Move Effects and Consequences

Added a lot of move effects and consequences over the years. A partial list from memory:
  • Statuses like poison, paralysis
  • Flinches
  • Priority
  • Damage over time
  • Stat boost increases, drops, and other changes
  • Recoil damage
  • Transform
  • Charging turn, recharging turn, and cooldown (such as Solarbeam, Hyper Beam, and Gigaton Hammer)
  • Swapping abilities and items
  • Equalizing hitpoints, such as Endeavor or Pain Split.
  • Recover health
  • Switch out a Pokemon or preventing that
  • Stop item use
  • Steal a healing effect
  • Substitute
  • Pledge effects
  • Entry hazards
  • Receive double damage (Glaive Rush)
  • Tailwind
  • Weather, terrain, and their related move interactions
  • Wonder Room
  • Beat Up
  • Two-turn move with temporary immunity
  • Return damage received
  • Faint your own Pokemon for damage/healing
  • Perish Song
  • One-turn protection (with possible consequences)
  • Present
  • Turning moves into other types (Electrify)
  • Turning Pokemon into other types or losing a typing

Stops there. Keeps thinking of more. Gets the point, at any rate.

How do you feel about the number of different move effects in the game? Is it too much to keep track of? Are there any you would remove? Do you want more different effects (and are there any you wish to see)?
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Personally feels fine about the number of different effects in the game. Tends to be niche in most cases. Enjoys finding a good use for them or seeing someone else do so.

Wonders how temporarily de-evolving a Pokemon would work out. Seems reasonably strong in most cases that it works, potentially too strong. Accomplishes nothing against some of the stronger Pokemon, such as Paradox and most legendary/mythical Pokemon. Doubts much taste for a more generic Weakened status (-10% to all stats or something).

For double battles: Maybe some kind of split-field move. Perhaps a simple wall of stone? Limits you to attacking the Pokemon directly across from yours. Cannot target your partner. Lasts for X turns. Potentially warps the doubles/triples game too much, however. Kills synergy. Might be fine at 1-2 turns.

Could go for a new type of confusion. Randomly selects a move your Pokemon knows for X turns.
 
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I think they are really entertaining! Always found it hilarious to see wild Delibird use Present on me in GSC and then it ends up healing me instead :3; They're not something I chance often since I like the reliability of high-power, high-accuracy moves but they sure as heck can be fun, or frustrating depending on which side of the battle you are on. Honestly think I am good without more of them though… I hadn't realized how many different kinds there were!
 
It's always interesting seeing new moves with interesting effects, especially if they're a signature move to a specific Pokemon. I've recently been doing a playthrough of Platinum with a Head Smash Life Orb Rampardos and Hyper Beam Porygon-Z, so I think it'd be interesting to see more moves with varied negative effects. It feels like recoil damage, spending the next turn to recharge, or lowering your own stats like Special Attack are pretty common and there's a lot of options to explore more variety, something like Burn Up removing your fire typing or Smelling Salts and Wake-Up Slap removing the opponent's status condition to deal double damage.
 
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