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Translation: Anyone got any new moves that they wish to have?
Yush, I do. An HM that replaces Surf, Waterfall and Whirlpool, called "Water Wonder". It has a base power of 120, 5PP and has the same effect that Surf, Waterfall and Whirlpool have in the overworld. And it's a physical move.
Mag, your a genius.
What is absolutely needed ASAP is some good grass moves.
What I mean is this:
Most grass moves are either below 55 Base (I am probably wrong) or over 100 base (again, probably wrong).
We need a grass type move that is the grass form of flamethrower or thunderbolt.
Jetboost: A priority move with 100 power but high recoil.
Dodge: If the opponent is preparing an attack, it always misses and you hit them back. If they are not, you do nothing. works like protect and endure where it works less as you use it.
Metal Shot: A steel type move that works like Fury attack but with slightly higher power.
Brash Beatdown: Like Close Combat, but Dark.
Life Swap: The two pokemon on the field faint. Then, one other pokemon from each side is fully revived.
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Egg Toss: Like Bullet Seed, but more powerful/Grass-type [/size] |
Trap A ground move that prevents opponents from fleeing.
Night Shock - A special move with 120 power and but lowers spec att.
Splash - The user throughs a small water wave.
Pyscho Attack - The user throughs itself at the opponent has recoil damage and 90% accuracy pysical move and 140 power.
Spook: Ghost-type, Kind of like Bullet Punch and Protect mixed, however does no damage to your opponent.(not like Protect, etc. where it loses accuracy) has low PP however.
Frayed Cord: Electric-type/80% Acc./20 PP/ALWAYS Paralyses the opponent on hit/50 Damage
Sword Shine: Steel/Sharply raises Atk., normally raises Def.
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How about, no HM's?
They are very dumb and there is no reason for them, it just makes it harder to get rid of certain moves. |
Ooh I got one.
Detonate:250 base damage, Fire type. After you use this move, you explode 3 turns later leaving yourself with 1hp. While your waiting through this 3 turns you may not use attacking moves, only support moves. Moves like protect, and detect don't work either. If you are already at 1hp you will be KO'd
Dark hole- the opponent falls into a hole forcing the user to switch out.
Magnetic Wave- Stealth rock but electric.
Mega Spin - Has 85 damage and Acuracy but works like rapid spin even if it misses.
Vines - like spikes but a grass type move then Swampert will be lowered to BL. ![]()
Updraft - Causes all pokemon on the feild to become part flying if the pokemon has 2 types it will be random.
Iron Punch-Coming from the Physical Punches.
ULtra Drain-100 based power,sucks up enemys hp
Solid Ice- Freezes Oponent
Flare Headbutt- 95 base power- Physical and may flinch and burn
Nuke bomb- 300 based power- Player Faints
Dynamic Kick-30% Accurcy- 160 based power and always confuses
Flammable Spikes- Burns Pokemon When it Switches In
Rampage Punch-Accuracy 30- OHKOS the Oppoents
Vine Slam- 75 Power.
Physical Power-Basically Hidden power but phisacal
Thought of one...
Oil Spill: Upon switching out, an opponent normally loses a point from every stat, however the effect only lasts one turn.
And there'd be Pokémon with an ability to make this move Burn as well(the burn only lasts 3 turns though). That or the ability'd just make it like fire-type Stealth Rocks.
Ok, let's see.
Uh...
Oh! I got (another) one!
Psychic grab:
You remember the first movie? When Mewtwo grabbed things with its psychic powers?
Yea, that's what this is.
Has 80 base power, accuracy is 100% - but is lowered each time it its. Also has only 10PP. Every time this move hits, the enemy Pokemon can't do anything.
Almost like wrap in the original games!
Just like items, I support moves that can add flexibility and balance to the game. Moves that can turn things around, like punishing an opponent for raising their stats were welcome from my side. More moves like Trick Room and anything that can turn things around is welcome here. I consider this the future of strategy expansion.
As far as brute force goes, we need more powerful Dark moves, I believe it is currently the most underpowered type. 80 power on Dark Pulse is as strong as it gets. Generation 3 did the best in solving bruteforce problems, adding lots of high-power moves.
Okay... Here's one. It's called Last Resort. It's a OHKO move that takes away half your health. Ethers can't be used on it, PP UPs don't work, and it only has one PP. You can only get that back through a Pokemon Center. It never misses. It also always gets priority, even over Extremespeed.
Risk-Taker: Sharply increases Attack and Sp.Atk, but sharply lowers Defense and Sp.Defense.
Sticky Sludge: Forces the foe to move second for 5 turns. The effect is lost when the foe switch out.
Cold Thoughts: 85 BP, 100% Accuracy. A special Ice type move that lowers either Sp.Atk or Sp.Def upon hitting.
Mind-Number: A move that prevents the foe from picking their moves; they are selected randomly. This move always goes second.
Hot Coals: A move like Wrap and Bind, this move is hurts the foe every turn. However, it is much like an entry hazard, as it removes 1/16 of the foe's damage every turn and is removed by Rapid Spin.
Hmmm well those are what I have for now. ![]()
Passionate Kiss: A move exclusive to Jynx that causes confusion and infatuation (if the foe is of the opposite gender.)
Tick Tock: The user installs a clock that removes half of the foe's HP when the timer is up. This effect will hit whichever opponent it out once the 5 turns are up.
Deathwish: A dark-type double-edge.
- The user brutally attacks the foe with no regard for life or limb.
Mental Rend: Special Psychic attack; Power 120; Accuracy 80.
- The user invades the foe's psyche and wreaks havoc.
Pyroclast: Physical Fire type attack; Power 120; Accuracy 70; 30% chance of burning.
- The user launches a semi-molten rock at the foe.
For Umbreon, Espeon, and Flareon respectively. Poor Flareon deserves a powerful, physical STAB attack. Espeon deserves to have a more devastating attack than Psychic, and Umbreon deserves a move with a cool name.
Now for some general moves:
Biohazard: Basically, a poison-type weather effect. Any non-poison types have a 10% chance of being poisoned every turn they are exposed to it, and Poison types recover 1/16 of their health every turn they are exposed to it. Lasts for five turns.
Cyclone: Physical Flying-type move with power level based on weather. With sun, 50; with rain, 100; with sandstorm, 80; with hail, 120; with no weather, 70.
Inversion: Any alterations to stats are reversed for five turns IE: attempting to raise Attack with Swords Dance will lower it instead.
Ignition: Ignites the user's body for five turns. All Fire-Type moves gain boosted strength and any physical moves have a chance at coming away with a burn, but the user takes damage while the effect is active (unless they use a move/have an ability that negates Fire damage.
Shield Swap: All active Pokemon will have their Defense and Special Defense values reversed for five turns
Ferment: Increases the power of the next Poison Type move used (similar to Charge) effect is stackable, but capped
Stagnant air - A field effect move that last 5 turns after being used. When stagnant air is in effect status ailments like sleep, paralyze, burn, poison, and freeze can be stacked twice. However ailments cannot be stacked with the same type. (No double poison/poison status) Even after the stagnant air effect has cleared if a pokemon has already been double statuses the second status won't go away until cured. (Note, this field effect does not cancel out any other field effects like sandstorm or trick room)
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Even after the stagnant air effect has cleared if a pokemon has already been double statuses the second status won't go away until cured.
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Quote by A'bom: Deathwish: A dark-type double-edge.
- The user brutally attacks the foe with no regard for life or limb.
Mental Rend: Special Psychic attack; Power 120; Accuracy 80.
- The user invades the foe's psyche and wreaks havoc.
Pyroclast: Physical Fire type attack; Power 120; Accuracy 70; 30% chance of burning.
- The user launches a semi-molten rock at the foe.
For Umbreon, Espeon, and Flareon respectively. Poor Flareon deserves a powerful, physical STAB attack. Espeon deserves to have a more devastating attack than Psychic, and Umbreon deserves a move with a cool name.
I completely agree XD
A move unique to mew: Spiritual Dance Increases special attack and speed
Posion Cloud: All non-poison or steels types have a 30% of being badly posioned every turn.
All posion moves have their chance of poisoning raised to 30% (not including toxic)
Poison types heal 1/8 of their life a turn.
Gives a 1.5 boost to the power of poison moves.
1) Sun Nova
- Fire-type
- special attack
- one hit KO-move, can knock more than one Pokémon out
- only 1 Power Point
- 50 % accuracy
2) Ice Age
- Ice-type
- power 150, accuracy 90 %
- recharges for one turn afterwards
- special attack
- 5 Power Points
3) NightFall
- Dark-type
- power 140, 90 % accuracy
- harshly lowers sp. Atk after use
- special attack
- 5 Power Points
4) Dino Rumble
- Dragon-type
- power 150, accuracy 90 %
- recharges for one turn afterwards
- physical attack
- 5 Power Points
5) Oil Flood
- Poison-type
- power 90, accuracy 85 %
- may lower Sp. Def
- 10 Power Points
- special attack
6) Liquid Fire
- Fire-type
- sustains a burn when foe sends out a Pokémon
- wears off if foe sends out a Fire Pokémon
- 15 Power Points
7) Firewall
- Rock-type
- greatly raises Fire resistance for five turns
- 10 Power Points
We need more cowbell dark type moves. There are not enough strong dark type attacks.
Dark Blast
95 Power
90% accuracy
Lowers foe's accuracy (because of darkness)
It's practically the dark type of Thunderbolt, Flamethrower, Ice Beam, Surf, Fly, and umm... whatever else has 95 base power.
Black magic: Hits the foe with evil magic.120 power ;DARK ;50% accuracy
Blue Inferno: 250 power ;FIRE ; 25% accuracy
Juggle: Switches postions of pokemon on field. 100% accuracy Normal
Arctic Blast: Tempatures of -100 attack the opponet. 100 power ;ICE;50% accuracy. Always freezes.
I choose: User picks the move the foe uses. 10% accuracy. Normal
That's all I got... FOR NOW!
Neurotoxin: 100% Accuracy (Poison)
Either Poisons, Burns, or Paralyzes a foe, and randomly lowers one stat.
Mutual Gift: 100% Accuracy (Normal)
Restores both Pokemon on the field's HP to their max.
Silence: 75% Accuracy (Dark)
Prevents the foe from using Special Attacks.
Fog: 100% Accuracy (Flying)
The battlefield is infected with a deep fog that lasts 5 turns and lowers the accuracy of moves by one stage.
Iron Chains 100% Accuracy (Steel)
Prevents both foes from switching out.
I looooove moves with special effects. XD
I got great ones.
Absolute-Zero: increases the power of Ice moves, like Ice-beam
Inferno: increases Fire moves power.
This move will make people go mad ------> Confuse-pulse: Confuses foe for 7 turns XD
swift-run: increases speed
Liquidize: increases evasiveness for water type Pokemon
Fury: Increases move accuracy
Necro Revive
Type: Ghost
PP: 5
Accuracy: 50%
Effect: User faints. A downed party member will be revived with as much health as the Pokemon using the move.
After You
Type: Normal
PP: 10
Accuracy: -
In double battles, lets your partner attack twice in one turn. In triple battles, you choose the ally that benefits.
Cheap Shot
Type: Dark
Damage: 40
PP: 10
Accuracy: Always hits
Can only be used the first turn the user is out. Always hits, always strikes first and either makes the foe flinch or gets a critical hit.
Countdown
Type: Normal
Damage: OHKO
PP: 5
Accuracy: 100%
In three turns if the user hasn't been switched and is still alive, it detonates. The user faints and the enemy faints as well.
A couple new unorthodox moves.
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Type: Normal Damage: OHKO PP: 5 Accuracy: 100% In three turns if the user hasn't been switched and is still alive, it detonates. The user faints and the enemy faints as well. A couple new unorthodox moves. |

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Necro Revive
Type: Ghost PP: 5 Accuracy: 50% Effect: User faints. A downed party member will be revived with as much health as the Pokemon using the move. After You Type: Normal PP: 10 Accuracy: - In double battles, lets your partner attack twice in one turn. In triple battles, you choose the ally that benefits. Cheap Shot Type: Dark Damage: 40 PP: 10 Accuracy: Always hits Can only be used the first turn the user is out. Always hits, always strikes first and either makes the foe flinch or gets a critical hit. Countdown Type: Normal Damage: OHKO PP: 5 Accuracy: 100% In three turns if the user hasn't been switched and is still alive, it detonates. The user faints and the enemy faints as well. A couple new unorthodox moves. |
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Necro-Revive = Healing Wish but worse. How can it be 50% accurate anyway?
The user faints only if it works. Nothing happens if it fails. The reason it only works 50% of the time is because, as you said, it's more potent than Healing Wish. Cheap Shot = Fake Out. We Don't need another We have Hyper Beams in 5 different forms, Overheat in 3, etc etc. It's not that bad. I get what you're saying, but still. Countdown = Perish Song, as Ala pointed out. The mechanics are different. If the opponent switches out during Perish Song it won't faint. With Countdown, any Pokemon out when it goes off faints. The basic idea is that you have to kill the user in 3 turns. After You = YES!!!! We need a move like this, I hope we get one. Agreed. |
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The user faints only if it works. Nothing happens if it fails. The reason it only works 50% of the time is because, as you said, it's more potent than Healing Wish.
We have Hyper Beams in 5 different forms, Overheat in 3, etc etc. It's not that bad. I get what you're saying, but still. The mechanics are different. If the opponent switches out during Perish Song it won't faint. With Countdown, any Pokemon out when it goes off faints. The basic idea is that you have to kill the user in 3 turns. |
Mine Layer, Fire: Like Perish Song, doesn't kill if you are Flying, Digging, etc.
Engulf, Dark: Lowers accuracy, attack and speed but your dark type moves are greatly weakened.
Cold Powder, Ice: Freezes opponent. Does nothing else.
Heat up, Fire: Unfreezes all pokemon, and Ice types will take damage every turn unless they use Cold Powder on themselfs. (Note that ice types can't be frozen)
Neon Blast, Psychic (Light type if they make it): Does huge damage and raises speed but all other stats are (very) shaprly reduced.
I hope ya like them ![]()
Psionic crush:
Type: Psychic.
Damage: 120.
PP: 5.
Accuracy: 95%.
Description: The user attacks with a strong psychic power. It may also make the foe flinch or sharply reduce its Sp. Def stat.
Special move for: ![]()
Psycho shield:
Type: Psychic.
Damage: --
PP: 5.
Accuracy: --
Description: The user creates a barrier with a psychic force that removes entry hazards and prevents their set up for five turns.
Special move for: ![]()
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Necro Valley: I'm confused on how Healing Wish works, actually, does it only heal pokemon who are weakened but not knocked out? If so, Necro Valley is more potent than Healing Wish, and probably would be a good move. The 50% accuracy still feels weird, as how can sacrificing yourself miss?
Accuracy is an odd thing in Pokemon games. After all, according to game logic an earthquake can miss a Pokemon completely if the creator has sand thrown in its face. It's for balance really. Because with 100% accuracy and a user with decent HP, it's prettymuch a Max Revive. And we all know how well that would go over competitively. Cheap Shot: Overheat is makes sense to have different types for, since it is a powerful move that does more damage based on STAB, so it's good that more types have access to it. Of the 7 Hyper Beam variants, 2 are normal, 1 physical and 1 special, to be a powerful Normal type attack, which one you use depends on which attack is higher. The other 5 are all most exclusive moves that are limited to very specific pokemon, ie the Starters, Rhyperior and Dialga, as signature moves. Fake Out already works well as a normal type move, since it's point is not really to do a lot of damage but to cause the opponent to lose their first turn and to do a little damage. Giving it a Dark Type variant would not help it much, plus Sucker Punch already covers the cheap shot tactic in dirty fighting, and is a good move. Point taken. Countdown: Okay, it is slightly different from Perish Song, but it still feels redundant and I don't think we need it. Fair enough, I personally still think it's a pretty cool concept though. -shrug- |
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Psionic crush:
Type: Psychic. Damage: 120. PP: 5. Accuracy: 95%. Description: The user attacks with a strong psychic power. It may also make the foe flinch or sharply reduce its Sp. Def stat. Special move for: Psycho shield: Type: Psychic. Damage: -- PP: 5. Accuracy: -- Description: The user creates a barrier with a psychic force that removes entry hazards and prevents their set up for five turns. Special move for: |
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Psionic crush:
Type: Psychic. Damage: 120. PP: 5. Accuracy: 95%. Description: The user attacks with a strong psychic power. It may also make the foe flinch or sharply reduce its Sp. Def stat. Special move for: Psycho shield: Type: Psychic. Damage: -- PP: 5. Accuracy: -- Description: The user creates a barrier with a psychic force that removes entry hazards and prevents their set up for five turns. Special move for: |

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Stealth rock can strip shedinja of 50% of its health just for switching.
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I have some more :3
Disaster Shooter: Disbables Miracle Shooter for 5 turns. Type: Dark. Accuuracy: 100%
Oppisite Day: Every pokemon on the field gets thier type changed to the oppisite for 5 turns. Type: Normal Accuracy: 35%
Iron Grip: Grabs the foe in a strong grip. Cannot do anything for 3 turns. Type: Steel Accuracy: 75%
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There is a move like that, its called "Taunt".
And plus, "Psycho Shield" only lasts five turns. That's not a lot. |
TNT Burst: A fire-type move that inflicts damage on the opponent. It has a high critical hit ratio.
Water Walk: A new HM that allows you to walk on water (The pokemon covers you with a magical water that allows you to walk.).
Psyblast: A psychic-type move that confuses the Pokemon, while inflicting damage on it.
blah
going to post a few i wrote for bulbagarden/pokebeach
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Fire Tempest | Fire | Special BP: 120 / Accuracy: 90% / PP: 5 Description: The user launches white flames which are so hot, they are capable of destroying anything. Effect: 30% chance of Burn, 30% chance of cutting through Protect and Flash Fire in sunny weather. Thunder Dive | Electric | Physical BP: 120 / Accuracy: 90% / PP: 5 Description: The user dives from the clouds, and strikes in a flash of blue lightning. The impact is so strong, it can break right through barriers. Effect: 30% chance of Paralysis, 30% chance of cutting through Protect and Volt Absorb in rain. |
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Meteor Crush | Rock | Special BP: 45 / Accuracy: 100% / PP: 15 Effect: Hits twice, similarly to Bonemarang. Shooting Star | Steel | Physical BP: 120 / Accuracy: 80% / PP: 10 Effect: If it misses, the user takes 1/2 the damage the opponent would have taken. (You obviously don't want to miss against a Blissey, lol) |
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Might as well give this a shot. ^^; Don't kill me if these suck. ._.; Hatred Exertion | Special BP: 140 / Accuracy: 90% / PP: 5 / Type: Dark Description: The user launches a massive blast of energy imbued with many negative emotions. Effect: Lowers the user's Special Attack by two stages. Target: In all battles, it only hits the targeted Pokemon. Thunder Strike | Physical BP: 100 / Accuracy: 90% / PP: 10 / Type: Electric Description: The user charges toward the foe at breakneck speeds, covered in electricity in the shape of a lightning bolt. Effect: 10% chance of lowering the foe's Defense, and an additional 10% chance of paralyzing the opponent. Target: In all battles, it only hits the targeted Pokemon. Mystic Wheel | Special BP: 50 / Accuracy: 100% / PP: 15 / Type: Psychic Description: Releases a giant, eccentric wave of psychic energy that seems to unnerve everything in its presence. Effect: 70% chance of lowering the foe's Special Defense by one stage. Target: In double/triple battles - All but the user. In single battles, this move targets only the opponent. Sentience | Other BP: -- / Accuracy: -- / PP: 5 / Type: Ghost Effect: Grants an immunity to Ghost-type moves for Ghost-type Pokemon, however, they lose the Normal- and Fighting-type immunities from the Ghost-type. Lasts two to three turns. If the user is not Ghost-type, this move does nothing. Target: User only. |
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These will probably be written off as generic moves, sorry in advance for that. >_> Names for the below are bad, too. =( Neon Charge Type: Electric BP: 85 / Accuracy: 100% / PP: 10 / Physical Description: Charges towards the foe in a blinding, neon-green light, and tackles them. Effect: 10% chance of lowering the foe's Defense by one stage. Inferno Dash Type: Fire BP: 85 / Accuracy: 95% / PP: 10 / Physical Description: Tackles the opponent at such a speed that the user becomes covered in flames. Effect: 10% chance of lowering Defense by one stage, 10% chance to inflict Burn status. Crystal Tackle Type: Ice BP: 85 / Accuracy: 100% / PP: 10 / Physical Description: The user becomes covered in ice crystals as it lunges towards the opponent. Effect: 10% chance of lowering Attack by one stage. |
Some pokemon-only moves:
Espeon
Night Light
Psychic/Healing
Depends on the time of day to how much it heals. Daytime it heals 1/4. Afternoon/Morning it heals 1/2. And at night it heals 3/4.
Rampardos
Hyper Headbutt
Rock/Physical
Power: 150
Accuracy: 50
The more it is used, the less powerful it is.
Time Travel: Psychic, Physical
Strength: 80 Acc: 100 PP: 10 Target: one pokemon
Effect: The user Disappears for one turn and attacks on the second
Description: The user travels through time to the next turn and charges the foe head-on
Space Warp: Psychic, Physical
Strength: 50 Acc: N/A PP: 15 Target: One pokemon
Hits without fail and hits flying/Diving/Bouncing/Digging/Gaurding Pokemon
Description: The user warps through space and attacks the opponent from behind.
Dimension Change: Psychic, Other
Target: All pokemon in the Battle
Effect:Attack is swapped with Defense, Sp. Attack is Swapped with Sp. Defense, Slower pokemon go first and pokemons' stat changes are flipped around
Description: The user warps the entire battle to a reverse Dimension
Crescent Slice: Psychic, Special
Strength: 60 Acc: 80 Target: One pokemon
Effect: Hits one pokemon Twice
Description: The user attacks the foe with a crescent-shaped blast that hits the opponent twice
New Moon: Dark, Special
Strength: 120 Acc: 80 Target: One Pokemon
Effect: Only hits sleeping pokemon, does massive damage, causes Nightmare and has a 40% chance of harshly Lowering Accuracy
Description: The user Unleashes the full power of Darkness on a sleeping foe
Titan Crush: Ground, Physical
Strength: N/A Acc: 95 Target: One Pokemon
Effect: The smaller the target pokemon is, the more damage this move does
Description: The user crushes the foe under its massive feet.
Leviathan Beam: Water, Special
Strength: N/A Acc: 95 Target: One pokemon
Effect: The Lighter the target pokemon, the more damage this move does.
Description: The user fires a cannon of water that knocks the foe back extremely far.
Strato Blast: Flying, Special
Strength: 80 Acc: 100 Target: All pokemon in battle except user
Effect: Hits all other pokemon on the field.
Description: The user Sends out a shockwave that knocks back all pokemon on the field.
Solar Collapse: Fire, Special
Strength: N/A Acc: 30 Target: One pokemon
Effect: Automatically makes the target pokemon Faint.
Description: The user forms an orb around the foe with heat so intense it can melt steel.
Water Trap: Water, Special
Strength: N/A Acc: 30 Target: One pokemon
Effect: Automatically makes one pokemon faint. Does not work on water types.
Description: The user forms an orb of water around the opponent until they run out of air.
And just for fun...
Falcon Punch: Fire, Physical
Strength: 120 Acc: 100 Target: One Pokemon
Effect:Charges for one turn, then Does Major damage and Burns
Description: The User Charges energy in its fist, then unleashes energy in a blazing, Falcon-shaped blast!
Aura Storm
Base Power: 50
Accuracy: 80%
Type: Fighting
Category: Special
Spec. Effect: Gets stronger the less HP Lucario has. (Max power 150)
Gunk Swirl
Base Power: 10
Accuracy: 75%
Type: Poision
Category: Special
Spec. Effect: The foe gets trapped in a whirlpool of gunk for 2-5 turns, much like Whirlpool but it's a tad bit weaker. It also has a 20% chance of poisioning the target or a 10% chance of badly poisioning the target after each turn.
Alright, here it goes... just gonna throw this out there:
Extreme bomb
300 Power
Normal
Physical
50% accuracy
I say 50% because the other 50% isn't a miss, it is a fail. (*insert Pokemon name here* used Extreme Bomb! But it failed!)
It's basically the stronger version of Explosion.
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Aura Storm
Base Power: 50 Accuracy: 80% Type: Fighting Category: Special Spec. Effect: Gets stronger the less HP Lucario has. (Max power 150) Gunk Swirl Base Power: 10 Accuracy: 75% Type: Poision Category: Special Spec. Effect: The foe gets trapped in a whirlpool of gunk for 2-5 turns, much like Whirlpool but it's a tad bit weaker. It also has a 20% chance of poisioning the target or a 10% chance of badly poisioning the target after each turn. |
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Dark shot
Power 100 PP 10 accuarcy 70 special DESC The pokemon takes alot of aura and completly overwelmes it with darkness. this move has a 30% chance of a critical hit. WHen the pokemon is hit theres a 10% chance of falling asleep |
Futurepower: Steel, Special
Strength: 60 Acc: 100 Target: One pokemon
Effect: Has a 20% chance of lowering all the target pokemon's stats.
Description: The user builds up a mysterious Negative energy and unleashes it on the opponent
Air Humidity: Water, Other
Target: Weather/Field
Gradually increases HP of Grass Types and Pokemon with Dry Skin. Decreases the power of Fire type and Ground type moves by 25%. Gives Bug types Levitation effect.
Description: The user Makes the air very hot and Humid which Heals Grass type pokemon.
Tense air: Fighting/Other
Target: Weather/Field
Effect: Increases the attack of Fighting type moves By 50%, Decreases the Attack of Psychic Type Moves by 50%. Promotes the Power-Upping effects of all fighting-type pokemon (Guts, Reckless, Iron fist, Technician, etc.)
Description: The user makes the air so tense that in ups the spirit but makes some pokemon Nervous.
Updraft: Flying, Other
Target: Weather/Field
Effect: Increases the speed and evasion of Flying types and pokemon with Levitate and decreases the accuracy of all Rock, Ground, and Non-wind based Special moves. Increases the power and Accuracy of Wind-Based moves (Gust, Twister, Icy wind, Heat wave, etc.)
Description: The user creates a gust of wind that shoots pokemon in the air and promotes flight.
Mind Wipe: Psychic, Special
Strength: N/A Acc: 30 Target: One Pokemon
Effect: One-hit KO
Description: The User Knocks out the Target Pokemon by Erasing its mind!
Puff Up: Normal, Special
Strength: 150 Acc: 90 Target: All other Pokemon on the field.
Effect: Massive Damage, but must Recharge
Description: The user grows to enormous proportions and Screams! Must Recharge afterward.
Rest Attack: Normal, Physical
Strength: 150 Acc: N/A Target: Self
Effect: User falls asleep and gives massive damage to whomever attacks it Phisically; wakes up if attacked.
Description: The User falls asleep and Blows up on anyone who touches it!
With the introduction of the triple battle, moves that damage all users on the field are gonna be a problem.
Black Hole Armor / Singularity Armor [Type - Psychic, PP - 3] - Maximizes defense, but directs all attacks, stat changes, damage and afflictions to the user for 2 ~ 5 turns.
e.g - Moves like surf only affects user in battle, allied Pokemon remain unharmed.