Create Your Own Pokemon Move!

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Aura Arrow
Type : Fighting
PP : 10
Power : 110
Accuracy : 95
Effect : 30% chance of paralyzing target
Description : User drains natural energy from the nature and form it into arrow.
 
Cool, here's mine. There's a distinct lack of dark-type power, I agree :p

Name: Dark Frenzy
Type: Dark, Special Attack
pp: 5
Power: 140
Accuracy: 80
The Pokemon enters a frenzy, firing off repeated blasts of dark energy. Confuses the user, but sharply increases Sp. Atk.
Scope: All other Pokes on the field (including partners in double battle!). Goes on for 3 turns. Cannot be switched out!
 
Cool, here's mine. There's a distinct lack of dark-type power, I agree :p

Name: Dark Frenzy
Type: Dark, Special Attack
pp: 5
Power: 140
Accuracy: 80
The Pokemon enters a frenzy, firing off repeated blasts of dark energy. Confuses the user, but sharply increases Sp. Atk.
Scope: All other Pokes on the field (including partners in double battle!). Goes on for 3 turns. Cannot be switched out!

Let's make this semi interesting and critique the move(s) on the post above.

Dark Frenzy Sounds like a cool Darkrai/Giratina signature move.

I don't get scope at all.

here's some:

Stampede
Type: Normal
PP:10
Accuracy: 85
Base Damage: 30
Effect: Power increases by 20 for each Pokemon with this move in the party.
If all Pokemon in party have this move, then a OHKO effect is added for 30% of the time.

Desperation
Type: ???
PP: 1
ACC: 75
Base: 10
Description: The Pokemon tries to attack the foe with its last stretch of willpower
Effect: Unusable if health is not in red - Goes first.
This one is complex. Let's say your Pokemon has 1/10 of health left. Then the meager power of this move is multiplied by the reciprocal of this fraction, in this case 10/1. The move power is now 100.

(Now try that on a Lv. 100 Blissey with Endure. :D)
 
Name: Arial Blaze
Type: Fire/Flying
PP: 20
Accuracy: 95
Power: Does an amount of damage double that of the user's level
Effect: Never fails to burn the foe.
Description: The user surrounds itself with a ball of fire, flies high into the sky. Then, on the next turn, comes crashing down into the opponent.
 
Hmm.... Let's see what i can get.

Name: Up-grade(Ditto signature move)
Type: Normal
PP: 1

Accuracy:100%
Power:---
Effect: Blows up opponent
Description: Ditto grabs hold of opponent absorbs and then takes it down from the inside. Used only when Ditto is the last Pokemon in your party.
 
Name:Fart (status)
Type:posion
Power:---
Accuracy:Always hits, except if Used Dig
[Decreased Priority move -2]
Effect:Badly Poisions the foe. However, the The opponent may switch out And that pokemon may take the poison instead.Unlike Toxic, Can poison Steel types.
 
Name: Flare Slam
Type: Fire
PP: 10
Power: 90
Accuracy: 90
Description: Heats up the body for a full on flared body slam on the target. May cause foe to flinch or burn.
 
Here's some.

Time Travel (mOOG Variant)
Attack Type: Special (+Other, +physical)
Range: Foes only,
Type: Psychic
Power: 110
Accuracy: 95
Base PP: 5
Description: Warps through time to surprise and attack your foe.
Effects: Disappears 1st turn, inflicts main damage. stays gone turn 2, inflicts Strange Seed(Psychic based Leech Seed), reappears turn 3, and causes foe to flinch while taking a small amount (Power 30) of Psychic based damage. The 3-turn move may end at any time when attacked by a special, Dark-type move with a base power above 60. Also a field move (uses are anyone's guess :P).

Vortex
Attack Type: Other
Range: Weather
Type: Flying
Power: --
Accuracy: --
Base PP: 5
Description: Engulfs the battle area in strong rotational winds.
Effects: Flying type and Levitating pokemon gain +50% Speed, while others lose 60% base Accuracy to their moves. If Fog was in play the turn Vortex was used, all pokemon instead lose 75% accuracy for the duration of this effect. Gas-based moves (ex: Smog, Poison Gas) and Spore-based moves (ex: Stun Spore, Sleep Powder) do not lose accuracy, and instead now have a range of All, including user. Wind-based moves (ex: Gust, Silver Wind, Heat Wave) also gain +75% base power, and cannot miss. Aeroblast gains +100% base power, and targets 2 foes, hits airborne pokemon, and cannot miss. Fly and Bounce do not require a turn in the air, but user may opt to use it. Grass and Ground-type attacks lose 50% base power. Flying, Electric and Water moves gain 50% base power. If another weather conditioning move or Aeroblast is used, this move ends immediately.

Pretty evil, huh?
 
Magic Repel
Type: Psychic
PP: 10
Accuracy: 100
Power: --
All special attacks are reflected right back at the foe, causing double the damage while leaving the user unharmed. Chance of failing rises when used in succession.

Vaporization
Type: Fire
PP: 5
Power: --
Accuracy: 30
Causes a massive fireball that causes all Pokemon on the field to faint including the user. If the move misses, the user faints anyway.
 
Time Travel (Celebi signature moves, FTW! :D) [Special]
Type: Psychic
PP: 10
Power: 110
Accuracy: 85%
Description: The user dissapears on the first turn, then attacks on the second.

^ Adding to this ^

Time Travel
Type: Psychic
Category: Special
Power: 110, Accuracy: --, PP: 5
The user causes opponent to re-do the past five moves it used, though this time injuring itself. At the end of the five turn re-do, the user swoops in for a powerful [110 power] blow against the foe. 50% Chance of causing user to automatically switch to the previous Pokemon in play.
[ex. Round 1: Charizard uses Flamethrower, Round 2: Charizard uses Flamethrower, Round 3: Charizard uses Ember, Round 4: Charizard uses Ember Round 5: Charizard uses Gust, Round 6: Celebi uses Time Travel, Charizard uses 2 Flamethrowers, 2 Embers, and 1 Gust to itself.]


My own moves:

Normalize
Type: Normal
Category: Status
Power: --, Accuracy: 50, PP: 5
This move causes foe's type and moves to become the normal type. 10% Chance to lower users' Attack, Sp. Attack, Defence, Sp. Defence, and Speed.

Pokemon that can learn Normalize:
Keckleon

Pokemon that can learn Normalize through breeding:
Every Fighting Type Pokemon


Zero
Type: Normal
Category: Status
Power: --, Accuracy: 01, PP: 100
This move causes every stat of the foe to be lowered by 100 points [or to zero if a stat is below 100]. Causes user to drop to 1 HP.

Pokemon that can learn Zero:
Ditto, Arceus

Pokemon that can learn Zero through breeding:
Every Pokemon that can breed.
 
Fire Pillar
Type: Fire
Category: Special
Power: 75 Acc: 80 PP: 10
This move has a 40% chance of inflicting a burn. When Sunny Day is in effect, this move has 100% chance of burn.

Pokemon that can learn this move:
Typhlosion, Charizard, Blaziken, Infernape, Ninetails, Houndoom, Magmortor, Magmar, Moltres, Entei, Flareon.


Shadow Wave
Type: Dark
Category: Special
Power: 40, Accuracy: 100 PP 30
This move will strike first unless the foe speed is higher as is using a priority 1 or more move.

Pokemon that can learn this move:
Dusknoir, Duskull, Sableye, Absol, Darkrai, Giratina.
 
WaveBuster
Electric TYpe
PP 5
Acc 80
Power 120
Effect - Gives off a chain of electric energy. Lasts up to 5 turns, but power halves each turn.
 
Roar of Spacial Judgement
Type: Win
PP: 1...because thats all you'll need
Power: Win
Once used, you automatically win the game. period.

Sacred Aerofire Blast
Type: Pwn
PP. 2 because after the first time, you'll want to see that agian
Power: Enough to affect the real world
After using this ability, your enemy's DS EXPLODES in their hand shooting liquid crystal into their eyes

Exploding Splash
Type: Fail
PP. 40 to intice you to use this move
Power: Fail
This move makes a huge explosion... then doesn't affect the enemy.. except your pokemon faints just like after an explosion
 
Name: Healing
Power: --
PP: 10
Accuracy: 100%
Effect: Used on partners in double battles. Works like Recover but for another Pokemon.
Pokemon can learn it: Pokemon that have to do with maternity/healing/miracles. I.e. Kangaskhan, Chansey/Blissey, Celebi, Cleffa/Clefairy/Clefable, etc.

I always thought there needed to be a good "healing" type Helping Hand attack. And it would help the anime team in using healing attacks that are NOT Aromatherapy and Heal Bell. xD
 
name: Draco Blast
power: 150
PP: 5
accuracy:95%
effect: Damages all pokemon in the battle. Has a 50% chance of inflicting a random special condition.
pokemon who can learn it: Any fully evolved dragon type.
 
By "Create Your Own Pokemon Move!" I don't think OP meant "Steal Final Fantasy Spells and Metroid Beams!"

You can do better than that.

Psyburn
Type: Psychic/Fire
Power: 50
PP: 10
Status: 30% chance to inflict Burn
Data: Uses psychic powers to generate a burst of flame.

Psyshock
Type: Psychic/Electric
Power: 50
PP: 10
Status: 30% chance to inflict Paralysis
Data: Uses psychic powers to generate a jolt of electricity.

Psyfreeze
Type: Psychic/Ice
Power: 50
PP: 10
Status: 30% chance to inflict Freeze
Data: Uses psychic powers to generate a powerful chill.

All three moves are taught by Move Tutors, and can ONLY be learned by Psychic-types. Due to the attacks' unique dual-typing, you need to be careful who you target: for example, Ground-types aren't affected by Psyshock, Dark types aren't affected by any of the three, and Grass/Poison types take 4x damage from Psyburn.
 
Fire Barrage
Type: Fire
Accuracy: 85
Power: 23
PP: 20
Fires 2-5 fireballs at the opponent. 10% chance of burn.

Demon Breath
Type: Dark
Accuracy: 100
Power: 70
PP: 20
Fires a deadly dark breath at the opponent. May cause confusion.
 
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