Custom Moves and Abilities (6,121 views)
waterking
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Post by waterking on Jan 28, 2016 23:54:43 GMT 12
Dragon Sense: The user is overflowing with great power it unlocks the true dragon spirit increases all stats.
Dragon Type PP - 10 Power - [ Special Attack ] Accuracy 100%
Effects: Increase all stats by one stage.
Bugs Wrath: The user unleashes a strong amount of rang at the opponent hitting it the opponent with excessive force.
Bug Type PP - 10 Power - 85 [ Physical Attack ] Accuracy 100%
Effects: Lowers Special attack by half a stage.
Foretell : The user tell the opponent that some bad is going to happen in the process the opponent Pokemon switches out and there next Pokemon Becomes either Frozen, Paralyze ,Burned, Poison.
Dark Type PP - 15 Power - [ Physical Attack ] Accuracy 50%
Effects: the switched Pokemon that comes out is Frozen,Paralyzed,Burned, Poison
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iamk07
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Post by iamk07 on Feb 3, 2016 22:14:13 GMT 12
Abilities
Dragonheart: Unleashes the dragon within -Dragon type attacks gain a 1.5 attack modifier bonus -Acquired only by non Dragon with dragonic/reptilian appearance(mostly in the Dragon egg group)
Void: Brings darkness into nothingness -Dark type attacks are nullified and recovers the HP (similar to Water Absorb) -Acquired by Caspeek/Scarerie and Zeeleap/Zeerealm
Attacks
Moon Impact: Charges at the foe with the power of the moon. The impact may confuse the foe [Fairy,Physical] Power - 85 Accuracy - 100% PP - 15 Effect - 30% chance of confusion Can be learned by most Fairy types and Pokemon with affinity to the space/moon(Moonky line, Eclipo line, Cosmet line)
Soul Strike: Summons multiple souls to attack the foe two to five times in a row [Ghost, Special] Power - 25 Accuracy - 100% PP - 20 Effect - Attacks foe 2-5 times Can be learned by Ghost types
Water Ball: Shoots multiple water balls to attack the foe. Guaranteed multiple shots in the rain [Water, Special] Power - 25 Accuracy - 90% PP - 20 Effect - Attacks foe 2-5 times. Attacks 5 times when raining. Can be learned by Water types and the Floby line
Frostbite: Freezes the foe's feet/wings/body to prevent escape [Ice, Special] Power - 40 Accuracy - 90% PP - 10 Effect - Prevents the foe from escaping(similar to Mean Look/Spider web/Block). Small chance to lower speed by 1(10% chance) Can be learned by Ice types only
Petrify: Curses the foe to slowly turn the foe to stone [Rock, Status] Power - -- Accuracy - -- PP - 5 Effect - The foe faints after 3 turns, unless it switches out of battle(similar to Perish Song but only the foe is affected) Can be learned by magic/curse oriented Pokemon(Gravole line)
Optic Beam: Blast the foe with beams coming for the eye. May increase the user's accuracy [Psychic, Special] Power - 80 Accuracy - 100% PP - 10 Effect - Increases the accuracy by a 50% chance Can be learned by Psychic Pokemon and Pokemon related to eyes(Geckone, Psytric, Bugray line)
Quicksilver: Fires a quick beam of light that always strikes first [Steel, Special] Power - 40 Accuracy - 100% PP - 30 Effect - +1 Priority (similar to Vacuum Wave, Quick Attack, etc.) Can be learned by Steel types and Pokemon with affinity to light(Mosiac line, Blitzy line)
Flying Kick: Jumps high on the first turn and attacks on the second turn [Fighting, Physical] Power - 90 Accuracy - 95% PP - 15 Effect - Jumps the first turn(cannot be hit by other attacks except Thunder, Twister, Hurricane) and attacks on the second turn(similar to Fly) Can be learned by Fighting types with affinity for kicking and other Pokemon that can jump high(Jumple line, Fibbit line)
Pixie Dust: Scatters an enchanted powder that cause a random status effect [Fairy, Status] Power - -- Accuracy - 75% PP - 20 Effect - Causes a random status effect among Paralysis, Poison, Burning and Sleep Can be learned by Lavenseed line, Pixwee line, Pruddy line, Pupetal and Healthia
Dragon Hide: Hardens the users skin to raise defenses [Dragon, Status] Power - -- Accuracy - -- PP - 20 Effect - Raises both Def and Sp.Def by 1 Can be learned by Dragon types and Raizid line, Rexite line and Stegron line
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Post by DragonicDoom on Feb 5, 2016 1:01:15 GMT 12
Draconian Impact Dragon Physical Power: 90 Accuracy: 100 Effect: If the target has raised any of its stats this attack's power is doubled. Tephra Bomb Fire Special Power: 120 Accuracy: -- Effect: This attack hits all targets but reduces the user's health by an 1/4 for every pokemon KOed. Hits pokemon using fly/bounce but not dig/dive. Mariana Crunch Water Physical Power: 100 Accuracy: 95 Effect: This move has a 10% chance to OHKO the target Ability: Convergence Powers up dual type moves Rising Dragon Physical Dragon/Fighting Power: 100 Accuracy: 90 Effect: Can hit pokemon using fly, bounce or sky drop. May lower targets defence. BTW Covergence and Rising Dragon aren't mine but were made by the deviant artist Dragonith. These were just a few custom things made for his fakemon Drathero. Please go check him out for awesome Pokefusions and Fakemon. Here is the link to his gallery dragonith.deviantart.com/gallery/Hope you like the ideas and if you wanna use the last two you'll have to ask Dragonith.
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Post by DragonicDoom on Feb 18, 2016 6:04:18 GMT 12
Breakneck Bolt Special Power 80 Accuracy 100 The user fires electrical claws at the target. Despite being a special move it makes contact.
Imperial Dive Flying Physical Power 60 Accuracy 100 +1 Priority The user dives into the opponent with incredible speed. This attack may cause the target to flinch.(10%)
Zephyr Storm Flying Special Power 75 Accuracy 100 The user creates a hurricane around the opponent before having it collapse on the target. This attack is super-effective against flying pokemon.
Draconian Impact Power 60 Accuracy 95 If the target has raised any of its stats this moves power doubles.
Glacier Burst Ice Physical Power 150 Accuracy 100 A 2 turn attack. The user punches the ground to create a wall of ice, raising the user's Defense by 3 stages. Then the user punches the ice into shards which fire at the target. The user's Defense is then reset. There is a 30% chance to freeze the target.
Swamp Slam Grass Physical Power 60 Accuracy 100 The user bursts out at the target in ferocious aura. The user's Attack and Defence may raise by one stage.
Zero please don't crush my dreams.
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Post by WT on Jul 7, 2016 22:30:57 GMT 12
We should give Volcadon and Glacidon made up abilities that benefit them, Volcandon is extremely weak to Water and Ground and Glacidon is extremely weak to Fighting type attacks so something like this
Evaporate - Water type attacks are halved or if hit by a Water type attack the users attack is lowered.
Ice Block - Fighting type attacks are halved or if hit by a Fighting type attack the users attack is lowered.
I also think we should make some generic attacks in the vein of Water/Ember/Razor Leaf, for types that don't have attacks like that. Sun/Moon is getting Leaf*ge which is said to be the Grass equivalent of Water Gun and Ember.
We should also make some more Fairy Type attacks since it's a new type there isn't much for us to give out so I randomly came up with some (I've prob mentioned some of these in the past) Here's some random ideas, they don't have to be used.
Glitter Ball - Fairy - PHYS - PP:25, ATTK:40, ACC:100 - The target is blasted with glittering energy.
Light Burst - Fairy - SPEC - PP:20, ATTK:65, ACC:90 - The user blasts the target with shining light, it has a chance of lowering the targets Accuracy.
Pixie Pulse - Fairy - SPEC - PP: 20, ATTK 70, ACC:85 - The user releases a pulse of magical energy at the target, it lowers users speed but raises it's defense.
Fairy Tail - Fairy - PHYS - PP:25, ATTK 50, ACC:100 - The user hits the target with it's glowing tail made of light.
Air Force - Flying - SPEC - PP:20, ATTK 50, ACC 85 - The user speedily attacks the foe with a force of wind, it may also lower targets Attack.
Diamond Claw - Rock - PHYS - PP:20, ATTK 60, ACC 80 - The user makes it's claws as hard as diamond and strikes at the foe, this may also lower the targets defense.
Flower Ring - Grass - PHYS(or)SPEC - PP: 20, ATTK 45, ACC: 85 - The user attacks the target and surrounds it with flowers, lowering it's special defense and special attack.
Eerie Mist - Ghost - SPEC - PP:20, ATTK:65, ACC:100 - The user surrounds the battlefield in a dense mist, lowering the targets defense, then attacks the target with a powerful strike.
Polar Crash - Ice - PHYS - PP:20, ATTK:50, ACC:100 - The user coats itself in cold air and ice and charges at the target, the raises the users speed stat. (ICe type version of Flame Charge)
Water Slide - Water - PHYS - PP:15, ATTK 85, ACC:85 - The user creates a slide of water that leads to the target to attack, it also raises the users Accuracy but lowers it's speed stat.
Ultrasonic - Normal - SPEC - PP:20, ATTK:60, ACC:95- The user lets out a high pitch scream that damages all those on the battlefield.
Bug Spray - Bug - SPEC - PP:20, ATTK:45, ACC:100 - The user sprays the target with stinging spray causing damage and may also lower targets attack.
Mega-Hug - Normal or Fairy - PHYS - PP:20, ATTK:50, ACC:85 - The user grabs the target and gives it a massive hug causing it damage. (Lophug?)
Infiltration - Psychic - SPEC - PP:15, ATTK:55, ACC:95 - The user infiltrates the users mind causing it damage and lowering it's attack and special attack.
Dragon Crush - Dragon - PHYS - PP:20, ATTK:65, ACC:90 - The user charges at the target with powerful force.
Geo-Sphere - SPEC - PP:20, ATTK:80, ACC:90 - A 2 Turn attack, The user draws in energy from the Earth and then releases it upon the target, it also lowers the targets attack and speed.
Battle Cry - Fighting - OTHER - PP:5, ATTK---, ACC:100 - The user screams out a battle cry raising it's attacks of those on it's side.
Supernova - Fire - SPEC - PP:15, ATTK:70, ACC:90 - The user powers up itself with internal heat and then releases it from it's body causing damage to the target and lowering it's accuracy.
Razor Blade - Steel - PHYS - PP:20, ATTK:75, ACC:80 - The users creates sharp razor blades with it's hands and attacks the foe, hitting twice.
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waterking
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Post by waterking on Jul 10, 2016 14:55:07 GMT 12
We should give Volcadon and Glacidon made up abilities that benefit them, Volcandon is extremely weak to Water and Ground and Glacidon is extremely weak to Fighting type attacks so something like this Evaporate - Water type attacks are halved or if hit by a Water type attack the users attack is lowered. Ice Block - Fighting type attacks are halved or if hit by a Fighting type attack the users attack is lowered. I also think we should make some generic attacks in the vein of Water/Ember/Razor Leaf, for types that don't have attacks like that. Sun/Moon is getting Leaf*ge which is said to be the Grass equivalent of Water Gun and Ember. We should also make some more Fairy Type attacks since it's a new type there isn't much for us to give out so I randomly came up with some (I've prob mentioned some of these in the past) Here's some random ideas, they don't have to be used. Glitter Ball - Fairy - PHYS - PP:25, ATTK:40, ACC:100 - The target is blasted with glittering energy. Light Burst - Fairy - SPEC - PP:20, ATTK:65, ACC:90 - The user blasts the target with shining light, it has a chance of lowering the targets Accuracy. Pixie Pulse - Fairy - SPEC - PP: 20, ATTK 70, ACC:85 - The user releases a pulse of magical energy at the target, it lowers users speed but raises it's defense. Fairy Tail - Fairy - PHYS - PP:25, ATTK 50, ACC:100 - The user hits the target with it's glowing tail made of light. Air Force - Flying - SPEC - PP:20, ATTK 50, ACC 85 - The user speedily attacks the foe with a force of wind, it may also lower targets Attack. Diamond Claw - Rock - PHYS - PP:20, ATTK 60, ACC 80 - The user makes it's claws as hard as diamond and strikes at the foe, this may also lower the targets defense. Flower Ring - Grass - PHYS(or)SPEC - PP: 20, ATTK 45, ACC: 85 - The user attacks the target and surrounds it with flowers, lowering it's special defense and special attack. Eerie Mist - Ghost - SPEC - PP:20, ATTK:65, ACC:100 - The user surrounds the battlefield in a dense mist, lowering the targets defense, then attacks the target with a powerful strike. Polar Crash - Ice - PHYS - PP:20, ATTK:50, ACC:100 - The user coats itself in cold air and ice and charges at the target, the raises the users speed stat. (ICe type version of Flame Charge) Water Slide - Water - PHYS - PP:15, ATTK 85, ACC:85 - The user creates a slide of water that leads to the target to attack, it also raises the users Accuracy but lowers it's speed stat. Ultrasonic - Normal - SPEC - PP:20, ATTK:60, ACC:95- The user lets out a high pitch scream that damages all those on the battlefield. Bug Spray - Bug - SPEC - PP:20, ATTK:45, ACC:100 - The user sprays the target with stinging spray causing damage and may also lower targets attack. Mega-Hug - Normal or Fairy - PHYS - PP:20, ATTK:50, ACC:85 - The user grabs the target and gives it a massive hug causing it damage. (Lophug?) Infiltration - Psychic - SPEC - PP:15, ATTK:55, ACC:95 - The user infiltrates the users mind causing it damage and lowering it's attack and special attack. Dragon Crush - Dragon - PHYS - PP:20, ATTK:65, ACC:90 - The user charges at the target with powerful force. Geo-Sphere - SPEC - PP:20, ATTK:80, ACC:90 - A 2 Turn attack, The user draws in energy from the Earth and then releases it upon the target, it also lowers the targets attack and speed. Battle Cry - Fighting - OTHER - PP:5, ATTK---, ACC:100 - The user screams out a battle cry raising it's attacks of those on it's side. Supernova - Fire - SPEC - PP:15, ATTK:70, ACC:90 - The user powers up itself with internal heat and then releases it from it's body causing damage to the target and lowering it's accuracy. Razor Blade - Steel - PHYS - PP:20, ATTK:75, ACC:80 - The users creates sharp razor blades with it's hands and attacks the foe, hitting twice. Sweet Tooth - Fariy- Special - PP:25, ATTK:00 ACC:100 - The user throws a sweet treat at opponent resulting in it's Defense being lowered and it's attack to be increased half a stage. Magic Wound - Fairy- Special- PP:15, ATTK:00,ACC:100- The user touches the opponent with a magic wound transforming the opponent into any Pokémon in the party of the trainer.
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Post by WT on Jul 11, 2016 1:26:58 GMT 12
Sweet Tooth sounds good. I take it you mean 'Magic Wand' This wouldn't work in the wild, how about instead it raises your attack and lowers your targets attack. Another couple attacks I thought of Randomize - Normal - OTHER - PP:20, ATTK:0, ACC:80 - The attack can cause a variety of different things to happen - It can cause a random status condition, lower a stat, cause damage, absorb HP to the user, or cause confusion. Infection - Poison - PHYS - PP:25, ATTK:60, ACC:85 - The user charges at the target and biting them with a powerful bite, causing damage and it has a chance of causing Poison status and lowering defense. Power Surge - Electric - SPEC - PP:15, ATTK:70, ACC:90 - A 2 turn attack, the user charges itself with power and raising it's Attack stat, then releases the electrical surge at the target on the second turn. Darkness Wave - Dark - SPEC - PP:20, ATTK:75, ACC:80 - The user releases a wave of dark energy at the target causing damage and lowering the targets defense and special defense. Water Bomb - Water - SPEC - PP:25, ATTK:50, ACC: 100 - The user throws balls of water at the target, causing it damage and lowering it's speed.
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waterking
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Post by waterking on Jul 12, 2016 18:31:24 GMT 12
Sweet Tooth sounds good. I take it you mean 'Magic Wand' This wouldn't work in the wild, how about instead it raises your attack and lowers your targets attack. Another couple attacks I thought of Randomize - Normal - OTHER - PP:20, ATTK:0, ACC:80 - The attack can cause a variety of different things to happen - It can cause a random status condition, lower a stat, cause damage, absorb HP to the user, or cause confusion. Infection - Poison - PHYS - PP:25, ATTK:60, ACC:85 - The user charges at the target and biting them with a powerful bite, causing damage and it has a chance of causing Poison status and lowering defense. Power Surge - Electric - SPEC - PP:15, ATTK:70, ACC:90 - A 2 turn attack, the user charges itself with power and raising it's Attack stat, then releases the electrical surge at the target on the second turn. Darkness Wave - Dark - SPEC - PP:20, ATTK:75, ACC:80 - The user releases a wave of dark energy at the target causing damage and lowering the targets defense and special defense. Water Bomb - Water - SPEC - PP:25, ATTK:50, ACC: 100 - The user throws balls of water at the target, causing it damage and lowering it's speed. RUST - Water/Flying - SPEC - PP:10, ATTK:85 , ACC: 75 - This move is super effective against steel type Pokemon the user is covered in red dust from a chemical combination of water and air resulting in the foes defense to drop dramatically.
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Post by WT on Jul 12, 2016 19:51:09 GMT 12
Rust feels more like it would be a Steel type move? Since there is the Corrosion ability now, this would be a good ability to use against Steel types.
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Post by WT on Jul 12, 2016 20:01:56 GMT 12
A couple more ideas.
Hot Spikes - Fire - OTHER - PP:15, ATTK:--, ACC:100 - The user throws out , causing burn status to any Pokemon that enters the battlefield (Fire version of Toxic Spikes)
Wild Fire - Fire - PHYS - PP:20, ATTK:55, ACC:95 - The user surrounds itself in fire and attacks the target, if there are multiple Pokemon on the field, the damage is doubled.
Soul Crusher - Ghost - SPEC - PP:20, ATTK: 60, ACC:90 - The user possesses the targets soul and causes it to attack itself, this can also lower the targets special defense.
Shadow Charge - Dark - PHYS - PP:20, ATTK:50, ACC:100 - The user surrounds itself in shadow and charges at the target, it raises the users defense. (Dark type Flame Charge? Werehide attack?)
Lullaby - Fairy - OTHER - PP:20, ATTK:--, ACC:100 - The user sings a sweet lullaby to the target, it lowers the targets attack and speed.
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zerobreaker
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Post by zerobreaker on Jul 13, 2016 0:09:35 GMT 12
I'm going to take some time reviewing all those moves later on. But do keep the ideas going!
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Post by WT on Jul 13, 2016 19:30:35 GMT 12
Abilities.
Slippery Skin - Any attacks that have multiple hits only hit once.
Possessed - This ability gives the user a Ghost types advantage of not being effected by Normal or Fighting Type moves.
Bouncy - Physical attacks are reduced by 20%
Psycho Boost - If the user is hit by a Psychic type move, it's special attack is raised.
Ice Cold - If hit by a physical attack, the target has a chance are getting frozen.
Fire-Up - Raises Attack if hit with a Fire type move.
Karma - If hit with a super effective move, the opponents attack is lowered by 50%.
New Attacks:
Heavy Hit - Normal - PHYS - PP:20, ATTK:65, ACC:80 - The user attacks the target with a powerful hit, this has a chance at lowering the targets speed.
Aqua Ball - Water - SPEC - PP:25, ATTK:60, ACC:100 - The user throws a ball of water at the target causing damage and lowering the targets speed.
Night Wing - Dark - PHYS - PP:25, ATTK:70, ACC:90 - The target is hit with wings of darkness, it may also raise the users attack stat.
Deceiving Dash - Dark - PHYS - PP:20, ATTK:60, ACC:90 - The user tricks the target by running around then pounces on it, this may raise the users Speed stat.
Grass Cutter - Grass - SPEC - PP:25, ATTK:60, ACC:100 - The user fires a wave of sharp grass at the target causing damage, this may also lower the targets defense.
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zerobreaker
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Post by zerobreaker on Jul 14, 2016 16:38:04 GMT 12
So I finally spent some time to take a look over the newer moves. Keep in mind that adding too many moves isn't always a good thing, because where are you going to fit all those moves in?
Glitter Ball: I'm actually okay with this move as a more generic Fairy-type move than Fairy Wind, but it being physical is kind of weird.
Light Burst: Seems to be a bit similar with Dazzling Gleam, but eh, why not.
Pixie Pulse: The secondary effect doesn't make much sense to me: why would it make the user slower but more capable of taking physical hits?
Fairy Tail: (insert obvious joke here) I'd say it's a bit too weak for a tail move, but then I remembered about Poison Tail. Still, without secondary effects, I'd say buffing it to 60 BP would be better.
Air Force: First, that's... kind of a hilarious name. Now I have the mental image of a mon calling in bombers duaring a fight. Aero Force would probably sound better.
Also, It's way too weak for a name that implies power. Since in the description it mentions using the force of wind as an attack, how about a Psyshock clone?
Diamond Claw: I'd compare this to Crush Claw, which is a lot more accurate and stronger. Yes, that one's a Normal-type move. This is still too weak to be used in most cases. a 90% accuracy and 65 BP would be far better - well, partly to prevent Technician users from abusing the Def drop, but still.
Flower Ring: Sounds more like a status move to me. Like Aqua Ring. Yeah.
Eerie Mist: Same deal with above - sounds like Mist but spookier.
Polar Crash: Sounds great to me. God knows Ice-types really need the speed boosts.
Water Slide: This is kind of a complex concept for a single attack? And raising accuracy/lowering speed doesn't make much sense. Honestly, the reverse would make more sense.
Ultrasonic: So this is basically a weaker Boomburst, I take it? I'm okay with this, though there's one thing: Supersonic's japanese name is already Ultrasound. Not too severe of a problem, yes, but still.
Bug Spray: Uh, this sounds more like an item?
Mega-Hug: Silly name, but sure, why not. Might want to give it some special effects like trapping damage.
Infiltration: Yeahhhh, not really feeling this one, too specific of an attack.
Dragon Crush: Sounds a lot like Dragon Rush to me, to be honest.
Geo-Sphere: Way too weak for a 2-turn attack, though I suppose the secondary effects mitigate this a bit. Still, might want to buff it up to something like 100 or 120 BP.
Battle Cry: This is amazing.
Supernova: Too weak for a move with such a name; I'd prefer an Explosion clone, but with Fire-type and maybe burn incuding.
Razor Blade: Yes. Except that 75 BP hitting twice is way too powerful. Compare this to all 2-hit moves - at most they have 50 BP per hit.
Sweet Tooth: Why would you want to increase the Atk of an opponent? And, well, I'm having trouble thinking of how this attack would be executed. Dunno.
Magic Wand: This can work I guess, but it's probably going to be a pain in the ass to code.
Randomize: First, yeah, the name doesn't work. Can I suggest Roulette as a replacement? Second, It sounds like Present but more versatile. I like it. Kinda.
Infection: Isn't this just Poison Fang? Anyways, The name reminds me of Infestation, so maybe a Poison-type trapping move can work. Or a contact-spreaded Poison status.
Power Surge: See Geo-Sphere, and, well, see Skull Bash for reference. Also, why raise Atk instead of SpA?
Darkness Wave: This is nice, I think, as long as the defenses lowering won't have a chance higher than 40%.
Water Bomb: Nice one. Might want to boost it up to Low Sweep/Bulldoze levels.
Rust: Yeah, make that a Steel-type move that is SE against Steel types.
Hot Spikes: I'd like to mention here that burn as a entry hazard is incredibly powerful, as this nullifes any non-Fire-type physical attackers. For Toxic Spikes, you have a lot of rapid spinners that are Steel-type and wouldn't get Poisoned, but you'll need Fire-types to absorb the Hot Spikes, and if there's Stealth Rock on the field they're going to take a lot more damage, making this kind of overpowering.
But hey, can't be any worse than other entry hazards ingame. It's just my competitive-focused mind complaining about this.
Wild Fire: Sure, why not.
Soul Crusher: This name, lol. If you're still going with the name, the move is definitely too weak to fit.
Shadow Charge: Okay, but why raises Def?
Lullaby: Sounds good to me, kind of like a reverse Dragon Dance.
Heavy Hit: Sounds kind of like Heavy Slam, except nowhere nearly as powerful. Eh.
Aqua Ball: Wait, isn't this basically Water Bomb?
Night Wing: Sounds nice, except that I'd rather go with a Speed boost since things with wings usually have better mobility when using them.
Deceiving Dash: The name and the effect doesn't really fit. I'm thinking a move that bypasses Protecting moves, like Feint but stronger. How's that?
Grass Cutter: Yep, sounds good to me.
As for abilities:
Evaporate/Ice Block: Eh, Solid Rock/Filter works better.
Slippery Skin: Ohhh, this one sounds fun.
Possessed: Interesting. While the effect doesn't fit the name all that much - the mon's physical body is still getting damaged, after all - I like the effect itself. Slightly OP, but still.
Bouncy: Fur Coat kind of already does this? Not that I'm opposed to a Fur Coat clone, of course, but I would've preferred one to be for Special Defense.
Ice Cold: Sure, why not. We need a freeze clone of Flame Body, anyways.
Fire-Up: Oh look, a Fire-type clone of Sap Sipper. Not that I mind; there's only Flash Fire for Fire-type immunity abilities before, anyways.
Karma: 50%? That's like 2 stages drop. Man, that's scary. This can fit on some weaker mons, I guess?
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Post by WT on Jul 14, 2016 23:41:51 GMT 12
Thanks for the feedback, I actually have no idea how to make up attacks, I'm just winging it haha. Can you write down how you would have them? (like how they would be officially) so it's easier for Tao to go over and ones he likes into the game.
Also the abilities as well. Fur Coat - It wouldn't make sense to have this ability on a Pokemon that didn't have fur so this would fit those furless Pokemon haha
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zerobreaker
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Post by zerobreaker on Jul 15, 2016 19:46:27 GMT 12
Glitter Ball: 40 BP, 100% Accu., 25 PP, Fairy, Special; hits any opponent, no secondary effects Light Burst: 65 BP, 90% Accu., 20 PP, Fairy, Special; hits all adjacent opponents, 10% chance to lower Accuracy by 1 stage Fairy Tail: 60 BP, 100% Accu., 20 PP, Fairy, Physical; hits any adjacent opponent, no secondary effects Aero Force: 80 BP, 100% Accu., 10 PP, Flying, Special; hits any adjacent opponent, calculates damage with opponent's Defense instead of Special Defense Diamond Claw: 75 BP, 85% Accu., 10 PP, Rock, Physical; hits any adjacent opponent, 50% chance to lower Defense by 1 stage Eerie Mist: -- BP, -- Accu., 10 PP, Ghost, Status; affects all targets on field, sets Eerie Mist terrain for 5 turns, boosting Ghost-type moves by 50% and doubling flinch chance Polar Crash: 50 BP, 100% Accu., 20 PP, Ice, Physical; hits any adjacent opponent, boosts user's Speed by 1 stage Ultra Noise: 60 BP, 95% Accu., 20 PP, Normal, Special; hits all adjacent targets, no secondary effects Mega-Hug: 50 BP, 90% Accu., 10 PP, Fairy, Physical; hits any adjacent target, traps target for 4-5 turns, dealing 1/8 HP damage each turn Geo-Sphere: 100 BP, 95% Accu., 10 PP, Ground, Special; hits any opponent, requires 1 turn to charge up, lowers Attack and Special Attack by 1 stage Battle Cry: -- BP, -- Accu., 15 PP, Fighting, Status; affects all allies, boosts self and allies' Attack by 1 stage Supernova: 250 BP, 90% Accu., 5 PP, Fire, Physical; hits all adjacent targets, 30% chance to burn, user faints regardless of whether the move hits Razor Blade: 90 BP, 100% Accu., 15 PP, Steel, Physical; hits any adjacent opponent, +1 critical hit ratio Magic Wand: -- BP, -- Accu., 10 PP, Fairy, Status; hits any adjacent opponent, Transforms target into a random pokemon on the opposing trainer's team. Fails if used against trainers with only one pokemon or wild pokemons Roulette: -- BP, 90% Accu., 20 PP, Normal, Special; hits any targets, has an equal chance of causing the following effects to happen: reduces a random stat by 2 stages, inflicts a random status effect, heals the user by 25%, inflicts confusion or execute an attack with 60 BP Power Surge: 120 BP, 100% Accu., 10 PP, Electric, Special; hits all adjacent targets, requires 1 turn to charge up, boosts user's Special Attack on first turn; Does not require a turn to charge if Charge is used beforehand Darkness Wave: 75 BP, 85% Accu., 10 PP, Dark, Special; hits all adjacent targets, 30% chance to lower Defense and Special Defense by 1 stage Water Bomb: 60 BP, 100% Accu., 20 PP, Water, Special; hits any adjacent opponent, lowers Speed by 1 stage Rust Flake: 70 BP, 100% Accu., 20 PP, Steel, Special; hits any adjacent opponent, Super Effective against Steel-type Lullaby: -- BP, 100% Accu., 15 PP, Fairy, Status; hits any adjacent targets, lowers Attack, Special Attack and Speed Night Wing: 70 BP, 90% Accu., 25 PP, Dark, Physical; hits any adjacent opponent, 10% chance to boost user's Speed by 1 stage Deceit Dash: 40 BP, 100% Accu., 10 PP, Dark, Physical; hits any adjacent opponent, +2 priority, ignores Protect and clones
Slippery: multi-hit moves only hit once. Bouncy: reduces damage of Physical moves by 30%; opponent receives 1/16 HP recoil. Ice Cold: 20% chance to induce freeze when hit by a Physical move. Fire-Up: boosts Attack by 1 stage when hit by a Fire type move; immune to Fire type moves. Karma: lowers the opponent's Attack and Special Attack by 1 stage when hit by a Super Effective move.
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waterking
Basic Trainer
I have made 82 posts
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I joined February 2015
My gender is Male
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Post by waterking on Jul 19, 2016 5:11:39 GMT 12
Glitter Ball: 40 BP, 100% Accu., 25 PP, Fairy, Special; hits any opponent, no secondary effects Light Burst: 65 BP, 90% Accu., 20 PP, Fairy, Special; hits all adjacent opponents, 10% chance to lower Accuracy by 1 stage Fairy Tail: 60 BP, 100% Accu., 20 PP, Fairy, Physical; hits any adjacent opponent, no secondary effects Aero Force: 80 BP, 100% Accu., 10 PP, Flying, Special; hits any adjacent opponent, calculates damage with opponent's Defense instead of Special Defense Diamond Claw: 75 BP, 85% Accu., 10 PP, Rock, Physical; hits any adjacent opponent, 50% chance to lower Defense by 1 stage Eerie Mist: -- BP, -- Accu., 10 PP, Ghost, Status; affects all targets on field, sets Eerie Mist terrain for 5 turns, boosting Ghost-type moves by 50% and doubling flinch chance Polar Crash: 50 BP, 100% Accu., 20 PP, Ice, Physical; hits any adjacent opponent, boosts user's Speed by 1 stage Ultra Noise: 60 BP, 95% Accu., 20 PP, Normal, Special; hits all adjacent targets, no secondary effects Mega-Hug: 50 BP, 90% Accu., 10 PP, Fairy, Physical; hits any adjacent target, traps target for 4-5 turns, dealing 1/8 HP damage each turn Geo-Sphere: 100 BP, 95% Accu., 10 PP, Ground, Special; hits any opponent, requires 1 turn to charge up, lowers Attack and Special Attack by 1 stage Battle Cry: -- BP, -- Accu., 15 PP, Fighting, Status; affects all allies, boosts self and allies' Attack by 1 stage Supernova: 250 BP, 90% Accu., 5 PP, Fire, Physical; hits all adjacent targets, 30% chance to burn, user faints regardless of whether the move hits Razor Blade: 90 BP, 100% Accu., 15 PP, Steel, Physical; hits any adjacent opponent, +1 critical hit ratio Magic Wand: -- BP, -- Accu., 10 PP, Fairy, Status; hits any adjacent opponent, Transforms target into a random pokemon on the opposing trainer's team. Fails if used against trainers with only one pokemon or wild pokemons Roulette: -- BP, 90% Accu., 20 PP, Normal, Special; hits any targets, has an equal chance of causing the following effects to happen: reduces a random stat by 2 stages, inflicts a random status effect, heals the user by 25%, inflicts confusion or execute an attack with 60 BP Power Surge: 120 BP, 100% Accu., 10 PP, Electric, Special; hits all adjacent targets, requires 1 turn to charge up, boosts user's Special Attack on first turn; Does not require a turn to charge if Charge is used beforehand Darkness Wave: 75 BP, 85% Accu., 10 PP, Dark, Special; hits all adjacent targets, 30% chance to lower Defense and Special Defense by 1 stage Water Bomb: 60 BP, 100% Accu., 20 PP, Water, Special; hits any adjacent opponent, lowers Speed by 1 stage Rust Flake: 70 BP, 100% Accu., 20 PP, Steel, Special; hits any adjacent opponent, Super Effective against Steel-type Lullaby: -- BP, 100% Accu., 15 PP, Fairy, Status; hits any adjacent targets, lowers Attack, Special Attack and Speed Night Wing: 70 BP, 90% Accu., 25 PP, Dark, Physical; hits any adjacent opponent, 10% chance to boost user's Speed by 1 stage Deceit Dash: 40 BP, 100% Accu., 10 PP, Dark, Physical; hits any adjacent opponent, +2 priority, ignores Protect and clones Slippery: multi-hit moves only hit once. Bouncy: reduces damage of Physical moves by 30%; opponent receives 1/16 HP recoil. Ice Cold: 20% chance to induce freeze when hit by a Physical move. Fire-Up: boosts Attack by 1 stage when hit by a Fire type move; immune to Fire type moves. Karma: lowers the opponent's Attack and Special Attack by 1 stage when hit by a Super Effective move. . Abilities Ability:Tailgate - Boosts the Power of Tail moves Ability: Stargaze - When a Opponent Misses an attack it is frozen for two turns and cannot be thawed out by fire Ability:Psych - When at half health it Special attack is raised
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waterking
Basic Trainer
I have made 82 posts
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I joined February 2015
My gender is Male
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Post by waterking on Jul 19, 2016 5:13:21 GMT 12
Glitter Ball: 40 BP, 100% Accu., 25 PP, Fairy, Special; hits any opponent, no secondary effects Light Burst: 65 BP, 90% Accu., 20 PP, Fairy, Special; hits all adjacent opponents, 10% chance to lower Accuracy by 1 stage Fairy Tail: 60 BP, 100% Accu., 20 PP, Fairy, Physical; hits any adjacent opponent, no secondary effects Aero Force: 80 BP, 100% Accu., 10 PP, Flying, Special; hits any adjacent opponent, calculates damage with opponent's Defense instead of Special Defense Diamond Claw: 75 BP, 85% Accu., 10 PP, Rock, Physical; hits any adjacent opponent, 50% chance to lower Defense by 1 stage Eerie Mist: -- BP, -- Accu., 10 PP, Ghost, Status; affects all targets on field, sets Eerie Mist terrain for 5 turns, boosting Ghost-type moves by 50% and doubling flinch chance Polar Crash: 50 BP, 100% Accu., 20 PP, Ice, Physical; hits any adjacent opponent, boosts user's Speed by 1 stage Ultra Noise: 60 BP, 95% Accu., 20 PP, Normal, Special; hits all adjacent targets, no secondary effects Mega-Hug: 50 BP, 90% Accu., 10 PP, Fairy, Physical; hits any adjacent target, traps target for 4-5 turns, dealing 1/8 HP damage each turn Geo-Sphere: 100 BP, 95% Accu., 10 PP, Ground, Special; hits any opponent, requires 1 turn to charge up, lowers Attack and Special Attack by 1 stage Battle Cry: -- BP, -- Accu., 15 PP, Fighting, Status; affects all allies, boosts self and allies' Attack by 1 stage Supernova: 250 BP, 90% Accu., 5 PP, Fire, Physical; hits all adjacent targets, 30% chance to burn, user faints regardless of whether the move hits Razor Blade: 90 BP, 100% Accu., 15 PP, Steel, Physical; hits any adjacent opponent, +1 critical hit ratio Magic Wand: -- BP, -- Accu., 10 PP, Fairy, Status; hits any adjacent opponent, Transforms target into a random pokemon on the opposing trainer's team. Fails if used against trainers with only one pokemon or wild pokemons Roulette: -- BP, 90% Accu., 20 PP, Normal, Special; hits any targets, has an equal chance of causing the following effects to happen: reduces a random stat by 2 stages, inflicts a random status effect, heals the user by 25%, inflicts confusion or execute an attack with 60 BP Power Surge: 120 BP, 100% Accu., 10 PP, Electric, Special; hits all adjacent targets, requires 1 turn to charge up, boosts user's Special Attack on first turn; Does not require a turn to charge if Charge is used beforehand Darkness Wave: 75 BP, 85% Accu., 10 PP, Dark, Special; hits all adjacent targets, 30% chance to lower Defense and Special Defense by 1 stage Water Bomb: 60 BP, 100% Accu., 20 PP, Water, Special; hits any adjacent opponent, lowers Speed by 1 stage Rust Flake: 70 BP, 100% Accu., 20 PP, Steel, Special; hits any adjacent opponent, Super Effective against Steel-type Lullaby: -- BP, 100% Accu., 15 PP, Fairy, Status; hits any adjacent targets, lowers Attack, Special Attack and Speed Night Wing: 70 BP, 90% Accu., 25 PP, Dark, Physical; hits any adjacent opponent, 10% chance to boost user's Speed by 1 stage Deceit Dash: 40 BP, 100% Accu., 10 PP, Dark, Physical; hits any adjacent opponent, +2 priority, ignores Protect and clones Slippery: multi-hit moves only hit once. Bouncy: reduces damage of Physical moves by 30%; opponent receives 1/16 HP recoil. Ice Cold: 20% chance to induce freeze when hit by a Physical move. Fire-Up: boosts Attack by 1 stage when hit by a Fire type move; immune to Fire type moves. Karma: lowers the opponent's Attack and Special Attack by 1 stage when hit by a Super Effective move. Abilities Ability:Tailgate - Boosts the Power of Tail moves Ability: Stargaze - When a Opponent Misses an attack it is frozen for two turns and cannot be thawed out by fire Ability:Psych - When at half health it Special attack is raised It would be really nice if you did the same with all the moves on the form page just to sum everything up
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zerobreaker
Noob Trainer
I have made 48 posts
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I joined September 2015
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Post by zerobreaker on Jul 19, 2016 15:58:26 GMT 12
I kind of... PMed the ones I like to Tao a while ago, lol
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waterking
Basic Trainer
I have made 82 posts
Right now I'm Offline
I joined February 2015
My gender is Male
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Post by waterking on Jul 20, 2016 2:53:44 GMT 12
On ok that's cool I am happy because some of the moves you picked were mine so I think you for that can we still add some more moves
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Post by DragonicDoom on Aug 5, 2016 8:15:19 GMT 12
Barbaric Boom Special P 110 A 95 PP 10 The user releases a deafening roar that terrifies the target. This may lower the target's Attack.
Carnage Ripper Physical P 80 A 100 PP 10 The user savagely tears apart the target. Has a high chance of drastically lowering the target's Defense stat.
Dragon Blade Physical P 100 A 100 PP 10 Priority +5 A powerful rending blade attack that breaks the sound barrier.The user's Defence is lowered.
Supreme Thunder Special Electric P 130 A 70 PP 5 A divine bolt of lightning crashes down bringing judgment. This move hits all Pokemon the field when in the rain, but the damage splits. (Hits everyone in Triple battles)
Stun Jab Electric Physical P 60 A 100 PP 30 An electrified one-inch punch that can flinch or paralyze the target.
Blind Rage-Attacks with an accuracy less than 90% the power is increased by 50%.
Giddy Fist-The user's Attack doubles when confused
Strong Dawn-Causes sunlight that heals all Fire types by 1/8 total HP (Doesn't include the effects of Drought)
Xanthophyll-Doubles Attack in sunlight
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