Some moves I'd like to see adjusted for these games:
Power Gem ---> 90 power Razor Wind ---> Flying-type, no longer charges up, and power increased to 90 Constrict ---> 30 power, 100% chance of speed reduction Pound ---> 50 power Scratch ---> 50 power Cut ---> 75 power, 30% chance of flinching Hyper Voice ---> 20% chance of flinching Bone Club ---> 85 power, 90% accuracy Rolling Kick ---> 100% accuracy Submission ---> 120 power
Double Team: Can only be used twice. Minimize: Can only be used once. (Basically Evasion can't go above 2 levels.) Mega Punch: 85->100% accuracy Quash: Gets priority Struggle Bug:30 -> 60 BP Smack Down: 50->60 BP Ice Beam: 10->15 PP Sludge Wave: Only hits foes in doubles. Rock Tomb: 80-.90% accuracy Energy Ball: 10-15 PP 80->90 BP Charge Beam: 90->100% 50-60 BP Incinerate:30->60 BP Embargo: The Pokemon cannot use their item until they switch. Neither this nor Knock Off effect Lucky Egg, Exp. Share, Power items, or Macho Brace. Explosion: halves target's defense in singles and rotation. Gyro Ball: 5->15 PP Has Rapid Spin effects. Rock Slide: 75->80 BP, 90->100% accuracy Trick Room: Has a hold item that increases it's duration Rock Smash: Always lowers target's defense Snarl: 55->60 BP Hidden Power: Always 70 BP Strength: Becomes Fighting type. Stealth Rock: Becomes a clone of spikes that can also hit flying types. Elemental fangs: 100% accuracy, 80 BP, 10% flinch chance, loses chance to inflict status.