Create a Move!

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Peaceful Song: Description: Plays a soothing song to switch the opponent's Pokémon and weaken who comes in. Effect: Switches opponent and lowers Attack and Sp.Atk of the entrant harshly. Perfect Accuracy, 10 PP, Fairy type.
Invigorating Song: Description: Play an encouraging song to heal and boost Attack of allies. Effect: Heals all of your Pokémon by 1/2 of their max HP and boost their Attack by 2 stages. The attack boost lasts 5 turns, or until the user faints or falls asleep. Perfect Accuracy (of course), 10 PP, Fighting type.

Name: Aura Break
Type: Fighting
Description: Drawing upon the power of Aura the user launches a powerful punch at the opponent. A signature move for Lucario.
Category: Physical
Power/Accuracy: 120/85
That is already an ability.
 
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Name: Aura Quake
Type: Fighting
Description: Creates a Earthquake that hits all enemys on the field.
Category: Special
Power: 100
Accuracy: 100

Notes: Hits all enemys but not your/Parters pokemon. also hits pokemon that can fly or has levitate because of the aura. Quake hits Pokemon on on the ground, Aura hits Pokemon in the air :)
 
Short-Circuit
Type: Electric
Category: Status
Accuracy: 100%
Effect: An electrical pulse to interrupt the foe's brain waves or circuitry. If used on a Steel-type pokemon, their defense is also sharply lowered. (Think Swagger, except it doesn't benefit them at all.)

Zen Awakening
Type: Psychic
Category: Status
Priority: +4
Effect: Gives the effect of Protect and changes Darmanitan instantly into Zen Mode. Fails if already in Zen Mode.
Learned by: Darmanitan (so that Zen Mode can actually be usable at high HP)

Time Warp
Type: Psychic
Category: Status
Effect: Foe's speed is lowered one stage. User switches out with another teammate.
Learned by: Celebi (Think of how Celebi uses Baton Pass competitively...)

Psy Bubble
Type: Psychic
Category: Status
Priority: +4
Effect: Acts like Protect. Opponent's move is reflected at enemy (1/4th the base power if offensive.)
Learned by Mew

Immunize
Type: Poison
Category: Status
Effect: Target's ability becomes Immunity. (Compare to Worry Seed)

Signal Flare
Type: Fire
Category: Special
Power: 70
Accuracy: 100
Effect: A brightly burning missile is sent out to simultaneously attack and call for help. The user switches with a teammate.

Antenna Tune
Type: Electric
Category: Status
Effect: The user readjusts its antenna to maximize its signal. Special Attack sharply raises.
Learned by: Many Bug and Electric types with antennae

Hoax Bust
Type: Psychic
Category: Status
Effect: Changes opponent Psychic, Ghost, Dark, and Fairy types into the Normal type.

Crystal Gaze
Type: Ice
Category: Special
Power: 90
Accuracy: 100
Effect: The user views into a crystal ball. The following turn, the opponent is hit, by the same logic that Future Sight does.
Learned by: Psychic types

Mud Wrestle
Type: Ground
Category: Physical
Power: 80
Accuracy: 80
Effect: Same as Submission, with recoil.
Learned by: Uselessly learned by Fighting types who have EQ. Move tutorable by normal types who are desperate to touch steel types with something aside from Dig and Rock Smash.

Rooster Call
Type: Flying
Category: Status
Effect: Cures sleep for both parties. Can be used while asleep.
Learned by: Move tutorable/breedable by most flying types. To nerf the OPness of sleep.

Devouring Flytrap
Type: Grass
Category: Physical
Power: -
Accuracy: 30%
Effect: OHKO
Learned by: Victreebel, Carnivine

Slobber
Type: Water
Category: Physical
Power: 75
Accuracy: 100
Effect: Uses a tongue or large mouth to salivate on the foe. 30% to flinch.
Learned by: Snorlax, Swalot, Lickitung, Victreebel, Carnivine; breedable to some dog pokemon.



This was fun. I'll try to think of more for later. ^_^
 
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this sounds fun:
Freeze Shock
Type: Ice
Classification: Status
Accuracy: 90%
PP: 10

Freezes the opponent's water Pokemon. If the opponent pokemon isn't a water type than this attack will fail.
Learned by: any Ice Pokemon

Melting
Type: Ice
Classification: Status
Priority: +1
PP: 10

If the user is a Ice type Pokemon, it will change to a Water type Pokemon.
Learned by: Vanniluxe

Telekinetic Shock
Type: Psychic
Classification: Special
Power: 80
Accuracy: 100%
PP: 15

This attack is also a Electric type.
Learned by: Alakazam, Reuniclus, Gardevoir, Meowstic, Xatu
 
Gallop

Type: Normal
Classification: Status
Priority: 0
Power: --
Accuracy: 95%
PP: 10

The user runs with incredible acceleration, drastically raising the users speed stat.
 
A couple of dumb ideas

Wind Chill
Ice Type
Status
Accuracy 50%
Always freezes the opponent, but lowers the speed of the user one stage.
Learned by Glailie, Avalugg, Snover, Abomasnow

Bullet Flares
Fire type
Physical
Power 25, acc 100
Fires flaming bullets at the foe, hitting 2 to 5 times.
Learned by most Fire types

Flame Fanner
Fire type
Special
Power 75, acc 100
The user creates a gust of wind to fan its flames towards the target. It inflicts Flying type as well as Fire type damage.
Learned by Charizard, Moltres, Ho-Oh and Talonflame.

Ensnare
Grass type
Status
90 accuracy
The target is trapped by vines preventing it from switching out as long the user stays on the field. (works like Mean Look etc.) Learned by Bellsprout, Tangela, Carnivine.
 
Thunder Call
Creates a thunderstorm, in which lightning will strike at random times. Water, Electric, Steel, and Flying types have a higher chance of getting struck. Heals electric types if it. Lightning will always deal 10 Electric type damage, and is affected by type match-ups. Dragon types are immune to being struck. This storm will last for at least 10 turns, but has no limit.

Power - N/A
Accuracy - N/A
PP - 5
Type - Electric
Effects - Causes a Thunderstorm.


Dragon Force
The user blasts the force of Dragons out of their chest. User must recharge after use.

Power - 150
Accuracy - 100
PP - 5
Type - Dragon
Effects - Paralysis and Confusion 100% both.


Deathwish
The user uses their mind power and will, to KO any and all pokemon on the field. Has a massive tole on the user, and the user is knocked out, and can not be revived for the rest of the battle.

Power - N/A
Accuracy - N/A
PP - 1
Type - Psychic
Effects - All pokemon on the field are knocked out. User can not be revived for the entirety of the battle. Any pokemon hit by the move can not be revived for 5 turns, and any healing moves will be less effective. A pokemon affected by "Deathwish Syndrome" will have a purple HP bar, and a black Status thingy for the rest of the battle.


Blaze Rush
The user rushes at the enemy while covering there whole body in flames. Deals massive damage to both pokemon. If the move misses, the user will take extra damage, and will be confused. May catch adjacent pokemon to that of the target on fire if it hits, and may hit those not targeted if it misses.

Power - 130
Accuracy - 85
PP - 5
Type - Fire
Effects - Confusion if misses, and a chance to catch adjacent pokemon and target on fire. Chance is 30% for adjacent pokemon, and 90% for target.


Blood Boil
The user starts to boil there own blood, cutting out a small amount of HP per turn for 3 turns, but greatly raises the users attack, speed, and defense. User must rest after the effects are done.

Power - N/A
Accuracy - N/A
PP - 10
Type - Dark
Effects - Raises Attack, Speed, and Defense, but at the cost of health. User will go to sleep 3 turns after use, even if not on the field.


Numbing Shot
The user injects a needle into the target and puts it to sleep, while dealing a small amount of damage.

Power - 15
Accuracy - 100
PP - 20
Type - Poison
Effect - Puts the target to sleep
 
Poison Sickle
PP : 15
Type : Ice, Special Atk
Power/Accuracy : 70/95

Description - The user fires poison tipped icicles at the opponent with a 25% chance to poison.
 
Warped Reality

Type: Psychic
Att: -
Acc: -
PP: 5

For 2-5 turns, type effectiveness is reversed. Water is supereffective against Grass, for example. Steels' 10 resistances are now 10 weaknesses.

For immunities, they get reversed too. Electric is now immune to Ground. Ground is immune to Flying.

Same with weather. Rain powers up Fire moves and weakens Water.

Effect remains even if user switches out- but ceases if it gets knocked out.


Final Wish

Type: Fairy
Att: -
Acc: -
PP: 5

User faints and fully restores the adjacent Pokemon in your party. (so up to 2)

User itself can no longer participate for the remaining of the current battle.


Sound of Silence

Type: Ghost
Att: -
Acc: -
PP: 10

Changes all 'Mons abilities to Soundproof. (Maybe even add an optional detail where the entire game just stops making noise).


No Guts No Glory

Type: Fighting
Att: -
Acc: 90
PP: 10

User does nothing for two turns. If it survives, all stats are maxed out.


Neurotoxin


Type: Poison
Att: -
Acc: 90
PP: 10

Target becomes 'Badly Paralyzed' which worsens its effects as time wears on.

1st turn: Normal paralysis. (25% chance of not moving).
2nd turn: 35% chance of not moving.
3rd turn: 45% chance of not moving.

and so on, with a maximum of 95%.


Showdown


Type: Fighting or Dark. Not sure which is more appropriate.
Att: -
Acc: -
PP: 5

Both 'Mons are locked in and cannot switch out. Works in Double, Triple, and Rotation battles if at least one Trainer is down to their last 'Mon.
 
Water types shoot water guns, so why not...
Spit
type: water/bug/special
Power: 40
PP: 20
Accuracy: 90
The user spits a slightly sticky substance at the target. Has a high chance of paralyzing target. If it hits a Pokémon with levitate, it will loose the ability for 3 turns.

It's not very strong, but the effects are worth it.
 
Laser Beam
type: psychic/special
power: 40
PP: 20
Accuracy: -

Never misses and has an extra high critical hit ratio.

The extra effects make up for the low power. Not too strong but really reliable.
 
Engulf (Special)
- A damage dealing Fire type move that always lands a critical hit, unless the target has an ability or move to nullify critical hits.

PP: 10 (16 max)
BP: 60
Accuracy: 90

Just a variant of Frost Breath!
 
Gust (yes the old one) but revamped. Works like Rapid Spin, but blows hazards to the opponents field instead of removing them. Magic Bounce negates the effect.
 
Stinging Rain ( Physical, does not make contact )
Type: Bug
PP: 5
Power: 140
Accuracy: 100%
The user shoots a volley of needles from its tail in all directions. No special effects.
It can be used every 5 turns. ( new needles need to grow again for the move to be used )
Designed as a signature move for a legendary fakemon I drew! ;)
 
Diamond Dust
Type: Ice
Clarification: Special
Power: 90
Accuracy: 100
PP: 10
Effect: 40% Chance to Freeze Opponent.

Blot Out
Type: Normal
Clarification: Other
Power: --
Accuracy: 100
PP: 20
Effect: Target's Accuracy drops 1 stage.

Copypaste
Type: Normal
Clarification: Other
Power: --
Accuracy: --
PP: 5
Effect: The user transforms into the opponent and is given random moves based on the opponent's species.

Rorschach
Type: Normal
Clarification: Other
Power: --
Accuracy: --
PP: 5
Effect: Removes Transform and Illusion status from both Pokemon in battle (All adjacent in Double and Triple Battles) and confuses all adjacent Pokemon.

Wax Bomb
Type: Normal
Clarification: Special
Power: 60
Accuracy: 95
PP: 15
Effect: 10% Chance to Burn opponent. 20% chance to lower speed by 1.

Wax Needle
Type: Normal
Clarification: Physical
Power: 15
Accuracy: 100
PP: 20
Effect: Hits opponent 2-5 times. Ignores Resistance.

Wax Wall
Type: Normal
Clarification: Other
Power: --
Accuracy: --
PP: 10
Effect: Defends from frontal assaults. Adjacent Pokemon can hit past it. Fire moves destroy wall. Opponent that makes contact loses 1 Speed and is burned.

Poison Bog
Type: Poison
Clarification: Other
Power: --
Accuracy: --
PP: 5
Effect: Causes the surrounding air to become toxic. Non-Poison and Non-Steel type pokemon take 1/16th of their max HP as damage. Steel and Rock types Defense and Special Defense drop one stage.

Sword Blitz
Type: Steel
Clarification: Physical
Power: 90
Accuracy: --
PP: 15
Effect: Charges first turn. Second turn cannot miss.


Just a few from my WIP Fakedex.
 
Kick-The-Can...(Working title)...
Sends an entry hazard from your side of the field to your opponents...

If more than one hazard is on your side of the field, it first picks randomly between one layer of spikes, one layer of Toxic Spikes, Stealth Rock, and Sticky Web...

If you kick Spikes or Stealth Rock: 1/16 damage (Stealth Rock does not factor in type-relationships this time around)...
If you kick a layer of Toxic Spikes: 50% chance of poison...25% chance of Toxic poison...
Sticky Web: Lose one stage of speed + 50% chance of failure...

If there are full hazards on your opponent's side of the field, this is essentially just a crappy version of Rapid Spin, that can't be blocked...

Magic Bounce does bounce the hazards back...side effects still occur...

Fails if there are no entry hazards on your side of the field...
 
Oh, I've got a new move idea! I'm calling this Sweep Dance. Whenever it gets used, the wielder would get their Attack, Special Attack, and Speed raised by two stages. This would be available to Pokémon who have lower-than-average stats, such as Arbok, Beautifly, Chatot, Carnivine, and Heatmor. Hopefully, this would help increase their usage. (:
 
Drought Slam:
Lowers the victim's Evasiveness. 60% chance of burning the victim. Signature move of Groudon.
Class: Physical
Type: Fire
Power: 160
Accuracy: 90
Max PP: 5

Downpour Smash:
Lowers the victim's Evasiveness. 60% chance of confusing the victim. Signature move of Kyogre.
Class: Physical
Type: Water
Power: 160
Accuracy: 90
Max PP: 5

Draco Slash:
Lowers the victim's Evasiveness and Speed. 50% chance of paralyzing the victim. Signature move of Rayquaza.
Class: Physical
Type: Dragon
Power: 175
Accuracy: 85
Max PP: 5
 
Hydro Rush
Type: Water
Category: Physical
Power: 120
Accuracy: 90
PP: 15
The user charges the opponent with the force of a vicious wave. It also sustains serious damage afterwards, however.

Earth Song
Type: Grass
Category: Special
Power: 90
Accuracy: 100
PP: 15
The user draws energy from nature into a gentle melody. It may lull the opponent to sleep. (10% chance)

Icy Slam
Type: Ice
Category: Physical
Power: 100
Accuracy: 80
PP: 10
The user slams the opponent with an ice-covered tail, vine, etc.

Gale
Type: Flying
Category: Other
Power: --
Accuracy: --
PP: 5
The user stirs up strong winds to cover the field. The power of Flying moves increases.

Some types that are severely lacking in decent physical moves, a new sort of weather, and Earth Song, just because. I'm not 100% happy with Icy Slam as that move's name, but I was struggling with it, so, eh...
 
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Ground Bolt-OverSense-Earth Rain-Corrosion-Detect Punch-Soul Slash-Ancient Claws-Psionic Break
Power (all): 75
Accuracy(all): 100%
PP(all):15
Category: Special (Physical for Earth Rain, Detect Punch, Ancient Claws and OverSense)
Effect: Those moves hit ignoring eventual type-immunity depending on the move.
Type(from left to right): Electric-Normal-Ground-Poison-Fighting-Ghost-Dragon-Psychic

Clima Force
Power:200
Accuracy:100%
PP:10
Category: Special
Effect: Automatically nulls weather effects. Accuracy is 20% if no weather effects are active
Type: Normal

Esper Burst
Power:110
Accuracy:80%
PP:5
Category: Special
Effect: May confuse opponent (30%)
Type: Psychic

Frost Thorns
Power:90
Accuracy:90%
Category: Physical
Effect: This move is both Grass and Ice Type
Type: Ice/Grass
 
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