[CENTRE] Fresh Moves
Hacks & Fangames[/CENTRE]
Sometimes we get an idea, write it down and the next time we look at it, all we can see is masterwork as if an actual developer was involved.
This is a Thread for Pokemon Moves we wrote down which could as well have been mistaken for real official pokemon moves when looked through.
Feel free to copy these into your fangames, rom-hacks and alike.
These Moves ought to be:
———————————————
[CENTRE]New Pokemon Moves,
4 Fan Games[/CENTRE]
—'Hard Slap'—
___________________
—'Hard Punch'—
____________
—'Lurch'—
_______________
—'Slumber'—
-More info on Slumber-
_________________________
—'Demurring Seeds'—
___________________
—'Mineral Tear'—
_______________________
——————————
—'Haunted Terrain'—
______________
—'Rhythm'—
_____________________
—'Sprites Desires'—
Will be posted within 5 days:
—'Pressurise'—
—'Diamond Drill'—
—'Vital Counter'—
—'Diamond Blitz'—
—'Contagious Yawn'—
The final Batch of moves.
I've been hoarding moves for a while,
mainly focused on Rock Type-moves.
Maybe you have a move you'd believe others would enjoy in fangames / the official games or in romhacks ?
Hacks & Fangames[/CENTRE]
Sometimes we get an idea, write it down and the next time we look at it, all we can see is masterwork as if an actual developer was involved.
This is a Thread for Pokemon Moves we wrote down which could as well have been mistaken for real official pokemon moves when looked through.
Feel free to copy these into your fangames, rom-hacks and alike.
These Moves ought to be:
Fair
• Filling a missing spot
• Thematic
———————————————
[CENTRE]New Pokemon Moves,
4 Fan Games[/CENTRE]
—'Hard Slap'—
Spoiler:
[CENTRE]"Hard Slap"[/CENTRE]
~User bolsters self and uses the palm of a hand to slap target hard~
Type: Rock
Power: 20
Sort: Physical
Accuracy: 95%
Target: Self & Foe
PP: 15
Text:
~You smack your target. Leaving target's stats reduced on hit~
Effect:
Priority 1: You harden, raising your Defense stat +1 stage at expense of -1 stage Evasiveness.
Priority 0: The user firmly slaps the target; reducing target's Defense & Special Attack Stat -1 Stage, on hit.
But the user suffers recoil damage; 1/4 of the damage inflicted.
———
Learnt by: Rock-Pokemon as first stab move. -Pokemon with appendage, knows 'harden' & at very-low-level.
~User bolsters self and uses the palm of a hand to slap target hard~
Type: Rock
Power: 20
Sort: Physical
Accuracy: 95%
Target: Self & Foe
PP: 15
Text:
~You smack your target. Leaving target's stats reduced on hit~
Effect:
Priority 1: You harden, raising your Defense stat +1 stage at expense of -1 stage Evasiveness.
Priority 0: The user firmly slaps the target; reducing target's Defense & Special Attack Stat -1 Stage, on hit.
But the user suffers recoil damage; 1/4 of the damage inflicted.
———
Learnt by: Rock-Pokemon as first stab move. -Pokemon with appendage, knows 'harden' & at very-low-level.
___________________
—'Hard Punch'—
Spoiler:
[CENTRE]"Hard Punch"[/CENTRE]
~A hardened punch. Leaving a foe's stats reduced on hit~
Type: Rock
Power: 45
Sort: Physical
Target: Self & Foe
Accuracy: 95%
PP: 10
Text:
~A hardened punch. Leaving a foe's stats lowered on hit~
Effect:
Priority 1: You sharply harden, raising your Defense stat +2 stages at expense of -1 stage of evasiveness.
Priority 0: You firmly compact-punch your foe; reducing foe's Defense & Special Attack Stat -1 Stage, on hit.
But in return, you suffer recoil damage; 1/4 of the damage you inflicted.
—————
Learnt by: Pokemon who can punch,
(rock equivalent version of Thunder Punch, mach punch, etc), Influenced by 'Focus Punch'.)
~A hardened punch. Leaving a foe's stats reduced on hit~
Type: Rock
Power: 45
Sort: Physical
Target: Self & Foe
Accuracy: 95%
PP: 10
Text:
~A hardened punch. Leaving a foe's stats lowered on hit~
Effect:
Priority 1: You sharply harden, raising your Defense stat +2 stages at expense of -1 stage of evasiveness.
Priority 0: You firmly compact-punch your foe; reducing foe's Defense & Special Attack Stat -1 Stage, on hit.
But in return, you suffer recoil damage; 1/4 of the damage you inflicted.
—————
Learnt by: Pokemon who can punch,
(rock equivalent version of Thunder Punch, mach punch, etc), Influenced by 'Focus Punch'.)
____________
—'Lurch'—
Spoiler:
[CENTRE]"Lurch"[/CENTRE]
~The foe suffer from your abrupt violent movements~
Type: Dark
Power: 15 x3
Sort: Physical
Acc: 95
Target: Single
PP: 25
Text:
~The foe suffer from your abrupt violent movements~
Effect: Recoil.
Lurch deals damage, but the user receives 1⁄4 of the damage it inflicts in recoil.
Effect:
10% chance to Flinch on each hit.
—————
Learnt By: Multi-legged Pokemon, at very low level.
~The foe suffer from your abrupt violent movements~
Type: Dark
Power: 15 x3
Sort: Physical
Acc: 95
Target: Single
PP: 25
Text:
~The foe suffer from your abrupt violent movements~
Effect: Recoil.
Lurch deals damage, but the user receives 1⁄4 of the damage it inflicts in recoil.
Effect:
10% chance to Flinch on each hit.
—————
Learnt By: Multi-legged Pokemon, at very low level.
_______________
—'Slumber'—
Spoiler:
[CENTRE]"Slumber"[/CENTRE]
~ A dormant slumber begins. Whilst asleep; regenerating both health and condition. ~
Type: Normal
Acc: —
Target: Self
PP: 20
Text:
~ A dormant slumber begin. Whilst asleep; regenerating both health and condition. ~
Effect:
The user is placed asleep, regenerating 33% of max hitpoints and 16% at end of this and next turn.
Slumber ignores a status effect from preventing its use, and one condition is removed at end of turn. (Except burn)
—————
Learnt by: Any pokemon who can learn 'Rest'.
~ A dormant slumber begins. Whilst asleep; regenerating both health and condition. ~
Type: Normal
Acc: —
Target: Self
PP: 20
Text:
~ A dormant slumber begin. Whilst asleep; regenerating both health and condition. ~
Effect:
The user is placed asleep, regenerating 33% of max hitpoints and 16% at end of this and next turn.
Slumber ignores a status effect from preventing its use, and one condition is removed at end of turn. (Except burn)
—————
Learnt by: Any pokemon who can learn 'Rest'.
-More info on Slumber-
Spoiler:
Slumber ignores one status effect from preventing its use.
On use, removes one active condition of the frozen, paralyzed, poisoned and confusion effects at the end of the round from self (((if multiple conditions are applied))).
Slumber applies the 'sleep' condition for this and next round to self.
Heals 33.33% of HP now, and half that (16.67%) at the end of this and next round. Gains damage resistance until end of next round (DR value equal to the healing-weakness which usage causes). Slumber can be triggered again for up to 2 small active 'healing'-stacks (=max +33% at end of round), can be triggered while sleeping or slumbering, paralyzed or frozen. If triggered while asleep, the Pokemon wakes up next round.
Note:
A pokemon with the ability;
'Early Bird' sleeps a round less, waking up on the round after usage.
The end-of-round-healing & damage-reduction endures despite awakening.
A pokemon with the ability;
'Vital Spirit' does not fall asleep, therefor does not remove any conditions, but gains the 33% + 16% x2 rounds healing, and the damage reduction endures despite awakening.
The main difference from the move 'rest' is the lack of full-restore; instead limited heal with Slumber's ongoing heal occurring by the end of the round rather than immediately.
Damaging conditions occur after the ongoing healing but before the removal of conditions.
Burn is also not included to be removed. - cause I find no proof of it to make sense.
The total heal is slightly dependable on reusing slumber: (33%x2+4x16%=133% ||
33%+16%x2= 67%.
The move 'Sleep talk' can actually assist the healing if triggering 'slumber' unlike how 'rest' works.
Due to slumber's nature, a small boost to endurance was added (noted on second round) completely unlike using rest.
Slumber does count as a healing move, and certain/all moves will trigger added damage vs it for being a healing move.
The Sleep condition still makes you vulnerable against the moves dream eater & nightmare & Smelling Salt. Including Darkrai's nightmarish ability still functions.
A flaw/benefit of slumber is the number of rounds the pokemon is healing &/ asleep, endurance & max regeneration over time.
Unlike the moves: Recover or Synthesis, you fall asleep & do not obtain as much instant heal and you are locked into healing for potentially two rounds;
- Making you vulnerable against 'Taunt'.
Pokemon such as Snorlax will fear 'Burn'.
Learnt by: Pokemon who can learn 'Rest', All Ghost Types, & all Legendaries.
I recommend a half-Sleeping Guru/Meditation master to be a Move Tutor of 'Slumber'.
On use, removes one active condition of the frozen, paralyzed, poisoned and confusion effects at the end of the round from self (((if multiple conditions are applied))).
Slumber applies the 'sleep' condition for this and next round to self.
Heals 33.33% of HP now, and half that (16.67%) at the end of this and next round. Gains damage resistance until end of next round (DR value equal to the healing-weakness which usage causes). Slumber can be triggered again for up to 2 small active 'healing'-stacks (=max +33% at end of round), can be triggered while sleeping or slumbering, paralyzed or frozen. If triggered while asleep, the Pokemon wakes up next round.
Note:
A pokemon with the ability;
'Early Bird' sleeps a round less, waking up on the round after usage.
The end-of-round-healing & damage-reduction endures despite awakening.
A pokemon with the ability;
'Vital Spirit' does not fall asleep, therefor does not remove any conditions, but gains the 33% + 16% x2 rounds healing, and the damage reduction endures despite awakening.
The main difference from the move 'rest' is the lack of full-restore; instead limited heal with Slumber's ongoing heal occurring by the end of the round rather than immediately.
Damaging conditions occur after the ongoing healing but before the removal of conditions.
Burn is also not included to be removed. - cause I find no proof of it to make sense.
The total heal is slightly dependable on reusing slumber: (33%x2+4x16%=133% ||
33%+16%x2= 67%.
The move 'Sleep talk' can actually assist the healing if triggering 'slumber' unlike how 'rest' works.
Due to slumber's nature, a small boost to endurance was added (noted on second round) completely unlike using rest.
Slumber does count as a healing move, and certain/all moves will trigger added damage vs it for being a healing move.
The Sleep condition still makes you vulnerable against the moves dream eater & nightmare & Smelling Salt. Including Darkrai's nightmarish ability still functions.
A flaw/benefit of slumber is the number of rounds the pokemon is healing &/ asleep, endurance & max regeneration over time.
Unlike the moves: Recover or Synthesis, you fall asleep & do not obtain as much instant heal and you are locked into healing for potentially two rounds;
- Making you vulnerable against 'Taunt'.
Pokemon such as Snorlax will fear 'Burn'.
Learnt by: Pokemon who can learn 'Rest', All Ghost Types, & all Legendaries.
I recommend a half-Sleeping Guru/Meditation master to be a Move Tutor of 'Slumber'.
_________________________
—'Demurring Seeds'—
Spoiler:
[CENTRE]"Demurring Seeds"[/CENTRE]
~ Distorting & Demurring seeds creeps within your foes and sprouts maligned intent, both confusing and restraining activity ~
Type: Grass
Power: 10
Sort: Special
Accuracy: 100%
Target: Field
PP: 5
Text:
~ Distorting & Demurring seeds creeps within your foes and sprouts maligned intent, both confusing and restraining activity ~
Effect:
All on Field aside yourself becomes confused and suffers -1 priority for 5 rounds.
(Grass Types & Pokemon with 'Own Tempo' are immune versus the confusion effect).
Learnt by: Grass Type & highest evolution
~ Distorting & Demurring seeds creeps within your foes and sprouts maligned intent, both confusing and restraining activity ~
Type: Grass
Power: 10
Sort: Special
Accuracy: 100%
Target: Field
PP: 5
Text:
~ Distorting & Demurring seeds creeps within your foes and sprouts maligned intent, both confusing and restraining activity ~
Effect:
All on Field aside yourself becomes confused and suffers -1 priority for 5 rounds.
(Grass Types & Pokemon with 'Own Tempo' are immune versus the confusion effect).
Learnt by: Grass Type & highest evolution
___________________
—'Mineral Tear'—
Spoiler:
[CENTRE]"Mineral Tear"[/CENTRE]
~Minerals & materia of all sorts begins to shudder, shake, vibrate and fall apart into minuscule soil-dust ~
Type: Rock
Power 50
Attack Type: Special
PP: 10
Text:
~Minerals & materia of all sorts begins to shudder, shake, vibrate and fall apart into minuscule soil-dust ~
Effect:
Causes continuous damage equal to 50% of this damage at end of round for 2 rounds.
Half of foe's taken damage; is split into hitpoints amongst all adjacent grass-types on the field.
~Minerals & materia of all sorts begins to shudder, shake, vibrate and fall apart into minuscule soil-dust ~
Type: Rock
Power 50
Attack Type: Special
PP: 10
Text:
~Minerals & materia of all sorts begins to shudder, shake, vibrate and fall apart into minuscule soil-dust ~
Effect:
Causes continuous damage equal to 50% of this damage at end of round for 2 rounds.
Half of foe's taken damage; is split into hitpoints amongst all adjacent grass-types on the field.
_______________________
——————————
—'Haunted Terrain'—
Spoiler:
[CENTRE]Haunted Terrain[/CENTRE]
~Ghastly frights haunts the asleep and confuses spooked pokemon within this haunted terrain~
Type: Ghost
Sort: Status
Power: —
Accuracy: —
Target: Terrain Effect
PP: 10
Text:
~Mind affecting shadows plays the Pokemon on the field, confusing and horrifies all within the haunted terrain~
Effect:
Haunted Terrain creates a low-lying shadow-fiend field lasting 5 turns, that engulfs asleep pokemon with 'nightmare's. Furthermore, all ghost attacks cause the 'confusion' condition against grounded pokemon on hit while Haunted Terrain is in effect.
'Nightmare' is a ghost type move, inflicting 1/4 of asleep pokemon's Max health at end of rounds.
"Grounded" Pokémon are simply those that are not "raised". Raised Pokémon are any Flying types or those under the effects of Levitate, Magnet Rise or Telekinesis. Full details in glossary.
Haunted Terrain is a "terrain" condition and can coexist at the same time as weather conditions, but not other terrain conditions.
The move Nature Power turns into Shadow Ball under Haunted Terrain.
~Ghastly frights haunts the asleep and confuses spooked pokemon within this haunted terrain~
Type: Ghost
Sort: Status
Power: —
Accuracy: —
Target: Terrain Effect
PP: 10
Text:
~Mind affecting shadows plays the Pokemon on the field, confusing and horrifies all within the haunted terrain~
Effect:
Haunted Terrain creates a low-lying shadow-fiend field lasting 5 turns, that engulfs asleep pokemon with 'nightmare's. Furthermore, all ghost attacks cause the 'confusion' condition against grounded pokemon on hit while Haunted Terrain is in effect.
'Nightmare' is a ghost type move, inflicting 1/4 of asleep pokemon's Max health at end of rounds.
"Grounded" Pokémon are simply those that are not "raised". Raised Pokémon are any Flying types or those under the effects of Levitate, Magnet Rise or Telekinesis. Full details in glossary.
Haunted Terrain is a "terrain" condition and can coexist at the same time as weather conditions, but not other terrain conditions.
The move Nature Power turns into Shadow Ball under Haunted Terrain.
______________
—'Rhythm'—
Spoiler:
[CENTRE]"Rhythm"[/CENTRE]
~Vibrations shakes the body of Pokemon~
Type: Normal
Sort: Special
Power: ??
Accuracy: 100%
PP: 15
Text:
~Strong vibrative tunes force through the body of Pokemon~
Effect:
Rhythm always deal 8 damage.
Learnt by pokemon with 'sound theme' at earliest of levels
~Vibrations shakes the body of Pokemon~
Type: Normal
Sort: Special
Power: ??
Accuracy: 100%
PP: 15
Text:
~Strong vibrative tunes force through the body of Pokemon~
Effect:
Rhythm always deal 8 damage.
Learnt by pokemon with 'sound theme' at earliest of levels
_____________________
—'Sprites Desires'—
Spoiler:
[CENTRE]"Sprites desires"[/CENTRE]
~Sprites desires rule through affection of all pokemon~
Type: Ghost / Fairy
Sort: Status
Accuracy: 100%
Target: All
PP: 10
Text:
~Diminitive self-affectious feys circle the field, affecting all pokemon with infatuation~
Effect:
All pokemon at time of use (including user) becomes infatuated. These infatuated has 50% risk of being 'immobilized by desires' each turn and unable to attack.
Effect lasts until switched out.
~Sprites desires rule through affection of all pokemon~
Type: Ghost / Fairy
Sort: Status
Accuracy: 100%
Target: All
PP: 10
Text:
~Diminitive self-affectious feys circle the field, affecting all pokemon with infatuation~
Effect:
All pokemon at time of use (including user) becomes infatuated. These infatuated has 50% risk of being 'immobilized by desires' each turn and unable to attack.
Effect lasts until switched out.
Will be posted within 5 days:
—'Pressurise'—
—'Diamond Drill'—
Spoiler:
[CENTRE]"Diamond Drill"[/CENTRE]
~A duller sound as a deeper hole is drilled~
Type: Rock
Power: 15x
Sort: Physical
Acc: 65 %
PP: 5
Text:
~The sound dulls as the hole deepens through drilling~
Effect:
Has a 100% chance of reducing the defense stat of foe's by -1 on each successfull hit.
Hits until missing, max 10 times.
Learnt by: Pokemon with drill-appendage at level 60+
~A duller sound as a deeper hole is drilled~
Type: Rock
Power: 15x
Sort: Physical
Acc: 65 %
PP: 5
Text:
~The sound dulls as the hole deepens through drilling~
Effect:
Has a 100% chance of reducing the defense stat of foe's by -1 on each successfull hit.
Hits until missing, max 10 times.
Learnt by: Pokemon with drill-appendage at level 60+
—'Vital Counter'—
—'Diamond Blitz'—
—'Contagious Yawn'—
The final Batch of moves.
I've been hoarding moves for a while,
mainly focused on Rock Type-moves.
Maybe you have a move you'd believe others would enjoy in fangames / the official games or in romhacks ?
Last edited: