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File: blaziken-charizard.png (116 KB, 640x480)
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>Nectar
-Grass
-Status
-80 acc
-Heal 25% HP of an ally pokemon and increase in one stage their speed

>Burning field
-Fire
-Status
-90 acc
-Sets the battlefield on fire, dealing damage each turn to all pokemon that are not fire nor dragon type.

>Drown
-Water
-Physical
-90pwr 100acc
-Takes the opponent underwater and both disappear until next turn dealing damage

>Metamorphosis
-Bug
-Status
- --acc
-If used by a pupa pokemon, this evolves in battle, healing full HP, PP and any status condition

>Wing Blast
-Flying
-Physical
-60pwr 90acc
-This move has reduced priority. It hit a powerful blow with wings that send the target flying back to its pokeball

>Light Beam
-Normal
-Special
-60pwr 100acc
-Fires a less powerful Hyper Beam that doesn't leaves the user recharging

>Stinky Cloud
-Poison
-Special
-60pwr 100acc
-Releases a cloud of pure odor that has 30% probability of leaving the target flinched

>Thunder Hammer
-Electric
-Physical
-110 pwr 80acc
-A strong fist charged with the power of a thunder has 10% prob of paralizing the target

>Quicksand
-Ground
-Special
-70pwr 90acc
-Leaves the target unable to switch

>Will Shock
-Fighting
-Special
-20-200pwr 100acc
-The lower the HP, the higher the power of this move

>Mirage
-Psychic
-Status
-100acc
-Creates an illusion to protect it self from any damage. If the opponent is already confused it will always hurt itself in confusion. This move will fail if used again.

>Charging Stone
-Rock
-Status
-100 acc
-+2 priority. Maximises its Sp.Def for 1 turn, Sp. Def goes back to normal at the end of the turn. If in this turn the user is hit by a special move increases the user's Sp. Atk in 4 stages.

>Ice Block
-Ice
-Physical
-90pwr 95acc
-If used on an ally, this move increase its priority +1 and will protect them from any move. If used again on an ally it will fail.
>>
>Possession
-Ghost
-Status
-80 acc
-The user summons a spirit that possesses the target and inflict them a random mental condition (infatuation, taunt, encore, torment or disable)

>Dragon Roar
-Dragon
-Status
-90acc
-The user blasts a mighty roar that lowers the Attack and Speed of the target 1 stage

>Steel Slash
-Steel
-Physical
-70pwr 100acc
-This move ignores the target's Defense increament

>Mock
-Dark
-Status
-90acc
-This move hits both opponents. If the targets has any lowered stat, those will lose another 1 stage on their lower stat

>Magical Punch
-Fairy
-Physical
-90pwr --acc
-Using fairy trickery, the user throws a punch that never fails
>>
>>57214309
>Mock
doesn't neee to be inaccurate

>Magical Punch
BP too high, even for an intended modernization
name's not very good

>Steel Slash
not a good name, especially since it's not a slash clone
BP too low

>Dragon Roar
shouldn't be inaccurate

>Possession
not the best conceptualization
too inaccurate

>>57214306
>Ice Block
not the best conceptualization in line with the mechanic

>Charging Stone
name needs tweaking

>Mirage
dynamics unclear

>Will Shock
bad name

>Quicksand
not in line with its archetype

>Thunder Hammer
okay

>Stinky Cloud
terrible name, too low BP

>Light Beam
that's not how that works

>Wing Blast
uncreative name

>Metamorphosis
not sold

>Drown
inappropriate name, BP too high

>Burning Field
hazards don't have accuracy

>Nectar
doesn't need to be inaccurate
>>
>>57214500
>zero ideas of your own
>>
>>57214299 (OP)
>Flytrap
-Grass, Phys, 100 Pow, 100% acc, 5 PP, SE against Bug, only works against Bug, binds

>Firebrand
-Fire, Phys, 20 Pow, 100% acc, 20 PP, 100% burn

>Spring Water
-Water, Stat, N/A, 100% acc, 10 PP, removes poison or burn on target

Only starter types for now
>>
>>57214515
let's see how many people even do as much as what I did

asking people here to put in a lot of time and effort for no immediate return is foolhardy
>>
>>57214583
>Flytrap
Considering Freezy-Dry exists and it's not limited to Water types, Flytrap should simply be SE against Bugs. It's stupid if it only can be used on Bugs, not worth a slot. Also, I would rather punish Flying types instead of Bug even with the obvious reference to venus flytraps. Flying is more common than Bug. Would be such a nice nuke to Ground/Flying types.

>Firebrand
The Nuzzle clone. Okay.

>Spring Water
Kind of similar to Refresh and Aromatherapy, but without curing paralysis. And both of those moves got cut. So not worth it IMO.
>>
I was thinking of a Steel-type move, something called Reforge, but I can't decide whether a Steel-types Shell Smash or reverse Shell Smash would be too OP or not.
>>
>>57214583
>Aftershock
-Ground, Phys, 50 Pow, 100% acc, 15 PP, hits adjacent foes and allies, does 1/10 damage every turn, lasts for 3 turns, 50% damage boost if used after "earthquake-themed" moves

>Siliconstruction
-Rock, Stat, N/A, 100% acc, 5 PP, heals 75% of target's max HP, only usable on Rock, Ground and Steel types

>Iron Will
-Steel, Stat, N/A, 100% acc, 10 PP, protects user from damages from foe's attacks this turn, raises defense by 1 level if hit by a super-effective attack, increased chances of failire if used consecutively, +4 priority
>>
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>Ensnare
-Signature move for Tangrowth. 50 DMG, 90 ACC, locks the target to -1 priority for 2-5 turns (or 7 if they're holding the grip claw).

>Ice Slap
-Signature move for Jynx. 90 DMG, 100 ACC, Deals physical damage but pulls from her special. Deals 1.5x damage if the target is male.

>Glomp
-Fairy, weight-based DMG, 95 ACC, double damage and guaranteed hit if the user or target is infatuated.

Can't be bothered to come up with any more
>>
Digestive Trap - Grass
If an opponent makes contact it is effected by a wrap like effect unable to move and takes damage for several turns.

Burn Fuel - Fire
If any pokemon is knocked out this turn increase attack and special by 2.

Dysphoria - Fairy
Changes the target pokemon's gender. Gives them a random gender if they are genderless.

Get Along - Psychic
Garunteed flinch attack if the target is not using a damaging move. If the trainer has an empty space in their party they receive an egg of the target mon's type.

Big Mouth - Dark
If the target is defeated gain full stacks of Stockpile.

Belly Rub - Normal
Heals a partner pokemon for every point of stockpile they have.

Disposal - Poison
Deals damage based on how much stockpile swallows and berries used this battle.
>>
>Grass
>Root kick
Physical move, recuperates HP, deals extra damage on ground and water pokemon

>Fire
>Firewall
Puts a barrier that last 2 turns, special moves deals half damage, opponents that makes contact moves get burned

>Water
>Washing whirl
Recuperates 1/8 max HP, cleans your side of the field from entry hazards and binding effects

>Bug
>Ecdysis
User loses all bug-type weaknesses for 5 turns, speed rises 1 stage at the end of the 5th turn

>Flying
>Cloud bomb
Special move, 10% prob of lowering accuracy 1 stage

>Normal
>Dance
Rises accuracy and speed 1 stage, it fails if used twice in a row

>Poison
>Sticky punch
Physical move, it steal the item hold by the target

>Electric
>Microwaves
Status move, leaves the taget burned, 70& acc

>Ground
>Dust cloud
Special move, 30% prob of lowering accuracy

>Fighting
>Power pose
Rises defense and special defense 1 stage, raises 3 stages if the users has 1/8 of their max HP

>Psychic
>Mind control
>First turn the user enters to the mind of the target (it does nothinng), the second turn the user selects a move from the target and attacks any pokemon on the field (included the controlled pokemon)

>Rock
>Gem gleam
Special attack, 60 bp, 10% prob of lowering accuracy

>Ice
>Freezing touch
Status move, contact move, it leaves the target frozen, 70% acc

>Ghost
>Ghost shriek
Special move, 40 bp, 10% prob of flinching

>Dragon
>Flame clouds
Makes user's dragon-type moves able to hit fairies and immune to ground-type moves

>Dark
>Villainous laugh
If the target has any lowered stat, the user rises those stats the same amount of stages the taget have them lowered

>Steel
>Undent
Recuperates 1/3 of max HP, this move is classified as physical instead status

>Fairy
>Sparkle slap
Physical move, 40 bp, 10% prob of flinching
>>
electric
>thunderclap
it's basically electric fake-out but it guarantees that thunder doesn't miss on the next turn
fire
>wildfire
a combo move alongside sunny day, it cause all grass pokemon to take damage as long as the sun is out
water
>seafoam
a wall of seafoam forms boosting special defense
poison
>toxic bubble
A bubble of poison forms around the user if the user is attacked the bubble pops badly poisoning everything around it
rock
>stalagmight
sharp rocks form from the Pokemon's body if the pokemon is attacked the stalagmites fall off causing the stealth rock effect
ground
>dust up
sanstorm but it doesn't do damage just harshly lowers accuracy
flying
>tornado
a flying move that always goes first and occasionally sweeps away held items
bug
>cocoon
bug type rest that boosts defense
normal
>onslaught
the pokemon becomes blind with rage and lashes out on everything on the field
fighting
>afterimage
the user leaves an afterimage of itself if the afterimage is attacked that pokemon is attacked
psychic
>hypno punch
it put the opponent to sleep while also attacking it
dark
>eye poke
causes flinching while also lowering accuracy
steel
>grinder
ground and rock pokemon are ground up lowering defense
ice
>ice rink
boosts speed for ice types
grass
>remedy
cures all status effects
ghost
>boo boom
the user faints to haunt an opponent after 3 turns the opponent explodes
fairy
>tease
I could only think of a name I don't have an effect
>>
>>57214299 (OP)
>Evoboost
Normal / Status
Charges for a turn, then increases all stats by one stage. Fails if the user is fully evolved.
>Sparky Surge
Electric / Special / 70p 100% Acc
Makes contact and has 30% chance to Paralyze. In Electric Terrain, will always Paralyze.
>Tangle Vine
Grass / Status
If an enemy makes contact with the user this turn, the enemy is inflicted with Leech Seed and both Pokémon are trapped.
>Scorched Earth
Fire / Physical / 80p / 90% Acc
If terrain is on the field, removes all field effects (Defog), doubles in power and hits all Pokémon on the field, including the user.
>Cleansing Water
Water / Status
Cures the target's status condition and heals them for 25% HP (the user can target itself).
>>
>Grass
>Moss shield
Sttus move, raises special defense in 1 stage, eliminates grass-tyoe weakneses for 5 turns

>Fire
>Boil
Special move, if the user has been hit by a water-type move, raises evasion in 2 stages for all the pokemon on his side of the field

>Water
>Shoaling assault
Physical move, 15bp, it hits 1 time per water type pokemon in your team

>Bug
>Honey shot
Special move, after hit no move done to that pokemon will fail (until they switch off)

>Flying
>Long flight
Physical move, after hitting the target the pokemon will dissapear until next turn, you can't use a move or retreat until they come back, after being back (if the pokemon wasn't holding an item) it will be back holding an oran berry

>Normal
>Analysis
Status move, next normal type move will make x2.5 damage

>Poison
>Goo puddle
Status move, for the next 5 turns every pokemon that switches off loses their held item

>Electric
>Energy shock
Special move, makes contact, if used on an ally, power is halved but restores 1 PP of all their moves
>>
>>57218018
>Ground
>Borrow
Status move, protects the user form the next move, normal priority.

>Fighting
>Wrestling hold
Physical move, 60 bp, the user and the target will not be able to switch out for 3 turns, 2 turns after first use np other move can be selected by the user

>Psychic
>Kinetic smack
Physical move, when this moves hits, the target will not be able to use their held item for the rest of the turn

>Rock
>Grind
Physical moves, lowers the defense of the target 1 stage

>Ice
>Frozen field
Status move, lowers the accuracy and speed of the target 1 stage

>Ghost
>Medium
Status move, this move becomes the move that the last of your pokemon that fainted has in the same position of this move

>Dragon
>Dragon fangs
Physical move, 10% prob of flinching and/or lowering defense 1 stage

>Dark
>Demonic circle
Leaves a zone where dark type attacks are boosted, HP can't be restored and status effect can't be healed

>Steel
>Chrome mirror
+1 priority, protects the user from the next move, if hit by physical move 30% prob of lowering accuracy in 1 stage, if hit by special move deals steel-type special damage (10bp)

>Fairy
>Hug
Physical move, 90 bp, if the user's attack is lower than target's move deals zero damage and lowers target's attack 1 stage.
>>
Crystal Gleam
Rock version of Thunderbolt and Ice Beam with the same PP and accuracy, with the chance to cause a burn.



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