Quoted By:
Let's try to avoid broken moves and focus on things that could have tangible changes to the meta. I'll start:
>Unfinished Business
>Ghost, Physical, 60bp
>Base power increases by 20 for each KO'd Pokemon on your team (animation could even include little ghost images of your fainted Pokemon going all in on the attack).
>Learned by Dusknoir, Golurk, Banette, Cofagrigus, Spiritomb, Giratina for Ghosts. >Also learned by some Dark and Fighting types like Mightyena, Weavile, Cacturne, Skuntank, Primeape, Pangoro, and Passimian.
>Rain Flush
>Water, Status
>Deals damage and then immediately ends whatever weather effect was in play. Damage still doubles if the weather was rain, and is halved if the weather was sun.
>Learned by: Blastoise, Politoed, Ludiculo, Vaporeon, Castform, Zapos, and other popular rain team Pokemon
>Faerie Fire
>Fairy, Status
>Causes burn on the target, but halves SpAtt instead of Att
>Learned by: Aromatisse, Wigglytuff, Klefki, Delphox, Mismagius, Ninetales (normal), Chandelure, Victini
>Brambles
>Grass, Status
>Grass entry hazard. The next Pokemon to switch in is automatically "trapped" and cannot switch back out through normal means. This removes the hazard. Hazard is also removed by Fire and Grass types switching in. If Grassy Terrain is active, this hazard will deal 1/16 HP damage to trapped Pokemon. Can be removed like a normal hazard by Defog and Rapid Spin.
>Learned by: Tangrowth, Meganium, Torterra, Carnivine, Simisage, Venusaur, Jumpluff, Budew line, Ferrothorn, Sawsbuck, Gourgeist
>Blazing Tackle
>Fire, Physical, 90bp, 95% acc
>No frills Fire-type physical attack
>Learned by: most Fire-types
>Impulse
>Electric, Physical, 40bp
>+1 priority
>Learned by: nearly all Electric types