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>Unfinished Business, Ghost, 70bp, physical Damage increases by 20bp for each KO'd member of your party (animation can even show a cool "spirit image" of one of your KO'd Pokémon)>Impulse, Electric, 40bp, phys, +1 priority The Electric Quick Attack>Power Surge, Electric, 130bp, special Similar to Burn Up, makes the user typeless after using. Could you imagine M-Manec using this thing? Absolutely disgusting>Leaf Boomerang, Grass, 50bp, phys Tosses a sharp leaf that hits the opponent 2x (Shiftry and Tropius might like this?)>Brambles, Grass, status Sets up a hazard that snares the next Pokémon to switch in, trapping them and then removing the hazard. During Grassy Terrain, this also deals 1/8 HP damage to the captured Pokémon like other trapping moves. Grass and Fire-types remove this hazard; Ghost-types just aren't effected>Blight, Bug, 70bp, special Deals damage to all Pokémon on the field, and then removes whatever terrain is active (could be learned by most "pest" Pokémon, not just bugs)>Rain Flush, Water, 80bp, special Hits all Pokémon on the field, and then clears whatever weather is currently active>Hard Sleet, Ice, 80bp, special Hits all Pokémon the field. Damage doubles if Hail is active.>Petrify, Rock, status Turns the target into a pure Rock-type>Blink, Psychic, status, +3 priority If the user is targeted by any attacking moves this turn, they avoid the attack and gain +1 Speed>Clothesline, Fighting, 70bp, phys, +3 priority If any the user is targeted by a priority attack, this move goes first and cancels the opponent's attack. Otherwise this attack has no effect.>Lights-Out, Fighting, 70bp, physical Deals double damage if the target is below 50% HP
Anonymous
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>>35064075 >>Brambles I need this
Anonymous
>Clothesline See, I can't help but think the mechanic you have here sounds more like a Dark type move. When I think "clotheslining" I imagine something more like Low Kick.
Anonymous
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>>35064142 but then it's just sucker punch
Anonymous
I like these threads.>Shock Therapy >Electric, Special >60 BP, 20 PP, 100% Acc. Deals double damage if the target suffers from a status effect, but heals that status effect. Kinda like Wake-Up Slap but for more than just sleep.>Mind Bend >Psychic, Special >80 BP, 15 PP, 100% Acc. The user manipulates the target's pain receptors to make them feel as if they're being attacked. This move cannot be resisted or nullified, always dealing at least 1.0x damage regardless of type matchups.>Evaporate >Fire, Special >70 BP, 20 PP, 100% Acc. The user launches a searing fireball that boils approaching water into steam. For the rest of the turn after this attack is used, any water-type attacks targeting the user have their power halved.>Chain Reaction >Normal, Special >70 BP, 5 PP, 100% Acc. This move always goes last. Unstable cells in the Pokemon's body begin prepping for an all-out attack. If the user is hit with a super-effective attack, this move TRIPLES in power.>Flash Freeze >Ice, Physical >80 BP, 10 PP, 100% Acc. The opponent is frozen to the ground, preventing them from switching. Ice type variant of Spirit Shackle.
Anonymous
>Maximization >Normal/Status > The user grow bigger to raise his attack but lower eversion
Anonymous
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>>35064075 >>Rain Flush Either worthless or in metas with extreme weather wars serves only to make Rain even more dominant. Blight seems cool though.
>>Blink What stops a mon from blinking to remain invincible while stalling? It need the protect/endure mechanic
>Hard Sleet It is just a better Blizzard
Anonymous
>>35064878 Never mind being a worse Swords Dance, this is just a worse Howl.
Anonymous
>move idea thread >each move has an extremely long name
Anonymous
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>>35064991 it would also increase the weight of it, so it would be useful for Heavy slam or whatever.
it could also have an added effect of increasing the damage of slam moves by 20%.
Anonymous
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What about changing existing moves.>Tri Attack, ???, 30BP, Special Changed to a 3 hit move First Hit is Fire Second Hit is Electric Third hit is Ice Random order. 20% chance of status on the third hit.
Anonymous
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>>35065011 Of all things to get autistic over, you pick that? It's not like character limit matters in a thread where everything is purely speculative anyway.
Protip though, I believe the character limit for non-Z-moves is actually 16 (if I recall, "Parabolic Charge" is the longest attack name), so as long as it's something of that length or shorter, it's all good. And I don't see too many moves in this thread breaking that rule.
Anonymous
>>35064075 >Rain Flush CUTE!
Anonymous
>>35064075 >sub zero >ice status move >75% acc Just freezes the target for 3-5 turns
Anonymous
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>Last Impression, Bug, 90bp, Physical, +2 Priority Can only be used when health is 20% or less.
Anonymous
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>>35065111 >has an additional effect of OHKOing Magnezone and softlocking the game Anonymous
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>Electric Wire (Electric, Status) User sets up a wire made of electricity. The next switch in is paralyzed and receives electric damage (12.5% normal effective). Flying types do not activate the wire. If user already has a status, it only receives the damage. It only activates once, so you'd have use the move again if it's triggered.
Anonymous
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>>35064846 >Mind Bend >Psychic, Special >80 BP, 15 PP, 100% Acc. The user manipulates the target's pain receptors to make them feel as if they're being attacked. This move cannot be resisted or nullified, always dealing at least 1.0x damage regardless of type matchups.
Kanchome had this ability in Zatch Bell, always liked the thought of an attack with this concept
Anonymous
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>Rise >Flying, 120 BP, Special, 5 BP, 100% >Drains 50% of damage done Normal priority. If direct damage on this turn would KO the user, said damage is negated and the attacker is hit with Rise. If the user would not faint on this turn, Rise does nothing.
Anonymous
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>>35065170 Awful, that'd make it better than Dark Void.
While an Ice status move is an awful idea at all, how about this:
Sub-Zero
75% accuracy
Opponent becomes frozen solid for 2 turns. Its Defense rises by two stages and it becomes weak to Crabhammer, Hammer Arm, Ice Hammer, Wood Hammer and Dragon Hammer, which also thaws it.
Anonymous
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>Scorched Earth >Fire, removes terrain and/or entry hazards
Anonymous
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>>35064075 >>Unfinished Business, Ghost, 70bp, physical >Damage increases by 20bp for each KO'd member of your party (animation can even show a cool "spirit image" of one of your KO'd Pokémon) Pokémon don't die; they faint, you little XxXEdGyxXx fuck.
Anonymous
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Frosty Wave Ice type Status 80% accuracy Freezes the target if it hits.
Anonymous
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>>35064075 >Sledgehammer, Steel, 120 bp, 10 pp, physical, causes recoil damage The user slams its dense, heavy body into the opponent.
>Leaping punch, 80 bp, 5 pp, fighting, physical, +2 priority The user comes out hard and fast with a leaping straight punch catching the opponent off-guard.
Anonymous
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>>35064075 >Heartbreak, Dark, --bp, stat-based The user toys with the target's emotions before cruelly breaking their heart, reducing Attack and Special Attack sharply. Can only be used on infatuated targets.
Anonymous