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Create a Move

Thread Description
Show me your moves!

Browncow45

Kanto League Champion
Pokédex No.
1034
Caught
Nov 18, 2019
Messages
149
Nature
Modest
Pokémon Type
Steel
Pokédex Entry
This Pokemon would rather be doing donuts than fighting Ganon.
Just what it says on the tin. What can you come up with that hasn't been tried yet? Here's my ideas.

Flame pit: A new entry hazard that burns the next Pokemon to switch in. Only lasts to burn one Pokemon, and wastes itself if the target is immune to burns. Ignores fliers altogether. Excellent for pressuring the opponent to switch how you want them to.

Lock jaw: A steel type trapping move with 70 base power. Learned by many of the same big mouths who get crunch, it's intended to help cull the fairy population. Boosted by strong jaw.

Cryo-bond: If the opponent KO's the user, the opponent is frozen solid. Similar to destiny bond, but instead of fainting the target outright, it incapacitates them so you can setup in their face while they're forced to switch or gamble on unfreezing.
 

fractale

The Fan Favorute
Team Delta
Pokédex No.
445
Caught
Jul 9, 2019
Messages
204
Nature
Relaxed
Pronouns
male
Pokémon Type
Electric, Flying
Pokédex Entry
this master of winged beasts knows almost everything about flying type pokemons that is known by the man. His rage is dangerous to others around him
Air bullets: a flying type attack which is similar to pin missle. the attack hits the opponent with pressured air multiple times

Aqua Whip: a non dodgeable 60 power attack.

Root Snarl: a grass type trap move.using ingrain before this makes it undodgeable and double powered. all pokemon who can learn ingrain can learn this
 

Arbitrary

Conqueror of the Violet Gym
Pokédex No.
334
Caught
Jul 2, 2019
Messages
185
Location
Here
Nature
Adamant
Pronouns
He/him
Pokémon Type
Fighting
I feel like Cryo-Bond would make more sense as an ability rather than a move. Think Aftermath.
 

PageEmperor

I can’t do money puns. It just won’t make cents.
Team Omega
Pokédex No.
647
Caught
Aug 8, 2019
Messages
759
Location
With an axe
Pokémon Type
Electric, Water
Pokédex Entry
A person who does both comics and runs and whatnot. Okay then.
Great list idea! But now...

Chainsaw: Ground, 85 BP, 100 Acc, 15PP, Physical
The user swings a bunch of moving spikes at the opponent downwards, like a chainsaw. Has 30% chance of paralysis.

Magic swipe: Fair, 60 BP, can’t miss, 20PP, Physical
The user uses magical powers to target the opponent’s weak point and slash at it. It will always hit the opponent.

Dissipate: Ghost, Status, 10PP
The user makes itself disappear, protecting it from attacks with a lower accuracy than 80.

Circuit cooldown: Ice, 70BP, 95 Acc, 10PP, Special
The user uses cryonic powers to make batteries made of icy air, and then unleashes them at the opponent. Has a 40% of paralysis.

Ice smash: Ice, 80BP, 100 Acc, 20PP, Physical
A cold headbutt where the user cools down it’s head and then attacks the opponent with it. Has a slight chance to flinch.
 

Browncow45

Kanto League Champion
Pokédex No.
1034
Caught
Nov 18, 2019
Messages
149
Nature
Modest
Pokémon Type
Steel
Pokédex Entry
This Pokemon would rather be doing donuts than fighting Ganon.
  • Thread Starter Thread Starter
  • #5
Circuit breaker: Electric close combat, because electric needs better physical moves

Magma burst: 100 power, 95 acc, special rock move with a 50% chance to burn. Only learned by Magcargo. Just turn the little guy into a portable burn dispenser.
 

Neotornado

Conqueror of the Saffron Gym
Hacker
Team Delta
Pokédex No.
251
Caught
Jul 1, 2019
Messages
81
Location
Western Pennsylvania
Nature
Timid
Pronouns
I need to buy a pro account? (He/Him)
Pokémon Type
Electric, Grass
Pokédex Entry
Broke his own romhack with an egg. Still not sure how.
Mostly just filling in blanks with my offense moves. Some of these are from verdant and others are my own ideas that I probably couldn't implement: (accuracy is 100% unless otherwise stated)
Aggro Hug/Glomp - Fairy-P, 40 base power, 10% chance to lower the opponent's physical attack
Earlygame physical fairy move, not much to see here.
Tantrum - Fairy-P, 60 base power, 20% chance to either raise the user's attack or lower the opponent's defense
Midgame physical fairy move, could be okay with technician if anything would get it.
Sizzle - Fire-S, 75 base power, 20% chance to lower sp. defense
Mainly intended to be coverage on non-fire types, kind of like how mystical fire currently is on fairy types.
Cyclone - Flying-S, 100 base power, 90% accuracy, 10% chance to lower evasion
Flying type attack in-between air slash and cyclone, confusion would make more sense but hurricane already has that effect sadly
Quicksand - Ground-S, 40 base power, 100% accuracy, always goes first
For the pun. Generally only learned by things that predominantly use sand, but it being special kinda makes it a bit wonky like vacuum wave.
Spook - Ghost-P, 75 base power, 95% accuracy, 30% flinch rate.
A bigger and badder counterpart to astonish, as well as a physical counterpart to air slash. (could also make it a circle throw/dragon tail clone if you want a paper mario reference)
Terrify - Ghost-P, 100 base power, 85% accuracy, 20% chance to reduce special attack
And just to complete the trilogy, somewhat different from astonish/spook in the secondary effect, however.
Whiplash - Flying-P, 60 base power, Doubles in power if hit beforehand
Revenge clone. (this one, alongside cyclone were both envisioned as wind-typed moves in tweaked, figured they'd both count as flying here)
Super Soap - Water-S, 75 base power, doubles in power if the opponent is poisoned but cures the poisoning
Odd how this idea isn't used too much. Unlike its clones, this one might be okay as a finisher since poison is already doing damage by itself, unlike paralysis and sleep.

As for status moves, my ideas tend to be a bit-more gimmicky
Bramble Patch - A Grass-typed stealth rock. Using it when stealth rock is already active on the opposing side will replace it with bramble patch, and vice-versa. (man imagine using dracovish/dracozolt with this) Mainly put on grass-types known for being sharp like roserade, leafeon, and sceptile.
Inverse Room - Status
Activates inverse battle conditions for four turns, since I figured the best way to allow this past gen VI would be to make it a "room" effect
Improvisation - Status
The user gains stats based on how their side of the field is currently situated. Spikes give +1 defense for each layer, stealth rock gives +2 attack, toxic spikes gives +1 sp. defense per layer, Bramble patch gives +2 sp. attack, Copperajah's steelspikes gives +1 speed. This move will fail if the user already has its boosts.
Wonder Glue - Status
Any status boosts the user recieves persist through a switch. (the reverse of baton pass, the boosts stick to the user, meaning that they'll have their boosts again the next time they swap back. The glue needs to be re-applied every time the pokemon wants to switch out, however. Using baton pass will act as a regular switch under the effects of wonder glue, with the exception of speed priority.

Healing Potion - Status
Gives the user an item that heals 50% HP, and can be used like an item. Only one potion can be stored at a time. Potions do not linger outside of battle.
Offensive Potion - Status
Gives the user an item that boosts both attacking stats by 1 stage, and is used like an item. Only one item can be held at a time. Potions do not linger outside of battle.
Defensive Potion - Status
Gives the user an item that boosts both defensive stats by one stage, and is used like an item. Only one item can be held at a time. Potions do not linger outside of battle.
All three of these would be used on an alchemy-focused pokemon, though unlike vespiquen, the individual moves might find their ways onto other pokemon, such as aromatisse for the healing potion, mismagius for the offense potion, and muk for the defensive potion. Kinda experimenting with delayed moves, kind of like wish but more controllable
 

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