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ITT: Move Ideas

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User Info: necromencer3227

necromencer3227
3 years ago#1
Well, I'm sure everybody knows the drill:

(try to make it not overpowered/broken/abusable as possible)

Herpetal Slime:

Water/Bug 10/10 pp
Covers all frog related pokemon with a thick slimy coat, boosting physical and special defensive, counter-productive to all other pokemon by lowering their speed and defence by two stages.

Necromancy:

Dark 1/1pp:
Revives a fainted pokemon, but at the cost of Speed and Attack lowering two stages. Revived pokemon is a few shades darker in battle and cannot receive any stat boosts, HP is reduced by 1/2.

User Info: iKhanic

iKhanic
3 years ago#2
Oil Spill
Type: Poison
PP: 15
Effect: Entry Hazard that lasts for 5 turns. Any pokemon entering the field with Oil Spill activated has its weakness to fire doubled. Clears with rapid spin or a water type attack launched by either pokemon on the field
Not changing this sig until we get a new main series Tales game released on a Nintendo console in the US

User Info: necromencer3227

necromencer3227
3 years ago#3
iKhanic posted...
Oil Spill
Type: Poison
PP: 15
Effect: Entry Hazard that lasts for 5 turns. Any pokemon entering the field with Oil Spill activated has its weakness to fire doubled. Clears with rapid spin or a water type attack launched by either pokemon on the field


I like this idea, gives the poison type a needed 'useful' move other than toxic. Double fire weakness sounds painful, grass and bug are weak enough as it is, are they not?


*Apologies for any incorrect information, I'm not 'in the realm' of the metagame at the moment, so my knowledge is quite basic*

User Info: iKhanic

iKhanic
3 years ago#4
necromencer3227 posted...
iKhanic posted...
Oil Spill
Type: Poison
PP: 15
Effect: Entry Hazard that lasts for 5 turns. Any pokemon entering the field with Oil Spill activated has its weakness to fire doubled. Clears with rapid spin or a water type attack launched by either pokemon on the field


I like this idea, gives the poison type a needed 'useful' move other than toxic. Double fire weakness sounds painful, grass and bug are weak enough as it is, are they not?


*Apologies for any incorrect information, I'm not 'in the realm' of the metagame at the moment, so my knowledge is quite basic*


Yeah, thats why I made it clear so easily with water attacks and automatically clear after 5 turns. Otherwise it'd probably be broken.
Not changing this sig until we get a new main series Tales game released on a Nintendo console in the US

User Info: necromencer3227

necromencer3227
3 years ago#5
iKhanic posted...
necromencer3227 posted...
iKhanic posted...
Oil Spill
Type: Poison
PP: 15
Effect: Entry Hazard that lasts for 5 turns. Any pokemon entering the field with Oil Spill activated has its weakness to fire doubled. Clears with rapid spin or a water type attack launched by either pokemon on the field


I like this idea, gives the poison type a needed 'useful' move other than toxic. Double fire weakness sounds painful, grass and bug are weak enough as it is, are they not?


*Apologies for any incorrect information, I'm not 'in the realm' of the metagame at the moment, so my knowledge is quite basic*


Yeah, thats why I made it clear so easily with water attacks and automatically clear after 5 turns. Otherwise it'd probably be broken.


Yeah, it makes sense. 8/10 idea, would use on team.
#6
(message deleted)

User Info: protobakurion

protobakurion
3 years ago#7
iKhanic posted...
Oil Spill
Type: Poison
PP: 15
Effect: Entry Hazard that lasts for 5 turns. Any pokemon entering the field with Oil Spill activated has its weakness to fire doubled. Clears with rapid spin or a water type attack launched by either pokemon on the field


iKhanic post...

Damn Fire Types. Dark for life!

Dark Flare
Type: Dark (Special Attack)
BP: 95
Accuracy: 100
PP: 15

Effect: Dark-Type Variant of Flamethrower. The user lets out a red and black flame that strikes the user with darkness. 30% chance to burn. If a Dark/Fire Dual-Type uses this move, the base power is 130.

Edit: Thanks iKhanic
---
Team Miror B Admin. Official Porygon Z of the Pokemon X/Y Boards.

User Info: IceDragon77

IceDragon77
3 years ago#8
Like in my other topic:

Hazard Guard

Type: Normal
BP: N/A
Accuracy: 100
PP: 10

Effect: The user creates a barrier that prevents the opponent from setting up entry hazards for 5 turns.

User Info: iKhanic

iKhanic
3 years ago#9
protobakurion posted...
iKhanic posted...
Oil Spill
Type: Poison
PP: 15
Effect: Entry Hazard that lasts for 5 turns. Any pokemon entering the field with Oil Spill activated has its weakness to fire doubled. Clears with rapid spin or a water type attack launched by either pokemon on the field


iKhanic post...

Damn Fire Types. Dark for life!

Dark Flare
Type: Dark (Special Attack)
BP: 95
Accuracy: 100
PP: 15

Effect: Dark-Type Variant of Flamethrower. The user lets out a red and black flame that strikes the user with darkness. 30% chance to burn. If a Dark/Fire Dual-Type uses this move, the base power is 150 but at the cost of the next turn.
---


Dark's my 2nd favorite typing. But I think it'd be better if its BP 130 with no turn cost if a Dark/Fire type uses it.
Not changing this sig until we get a new main series Tales game released on a Nintendo console in the US

User Info: protobakurion

protobakurion
3 years ago#10
@iKhanic You were the reason I made this move. I took my favorite type and your favorite type and fused them into a move.
---
Team Miror B Admin. Official Porygon Z of the Pokemon X/Y Boards.
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