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Make-An-Attack
It's simple guys just make your own attack give it's type, accuracy, pp and power and description as well.
So let me start first, Pain Switch PP - 5 Type - Psychic accu - n/a damage - n/a The user swaps after using this attack (switches at the end of the turn; attack always goes 2nd) The next pokemon gettin into the battle will get its HP down to the 1st pokemon's (or up) also it'll get the status jus as it is. example - I have an Infernape(par) @ 6% of total HP n use Pain Switch n say switch to Luxray, then Luxray will have his HP down to 6% n will get the paralyzed status. Also Infernape will get as much HP Luxray had. Say, Luxray(no status) had 97% HP, then Infernape will get 97% HP n no status. |
Fail Punch
PP 40 TYPE Fighting ACC. 20 DAM. 200 Description If the attack misses, the user receives 75HP damage. |
Aves Eye
type - flying accu - 100 power - n/a pp - 20 the flying pokemon concentrates on its target; accuracy is sharply boosted, critical ratio is increased(from 6.25% it becomes 12.50%). In double battle, the user can attack only the pokemon on which aves eye is used, that is, user can't attack the other pokemon. + since the user is neglecting the other pokemon, all attacks from the other poke (in double battle) WILL hit the user. (more like a twin edged sword in double battle but really a worthwhile move in single battle) |
Iron Bolt // Steel
20BP / 90Acc. Hits 2-5 times. |
Stun Absorb
Desc: This attack can only be used when the user is palyrized. The user absorbs the palyrasis and recovers 50 HP. Type: Elec Pow: - Acc : - |
Odd Curse
Type: Dark Category: Other Range: 1 Target only, Weather changes Pow: -- Accuracy: 85 Base Power Points: 5 Description: A strange move which causes a variety of effects. Details: Causes status problems Causes one of the following: 35% Paralyze, 25% Poison, 20% Sleep, 20% Toxic, 10% Burn, 5% Freeze may cause any of the following: 75% Identified (ghosts lose normal/fight immunity, darks lose psychic immunity) 75% Having Nightmare (with sleep only) 50% Confused 40% Attracted 35% Seeded 35% Flinching 25% Locked On 25% Taunted or Tormented 20% Cursed 5% 3 Perish Countdown It's ebil, man... |
Dunsparta Doesn't Approve
PP: 5 Type: Flying Accu: doesn't miss Power: OHKO Description: OHKO the opponent without any chance of missing but cannot attack for 5 turns. Win radiation causes teammates to paralyze and possibly faint. |
Blaze Abosrb
PP: 10 Type: Fire Accu: 100% Power: 50% Description; Pokemon absorbs foe's Hp in half then Punches enemy with a powerful fire punch also hightens the users attack by 20% |
Venom Guard
EFFECT: Changes your ability to POISON POINT and increases Def and Sp.Def by a level each. Fails if ability is already Poison Point. DESCRIPTION: Coats the user in a powerful poison. Increases Defense and Sp. Defense. Acc: --- Dmg: --- PP: 10 |
Uber claw
damage-o pp-100 descriptoin- the user tries to claw the opponent but fail big time... MY description- the next splash... |
I made a whole list =)
Implosion PP [10] TYPE [DRAGON] ACC. [100] DAM. [250] Description Causes massive damage and has a 85% chance of lowering opponent's Defense and Special Defense one level, but the user faints. Contest Effect APPEAL POINTS: 2 Earn +3 if the Pokemon performed last in the turn. SPECIAL MOVE Fail Punch PP [40] TYPE [FIGHTING] ACC. [20] DAM. [200] Description Causes massive damage but if the move misses, inflicts 75-125 HP of damage to the user. Contest Effect APPEAL POINTS: 0 Earn +1 and go first next turn. PHYSICAL MOVE Quick Punch PP [15] TYPE [FIGHTING] ACC. [--] DAM. [90] Description Guaranteed to go first in the turn, and will hit for sure. Contest Effect APPEAL POINTS: 2 The user goes first next turn. PHYSICAL MOVE Quicksand PP [5] TYPE [GROUND] ACC. [75] DAM. [--] Description A vicious quicksand that immobilizes victims for 2-4 turns. Contest Effect APPEAL POINTS: 1 The user resets all Voltage back to zero. SPECIAL MOVE Whirl PP [25] TYPE [FLYING] ACC. [90] DAM. [--] Description The user whirls around the foe, confusing it. Contest Effect APPEAL POINTS: 4 The user goes last the next turn. SPECIAL MOVE Matchup PP [40] TYPE [PSYCHIC] ACC. [90] DAM. [--] Description The user disables the effects of Protect and Detect for the rest of the battle. Contest Effect APPEAL POINTS: 1 +2 if the user goes first in the turn. SPECIAL MOVE LaserRay PP [10] TYPE [ELECTRIC] ACC. [75] DAM. [65] Description The user shoots a high-powered laser beam at the foe, and recovers the amount of HP that the foe lost in this turn. Contest Effect APPEAL POINTS: 1 The user is guaranteed to get Voltage this turn. SPECIAL MOVE Uber PP [5] TYPE [FIRE] ACC. [100] DAM. [250] Description The user causes massive damage, but the friend levels of all the Trainer’s Pokemon reset. Contest Effect APPEAL POINTS: 0 The user resets all Voltage but all Appeal Points gained will SPECIAL MOVE N00b Shot PP [40] TYPE [FIGHTING] ACC. [100] DAM. [35] Description The user shoots the foe in a n00bish way. Contest Effect APPEAL POINTS: 0 The user loses the Super Contest. SPECIAL MOVE |
Woah Zervey that's a whole lot :)
Ignore type - normal power - n/a accu - 60 Ignores the foe n its attacks. All damage, conditions etc r negated AND this move (unlike protect/detect) CAN be used in succession! However the low accu is the price v have to pay. |
Noob Lips
Power- 60 Accuracy- 85 Type- Water Effect- 10% chance at Sleep induction. Like a Water-type BITE essentially. Will your pokemon see this coming? |
Ice Blast
PP - 5 TYPE - ICE ACCU - 50 DAMAGE - N/A EFFECT: User unleashes a powerful beam of ice, inflicting a freeze.The user must rest on the next turn however. Acid Rain PP - 5 TYPE - Poison ACCU - 100 DAMAGE - N/A EFFECT: Induces a poisionous rainstorm. All pokemon not of the poison or steel type takes 6.25% each turn. Pokemon with Poison Heal ability heal 6.25% HP each turn. Poison attacks hit for 100% and receive STAB under acid rain. |
Early 19th Century Russian Dictatorship
PP-5 TYPE-ICE ACCU-60 DAMAGE-OH-KO Effect: Pokemon Sends out an Ice Storm which uses a Roulette System either KO'ing his enemy, or himself. ( Can also be used in double battle ) |
Bidoof Cannon!
Acc-100 PP-5 Type-Normal BP-100 for each non-KOed bidoof on your team. Knocks out all bidoof on your team. |
Icodra
Move: Special Power: 120 Accuracy: 100 PP: 5/5 This attack makes dragon type faint instantly without fail. It damages the dragon type into 4x, which is useful to faint legendaries. |
Tremble
Move: Offensive Type: Ground Power: 150 Accuracy: 100 PP: 10/10 Description: Wastes a turn to ready for a quake, then releases in the next turn. Deals heavy damage but also damages the ally in double battles. Aftershock Move: Offensive Type: Ground Power: 70 Accuracy: 90 PP: 12/12 Description: After any quake move (such as Earthquake & Magnitude) is cast, this move deals a minor aftershock which damages all Pokemon. Has no effect when no quake move is cast before. P.S. Good Combo! |
Moronic Insult
Type: Psychic PP:5 Damage:20% Accuracy:50% Description:Hits the enemy with a powerful laughter that will also foe's defense will sharply fall Crime Spree Type: Dark Damage: 50% PP: 5 Accuracy: 75% Description:Will steal Foe's Held Item Then Throw it to the foe dealing 50% Damage BigMouth Type:Normal PP:60 Damage:20 Accuracy;25% Description: Will Deal 20% Damage to Foe Then Foe's Next Pokemon will be forced Out to Battle GastricBite Type Poison Damage: 30 Accuray:25% PP:10 Description: Will Bite Enemy Then DEals 30% damage then poisons victim Bite will last for 5 turns |
Crash Burn
Type: Fire Power: 250 Acc: 100 Inflicts a burn on the opponent and leave him/her at 1 HP. Has a 95% of raising all of the user's stats. |
hurf durf
PP: -- Damage: -- Accuracy: -- Type: Stupid Stupid move that lowers everyone's special stats, the user's team getting it twice as bad. Facepunch PP: 5 Damage: 500 Accuracy: Depends on size of enemy's face Type: Fighting (Mini-Mold Breaker against immunities) The user aims for the face to deliver an earth-shattering blow. Does not work if the enemy has no real face (Claydol, for example). AAMGFD$$$$$43233ddgfs??da Type: ?35 Damage: Peck Accuracy: RIVAL?_TRAINER |
Incinerate
PP -10 Type -Fire accu -N/A damage -N/A The user throws its held item into the fire that burns inside of it. The move's effects depend on the item. If a Pokémon that knows this move has an HP restoring item (even if its not a berry) and its HP gets into the yellow or red, it will automaticly use this move if you select Fight. Examples: Pokédoll-Will cause all Pokémon in battle besides the user to flinch. (Could be) useful in double battles. Clefairys in battle will flinch for ten turns straight. Cheri Berry-Prevents the user from becoming Paralyzed for five turns. Exp Share-No Pokémon in the party will gain any exp points from the current battle. Not helpful at all. Oran Berry-Restores the user's HP by 20. Berry Juice-Restores the user's HP by 40. Chesto Berry-Prevents the user from falling asleep for five turns. Rare Candy-Raises the user's level. You would be better off just feeding it to the Pokémon. Light Ball-Causes Pokémon Pikachus to flinch for ten turns straight. There are many more than these, but I didn't want to list every non-key item. |
Wow, none of these ideas work or make sense, but whatever!
Move: Tree Coat Type-Grass PP-10 Accuracy-N/A Power-N/A Description: This move increases the users special defense and defense, and increases speed during Sunny Day. |
Elite Balst
Type: Dark PP: 5 Accuracy:100% Power:50% times remaining User's HP Description: Will Blast the foe with full power without fail User will faint after If the attack is successful ringtone Type Normal PP 5 Accuracy 20% Power 50% Description: Irrates the foe for 5 turns with an annoying sound will confuse the user if attack fails |
Heightened Reflex
Type:Fighting Accuracy:75% Damage:N/A Description: For the next 3 turns the User has a 80% chance of avoiding the opponent's moves. Regurgitate Type:Normal Accuracy:100% Damage:45 Description: If the User is holding an edible item(Berry,Soda Pop,etc.) it will eat the item and throw it up on the opponent (The item's effect will not work). Haunt Type:Ghost Accuracy:-/- Damage:35 Description: The User may use this attack any time in battle. When the user faints, it will attack the opponent Pokemon, even if it isn't the one that killed the user, every turn until the battle is over. |
Bump Up
Type: Normal Accuracy: 100 Damage: 1-100 When used, the Bump Up technique will force the opponents pokemon switch out. The higher level the users pokemon, the lower damage it will have. The opponent is hit with the attack, before being bumped to the end of the party, with the rest of th epokemon bumped up after it. |
Aura sight
type: psy pp: 10 Accuracy: 100% power: 20 effect: lets you see the opponents moveset plus does a psy attack to the opponent. time twist type: normal pp: 5 Accuracy: 20 % power: n/a effect: a one-hit attack that fully heals the users HP if this attack hits. moonlight bomb type: dark pp: 20 Accuracy: 100 % power: 50 effect: AN attack that never misses plus adds 20% effect of putting the enemy to sleep |
Flare
Pwr: 65 Acc: 100 PP: 20 This attack does double damage to a burned opponent, and a 30% chance of causing a burn itself. |
Quote:
Guard Snatch Type:Psychic Acc:100 Power:N/A PP: 5 This attack steals an opponents Substitue when its up. |
crystal shot
type: ice pp: 15 accuracy: 80 power: 50 effect: an attack that never misses giga blast type: fire pp: 5 accuracy: 30 power: n/a effect: a one-hit KO attack that if misses knocks out the pokemon using it Hurricane type: water pp: 5 Accuracy: 30 power: n/a effect: a one-hit KO attack that if hits revives all knocked out pokemon on team but if misses knocks out all pokemon on team |
Move: Thunder Jolt
Power: 50 Acc: 75 Effect: Has a 100% chance of paralyzing the opponent, this move doesn't work on a Pokemon that is already paralyzed. (a more powerful form of thunderwave.) Move: Mirror Shot Power: 120 Acc: 50 Effect: If it misses the user faints. |
crescent dance
type: dark accuracy: 100 power: n/a effect: raises the users attack and special attack to max but confuses the user. moon-night attack type: dark accuracy: 95 power: 90 effect: An attack that calls upon the power of the moon to attack the enemy. it rarely misses. Chaos shadow blast type: dark accuracy: 100 power: n/a effect: raises the attack and special attack of the opponent to max but confuses and badly poisons the opponent. Aura Twister type: fighting accuracy: 100 power: 60 effect: an attack that always does 60 damage. a more powerful version of dragon rage. aqua slam type: water accuracy: 100 power: 30 effect: the user slams water at the enemy with full force. this attack always does 30 damage with 50% chance of lowering the enemies defense. gust of wind dance type: flying accuracy: 100 power: n/a effect: raises the users speed and defense and lowers the users special defense. blade twister type: steel accuracy: 70 power: 120 effect: the user summons a twister and shoots it at the enemy. if it hits, it lowers the opponents attack, def., and speed. |
Vampire Fang
Type: Dark Pwr: 90 Acc: 100% PP: 10 This attack restores half the damage delt to the opponent. Icicle Type: Ice Pwr: --- Acc --- PP: 15 Ice type stealth rock, pretty much. Snowstorm Type: Ice Pwr: 10 Acc: 85 PP: 15 The user traps the foe for 1-6 turns. This attack has a 10% of freezing the foe each turn it is trapped. |
I seriously love how overpowered half of these moves are, none of them would actually work in a metagame!! Something like this say
Pebble Shot Special Type:Rock Pow:15 Acc:85 PP:15 This attack hits from 1-5 times in a row. If it hits 5, the users defense raises. See, thats less superowered than a move that has like 150 power, and poisons the foe is it hits. |
Sap Spit
Special Type: Grass Power: 60 Accuracy: 100 PP: 20 The user spits out plant fluids onto the opponent. |
Quote:
Shock Blast Electric Special Power:40 Acc:100 PP:15 This move always goes first. |
damn i keep forgetting to put PP down lol
Ice attack type: ice accuracy: 85 power: 40 effect: and attack that always does 40 damage pp: 25 Cure type: psychic accuracy: 85 power: N/a effect: fully restores your hp pp: 5 Meteor Type:Fire accuracy: 30 power: 120 effect: an attack that when hits, burns and confuses the opponent |
Blood Dance
Type: Ghost Pwr: 250 Acc: 30 PP: 5 This attack can only be used if you select it and are then reduced to one health. It restores all the damage delt to the opponent. (Imma bad at explaining, so here's an example: You have almost no health left, and predict the foe will finish you off. You are faster than them, as well. You select Blood Dance, but it has negative priority so the foe attacks first this time. The special thing about blood dance is that it can only be used on the turn that you faint. So, if it hits you restore a good amount of health, and if it misses, you go byebye like you were supposed to.) |
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