>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>Mockdoesn't neee to be inaccurate>Magical PunchBP too high, even for an intended modernizationname's not very good>Steel Slashnot a good name, especially since it's not a slash cloneBP too low>Dragon Roarshouldn't be inaccurate>Possessionnot the best conceptualizationtoo inaccurate>>57214306>Ice Blocknot the best conceptualization in line with the mechanic>Charging Stonename needs tweaking>Miragedynamics unclear>Will Shockbad name>Quicksandnot in line with its archetype>Thunder Hammerokay>Stinky Cloudterrible name, too low BP>Light Beamthat's not how that works>Wing Blastuncreative name>Metamorphosisnot sold>Drowninappropriate name, BP too high>Burning Fieldhazards don't have accuracy>Nectardoesn't need to be inaccurate
>>57214500>zero ideas of your own
>>57214299>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 targetOnly starter types for now
>>57214515let's see how many people even do as much as what I didasking people here to put in a lot of time and effort for no immediate return is foolhardy
>>57214583>FlytrapConsidering 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. >FirebrandThe Nuzzle clone. Okay.>Spring WaterKind 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
>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 - GrassIf an opponent makes contact it is effected by a wrap like effect unable to move and takes damage for several turns.Burn Fuel - FireIf any pokemon is knocked out this turn increase attack and special by 2.Dysphoria - FairyChanges the target pokemon's gender. Gives them a random gender if they are genderless.Get Along - PsychicGarunteed 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 - DarkIf the target is defeated gain full stacks of Stockpile.Belly Rub - NormalHeals a partner pokemon for every point of stockpile they have.Disposal - PoisonDeals damage based on how much stockpile swallows and berries used this battle.
>Grass>Root kickPhysical move, recuperates HP, deals extra damage on ground and water pokemon>Fire>FirewallPuts a barrier that last 2 turns, special moves deals half damage, opponents that makes contact moves get burned>Water>Washing whirlRecuperates 1/8 max HP, cleans your side of the field from entry hazards and binding effects>Bug>EcdysisUser loses all bug-type weaknesses for 5 turns, speed rises 1 stage at the end of the 5th turn>Flying>Cloud bombSpecial move, 10% prob of lowering accuracy 1 stage>Normal>DanceRises accuracy and speed 1 stage, it fails if used twice in a row>Poison>Sticky punchPhysical move, it steal the item hold by the target>Electric>MicrowavesStatus move, leaves the taget burned, 70& acc>Ground>Dust cloudSpecial move, 30% prob of lowering accuracy>Fighting>Power poseRises 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 gleamSpecial attack, 60 bp, 10% prob of lowering accuracy>Ice>Freezing touchStatus move, contact move, it leaves the target frozen, 70% acc>Ghost>Ghost shriekSpecial move, 40 bp, 10% prob of flinching>Dragon>Flame cloudsMakes user's dragon-type moves able to hit fairies and immune to ground-type moves>Dark>Villainous laughIf the target has any lowered stat, the user rises those stats the same amount of stages the taget have them lowered>Steel>UndentRecuperates 1/3 of max HP, this move is classified as physical instead status>Fairy>Sparkle slapPhysical 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 turnfire>wildfirea combo move alongside sunny day, it cause all grass pokemon to take damage as long as the sun is outwater>seafoama 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 itrock>stalagmightsharp rocks form from the Pokemon's body if the pokemon is attacked the stalagmites fall off causing the stealth rock effect ground>dust upsanstorm but it doesn't do damage just harshly lowers accuracy flying >tornado a flying move that always goes first and occasionally sweeps away held itemsbug>cocoon bug type rest that boosts defensenormal >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 punchit put the opponent to sleep while also attacking itdark>eye pokecauses flinching while also lowering accuracy steel>grinderground and rock pokemon are ground up lowering defenseice>ice rinkboosts speed for ice typesgrass>remedy cures all status effectsghost >boo boomthe user faints to haunt an opponent after 3 turns the opponent explodesfairy >tease I could only think of a name I don't have an effect
>>57214299>EvoboostNormal / StatusCharges for a turn, then increases all stats by one stage. Fails if the user is fully evolved.>Sparky SurgeElectric / Special / 70p 100% AccMakes contact and has 30% chance to Paralyze. In Electric Terrain, will always Paralyze.>Tangle VineGrass / StatusIf an enemy makes contact with the user this turn, the enemy is inflicted with Leech Seed and both Pokémon are trapped.>Scorched EarthFire / Physical / 80p / 90% AccIf terrain is on the field, removes all field effects (Defog), doubles in power and hits all Pokémon on the field, including the user.>Cleansing WaterWater / StatusCures the target's status condition and heals them for 25% HP (the user can target itself).
>Grass>Moss shieldSttus move, raises special defense in 1 stage, eliminates grass-tyoe weakneses for 5 turns>Fire>BoilSpecial 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 assaultPhysical move, 15bp, it hits 1 time per water type pokemon in your team>Bug>Honey shotSpecial move, after hit no move done to that pokemon will fail (until they switch off)>Flying>Long flightPhysical 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>AnalysisStatus move, next normal type move will make x2.5 damage>Poison>Goo puddleStatus move, for the next 5 turns every pokemon that switches off loses their held item>Electric>Energy shockSpecial move, makes contact, if used on an ally, power is halved but restores 1 PP of all their moves
>>57218018>Ground>BorrowStatus move, protects the user form the next move, normal priority.>Fighting>Wrestling holdPhysical 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 smackPhysical move, when this moves hits, the target will not be able to use their held item for the rest of the turn>Rock>GrindPhysical moves, lowers the defense of the target 1 stage>Ice>Frozen fieldStatus move, lowers the accuracy and speed of the target 1 stage>Ghost>MediumStatus move, this move becomes the move that the last of your pokemon that fainted has in the same position of this move>Dragon>Dragon fangsPhysical move, 10% prob of flinching and/or lowering defense 1 stage>Dark>Demonic circleLeaves 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>HugPhysical 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 GleamRock version of Thunderbolt and Ice Beam with the same PP and accuracy, with the chance to cause a burn.