>>56877689What the fuck
>overcomplicated movesI think the most complex new move I've come up with would just be reworking Drill Run to have a niche as a way to crack through defensively boosted foes, losing its +1 innate crit stage for a guaranteed crit against foes with boosted defense, special defense, or screens up (and it breaks those)
This buff is because there's no reason to use it on mons that get earthquake which is better in every way (I haven't ran calcs on varying crit chance/damage multiplier setups but if you need those to make a move better than its competition then it you might as well just use the better move instead which frees up move/item/ability slots)
+1 innate crit stage raises crit chance to 12.5%, and since crits do +50% damage, that's a 6.25% average damage increase, raising effective average power to 85. But it has 95% accuracy for some reason, so then your average power accounting for misses goes down to 80.75, which is nothing
For contrast, Earthquake has 100 power, 100% accuracy, 1/24 or 4.166667% crit chance with the same damage mult resulting in 102 average power and is a spread move so you can hit two targets at once for 76.5 power per target, or 153 combined.
yes I may have yapped more than I had to about why drill run sucks if you have the option between it and earthquake, but it's still a sound idea; buffing an underperforming move to create an interesting niche while keeping it balanced, simple enough to fit on an ingame move info card while not being a pain to implement (just gotta copypaste some code from two other moves)
Meanwhile with the examples you listed there's ridiculous shit like
>nukes all your PP and traps you>turns your mon into a ferret (hopefully resets out of battle)>deals damage, resets everyones' stats, and protects>recovers 200 hp/turn for ??? turns and burns anyone making contact>deals damage and boosts attack if the boss mon gets hit>100% accuracy instant death because fuck you