- 12
- Posts
- 9
- Years
- Seen Sep 21, 2019
hey guys im working on a new rpg maker pokemon game and ive been reworking ALL damaging non legendary signature moves to fit them into categories (eg. make them skill variations).
as a competitive battler i wanna start a discussion how this would affect the metagame whats over the top and whats this useless. so thx for reading and lets go:
Focus Punch 150 100% Attacks at the end of the round if the user is not hit by an attack.
Boomburst 130 100%
Last Resort 130 100% Can only be used after user has used all of its other moves.
Belch 120 100% Requires the user to eat its held Berry.
Synchronoise 120 100% Only damages Pokémon the same type as the user.
Future Sight 120 100% Deals damage two turns after usage.
Earthquake 100 100% Deals double damage against targets using Dig.
Hammer Arm 100 100% Lowers the user's Speed by one stage.
Foul Play 100 100% Damage is calculated using the target's Attack.
Explosion 250 100% User faints.
Self-Destruct 200 100% User faints.
Eruption 150 100% Damage is based on the user's current HP; strongest when HP is highest.
Water Spout 150 100% Damage is based on the user's current HP; strongest when HP is highest.
Blast Burn 150 90% User recharges on the second turn.
Frenzy Plant 150 90% User recharges on the second turn.
Giga Impact 150 90% User recharges on the second turn.
Hydro Cannon 150 90% User recharges on the second turn.
Hyper Beam 150 90% User recharges on the second turn.
Rock Wrecker 150 90% User recharges on the second turn.
Draco Meteor 130 90% Lowers the user's Special Attack by two stages after usage.
Leaf Storm 130 90% Lowers the user's Special Attack by two stages after usage.
Overheat 130 90% Lowers the user's Special Attack by two stages after usage.
Close Combat 120 100% The user's Defense and Special Defense are decreased by one stage.
Superpower 120 100% The user's Attack and Defense are decreased by one stage.
High Jump Kick 130 90% Deals recoil equal to 1/2 of the user's HP if the user misses.
Jump Kick 100 95% Deals recoil equal to 1/2 of the user's HP if the user misses.
Head Smash 120 100% User receives 1/3 of damage dealt as recoil damage.
Flare Blitz 120 100% User receives 1/3 of damage dealt as recoil damage; has a 10% chance of burning the target.
Brave Bird 120 100% User receives 1/3 of damage dealt as recoil damage.
Double-Edge 120 100% User receives 1/3 of damage dealt as recoil damage.
Volt Tackle 120 100% User receives 1/3 of damage dealt as recoil damage.
Wood Hammer 120 100% User receives 1/3 of damage dealt as recoil damage.
Submission 120 100% User receives 1/3 of damage dealt as recoil damage.
Head Charge 120 100% User receives 1/4 of damage dealt as recoil damage.
Take Down 90 100% User receives 1/4 of damage dealt as recoil damage.
Wild Charge 90 100% User receives 1/4 of damage dealt as recoil damage.
Struggle 50 100% User receives 1/2 of damage dealt as recoil damage; hits Ghost-types.
Gunk Shot 120 85% Has a 30% chance of poisoning the target.
Mega Kick 120 85%
Megahorn 120 85%
Power Whip 120 85%
Outrage 120 100% Confuses the user after two or three turns.
Petal Dance 120 100% Confuses the user after two or three turns.
Thrash 120 100% Confuses the user after two or three turns.
Focus Blast 110 85% Has a 10% chance of lowering the target's Special Defense by one stage.
Fire Blast 110 85% Has a 10% chance of burning the target.
Hydro Pump 110 85%
Blizzard 110 70% Has a 10% chance of freezing.
Hurricane 110 70% Has a 30% chance of confusing the target.
Thunder 110 70% Has a 30% chance of paralyzing the target; has 100% accuracy during Rain Dance, 50% accuracy in Sunny Day.
Crabhammer 90 100% Has a high critical hit ratio.
Cross Chop 90 100% Has a high critical hit ratio.
Stone Edge 90 100% Has a high critical hit ratio.
Attack Order 90 100% Has a high critical hit ratio.
Leaf Blade 90 100% Has a high critical hit ratio.
Drill Run 90 100% Has a high critical hit ratio.
Zap Cannon 120 50% Paralyzes the target.
Inferno 120 50% Leaves the target with a burn.
Dynamic Punch 120 50% Confuses the target.
Egg Bomb 100 75%
Dragon Rush 100 75% Has a 20% chance of causing the target to flinch; double damage and never misses against Minimized targets.
Iron Tail 100 75% Has a 30% chance of lowering the target's Defense by one stage.
Aqua Tail 90 100%
Play Rough 90 100% Has a 20% chance of lowering the target's Attack by one stage.
Meteor Mash 90 100% Has a 20% chance of raising the user's Attack by one stage.
Rock Climb 90 100% Has a 20% chance of confusing the target.
Blaze Kick 90 100% Has a 10% chance of burning.
Icicle Crash 90 100% Has a 30% chance of causing the target to flinch.
Sky Uppercut 90 100% Can hit targets using Fly.
Body Slam 90 100% Has a 30% chance of paralyzing.
Mega Punch 90 100%
Heat Wave 90 100% Has a 10% chance of burning the target.
Moonblast 90 100% Has a 30% chance of lowering the target's Special Attack
Sludge Wave 90 100% Has a 10% chance of poisoning the target.
Hyper Voice 90 100%
Petal Blizzard 90 100%
Ice Beam 90 100% Has a 10% chance of freezing the target.
Muddy Water 90 100% Has a 30% chance of lowering the target's accuracy by one stage.
Sacred Sword 90 100% Ignores the target's changes in Defense and evasion.
Sludge Bomb 90 100% Has a 30% chance of poisoning the target.
Surf 90 100% Double damage against a target using Dive.
Bug Buzz 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Earth Power 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Energy Ball 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Flamethrower 90 100% Has a 10% chance of burning the target.
Psychic 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Thunderbolt 90 100% Has a 10% chance of paralyzing the target.
Uproar 90 100% User and opponent cannot fall asleep for three turns.
Night Daze 90 100% Has a 40% chance of lowering the target's accuracy.
Secret Sword 90 100% Damage calculated using the user's Special Attack and the target's Defense.
Sky Attack 120 100% Prepares on the first turn, attacks on the second.
Skull Bash 120 100% Prepares on the first turn and raises the user's Defense by one stage, attacks on the second.
Solar Beam 120 100% Charges on the first turn, attacks on the second; no charge during Sunny Day.
Razor Wind 120 100% Charges on the first turn, attacks on the second.
Fly 90 100% User flies up on the first turn, attacks on the second.
Phantom Force 90 100% User disappears on the first turn, attacks on second; bypasses Protect, Detect, Spiky Shield, and King's Shield.
Bounce 90 100% User jumps up on the first turn, attacks on the second. Has a 30% chance of paralyzing.
Dig 90 100% User burrows underground on the first turn, attacks on the second.
Dive 90 100% User dive underwater on the first turn, attacks on the second.
Fire Pledge 80 100% Deals double damage when used with Grass Pledge or Water Pledge in double or triple battles.
Grass Pledge 80 100% Deals double damage when used with Fire Pledge or Water Pledge in double or triple battles.
Water Pledge 80 100% Deals double damage when used with Fire Pledge or Grass Pledge in double or triple battles.
Power Gem 80 100%
Dragon Pulse 80 100%
Dazzling Gleam 80 100%
Water Pulse 80 100% Has a 20% chance of confusing the target.
Dark Pulse 80 100% Has a 20% chance of causing the target to flinch.
Discharge 80 100% Has a 30% chance of paralyzing the target.
Extrasensory 80 100% Has a 10% chance of causing the target to flinch.
Fiery Dance 80 100% Has a 50% chance of raising the user's Special Attack.
Flash Cannon 80 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Lava Plume 80 100% Has a 30% chance of burning the target.
Psyshock 80 100% Damage calculated using the user's Special Attack and the target's Defense.
Scald 80 100% Has a 30% chance of burning the target; thaws frozen user.
Shadow Ball 80 100% Has a 20% chance of lowering the target's Special Defense by one stage.
Tri Attack 80 100% Has a 6.67% chance each to paralyze, freeze, or burn the target.
Signal Beam 80 100% Has a 10% chance of confusing the target.
Air Slash 80 100% Has a 30% chance of causing the target to flinch.
Seed Bomb 80 100%
Slam 80 100%
Strength 80 100%
Dragon Claw 80 100%
Drill Peck 80 100%
X-Scissor 80 100%
Extreme Speed 80 100% Has a priority of +2.
Sucker Punch 80 100% Has a priority of +1; fails if target is not using an attack move.
Flying Press 80 100% Does Fighting-type and Flying-type damage.
Brick Break 80 100% Light Screen and Reflect are removed from the target.
Poison Jab 80 100% Has a 30% chance of poisoning the target.
Hyper Fang 80 100% Has a 10% chance of causing the target to flinch.
Waterfall 80 100% Has a 20% chance of causing the target to flinch.
Zen Headbutt 80 100% Has a 20% chance of causing the target to flinch.
Iron Head 80 100% Has a 30% chance of causing the target to flinch.
Rock Slide 80 100% Has a 30% chance of causing the target to flinch.
Crunch 80 100% Has a 20% chance of lowering the target's defense by one stage.
Crush Claw 80 100% Has a 50% chance of lowering the target's defense by one stage.
Razor Shell 80 100% Has a 50% chance of lowering the target's defense by one stage.
Fire Punch 75 100% Has a 10% chance of burning the target.
Ice Punch 75 100% Has a 10% chance of freezing the target.
Thunder Punch 75 100% Has a 10% chance of paralyzing the target.
Dream Eater 100 100% Restores HP to the user equal to 1/2 of the damage inflicted; target must be asleep.
Drain Punch 75 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Giga Drain 75 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Horn Leech 75 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Parabolic Charge 75 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Draining Kiss 75 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Mega Drain 40 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Leech Life 40 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Absorb 20 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Cross Poison 70 100% Has a high critical hit ratio and 10% chance of poisoning the target.
Night Slash 70 100% Has a high critical hit ratio.
Psycho Cut 70 100% Has a high critical hit ratio.
Shadow Claw 70 100% Has a high critical hit ratio.
Slash 70 100% Has a high critical hit ratio.
U-turn 70 100% User switches out after attacking.
Volt Switch 70 100% The user switches out after dealing damage.
Flame Burst 70 100%
Chip Away 70 100% Ignores the target's changes in Defense and evasion.
Dizzy Punch 70 100% Has a 20% chance of confusing the target.
Freeze-Dry 70 100% Has a 10% chance of freezing the target; does super effective damage against Water-types.
Headbutt 70 100% Has a 30% chance of causing the target to flinch.
Secret Power 70 100% Depending on current battlefield, can also lower the target's Attack, Defense, Speed, or accuracy or confuse, paralyze, flinch, poison, or put to sleep.
Steel Wing 70 100% Has a 10% chance of raising the user's Defense by one stage.
Retaliate 70 100% Power doubles if one of the user's teammates fainted in the previous turn.
Facade 70 100% Power doubles if user is burned, paralyzed, or poisoned.
Smelling Salts 70 100% If target is paralyzed, power is doubled and target is healed of paralysis.
Wake-Up Slap 70 100% If target is asleep, power is doubled and target is woken up.
Fire Fang 70 100% Has a 10% chance of burning or causing the target to flinch.
Thunder Fang 70 100% Has a 10% chance of paralyzing or causing the target to flinch.
Ice Fang 70 100% Has a 10% chance of freezing or causing the target to flinch.
Poison Fang 70 100% Has a 10% chance of badly poisoning the target.
Venoshock 65 100% Power is doubled if the target is poisoned.
Hex 65 100% Power is doubled if the target is afflicted with a major status condition.
Brine 65 100% Power is doubled if the target's health is below 50%.
Steamroller 65 100% Has a 30% chance of causing the target to flinch; double damage and never misses against Minimized targets.
Stomp 65 100% Has a 30% chance of causing the target to flinch; double damage and never misses against Minimized targets.
Horn Attack 65 100%
Knock Off 65 100% Removes the target's held item.
Aurora Beam 65 100% Has a 10% chance of lowering the target's Attack by one stage.
Bubble Beam 65 100% Has a 10% chance of lowering the target's Speed by one stage.
Bone Club 65 100% Has a 10% chance of causing the target to flinch.
Leaf Tornado 65 100% Has a 30% chance of lowering the target's accuracy.
Psybeam 65 100% Has a 10% chance of confusing the target.
Sludge 65 100% Has a 30% chance of poisoning the target.
Spark 65 100% Has a 30% chance of paralyzing the target.
Mirror Shot 65 100% Has a 30% chance of lowering the target's accuracy by one stage.
Mud Bomb 65 100% Has a 30% chance of lowering the target's accuracy by one stage.
Octazooka 65 100% Has a 50% chance of lowering the target's accuracy by one stage.
Chatter 60 100% Confuses the target.
Low Sweep 60 100% Lowers the target's Speed by one stage.
Bulldoze 60 100% Lowers the target's Speed by one stage.
Rock Tomb 60 100% Lowers the target's Speed by one stage.
Electroweb 60 100% Lowers the target's Speed by one stage.
Icy Wind 60 100% Lowers the target's Speed by one stage.
Mud Shot 60 100% Lowers the target's Speed by one stage.
Snarl 60 100% Lowers the target's Special Attack by one stage.
Struggle Bug 60 100% Lowers the target's Special Attack by one stage.
Mystical Fire 60 100% Lowers the target's Special Attack by one stage.
Assurance 60 100% Power doubles if user receives damage on the turn it is used.
Avalanche 60 100% Power doubles if the user is attacked by the target on the turn it is used.
Revenge 60 100% Power doubles if the user is attacked by the target on the turn it is used.
Payback 60 100% Power is doubled if user is hit by foe first.
Aura Sphere 60 — Never misses.
Vital Throw 60 — Never misses.
Aerial Ace 60 — Never misses.
Magical Leaf 60 — Never misses.
Magnet Bomb 60 — Never misses.
Shadow Punch 60 — Never misses.
Shock Wave 60 — Never misses.
Swift 60 — Never misses.
Feint Attack 60 — Never misses.
Disarming Voice 60 — Never misses.
Ancient Power 60 100% Has a 10% chance of raising all of the user's stats by one stage.
Ominous Wind 60 100% Has a 10% chance of raising all of the user's stats by one stage.
Silver Wind 60 100% Has a 10% chance of raising all of the user's stats by one stage.
Circle Throw 60 100% Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
Dragon Tail 60 100% Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
Frost Breath 60 100% Always lands a critical hit.
Storm Throw 60 100% Always lands a critical hit.
Covet 60 100% If user is not holding an item, user steals the target's held item.
Thief 60 100% If user is not holding an item, user steals the target's held item.
Bug Bite 60 100% Eats the target's held Berry.
Pluck 60 100% Eats the target's held Berry.
Incinerate 60 100% Renders the target's Berry unusable.
Wing Attack 60 100%
Vice Grip 60 100%
Cut 60 100%
Dragon Breath 60 100% Has a 30% chance of paralyzing.
Flame Wheel 60 100% Has a 10% chance of burning the target; thaws frozen users.
Force Palm 60 100% Has a 30% chance of paralyzing.
Heart Stamp 60 100% Has a 30% of causing the target to flinch.
Hidden Power 60 100% Type and base power based on the user's individual values.
Round 60 100% Power doubles if used consecutively by an ally.
Sky Drop 60 100% Both the user and the target are unable to move the first turn, attacks on the second.
Clear Smog 60 100% Resets all stat levels of the target to zero.
Confusion 60 100% Has a 10% chance of confusing the target.
Metal Claw 60 100% Has a 10% chance of raising the user's Attack by one stage.
Smack Down 60 100% Knocks airborne targets to the ground.
Snore 60 100% Has a 30% chance of causing the target to flinch; only works if user is asleep.
Air Cutter 60 100% Has a high critical hit ratio.
Karate Chop 60 100% Has a high critical hit ratio.
Razor Leaf 60 100% Has a high critical hit ratio.
Poison Tail 60 100% Has a high critical hit ratio and a 10% chance of poisoning the target.
Bite 60 100% Has a 30% chance of causing the target to flinch.
Needle Arm 60 100% Has a 30% chance of causing the target to flinch.
Rolling Kick 60 100% Has a 30% chance of causing the target to flinch.
Acrobatics 50 100% Power is doubled if the user has no held item.
Weather Ball 50 100% Power doubles and type changes during weather.
Bonemerang 50 90% Strikes the target twice in a row.
Gear Grind 50 90% Strikes the target twice in a row.
Dual Chop 50 90% Strikes the target twice in a row.
Double Hit 50 90% Strikes the target twice in a row.
Double Kick 50 90% Strikes the target twice in a row.
Twineedle 50 90% Strikes the target twice in a row; has a 20% chance of poisoning the target.
Triple Kick 10 100% Strikes the target three times in a row; base power doubles with each strike.
Flame Charge 50 100% Raises the user's Speed by one stage.
Charge Beam 50 100% Raises the user's Special Attack by one stage.
Aqua Jet 40 100% Has a priority of +1.
Bullet Punch 40 100% Has a priority of +1.
Ice Shard 40 100% Has a priority of +1.
Mach Punch 40 100% Has a priority of +1.
Quick Attack 40 100% Has a priority of +1.
Shadow Sneak 40 100% Has a priority of +1.
Vacuum Wave 40 100% Has a priority of +1.
Echoed Voice 40 100% Base power increases by 40 each consecutive turn it is used. [40,80,120,160,200]
Fury Cutter 40 100% Doubles power with each consecutive hit. [40,80,160,160,160]
Fake Out 40 100% Only works on the first turn after the user enters battle; makes the target flinch.
Acid Spray 40 100% Lowers the target's Special Defense by two stages.
Pay Day 40 100% Collects extra money after battles.
Power-Up Punch 40 100% Raises the user's Attack by one stage.
Pursuit 40 100% Power doubles if target switches out.
Rock Smash 40 100% Has a 50% chance of lowering the target's Defense by one stage.
False Swipe 40 100% Will always leave the target with at least one HP.
Hold Back 40 100% Will always leave the target with at least one HP.
Gust 40 100% Deals double damage against targets using Fly.
Rock Throw 40 100%
Tackle 40 100%
Vine Whip 40 100%
Fairy Wind 40 100%
Peck 40 100%
Pound 40 100%
Scratch 40 100%
Water Gun 40 100%
Twister 40 100% Has a 20% chance of causing the target to flinch.
Acid 40 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Ember 40 100% Has a 10% chance of burning the target.
Thunder Shock 40 100% Has a 10% chance of paralyzing the target.
Bubble 40 100% Has a 10% chance of lowering the target's Speed by one stage.
Powder Snow 40 100% Has a 10% chance of freezing the target.
Clamp 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Fire Spin 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Sand Tomb 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Whirlpool 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Wrap 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Bind 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Infestation 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Ice Ball 30 90% Power is doubled for each turn it hits (and/or if the user uses Defense Curl on the previous turn).
Rollout 30 90% Power is doubled for each turn it hits (and/or if the user uses Defense Curl on the previous turn).
Astonish 30 100% Has a 30% chance of causing the target to flinch.
Lick 30 100% Has a 30% chance of paralyzing the target.
Smog 30 100% Has a 40% chance of poisoning the target.
Feint 30 100% Breaks Protect, Detect, Wide Guard, Quick Guard, Spiky Shield, King's Shield, and Crafty Shield.
Fell Stinger 30 100% Raises the user's Attack two stages if it knocks out another Pokémon with this move.
Bone Rush 25 100% Strikes the target two to five times in a row.
Bullet Seed 25 100% Strikes the target two to five times in a row.
Icicle Spear 25 100% Strikes the target two to five times in a row.
Pin Missile 25 100% Strikes the target two to five times in a row.
Rock Blast 25 100% Strikes the target two to five times in a row.
Tail Slap 25 100% Strikes the target two to five times in a row.
Spike Cannon 25 100% Strikes the target two to five times in a row.
Comet Punch 25 100% Strikes the target two to five times in a row.
Fury Swipes 25 100% Strikes the target two to five times in a row.
Arm Thrust 25 100% Strikes the target two to five times in a row.
Barrage 25 100% Strikes the target two to five times in a row.
Double Slap 25 100% Strikes the target two to five times in a row.
Fury Attack 25 100% Strikes the target two to five times in a row.
Water Shuriken 25 100% Strikes the target two to five times in a row; has a priority of +1.
Mud-Slap 20 100% Lowers the target's accuracy by one stage.
Nuzzle 20 100% Paralyzes the target.
Poison Sting 20 100% Poisons the target.
Constrict 20 100% Lowers the target's Speed by two stages.
Rage 20 100% User's Attack increases by one stage if attacked after using this move.
Rapid Spin 20 100% Removes user from various annoyances.
Stored Power 20 100% Power increases whenever the user increases its stats.
------------------------------------------------------------------------------------------------------------------------------------------------------------
Return — 100% Damage depends on user's friendship level.
Frustration — 100% Damage depends on user's friendship level.
Counter — 100% Deals back 2× damage inflicted if the user gets attacked by a Physical attack on the turn used.
Mirror Coat — 100% Deals back 2× damage inflicted if the user gets attacked by a special attack on the turn used.
Metal Burst — 100% Deals back 1.5× damage inflicted if the user gets attacked on the turn used.
Present — 100% Randomly damages or heals the target.
Magnitude — 100% Deals random damage based on Magnitude's scale.
Reversal — 100% Damage is based on the user's current HP; strongest when HP is lowest.
Flail — 100% Damage is based on the user's current HP; strongest when HP is lowest.
Seismic Toss — 100% Deals damage equal to the user's current level.
Night Shade — 100% Deals damage equal to the user's current level.
Dragon Rage — 100% Always deals 40 HP of damage.
Sonic Boom — 100% Always deals 20 HP of damage.
Electro Ball — 100% Inflicts more damage the faster the user is compared to the target.
Gyro Ball — 100% Inflicts more damage the slower the user is compared to the target.
Grass Knot — 100% Deals damage based on the target's weight.
Low Kick — 100% Deals damage based on the target's weight.
Heat Crash — 100% Inflicts more damage the heavier the user is compared to the target.
Heavy Slam — 100% Inflicts more damage the heavier the user is compared to the target.
Beat Up — 100% Each member of the user's party attacks once. Power based on user's Attack.
Bide — — Deals damage equal to 2× the damage taken by the user after two turns.
Endeavor — 100% Deals damages so that the target is left with HP equal to the user's.
Final Gambit — 100% The target takes damage equal to the user's HP; user faints.
Fling — 100% User inflicts various damage by losing its held item.
Me First — — Deals damage if it goes first and the target uses a damaging move on that turn.
Natural Gift — 100% Power and type depend on thrown held Berry.
Nature Power — — Becomes a different move depending on location.
Psywave — 100% Randomly inflicts between one HP and (user's level ×1.5) HP of damage.
Punishment — 100% Power of this attack rises with the target's stat increases.
Wring Out — 100% Damage depends on the target's current HP; strongest when target's HP is highest.
Sleep Talk — — Damages the target if a damaging attack is selected.
Spit Up — 100% Deals damage based on Stockpiled energy.
Super Fang — 100% Target's remaining HP is halved.
Trump Card — — Power depends on remaining power points.
and for the people who just want to see the changes:
boomburst 130 power
last resort 130 power
belch 100% accuracy
hammer arm 100% accuracy
foul play 100 power
head smash 120 power 100% accuracy
take down 100% accuracy
submission 120 power 100% accuracy
inferno 120 power
dynamic punch 120 power
gunk shot 85% accuracy
mega kick 85% accuracy
focus blast 110 power 85% accuracy
hydro pump 85% accuracy
crabhammer 90 power 100% accuracy
Cross Chop 90 power 100% accuracy
Stone Edge 90 power 100% accuracy
Drill Run 90 power 100% accuracy
aqua tail 100% accuracy
play rough 100% accuracy
meteor mash 100% accuracy
rock climb 100% accuracy
blaze kick 90 power 100% accuracy
icicle crash 90 power 100% accuracy
sky uppercut 90 power 100% accuracy
body slam 90 power 100% accuracy
mega punch 90 power 100% accuracy
heat wave 90 power 100% accuracy
moonblast 90 power 100% accuracy
sludge wave 90 power 100% accuracy
muddy water 100% accuracy
night daze 90 power 100% accuracy
secret sword 90 power
sky attack 120 power 100% accuracy
skull bash 120 power 100% accuracy
fly 100% accuracy
bounce 90 power 100% accuracy
dig 90 power
dive 90 power
dragon pulse 80 power
water pulse 80 power
signal beam 80 power 100% accuracy
air slash 80 power 100% accuracy
flying press 100% accuracy
hyper fang 100% accuracy
brick break 80 power
zen headbutt 100% accuracy
slam 100% accuracy
razor shell 80 power 100% accuracy
rock slide 80 power 100% accuracy
crush claw 80 power 100% accuracy
parabolic charge 75 power
draining kiss 75 power
leech life 40 power
steel wing 100% accuracy
fire fang 70 power 100% accuracy
ice fang 70 power 100% accuracy
thunder fang 70 power 100% accuracy
poison fang 70 power 100% accuracy
bone club 100% accuracy
leaf tornado 100% accuracy
mirror shot 100% accuracy
mud bomb 100% accuracy
octazooka 100% accuracy
chatter 60 power
low sweep 60 power
rock tomb 100% accuracy
electroweb 60 power 100% accuracy
icy wind 60 power 100% accuracy
mud shot 60 power 100% accuracy
snarl 60 power 100% accuracy
struggle bug 60 power
mystical fire 60 power
payback 60 power
aura sphere 60 power
vital throw 60 power
disarming voice 60 power
circle throw 100% accuracy
dragon tail 100% accuracy
frost breath 100% accuracy
vice grip 60 power
cut 60 power 100% accuracy
clear smog 60 power 100% accuracy
confusion 60 power
metal claw 60 power
smack down 60 power
snore 60 power
air cutter 100% accuracy
karate chop 60 power
razor leaf 60 power 100% accuracy
poison tail 60 power
rolling kick 100% accuracy
gear grind 90% accuracy
dual chop 50 power
double hit 50 power
double kick 50 power 90% accuracy
twineedle 50 power 90% accuracy
charge beam 100% accuracy
fury cutter 100% accuracy
rock throw 40 power 100% accuracy
tackle 40 power
vine whip 40 power
clamp 30 power 100% accuracy
fire spin 30 power 100% accuracy
sand tomb 30 power 100% accuracy
whirlpool 30 power 100% accuracy
wrap 30 power 100% accuracy
bind 30 power 100% accuracy
infestation 30 power 100% accuracy
smog 100% accuracy
bone rush 100% accuracy
pin missile 100% accuracy
rock blast 100% accuracy
tail slap 100% accuracy
spike cannon 25 power 100% accuracy
comet punch 25 power 100% accuracy
fury swipes 25 power 100% accuracy
arm thrust 25 power
barrage 25 power 100% accuracy
double slap 25 power 100% accuracy
fury attack 25 power 100% accuracy
water shuriken 25 power
poison sting 20 power
constrict 20 power
triple kick 100% accuracy
present 100% accuracy
sonic boom 100% accuracy
super fang 100% accuracy
firstly sorry if the formating is messed up at some points. i was too exhausted too fix everything from the chart i have.
so the main aspects for this balancing was to make everything viable but nothing over the top while also normalizing some inconsistent things that were always bugging me. the game also has some fake megas like for example mega raticate so alot of signature moves have been buffed. also i wanted to remove A LOT of rng from the battling. as a lover of vgc things like focus miss and stone miss are simply dumb and take the competitive feeling from pokemon. also the lack of any 90 base power physical move with perfect accuracy was annoying so for example everybody had to take waterfall as physical water stab and physical fairy types needed to take a 90% accuracy move as their only stab option.
so these are my changes what are your opinions? also if this belongs in the questions tab and not the discussion tab or any other tab, move it pls.
edit: i just now saw that all the formatting in the list is gone so sry that it now looks like shit -_-
as a competitive battler i wanna start a discussion how this would affect the metagame whats over the top and whats this useless. so thx for reading and lets go:
Spoiler:
Focus Punch 150 100% Attacks at the end of the round if the user is not hit by an attack.
Boomburst 130 100%
Last Resort 130 100% Can only be used after user has used all of its other moves.
Belch 120 100% Requires the user to eat its held Berry.
Synchronoise 120 100% Only damages Pokémon the same type as the user.
Future Sight 120 100% Deals damage two turns after usage.
Earthquake 100 100% Deals double damage against targets using Dig.
Hammer Arm 100 100% Lowers the user's Speed by one stage.
Foul Play 100 100% Damage is calculated using the target's Attack.
Explosion 250 100% User faints.
Self-Destruct 200 100% User faints.
Eruption 150 100% Damage is based on the user's current HP; strongest when HP is highest.
Water Spout 150 100% Damage is based on the user's current HP; strongest when HP is highest.
Blast Burn 150 90% User recharges on the second turn.
Frenzy Plant 150 90% User recharges on the second turn.
Giga Impact 150 90% User recharges on the second turn.
Hydro Cannon 150 90% User recharges on the second turn.
Hyper Beam 150 90% User recharges on the second turn.
Rock Wrecker 150 90% User recharges on the second turn.
Draco Meteor 130 90% Lowers the user's Special Attack by two stages after usage.
Leaf Storm 130 90% Lowers the user's Special Attack by two stages after usage.
Overheat 130 90% Lowers the user's Special Attack by two stages after usage.
Close Combat 120 100% The user's Defense and Special Defense are decreased by one stage.
Superpower 120 100% The user's Attack and Defense are decreased by one stage.
High Jump Kick 130 90% Deals recoil equal to 1/2 of the user's HP if the user misses.
Jump Kick 100 95% Deals recoil equal to 1/2 of the user's HP if the user misses.
Head Smash 120 100% User receives 1/3 of damage dealt as recoil damage.
Flare Blitz 120 100% User receives 1/3 of damage dealt as recoil damage; has a 10% chance of burning the target.
Brave Bird 120 100% User receives 1/3 of damage dealt as recoil damage.
Double-Edge 120 100% User receives 1/3 of damage dealt as recoil damage.
Volt Tackle 120 100% User receives 1/3 of damage dealt as recoil damage.
Wood Hammer 120 100% User receives 1/3 of damage dealt as recoil damage.
Submission 120 100% User receives 1/3 of damage dealt as recoil damage.
Head Charge 120 100% User receives 1/4 of damage dealt as recoil damage.
Take Down 90 100% User receives 1/4 of damage dealt as recoil damage.
Wild Charge 90 100% User receives 1/4 of damage dealt as recoil damage.
Struggle 50 100% User receives 1/2 of damage dealt as recoil damage; hits Ghost-types.
Gunk Shot 120 85% Has a 30% chance of poisoning the target.
Mega Kick 120 85%
Megahorn 120 85%
Power Whip 120 85%
Outrage 120 100% Confuses the user after two or three turns.
Petal Dance 120 100% Confuses the user after two or three turns.
Thrash 120 100% Confuses the user after two or three turns.
Focus Blast 110 85% Has a 10% chance of lowering the target's Special Defense by one stage.
Fire Blast 110 85% Has a 10% chance of burning the target.
Hydro Pump 110 85%
Blizzard 110 70% Has a 10% chance of freezing.
Hurricane 110 70% Has a 30% chance of confusing the target.
Thunder 110 70% Has a 30% chance of paralyzing the target; has 100% accuracy during Rain Dance, 50% accuracy in Sunny Day.
Crabhammer 90 100% Has a high critical hit ratio.
Cross Chop 90 100% Has a high critical hit ratio.
Stone Edge 90 100% Has a high critical hit ratio.
Attack Order 90 100% Has a high critical hit ratio.
Leaf Blade 90 100% Has a high critical hit ratio.
Drill Run 90 100% Has a high critical hit ratio.
Zap Cannon 120 50% Paralyzes the target.
Inferno 120 50% Leaves the target with a burn.
Dynamic Punch 120 50% Confuses the target.
Egg Bomb 100 75%
Dragon Rush 100 75% Has a 20% chance of causing the target to flinch; double damage and never misses against Minimized targets.
Iron Tail 100 75% Has a 30% chance of lowering the target's Defense by one stage.
Aqua Tail 90 100%
Play Rough 90 100% Has a 20% chance of lowering the target's Attack by one stage.
Meteor Mash 90 100% Has a 20% chance of raising the user's Attack by one stage.
Rock Climb 90 100% Has a 20% chance of confusing the target.
Blaze Kick 90 100% Has a 10% chance of burning.
Icicle Crash 90 100% Has a 30% chance of causing the target to flinch.
Sky Uppercut 90 100% Can hit targets using Fly.
Body Slam 90 100% Has a 30% chance of paralyzing.
Mega Punch 90 100%
Heat Wave 90 100% Has a 10% chance of burning the target.
Moonblast 90 100% Has a 30% chance of lowering the target's Special Attack
Sludge Wave 90 100% Has a 10% chance of poisoning the target.
Hyper Voice 90 100%
Petal Blizzard 90 100%
Ice Beam 90 100% Has a 10% chance of freezing the target.
Muddy Water 90 100% Has a 30% chance of lowering the target's accuracy by one stage.
Sacred Sword 90 100% Ignores the target's changes in Defense and evasion.
Sludge Bomb 90 100% Has a 30% chance of poisoning the target.
Surf 90 100% Double damage against a target using Dive.
Bug Buzz 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Earth Power 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Energy Ball 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Flamethrower 90 100% Has a 10% chance of burning the target.
Psychic 90 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Thunderbolt 90 100% Has a 10% chance of paralyzing the target.
Uproar 90 100% User and opponent cannot fall asleep for three turns.
Night Daze 90 100% Has a 40% chance of lowering the target's accuracy.
Secret Sword 90 100% Damage calculated using the user's Special Attack and the target's Defense.
Sky Attack 120 100% Prepares on the first turn, attacks on the second.
Skull Bash 120 100% Prepares on the first turn and raises the user's Defense by one stage, attacks on the second.
Solar Beam 120 100% Charges on the first turn, attacks on the second; no charge during Sunny Day.
Razor Wind 120 100% Charges on the first turn, attacks on the second.
Fly 90 100% User flies up on the first turn, attacks on the second.
Phantom Force 90 100% User disappears on the first turn, attacks on second; bypasses Protect, Detect, Spiky Shield, and King's Shield.
Bounce 90 100% User jumps up on the first turn, attacks on the second. Has a 30% chance of paralyzing.
Dig 90 100% User burrows underground on the first turn, attacks on the second.
Dive 90 100% User dive underwater on the first turn, attacks on the second.
Fire Pledge 80 100% Deals double damage when used with Grass Pledge or Water Pledge in double or triple battles.
Grass Pledge 80 100% Deals double damage when used with Fire Pledge or Water Pledge in double or triple battles.
Water Pledge 80 100% Deals double damage when used with Fire Pledge or Grass Pledge in double or triple battles.
Power Gem 80 100%
Dragon Pulse 80 100%
Dazzling Gleam 80 100%
Water Pulse 80 100% Has a 20% chance of confusing the target.
Dark Pulse 80 100% Has a 20% chance of causing the target to flinch.
Discharge 80 100% Has a 30% chance of paralyzing the target.
Extrasensory 80 100% Has a 10% chance of causing the target to flinch.
Fiery Dance 80 100% Has a 50% chance of raising the user's Special Attack.
Flash Cannon 80 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Lava Plume 80 100% Has a 30% chance of burning the target.
Psyshock 80 100% Damage calculated using the user's Special Attack and the target's Defense.
Scald 80 100% Has a 30% chance of burning the target; thaws frozen user.
Shadow Ball 80 100% Has a 20% chance of lowering the target's Special Defense by one stage.
Tri Attack 80 100% Has a 6.67% chance each to paralyze, freeze, or burn the target.
Signal Beam 80 100% Has a 10% chance of confusing the target.
Air Slash 80 100% Has a 30% chance of causing the target to flinch.
Seed Bomb 80 100%
Slam 80 100%
Strength 80 100%
Dragon Claw 80 100%
Drill Peck 80 100%
X-Scissor 80 100%
Extreme Speed 80 100% Has a priority of +2.
Sucker Punch 80 100% Has a priority of +1; fails if target is not using an attack move.
Flying Press 80 100% Does Fighting-type and Flying-type damage.
Brick Break 80 100% Light Screen and Reflect are removed from the target.
Poison Jab 80 100% Has a 30% chance of poisoning the target.
Hyper Fang 80 100% Has a 10% chance of causing the target to flinch.
Waterfall 80 100% Has a 20% chance of causing the target to flinch.
Zen Headbutt 80 100% Has a 20% chance of causing the target to flinch.
Iron Head 80 100% Has a 30% chance of causing the target to flinch.
Rock Slide 80 100% Has a 30% chance of causing the target to flinch.
Crunch 80 100% Has a 20% chance of lowering the target's defense by one stage.
Crush Claw 80 100% Has a 50% chance of lowering the target's defense by one stage.
Razor Shell 80 100% Has a 50% chance of lowering the target's defense by one stage.
Fire Punch 75 100% Has a 10% chance of burning the target.
Ice Punch 75 100% Has a 10% chance of freezing the target.
Thunder Punch 75 100% Has a 10% chance of paralyzing the target.
Dream Eater 100 100% Restores HP to the user equal to 1/2 of the damage inflicted; target must be asleep.
Drain Punch 75 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Giga Drain 75 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Horn Leech 75 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Parabolic Charge 75 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Draining Kiss 75 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Mega Drain 40 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Leech Life 40 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Absorb 20 100% Restores HP to the user equal to 1/2 of the damage inflicted.
Cross Poison 70 100% Has a high critical hit ratio and 10% chance of poisoning the target.
Night Slash 70 100% Has a high critical hit ratio.
Psycho Cut 70 100% Has a high critical hit ratio.
Shadow Claw 70 100% Has a high critical hit ratio.
Slash 70 100% Has a high critical hit ratio.
U-turn 70 100% User switches out after attacking.
Volt Switch 70 100% The user switches out after dealing damage.
Flame Burst 70 100%
Chip Away 70 100% Ignores the target's changes in Defense and evasion.
Dizzy Punch 70 100% Has a 20% chance of confusing the target.
Freeze-Dry 70 100% Has a 10% chance of freezing the target; does super effective damage against Water-types.
Headbutt 70 100% Has a 30% chance of causing the target to flinch.
Secret Power 70 100% Depending on current battlefield, can also lower the target's Attack, Defense, Speed, or accuracy or confuse, paralyze, flinch, poison, or put to sleep.
Steel Wing 70 100% Has a 10% chance of raising the user's Defense by one stage.
Retaliate 70 100% Power doubles if one of the user's teammates fainted in the previous turn.
Facade 70 100% Power doubles if user is burned, paralyzed, or poisoned.
Smelling Salts 70 100% If target is paralyzed, power is doubled and target is healed of paralysis.
Wake-Up Slap 70 100% If target is asleep, power is doubled and target is woken up.
Fire Fang 70 100% Has a 10% chance of burning or causing the target to flinch.
Thunder Fang 70 100% Has a 10% chance of paralyzing or causing the target to flinch.
Ice Fang 70 100% Has a 10% chance of freezing or causing the target to flinch.
Poison Fang 70 100% Has a 10% chance of badly poisoning the target.
Venoshock 65 100% Power is doubled if the target is poisoned.
Hex 65 100% Power is doubled if the target is afflicted with a major status condition.
Brine 65 100% Power is doubled if the target's health is below 50%.
Steamroller 65 100% Has a 30% chance of causing the target to flinch; double damage and never misses against Minimized targets.
Stomp 65 100% Has a 30% chance of causing the target to flinch; double damage and never misses against Minimized targets.
Horn Attack 65 100%
Knock Off 65 100% Removes the target's held item.
Aurora Beam 65 100% Has a 10% chance of lowering the target's Attack by one stage.
Bubble Beam 65 100% Has a 10% chance of lowering the target's Speed by one stage.
Bone Club 65 100% Has a 10% chance of causing the target to flinch.
Leaf Tornado 65 100% Has a 30% chance of lowering the target's accuracy.
Psybeam 65 100% Has a 10% chance of confusing the target.
Sludge 65 100% Has a 30% chance of poisoning the target.
Spark 65 100% Has a 30% chance of paralyzing the target.
Mirror Shot 65 100% Has a 30% chance of lowering the target's accuracy by one stage.
Mud Bomb 65 100% Has a 30% chance of lowering the target's accuracy by one stage.
Octazooka 65 100% Has a 50% chance of lowering the target's accuracy by one stage.
Chatter 60 100% Confuses the target.
Low Sweep 60 100% Lowers the target's Speed by one stage.
Bulldoze 60 100% Lowers the target's Speed by one stage.
Rock Tomb 60 100% Lowers the target's Speed by one stage.
Electroweb 60 100% Lowers the target's Speed by one stage.
Icy Wind 60 100% Lowers the target's Speed by one stage.
Mud Shot 60 100% Lowers the target's Speed by one stage.
Snarl 60 100% Lowers the target's Special Attack by one stage.
Struggle Bug 60 100% Lowers the target's Special Attack by one stage.
Mystical Fire 60 100% Lowers the target's Special Attack by one stage.
Assurance 60 100% Power doubles if user receives damage on the turn it is used.
Avalanche 60 100% Power doubles if the user is attacked by the target on the turn it is used.
Revenge 60 100% Power doubles if the user is attacked by the target on the turn it is used.
Payback 60 100% Power is doubled if user is hit by foe first.
Aura Sphere 60 — Never misses.
Vital Throw 60 — Never misses.
Aerial Ace 60 — Never misses.
Magical Leaf 60 — Never misses.
Magnet Bomb 60 — Never misses.
Shadow Punch 60 — Never misses.
Shock Wave 60 — Never misses.
Swift 60 — Never misses.
Feint Attack 60 — Never misses.
Disarming Voice 60 — Never misses.
Ancient Power 60 100% Has a 10% chance of raising all of the user's stats by one stage.
Ominous Wind 60 100% Has a 10% chance of raising all of the user's stats by one stage.
Silver Wind 60 100% Has a 10% chance of raising all of the user's stats by one stage.
Circle Throw 60 100% Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
Dragon Tail 60 100% Forces opposing Trainer to switch Pokémon and ends battles with wild Pokémon.
Frost Breath 60 100% Always lands a critical hit.
Storm Throw 60 100% Always lands a critical hit.
Covet 60 100% If user is not holding an item, user steals the target's held item.
Thief 60 100% If user is not holding an item, user steals the target's held item.
Bug Bite 60 100% Eats the target's held Berry.
Pluck 60 100% Eats the target's held Berry.
Incinerate 60 100% Renders the target's Berry unusable.
Wing Attack 60 100%
Vice Grip 60 100%
Cut 60 100%
Dragon Breath 60 100% Has a 30% chance of paralyzing.
Flame Wheel 60 100% Has a 10% chance of burning the target; thaws frozen users.
Force Palm 60 100% Has a 30% chance of paralyzing.
Heart Stamp 60 100% Has a 30% of causing the target to flinch.
Hidden Power 60 100% Type and base power based on the user's individual values.
Round 60 100% Power doubles if used consecutively by an ally.
Sky Drop 60 100% Both the user and the target are unable to move the first turn, attacks on the second.
Clear Smog 60 100% Resets all stat levels of the target to zero.
Confusion 60 100% Has a 10% chance of confusing the target.
Metal Claw 60 100% Has a 10% chance of raising the user's Attack by one stage.
Smack Down 60 100% Knocks airborne targets to the ground.
Snore 60 100% Has a 30% chance of causing the target to flinch; only works if user is asleep.
Air Cutter 60 100% Has a high critical hit ratio.
Karate Chop 60 100% Has a high critical hit ratio.
Razor Leaf 60 100% Has a high critical hit ratio.
Poison Tail 60 100% Has a high critical hit ratio and a 10% chance of poisoning the target.
Bite 60 100% Has a 30% chance of causing the target to flinch.
Needle Arm 60 100% Has a 30% chance of causing the target to flinch.
Rolling Kick 60 100% Has a 30% chance of causing the target to flinch.
Acrobatics 50 100% Power is doubled if the user has no held item.
Weather Ball 50 100% Power doubles and type changes during weather.
Bonemerang 50 90% Strikes the target twice in a row.
Gear Grind 50 90% Strikes the target twice in a row.
Dual Chop 50 90% Strikes the target twice in a row.
Double Hit 50 90% Strikes the target twice in a row.
Double Kick 50 90% Strikes the target twice in a row.
Twineedle 50 90% Strikes the target twice in a row; has a 20% chance of poisoning the target.
Triple Kick 10 100% Strikes the target three times in a row; base power doubles with each strike.
Flame Charge 50 100% Raises the user's Speed by one stage.
Charge Beam 50 100% Raises the user's Special Attack by one stage.
Aqua Jet 40 100% Has a priority of +1.
Bullet Punch 40 100% Has a priority of +1.
Ice Shard 40 100% Has a priority of +1.
Mach Punch 40 100% Has a priority of +1.
Quick Attack 40 100% Has a priority of +1.
Shadow Sneak 40 100% Has a priority of +1.
Vacuum Wave 40 100% Has a priority of +1.
Echoed Voice 40 100% Base power increases by 40 each consecutive turn it is used. [40,80,120,160,200]
Fury Cutter 40 100% Doubles power with each consecutive hit. [40,80,160,160,160]
Fake Out 40 100% Only works on the first turn after the user enters battle; makes the target flinch.
Acid Spray 40 100% Lowers the target's Special Defense by two stages.
Pay Day 40 100% Collects extra money after battles.
Power-Up Punch 40 100% Raises the user's Attack by one stage.
Pursuit 40 100% Power doubles if target switches out.
Rock Smash 40 100% Has a 50% chance of lowering the target's Defense by one stage.
False Swipe 40 100% Will always leave the target with at least one HP.
Hold Back 40 100% Will always leave the target with at least one HP.
Gust 40 100% Deals double damage against targets using Fly.
Rock Throw 40 100%
Tackle 40 100%
Vine Whip 40 100%
Fairy Wind 40 100%
Peck 40 100%
Pound 40 100%
Scratch 40 100%
Water Gun 40 100%
Twister 40 100% Has a 20% chance of causing the target to flinch.
Acid 40 100% Has a 10% chance of lowering the target's Special Defense by one stage.
Ember 40 100% Has a 10% chance of burning the target.
Thunder Shock 40 100% Has a 10% chance of paralyzing the target.
Bubble 40 100% Has a 10% chance of lowering the target's Speed by one stage.
Powder Snow 40 100% Has a 10% chance of freezing the target.
Clamp 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Fire Spin 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Sand Tomb 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Whirlpool 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Wrap 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Bind 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Infestation 30 100% Traps the target and causes damage equal to 1/8 of the target's max HP for four to five turns.
Ice Ball 30 90% Power is doubled for each turn it hits (and/or if the user uses Defense Curl on the previous turn).
Rollout 30 90% Power is doubled for each turn it hits (and/or if the user uses Defense Curl on the previous turn).
Astonish 30 100% Has a 30% chance of causing the target to flinch.
Lick 30 100% Has a 30% chance of paralyzing the target.
Smog 30 100% Has a 40% chance of poisoning the target.
Feint 30 100% Breaks Protect, Detect, Wide Guard, Quick Guard, Spiky Shield, King's Shield, and Crafty Shield.
Fell Stinger 30 100% Raises the user's Attack two stages if it knocks out another Pokémon with this move.
Bone Rush 25 100% Strikes the target two to five times in a row.
Bullet Seed 25 100% Strikes the target two to five times in a row.
Icicle Spear 25 100% Strikes the target two to five times in a row.
Pin Missile 25 100% Strikes the target two to five times in a row.
Rock Blast 25 100% Strikes the target two to five times in a row.
Tail Slap 25 100% Strikes the target two to five times in a row.
Spike Cannon 25 100% Strikes the target two to five times in a row.
Comet Punch 25 100% Strikes the target two to five times in a row.
Fury Swipes 25 100% Strikes the target two to five times in a row.
Arm Thrust 25 100% Strikes the target two to five times in a row.
Barrage 25 100% Strikes the target two to five times in a row.
Double Slap 25 100% Strikes the target two to five times in a row.
Fury Attack 25 100% Strikes the target two to five times in a row.
Water Shuriken 25 100% Strikes the target two to five times in a row; has a priority of +1.
Mud-Slap 20 100% Lowers the target's accuracy by one stage.
Nuzzle 20 100% Paralyzes the target.
Poison Sting 20 100% Poisons the target.
Constrict 20 100% Lowers the target's Speed by two stages.
Rage 20 100% User's Attack increases by one stage if attacked after using this move.
Rapid Spin 20 100% Removes user from various annoyances.
Stored Power 20 100% Power increases whenever the user increases its stats.
------------------------------------------------------------------------------------------------------------------------------------------------------------
Return — 100% Damage depends on user's friendship level.
Frustration — 100% Damage depends on user's friendship level.
Counter — 100% Deals back 2× damage inflicted if the user gets attacked by a Physical attack on the turn used.
Mirror Coat — 100% Deals back 2× damage inflicted if the user gets attacked by a special attack on the turn used.
Metal Burst — 100% Deals back 1.5× damage inflicted if the user gets attacked on the turn used.
Present — 100% Randomly damages or heals the target.
Magnitude — 100% Deals random damage based on Magnitude's scale.
Reversal — 100% Damage is based on the user's current HP; strongest when HP is lowest.
Flail — 100% Damage is based on the user's current HP; strongest when HP is lowest.
Seismic Toss — 100% Deals damage equal to the user's current level.
Night Shade — 100% Deals damage equal to the user's current level.
Dragon Rage — 100% Always deals 40 HP of damage.
Sonic Boom — 100% Always deals 20 HP of damage.
Electro Ball — 100% Inflicts more damage the faster the user is compared to the target.
Gyro Ball — 100% Inflicts more damage the slower the user is compared to the target.
Grass Knot — 100% Deals damage based on the target's weight.
Low Kick — 100% Deals damage based on the target's weight.
Heat Crash — 100% Inflicts more damage the heavier the user is compared to the target.
Heavy Slam — 100% Inflicts more damage the heavier the user is compared to the target.
Beat Up — 100% Each member of the user's party attacks once. Power based on user's Attack.
Bide — — Deals damage equal to 2× the damage taken by the user after two turns.
Endeavor — 100% Deals damages so that the target is left with HP equal to the user's.
Final Gambit — 100% The target takes damage equal to the user's HP; user faints.
Fling — 100% User inflicts various damage by losing its held item.
Me First — — Deals damage if it goes first and the target uses a damaging move on that turn.
Natural Gift — 100% Power and type depend on thrown held Berry.
Nature Power — — Becomes a different move depending on location.
Psywave — 100% Randomly inflicts between one HP and (user's level ×1.5) HP of damage.
Punishment — 100% Power of this attack rises with the target's stat increases.
Wring Out — 100% Damage depends on the target's current HP; strongest when target's HP is highest.
Sleep Talk — — Damages the target if a damaging attack is selected.
Spit Up — 100% Deals damage based on Stockpiled energy.
Super Fang — 100% Target's remaining HP is halved.
Trump Card — — Power depends on remaining power points.
and for the people who just want to see the changes:
Spoiler:
boomburst 130 power
last resort 130 power
belch 100% accuracy
hammer arm 100% accuracy
foul play 100 power
head smash 120 power 100% accuracy
take down 100% accuracy
submission 120 power 100% accuracy
inferno 120 power
dynamic punch 120 power
gunk shot 85% accuracy
mega kick 85% accuracy
focus blast 110 power 85% accuracy
hydro pump 85% accuracy
crabhammer 90 power 100% accuracy
Cross Chop 90 power 100% accuracy
Stone Edge 90 power 100% accuracy
Drill Run 90 power 100% accuracy
aqua tail 100% accuracy
play rough 100% accuracy
meteor mash 100% accuracy
rock climb 100% accuracy
blaze kick 90 power 100% accuracy
icicle crash 90 power 100% accuracy
sky uppercut 90 power 100% accuracy
body slam 90 power 100% accuracy
mega punch 90 power 100% accuracy
heat wave 90 power 100% accuracy
moonblast 90 power 100% accuracy
sludge wave 90 power 100% accuracy
muddy water 100% accuracy
night daze 90 power 100% accuracy
secret sword 90 power
sky attack 120 power 100% accuracy
skull bash 120 power 100% accuracy
fly 100% accuracy
bounce 90 power 100% accuracy
dig 90 power
dive 90 power
dragon pulse 80 power
water pulse 80 power
signal beam 80 power 100% accuracy
air slash 80 power 100% accuracy
flying press 100% accuracy
hyper fang 100% accuracy
brick break 80 power
zen headbutt 100% accuracy
slam 100% accuracy
razor shell 80 power 100% accuracy
rock slide 80 power 100% accuracy
crush claw 80 power 100% accuracy
parabolic charge 75 power
draining kiss 75 power
leech life 40 power
steel wing 100% accuracy
fire fang 70 power 100% accuracy
ice fang 70 power 100% accuracy
thunder fang 70 power 100% accuracy
poison fang 70 power 100% accuracy
bone club 100% accuracy
leaf tornado 100% accuracy
mirror shot 100% accuracy
mud bomb 100% accuracy
octazooka 100% accuracy
chatter 60 power
low sweep 60 power
rock tomb 100% accuracy
electroweb 60 power 100% accuracy
icy wind 60 power 100% accuracy
mud shot 60 power 100% accuracy
snarl 60 power 100% accuracy
struggle bug 60 power
mystical fire 60 power
payback 60 power
aura sphere 60 power
vital throw 60 power
disarming voice 60 power
circle throw 100% accuracy
dragon tail 100% accuracy
frost breath 100% accuracy
vice grip 60 power
cut 60 power 100% accuracy
clear smog 60 power 100% accuracy
confusion 60 power
metal claw 60 power
smack down 60 power
snore 60 power
air cutter 100% accuracy
karate chop 60 power
razor leaf 60 power 100% accuracy
poison tail 60 power
rolling kick 100% accuracy
gear grind 90% accuracy
dual chop 50 power
double hit 50 power
double kick 50 power 90% accuracy
twineedle 50 power 90% accuracy
charge beam 100% accuracy
fury cutter 100% accuracy
rock throw 40 power 100% accuracy
tackle 40 power
vine whip 40 power
clamp 30 power 100% accuracy
fire spin 30 power 100% accuracy
sand tomb 30 power 100% accuracy
whirlpool 30 power 100% accuracy
wrap 30 power 100% accuracy
bind 30 power 100% accuracy
infestation 30 power 100% accuracy
smog 100% accuracy
bone rush 100% accuracy
pin missile 100% accuracy
rock blast 100% accuracy
tail slap 100% accuracy
spike cannon 25 power 100% accuracy
comet punch 25 power 100% accuracy
fury swipes 25 power 100% accuracy
arm thrust 25 power
barrage 25 power 100% accuracy
double slap 25 power 100% accuracy
fury attack 25 power 100% accuracy
water shuriken 25 power
poison sting 20 power
constrict 20 power
triple kick 100% accuracy
present 100% accuracy
sonic boom 100% accuracy
super fang 100% accuracy
firstly sorry if the formating is messed up at some points. i was too exhausted too fix everything from the chart i have.
so the main aspects for this balancing was to make everything viable but nothing over the top while also normalizing some inconsistent things that were always bugging me. the game also has some fake megas like for example mega raticate so alot of signature moves have been buffed. also i wanted to remove A LOT of rng from the battling. as a lover of vgc things like focus miss and stone miss are simply dumb and take the competitive feeling from pokemon. also the lack of any 90 base power physical move with perfect accuracy was annoying so for example everybody had to take waterfall as physical water stab and physical fairy types needed to take a 90% accuracy move as their only stab option.
so these are my changes what are your opinions? also if this belongs in the questions tab and not the discussion tab or any other tab, move it pls.
edit: i just now saw that all the formatting in the list is gone so sry that it now looks like shit -_-