>>18960310>>18960512Normal: Strength (Power 80; PP15; Acc 100; No Effect)
Fire: Fire Punch (Power 75; PP15; Acc 100; 10% Burn)
Fighting: Brick Break (Power 75; PP15; Acc 100; Removes LS/Reflect)
Water: Waterfall (Power 80; PP15; Acc 100; 20% Flinch)
Flying: Drill Peck (Power 80; PP20; Acc 100; No effect)
Grass: Seed Bomb (Power 80; PP15; Acc 100; No effect)
Poison: Poison Jab (Power 80; PP20; Acc 100; 30% Poison)
Electric: Thunder Punch (Power 75; PP15; Acc 100; 10% Paralysis)
Ground: ---- (Excluding Earthquake)
Psychic: Zen Headbutt (Power 80; PP15; Acc 90; 20% Flinch)
Rock: Rock Slide (Power 75; PP10; Acc 90; 30% Flinch, Hits multiple foes)
Ice: Ice Punch (Power 75; PP15; Acc 100; 10% Freeze)
Bug: X-Scissor (Power 80; PP15; Acc 100; No Effect)
Dragon: Dragon Claw (Power 80; PP15; Acc 100; No Effect)
Ghost: ---- (excluding shadow claw, which is slash)
Dark: Crunch (Power 80; PP15; Acc 100; 20% Def Reduction)
Steel: Iron Head (Power 80; PP15; Acc 100; 30% Flinch chance)
Fairy: Play Rough (Power 90; PP10; Acc 90; 10% Atk Reduction)
Here, for any 'Punch/Jab/Claw' move, generate a new one that is able to be spread wider, generate a ghost move, then set all:
-Power to 85
-Accuracy to 100
-PP to 15
-Chances to 10%
-If it has no secondary effect, it either gains flinch chance or gains def reduction chance.
Then:
-Every Physical/Mixed pokemon gains the physical of their Type
-Every Special/Mixed pokemon gains the special of their Type.
This fixes movepool issues (mostly)