A multi-hitting move that deals random-but in a certain range-damage. Think of something like Fury Attack, but since the user basically is throwing punches or whatever, you could never say whether he's gonna be dealing good damage or not. I'd probably stick with that name.
A remake of another pre-existing move: Tri Attack. It is now a fixed, multi-hitting (3x) attack, similar to Double-kick, dealing Fire, Electric, and Ice damage separately. The base power of each attack is 40, and may be affected by weather: Rain grants an electric attack, but removes the fire one; Sunny grants an extra fire, removes Ice; Hail an extra ice, removes... electric? Sandstorm makes it completely ground type. Each attack has a 10% chance of inflicting it's dedicated status. Castform and other pokemon capable of learning thunderbolt/flamethrower/ice beam will now have this in their learnset (be it by leveling up, or thru a new TM)
A bug-type move/s that inflicts a more powerful version of paralysis; since many types of predatorial bugs/insects use such method to disable and/or gain advantage over their prey. It won't hinder the affected pokemon's speed, but it has a significantly higher chance of triggering (rendering action). It also has a chance of wearing off (even whilst benched out); much unlike confusion, it doesn't vanish by merely switching. It will not give the usual electric/yellow animation of paralysis when it triggers (probably a twitching effect instead), to show the difference.
Moves that, much like pledges, fusion(resh/zek), rollout or charge, have added effects before/after they are used by another one. Examples are: Tackle or any body-spearing move of the like used after Agility will instead grant Quick Attack/Extreme Speed on that turn; Electric Move + phys move = volt tackle/bolt strike; Twister/Whirlwind/Hurricane + fire type = high-powered fire spin; Earthquake/Magnitude/Fissure + fire = Eruption; (Used by a poke with lightningrod) Thunder Wave + offensive,non-contact/physical electric type = zap cannon; and more creative combos. Yes, this was inspired from the many instances in the anime, where Ash/co would come up with new stuff to overcome obstacles while they're in a pinch.
Well, these probably sound more like changes, but as newer moves are made under such conditions, I think old moves are valid for such change to blend with the new mechanics. Sorry for not exactly sticking to the topic.