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New Move Ideas

No.36259852 View ViewReplyOriginalReport
Fuck that trash game LGPE. Let's talk about cool ideas for new moves in actual competitive Pokémon. I'll start with a few I've posted in the past:

>Brambles
>Grass-type entry hazard. Will trap the next grounded Pokemon to switch in then remove
itself. Fire and Grass-types will automatically remove it from the field. During Grassy Terrain, the trapped Pokemon will receive 1/16 damage at the end of each turn.

>Poltergeist
>Ghost-type, deals 80dmg. Uses SpAtt to calculate damage, but strikes opponent's Def

>Unfinished Business
>Ghost-type, 60dmg physical move. Damage increases 20 points for each KO'd Pokemon in your party (max damage = 160bp)

>Lifeline
>Psychic, status. Gives the target the effect of "Endure" until the end of the turn.

>Boil Over
>Water, 80dmg physical. If the user is burned, was hit with a Fire attack on this turn, or the weather is sunny the attack will deal double damage.

>Cool Off
>Ice, 70dmg special. Is also SE against Fire-types.

>Slipstream
>Flying, status. Creates a river of air that raises the Speed stat of the user and adjacent allies by +1.

>Undercurrent
>Water, 50dmg special. Always goes last. Will force the target to switch, like Dragon Tail. Always misses against Flying or Levitating targets.

>Hit 'n Run
>Dark type U-Turn

>Faerie Fire
>Fairy, status. Burns the target, but halves SpAtt instead of Att.

>Shiver
>Ice, 20dmg physical. If the user is frozen, the damage increases to 100bp and removes their frozen status.