[10 / 1 / ?]
Quoted By: >>36259909 >>36259913 >>36260005 >>36260335
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.
>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.