Create Your Own Pokemon Move!

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Because we're too slow to get here.

Name: Tsunami
Power: OMG. 150
Effect: Causes it to rain first turn, then Earthquakes the second turn, and Surfs the third, but you have to recharge for two turns afterwards
PP: 5
Accuracy: 95%
 
I created a whole bunch of attacks. Here are some of my favourites:

Power Motes
Description:
The user summons a few little energy orbs, each of different colours. These are fired at the foe.
Type: ???
Category: Special
Power: 15
Accuracy: 95%
PP: 25
Effect: Hits 2-5 times. Each hit is of a random type.
^^Yes, there is a small chance that all the motes are of the same type... but usually they're different.

Dragon Storm
Description:
Whips up a raging storm of fire, water, thunder, and a bunch of other elements, leaving the foe barely in the battle.
Type: Dragon
Category: Special
Power: ???
Accuracy: 100%
PP: 5
Effect: Leaves the foe with 1HP. The user can't do damage in the next turn.
^^This can be a great replacement for False Swipe.

Energy Surge
Description:
The user builds up electrical energy inside oneself, giving it an energy boost.
Type: Electric
Category: Effect
Power: N/A
Accuracy: N/A
PP: 25
Effect: Raises the user's Special Attack and Speed.
^^Basically the Special counterpart of Dragon Dance.

Symphony
Description:
The user plays music, which livens the hearts of everyone on the field.
Type: Normal
Category: Field
Power: N/A
Accuracy: N/A
PP: 5
Effect: For the next three turns, none of the Pokemon on the field can faint. If a status condition would cause a Pokemon to faint after one of those turns, that status is removed. Also prohibits the use of self-KO moves.

Zero In
Description:
The user focuses on the foe and pays attention to its location.
Type: Normal
Category: Effect
Power: N/A
Accuracy: N/A
PP: 30
Effect: Raises the user's accuracy 1 stage.
^^Imagine using this a few times before using Sheer Cold...

Blind Strike
Description:
The user tries its best to hit the foe out of the blue.
Type: Fighting
Category: Physical
Power: ???
Accuracy: 100%
PP: 20
Effect: The power of this attack increases as the user's accuracy decreases.

Fireworks
Description:
The user shoots firecrackers at the foe, which explode beautifully upon impact.
Type: Fire
Category: Special
Power: ???
Accuracy: 90%
PP: 15
Effect: Hits 2-5 times. Each hit can do 10, 20, or 30 damage.

Tornado Wave
Description:
The user fires a tornado-like energy wave horizontally at the foe, sending it flying.
Type: Flying
Category: Special
Power: 90
Accuracy: 70%
PP: 10
Effect: After doing damage, this attack causes the foe to switch out.

Dark Terror
Description:
The user fires a little beam of dark energy, which shortly disappears. Later on though, a cloud of dark energy materialises into a demon head made of dark energy, which clamps its jaws on the foe.
Type: Dark
Category: Special
Power: !!!
Accuracy: 70%
PP: 5
Effect: Causes a one-hit KO on the second turn. This move fails if the foe switches out.
^^Best accompanied by Mean Look or used on the last Pokemon.

Possession
Description:
The user possesses the foe, making it attack itself.
Type: Ghost
Category: Special
Power: ???
Accuracy: 100%
PP: 15
Effect: Always does damage equal to the foe's level.
^^A nice alternative to all those attacks that do damage equal to the user's level.

Aura Drain
Description:
The user absorbs spiritual energy by attacking the foe's aura.
Type: Ghost
Category: Special
Power: ???
Accuracy: 100%
PP: 5
Effect: Cuts the foe's remaining HP in half. The user recovers the same amount of HP that the foe lost.
^^It's too bad you can't use this against a Blissey... Hold on, actually you can, if you use the following attack first:

Materialize
Description:
The user makes itself more present in the physical world, and more apparent to a foe.
Type: Ghost
Category: Effect
Power: N/A
Accuracy: 100%
PP: 15
Effect: Raises the accuracy and lowers the evasion of both user and foe by one stage. Also allows the user to hit a Normal-type foe with Ghost-type attacks.
^^So in a way, it's the reverse of Foresight.

Soothe Ray
Description:
The user fires a relaxing beam of light at the foe.
Type: Normal
Category: Special
Power: 50
Accuracy: 100%
PP: 15
Effect: Has a 20% chance of causing the foe to fall asleep.

Quick Shift
Description:
The user quickly returns to its Pokeball and calls a teammate out to fight.
Type: Normal
Category: Effect
Power: N/A
Accuracy: N/A
PP: 15
Effect: The user switches out. The Pokemon switched in has a chance to attack before the turn is over.

Fairy Charm
Description:
The user sprinkles a magic dust on both itself and the foe, and uses it to cast a healing spell.
Type: Normal
Category: Effect
Power: N/A
Accuracy: 100%
PP: 10
Effect: Restores the foe's HP by half of its total HP. If this move is effective (it doesn't miss and the foe isn't already at full HP), it fully restores the user's HP.
^^Best used when the foe is at nearly full HP and the user's HP is in the red zone.

Air of Peace
Description:
Surrounds the field with a peaceful aura.
Type: Psychic
Category: Field
Power: N/A
Accuracy: N/A
PP: 5
Effect: For the next three turns, nobody on the field can use damaging attacks. This includes one-hit KO moves.

Tantrum
Description:
The name says it all--the user throws a tantrum.
Type: Normal
Category: Effect
Power: N/A
Accuracy: 100%
PP: 20
Effect: Causes everyone else on the field to flinch. This attack cannot be used twice in a row.
^^Best used in a double battle when the partner is faster than the user and both foes are slower.

Truce
Description:
The user calls a truce, signaling everyone on the field to stop the fight.
Type: Normal
Category: Effect
Power: N/A
Accuracy: 100%
PP: 5
Effect: Causes everyone on the field (including user) to switch out. This move trumps the effects of Ingrain, Mean Look, Block, and Spider Web, as well as the abilities of Shadow Tag and Suction Cups.

Prophecy
Description:
The user makes a prophecy regarding the foe, specifically about which attack it will use.
Type: Psychic
Category: Effect
Power: N/A
Accuracy: N/A
PP: 10
Effect: The user guesses what the foe's next attack will be. If the guess is correct, the foe hits itself with the attack. If it's an attack that only affects the user and/or ally (besides stat-boosting moves), or affects all Pokemon (including user), it fails and loses 5PP. If it's a self-KO move, the self-KO succeeds, but nothing else happens. If it's a stat-boosting move, the foe instead loses those stats (if accompanied by a stat loss, the foe still loses that stat).

Icy Water
Description:
The user splashes a wave of very cold water on the foe.
Type: Water
Category: Special
Power: 80
Accuracy: 100%
PP: 15
Effect: Has a 10% chance of freezing the foe.

Secret Toxin
Description:
Inserts a peculiar toxin into the foe--one that has unpredictable effects.
Type: Poison
Category: Effect
Power: N/A
Accuracy: 100%
PP: 10
Effect: Can cause the foe to become Asleep, Paralyzed, Frozen, Burned, Poisoned, or Badly Poisoned.
 
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Attack: Pyro Tackle
Learnable by: Flareon
PP: 30
Power: 90
Acc.: 95
Type: Fire, Physical
Desc.: User cloaks itself in fire, and tackles the foe. 20% chance to burn, 5% chance to raise Atk 2 stages.

Attack: Hyper Speed.
Learnable by: Jolteon.
PP: 10
Power: --
Acc.: --
Type: Electric, Other.
Desc. User's speed is maxed out for 5 turns.

Attack: Blend
Learnable by: Vaporeon
PP: 10
Power: --
Acc.: --
Type: Water, other.
Desc. Can only be used in Water/Heavy rain. Evasion is maxed, but each attack drops evasion by one.

Attack: Psi - Slash
Learnable by: Espeon
PP: 20
Power: 70
acc.: 100
Type: Psychic, Special.
Desc.: A slash powered by psychic energy. (Criticals are not increased)

Attack: Shadow Shield
Learnable by: Umbreon
PP: 15
Power: --
Acc.: --
Type: Dark, Other
Desc.: Raises both defense to max for 5 turns, but the attack stats are halfed.

Attack: Forest Song
Learnable by: Leafeon
PP: 20
Power: --
Acc.: 85
Type: Grass, Other
Desc.: A forest lullaby (...I'm struggling for ideas now) is sung, putting everything around the user to sleep. (including allies)

Attack: Tundra breath.
Learnable by: Glaceon
PP: 25
Power: 90
Acc.: 75
Type: Ice, special.
Desc.: User breathes an arctic cold, 30% chance to freeze, 5% chance of raising Sp. Atk 2 stages.
 
If you have a move idea post here, you must post like this:
Name: Final Judgment
Power: OHKO (One Hit Knock Out)
PP: 1
Accuracy: 100%
Effect: This Attack can used if all another attack PP is 0
Pokemon can learn it: Arceus
I merged your thread with one we already had in the General Gaming forum.
 
Bond break
Type:???
PP:10
(Non-ghost)If an opponent uses a move like destiny bond or perish song this move negates the effect
(Ghost)This move can break the attatchment a pokemon has to its tranier making it disobey even if the trainer has all 8 badges
 
Ignition
Fire
Physical
Power: 40
PP: Whatever the hell priority moves get. 20, I think.
Accuracy: 100
Effect: Priority

The user calls upon its inate combustibilty to grant it a burst of rocket-powered speed. Always hits first.

Iron Fist
Steel
Physical
Power: 100
PP: 5
Accuracy: 40
Effect: 85% Flinch chance.

The user delivers an incredibly powerful but unreliable blow with a fist as hard as steel.

Iron Will
Steel
Status
Power: ---
PP: 5
Accuracy: ---
Effect: Changes ability to Inner Focus. Raises Defense and Special Defense by one stage.

The user focuses its mind to ensure its body will not falter.

I may do more later.
 
Sandstorm Blast-
Type-Rock
Power-140
PP-5
Accuracy-90
Effects-Causes a sandstorm as well as damage
Tyaranitar's signature move

Typhoon
Type-Fire
Power-100
PP-5
Accuracy-100
Effects-50% chance of burning the foe
Typhlosion's signature move

Volt Stab
Type-Electric
Power-120
PP-5
Acurracy-80
Effects-Causes paralisis as well as damage
Electivire's Signature move

Alloy Disk
Type-Steel
Power-80
PP-10
Accuracy---
Effects-this move always goes first,makes the foe flinch, and never misses
Scizor's signature move

Mega Leaf
type-Grass
Power-200
PP-5
Accuracy-90
Effects-This move requires a charge up turn and a recharge turn
Meganium's signature

Swamp Cannon
Type-Ground
Power-140
PP-5
Accuracy-80
Effects-This move makes all electric type moves useless for 5 turns
Swampert's signature move
 
Lets see if I can expand with moves that are not uber massively powerful

Weakpoint

Power: 50
Accuracy: 100%
PP: 10
Element: Dark
Type: Physical (Contact)
Target: Another Pokemon
Effect: Ignores Endure, Focus Sash and other items, moves and abilities that would allow a Pokemon to be left with 1 HP instead of being knocked out
Description:

Psylash
Power: 30
Accuracy: 90%
PP: 30
Element: Psychic
Type: Special
Target: Another Pokemon
Effect: 33% chance to cause confusion, 33% chance to cause flinch
Description: Uses a psychic shock to directly assault a target's mind.

Cauterise
Power: ---
Accuracy: 100%
PP: 5
Element: Fire
Type: ---
Target: Any single Pokemon in battle (including self)
Effect: Restores 50% of target Pokemon's max HP. If the target is not a Fire Pokemon it is also burned. This move fails against Pokemon with the ability Damp or any ability that makes a pokemon immune to a burn.
Description:

Aura Detect(Lucario Only)
Power: ---
Accuracy: 100%
PP: 10
Element: Fighting
Type: ---
Target: Another Pokemon
Effect: Evasiveness effects are neutralised, Ghost type pokemon are exposed and are able to be hit by Fighting and Normal moves, in addition the next Normal or Fighting attack used by the pokemon who used this move does not miss (except OHKO moves).
Description: The pokemon uses is Aura to detect the aura patterns or energy signatures of those nearby

Enlighten
Power: ---
Accuracy: 100%
PP: 15
Element: Psychic
Type: ---
Target: Self
Effect: Special Attack is boosted 1 stage, Critical hit chance is also boosted one stage. The Critical boost can only be applied once however its treated as Focus Energy in respect with Super Luck
Description:

Repulse (Only learned by Steel and Electric pokemon)
Power: (40, see below)
Accuracy: 100%
PP: 5
Element: Steel
Type: Special
Target: Self
Effect: All attacks made against you fail this turn. The pokemon that use moves against the user this turn also take damage equivalent to a power 40 steel attack. If no moves are used against you that turn, users Speed is reduced by one stage.
Description:

Magnetize
Power: ---
Accuracy: 100%
PP: 5
Element: Steel
Type: ---
Target: Self
Effect: The user becomes immune to Electric attacks for 5 turns but all Steel attacks performed against the user never miss and have 50% more power.
Description:

Electrocute
Power: ---
Accuracy: 30%
PP: 5
Element: Electric
Type: Special
Target: Another Pokemon
Effect: If this move hits, it immediately KO's the target pokemon. It does not effect Ground pokemon, pokemon with Volt Absorb (Volt Absorb is also activated by this move) or pokemon that are higher level than the user.
Description:

Fire Whirl
Power: 75
Accuracy: 95%
PP: 20
Element: Fire
Type: Speciall
Target: All other pokemon in the battle
Effect: Traps all pokemon (including the user) for 1-3 turns
Description:
 
Gunshot
Type- Dark
Power-N/A
PP- 10
Accuracy- 100
Effects- The foe is viciously fired at with a 50 caliber instantly knocking out the foe.

lol... its a cheap move but it works.

Deadbeat
Type- normal
Power - N/A
PP- 5
Accuracy - 100 if the user is in a pinch, fails if not
Effects - The user sacrifices itself to revive a pokemon in the party with half of its max hp

Happy Thoughts
Type - normal
Power - N/A
PP - 10
Accuracy - 100
Effects - The user loses all status effects
 
Lunarsault
Dark-Type
Power: 60
Accuracy: 100
PP: 15
A dark type U-turn, switches out after attack.


Tsunami
Water-Type
Power: 140
Accuracy: 80
PP: 5
Effect: Affects all pokemon on the field, Increases the power of Water and Electric attacks for 5 turns

Sunburst
Fire-Type
Power: 140
Accuracy: 80
PP: 5
Effect: Affects all pokemon on the field, Increases the power of Fire and Steel attacks for 5 turns

Draco Storm
Dragon-Type
Power: 120
Accuracy: 75?
PP: 5
A dragon counterpart to Hydro Pump, Thunder ect.
 
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Fragile Allegiance
Type:Dark
PP:5
Accuracy:--
*status*
Effect: Switches the Ownership of the Pokemon that are out, the Pokemon will be returned to their Orignal trainers after battle.
Pokemon that can learn it: All of them via TM, and a few by level up.

Thoughts: The logical conclusion of skill swap and trick, and what Heart Swap should have been. However I'm not sure if it's even possible within the programming . If it is then like with other "gimmick" moves and weather conditions, I can see entire teams being built around it.

Dragon Chant
Type:[Dragon(duh)]
PP:Whatever Dragon Dance's is.
Accuracy:--
*status*
Pokemon that can learn it: Everyone that can learn Dragon Dance, and a few more that nintendo deems "Dragon Lke" enough(I'm looking at you Meaganium and Thyplosion.)
Effect: Raises special attack and speed by one stage, if a Pokemon on the field uses Dragon Dance first then the stat increase will be raised an additional 25%.

Thoughts: We need a special counterpart to Dragon Dance, although really any of these other moves suggested could work as well. At first I though that the stat increase should be doubled , but that would be absolutley broken in doubles. Even so this could likley become a fiendish late game sweeping tactic in said doubles.

Phsychosis:
Type: Phsychic
PP:5
Accuracy:30
*Special*
Effect: An OHKO move, nuff' said.
Description: OHKO moves aren't used in competitive battling, but I picture this looking really really cool, so why not?
 
Name: Rock Tumble
Power: 100
PP: 10
Accuracy: 100%
Effect: FOE is pelted by a storm of rocks for Special (not physical) damage.
Pokemon who can learn: All rock types, most ground and steel types, a few dragons and legends.
Pokemon who can learn through breeding: All who could learn Ancientpower through breeding.

So, a decent rock move that is special. What's more, it has the specs of EQ!
 
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Adrenaline Rush
Power:70
Type: Fighting
PP: 15
Effect: Has 30% chance to increase all users stats by one stage.

Lava Blast
Power:140
Type: Fire
PP:10
Effect: Has 20% chance to burn target, and 20% chance to reduce foe's speed by one stage. Both effects can happen simotaneously.
 
Team Spirit
Power: ---
Accuracy: ---
PP: 10
Element: Normal
Type: ---
Target: Special
Effect: Switch Pokemon. The Pokemon that you switched for will have all stats boosted by 6 levels(Max, I assume). However, the Pokemon that switched out will have it's HP reduced to 1.


A more oomphier Baton Pass, I guess.
 
so... does anyone here know it it's possible to take these moves and add them to a rom? i've been scanning pages and pages of results to try and figure it out...
 
roundhouse kick
damage: one-hit-KO
accuracy:100% every time no miss
type:god-like
good against: everyone and everything
bad against: chuck norris himself
level learned at: OVER 9000!!!
drawback: there is none!!!
can be learned by:
chuck norris, santa clause, mr.t, and bruce lee

falcon punch!!!!!(or falcon PAWNCH!!!)
damage: pretty much all of there damage
accuracy: 90.5%
type:fire

SPARTAN KICK!!!!
damage: kicked into the pit of death
accuracy: no miss, due to the fact they'll be surrounded by spartans with swords
type: SPARTAN!!
 
I'll try:

Name: Double Disaster
Type: ???
PP: 5
Power: 300
Accuracy: 15
Description: This move can barely hit but it is a powerful move that will knock out your opponent's Pokemon instantly. It has two chances of hitting but the chances are very slim.
 
This looks fun so I'll take a shot at it. Heres my first entry:
Name: mind crush
type:psychic
pp:5
power:110
accuracy:80
description: a psychic pokemon enters the foe's mind and uses its powers to cause intense pain or project nightmarish hallucinations.
 
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