in and burns the recently switched-in pokemon.
I actually rewrote a crapload of Conquest abilities as if they were mainline Pokemon abilities. Here's a few:
>While this Pokemon is out, no other Pokemon may leave the battle
>Holder: Spiritomb, Dusclops, Dusknoir
>When an ally takes damage, damage is reduced by 20% and dealt to the Pokemon with this ability instead. Damage will never exceed 3/4 max HP from a singe attack, however. Does not absorb passive damage
>Holder: Machop line, Roggenrola line
>When this Pokemon scores a KO, the priority of its next attack increases +1
>Holder: Eevee line
>Allows this Pokemon to hit airborne (out of play) targets with any move, with the exception of Ground-type attacks
>Increases Defense for holder and all allies by 20%
>Holder: Jigglypuff line
>Raises Atk/Def by +1/+1 when this Pokemon gets a KO
>Holder: Gallade, Samurott
>In Double and Triple Battles, this Pokemon takes a hit for an ally 50% of the time
>Holder: Magikarp, Drifloon, Drifblim
>Lowers adjacent opponent's Speed -1 when switching in (ala Intimidate)
>Holder: Gyarados, Onix, Beartic, Haxorus
>If this is the last Pokemon in the team, gains +1 to Atk/Def/SpA/SpD/Spe
>Holder: Dragonite, Tyranitar, Bastiodon
>As long as this Pokemon does not attack, it will restore 1/16 max HP at the end of its turn. Stacks with Leftovers.
>Holder: Munchlax, Snorlax
Sets up both screens on both sides of the field, also raises both defenses by one on both sides. Given to Pokemon with insta-crit moves, Pokemon with Sniper or Super Luck, and Farfetch'd.
>Pokemon enters battle under the effects of Rest. Tired also kicks in when Pokemon is switched out. This Sleep status cannot be cured except by waiting.
>Slowpoke, Slowbro, Slaking, Snorlax, Meowth and Persian, Skitty and Delcatty, Glameow and Purrugly, Purloin and Liepard, Espurr and Meowstic, AND MOTHAFUCKIN' REGIGIGAS
>Dry Skin (Redirecting both fire and water)
>Redirecting a 4x weak move to your opponent's mon.
It's useful you singles stallfag.
a few abilities
special attack version of intimidate
pokemon gains charge status in a pinch,including the SDef buff
can use one-use items twice
Physical rock,steel,and fighting moves are greatly lowered in effectiveness
Are you retarded?
It COULD never happen, but you can also break out of it with certain moves. Also, just revamp how freezing works using sleep as a base. It's just copy and paste at that point.