>>46038152I literally just finished designing like 80 moves for my Fakedex so I have a few, let me know what you think
>Tale Tail - Fairy, Physical, 75 BP, 100 ACC, 15 PP>Slightly increases in power by 5 on repeated use in a row, but also loses 5 accuracy each time when used consecutively.Intended as a bit common Physical move for Fairy types, because we only really have Play Rough. Based on Telltale word play, because each time it's used / retold, it's slightly less accurate. Some Dragon types could still learn this.
>Anthropod Duking - Bug, Physical, 115 BP, 90 ACC, 10 PP>Before getting to duke it out with all of its limbs, the user resets all Attack stat changes and unleashes and then unleashes a powerful attack.Intended for some Physical Bug Types as well as many limbed Pokemon (such as Machamp, Hoopa Unbound). Seems great because it resets Intimidate, but also you can't really boost it by any means, like Swords Dance.
>Mercure - Steel, Special, 50 BP, 100 ACC, 25 PP>Inflicts damage. Removes both user's and target's negative status conditions if there are any. Doesn't deal damage if used on allies.Utility Steel type move, which could be given as early TM. While completely outclassed by Heal Bell/Aromatherapy, the possibility of being freed for status while still dealing damage is something that is interesting, just requires a good handling.
>Nectar Bait - Grass, Status, -- BP, -- ACC, 15 PP>Ensures all moves will hit and can't be avoided in the battle. Lasts 3 turns. If user holds any kind of Nectar or Honey upon use, it's consumed increasing both user's Sp. Def and Def by two stages.Might be a tiny and weird buff to these otherwise meaningless items, but it's something regardless
>IQ Counterstrike - Psychic, Physical, Varies BP, 90 ACC, 5 PP,>Inflicts single target damage. Power equals PP of all of user's moves combined.With 3 moves, each having maximum amount of PP (so 64) and this move having max as well (so 8), this move caps at 200 BP.