Quoted By:
Spamming the same move ideas I always do plus a few new ones so every type gets at least new move. Try to give them unique gimmicks that don't exist yet.
>Curtain Change
Normal, Status. A non-damaging U-Turn that also protects the Pokemon you send in, meaning you can switch out and guarantee that the Pokemon you bring in will take no damage. Doesn’t protect that Pokemon from status moves or indirect damage, only direct damage that would hit them on that turn.
>Speed Burner
Fire, Physical, 80bp. Damage increases when the user has boosted Speed, but then lowers their Speed -1.
>Lights Out
Fighting, Physical, 90bp, 50%. Becomes 100% accurate and double damage if the target is below 25% HP.
>Boil Over
Water, Physical, 70bp. If the user took damage on this same turn, the base power of this move doubles.
>Barrel Roll
Flying, Status. Increases the user’s Def, Evasion and Speed +1/+1/+1
>Brambles
Grass, Status. Lays an entry hazard that automatically traps the next Pokemon to switch in, then removes itself from the field. Deals 1/16 max HP damage to trapped Pokemon on Grassy Terrain. Removed by Defog and Rapid Spin. Ghost-types do not become trapped. Fire and Grass-types will remove this hazard upon switching in.
>Antivenom
Poison, Special, 70bp. Deals double damage against poisoned targets or targets who are part Poison-type. Removes the poison status from its target. If the target is a Poison-type, this removes their Poison typing after dealing damage. If they are a mono Poison-type, they become typeless. If the target is a Poison-type and suffering from poison status, this attack will only deal double damage before activating both of its effects.
>Oxidizer
Poison, Special, 70bp. Deals super-effective damage against Steel (compare to Freeze Dry)