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Old March 27th, 2008, 01:05 AM
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Skele
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Join Date: Sep 2007
WEAK POINT <for some fight pokemons and other who like fight >
Type: Fight
PWR: --
PP: 10
Give opponent 2x weakness for user's first type, if opponent have now 2x weakness for that type, raise it to 4x. Can't be use more like one time against one opponent, if opponent have resistance for user's type, break it. Does nothing if opponent have immunity or if they have now 4x weakness
for that type.

STABILITY <for some normal pokemons>
Type: Normal
PWR: --
PP: 15
User have now immunity for any opponent "parasite" moves for 5 turns.

CLASH <for some ice and dark pokemons>
Type: Dark
PWR: --
PP: 15
As long as user remains in battle, all Dragon type moves do half damage; can be Baton Passed by user.

ANCIENT BLAST <for prehistorical pokemons>
Type: Rock
PWR: --
PP: 10
Raising power and accuracy of Ancient Power move for 5 turn. Heal user 1/2 max HP if user have ability Prehistorical.

RAINBOW <Special> <for Dratini/Dragonair/Dragonite>
Type: Dragon
PWR: 80
PP: 15
Negates all injurius weather effects <like low accuracy, damage per turn> for user. Does damage to opponent if opponent is Dark- or Ghost-type and if opponent use any weather move in battle.

CHILDISH <for some psychic pokemons>
Type: Psychic
PWR: --
PP: 5
Opponent has now stats balanced with opponent early evolution form.

IMMUNITY <for some high stage form psychic pokemons with good Sp. Attack like Alakazam, Gardevoir, Mewtwo>
Type: Psychic
PWR: --
PP: 5
User have now immunity for opponent first type. User must recharge one turn. User can't use now this move.

WILD SPIRIT <for some psychic pokemons>
Type: Psychic
PWR: --
PP: 5
Opponent can only use now randomly moves and can't use items for 5 turns.

ROUTINE <for some normal and psychic pokemons>
Type: Normal
PWR: --
PP: 10
All pokemons can now use only that moves, which they before use.

NORMAL DAY <for some normal pokemons>
Type: Normal
PWR: --
PP: 10
All pokemons moves, are now Normal-type for 5 turns. 20% chance for cancell weather effects. Cancell Night effect's.

GLORY POWER <for some pokemons who like duels>
Type: Normal
PWR: --
PP: 5
Can be only used when opponent's have higher evolution form (or be legendary), higher level than user and when have only 3% max HP or less. Complete recover user's HP and user's moves PP and heal any status problems. Knock out opponent. User must recharge one turn.

NIGHT <for Lunatone, Umbreon, maybe Castform <dark version? > some high leveled dark pokemons>
Type: Dark
PWR: --
PP: 5
Cancels effects of all other weather moves. For 5 turns: Increases power of Ghost and Dark attacks by 50%; lowers Accuracy by 1 stage to both Pokemon unless they are Dark, Ghost, Psychic type and they're evolved with Moon Stone. Raises Lunatone, pokemons evolved with Moon Stone and pokemons with ability Insomnia all stats by 1 stage. [FIELD ACTION] Can summon Night for 10 minutes, but can be use one time for 4 hours. <Umbreon it's no problem now>

You can also give Night effect in battle when in game it's night time, they can be cool. Sunny Day can raise all stats for Solrock and pokemons evolved with Sun Stone. You can change Solrock ability to Drought.

Ability

ALL-NIGHTER - Weather changes to Night when the Pokemon enters the battle. <for Lunatone, Umbreon, Noctowl>

Last edited by Skele; March 27th, 2008 at 10:24 AM.