>>54584718Ideas from my rotating catalog aka that spreadsheet I once made
>Snow Plow>Ice, Physical, 70bpRams a huge pile of snow into the target, clearing hazards from the field along the way. If it is currently Snowing, this move gains 1.5x power and hits both opponents.
>Depth Charge>Water, Physical, 40bpWater type Pursuit. Also doubles damage on digging or diving targets.
>Trip Wire>Bug, Physical, 30bp, +1 PriorityIf the target was going to use a contact move on this turn, the target takes damage and has their move canceled. Fails if they weren't going to make contact.
>Short Circuit>Electric, Special, 70bpDeals SE damage against Electric types and has a 20% chance to Para. This can bypass the Electric immunity to Paralysis as well.
>Briar Patch>Grass, StatusSets up an entry hazard that traps the next Pokemon to switch in, then goes away when they are KO'd. The trap can be transfered through Baton Pass, removed by Spin/Defog, and is "absorbed" by Grass and Fire types. Pokemon immune to trapping just ignore the hazard but it remains on the field. During Grassy Terrain, this hazard also causes very low chip (1/16 HP) when anything that isn't immune switches in.
>Faerie Fire>Fairy, Status, 80% accBurns the target with a special flame that lowers SpAtt instead of Att
>Blowback>Flying, StatusBlows hazards and tailwinds back on the opponents, putting hazards on their side of the field (like Defog+Court Change) and also removing their tailwind at the same time.
>Dark Moon (or New Moon)>Dark, StatusObscures the moon behind a shadowy curtain for the next 5 turns. Fairy damage is halved and all moves take on their night time effects. Dark types also receive a passive 1.5x boost to SpDef. Counts as a weather and will have related items, abilities, etc. (Autosetter Ability: Moonset, Item: Broken Rock)