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Rate these new moves

#1White_QueenPosted 3/23/2013 7:34:20 AM(edited)
Voodoo
Type: Ghost
PP: 40
Effect: Makes ghost type attacks damage normal types.

Backstab
Type: Dark
PP: 5
Effect: In double/triple battles, instantly cause one pokemon on your team to faint, and give the user +1 boost to all stats.

Mind Control
Type: Psychic
PP: 10
Effect: You chose the target enemy's next move (if they move before you, it affects the next turn).

Psyblade
Type: Psychic, Physical
PP: 25
Power: 40
Effect: +1 priority

Leech Soul
Type: Ghost, Physical
PP: 10
Power: 60
Effect: Heals user's HP by half of the amount of damage dealt.

Immolate
Type: Fire
PP: 20
Effect: Turns enemy into the fire type (Fire version of Soak)

Ionize
Type: Electric
PP: 20
Effect: Turns enemy into the electric type

Plague
Type: Poison, Special
PP: 10
Power: 90
Accuracy: Never miss
Effect: 30% chance to badly poison
Notes: Unlearnable by the Gengar line

Last Wish
Type: Psychic
PP: 5
Effect: Causes the user to faint, gives your next pokemon +1 priorty to all moves for the next turn.

Last Curse
Type: Ghost
PP: 5
Effect: Causes the user to faint, gives the enemy pokemon -1 priorty to all moves for the next turn

Spirit Charge
Type: Ghost, Physical
PP: 15
Power: 100
Accuracy: 90%
Effect: Causes user to recoil and take 1/3 of damage done to target. 10% chance of causing flinch.

Flash Freeze
Type: Ice
PP: 5
Accuracy: 70%
Effect: Inflicts freeze on the enemy. Has no effect on ice types.

Fimbulwinter
Type: Ice
PP: 5
Power: 150
Accuracy: 90%
Effect: Forces the user to re-charge the next turn.
(Ice version of Frenzy Plant, Blast Burn, etc)

Eclipse
Type: Dark
PP: 5
Effect: Weather effect - last for 5 turns; Powers up dark and ghost-type moves and decrease damage of psychic and fighting-type attacks.
Prevents the use of Morning Sun, Synthesis, and Solar Beam.

Repulse
Type: Dark
PP: 15
Effect: If the target is the opposite gender of the user, that target becomes Disgusted. Disgusted pokemon have a 50% chance to run away, forcing then enemy to switch to another pokemon. (In the wild, the pokemon simply runs away)
#2MugilokoPosted 3/23/2013 7:36:09 AM
Gallade would love psyblade
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#3CarbideTitanPosted 3/23/2013 7:53:28 AM
Immolate needs to be "Set Aflame"
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#4Chespin-manPosted 3/23/2013 8:19:29 AM
CarbideTitan posted...
Immolate needs to be "Set Aflame"



No, ignte
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#5iKhanicPosted 3/23/2013 8:20:55 AM
Great ideas. I'd say Flash Freeze's accuracy is too high though, because Freeze is probably the best status condition in the game.

Here are some of my ideas:

Flare dash
Type: Fire, Physical
PP: 10
Power: 80
Priority: +2
Effect: Fails if the users speed is less than the target's

Guard Break
Type: Normal, Physical
PP: 10
Power 50
Effect: Power doubles and hits if opponent uses Protect, Detect, or Endure

Magma Rocks
Type: Fire
PP: 15
Effect: Burns any Pokemon upon entry. Absorbed by fire types

Snare
Type: Dark
PP: 15
Effect: All damaging attacks now cause 1/3 recoil damage to the user

Pollen Storm
Type: Grass
PP: 5
Effect: Weather condition: The power of all Grass and Bug type moves are increased, Fire Blast and Megahorn have 100% accuracy, Synthesis and Morning Sun recover 2/3 HP. Thunder, Blizzard, and Hurricane have 50% accuracy

Berserker
Type: Normal
PP: 20
Effect: For the next 4 turns, Atk, Sp. Atk and Speed are increased by 25% and HP, Defense, and Sp. Defense are decreased 25%. Charge moves no longer require a turn to charge
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#6Exkzol_CqistPosted 3/23/2013 9:54:20 AM
iKhanic posted...
Great ideas. I'd say Flash Freeze's accuracy is too high though, because Freeze is probably the best status condition in the game.

Here are some of my ideas:

Flare dash
Type: Fire, Physical
PP: 10
Power: 80
Priority: +2
Effect: Fails if the users speed is less than the target's

Guard Break
Type: Normal, Physical
PP: 10
Power 50
Effect: Power doubles and hits if opponent uses Protect, Detect, or Endure

Magma Rocks
Type: Fire
PP: 15
Effect: Burns any Pokemon upon entry. Absorbed by fire types

Snare
Type: Dark
PP: 15
Effect: All damaging attacks now cause 1/3 recoil damage to the user

Pollen Storm
Type: Grass
PP: 5
Effect: Weather condition: The power of all Grass and Bug type moves are increased, Fire Blast and Megahorn have 100% accuracy, Synthesis and Morning Sun recover 2/3 HP. Thunder, Blizzard, and Hurricane have 50% accuracy

Berserker
Type: Normal
PP: 20
Effect: For the next 4 turns, Atk, Sp. Atk and Speed are increased by 25% and HP, Defense, and Sp. Defense are decreased 25%. Charge moves no longer require a turn to charge


I think 70% would be fair, maybe 65% at the lowest. Will-O-Wisp is 75%, Toxic is 90%, and Thunder Wave is 100%.

For Flare Dash, why would it fail if the user's speed is lower? Shouldn't it be if it's higher, since it will already be attacking first?

And for Berseker, maybe decrease the HP, Def, and Sp. Def one more stage to allow moves that usually require recharging as well? That might be neat.
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#7sonOFestarkPosted 3/23/2013 10:02:11 AM
Out of the last three, do the first two (Fimbulwinter and Eclipse) coincidentally share their names with tomes from Fire Emblem games (Fimbulvetr=Fimbulwinter), or did you happen to be thinking of FE?
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#8White_Queen(Topic Creator)Posted 3/23/2013 2:23:40 PM
sonOFestark posted...
Out of the last three, do the first two (Fimbulwinter and Eclipse) coincidentally share their names with tomes from Fire Emblem games (Fimbulvetr=Fimbulwinter), or did you happen to be thinking of FE?
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Actually yes. I was kinda thinking of FE when I came up with the names of those moves.

And here's another one:

Warp
Type: Psychic
PP: 15
Effect: Teleports both you and your opponent away; forcing both players to switch pokemon. If either player does not have any pokemon left to switch to, this move fails.
#9SP_WesPosted 3/23/2013 2:53:40 PM
White_Queen posted...
Voodoo
Backstab
Type: Dark
PP: 5
Effect: In double/triple battles, instantly cause one pokemon on your team to faint, and give the user +1 boost to all stats.



Don't know why, but I love this idea.
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#10TheAlternationPosted 3/23/2013 2:55:42 PM
These are all stupid.
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