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Give a bad Pokemon a signature move to make it more useable

#11EmeraldRangePosted 5/5/2013 1:49:49 AM
Ampharos has a high stat total and I consider it pretty strong.

Anyway...

Arbok(somewhat strong but I feel it needs a boost):

Venom bite
Power 80
PP 15
Effect: 100% of Badly Poisoning the opponent
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I loathe Gen V. I am being optimistic for Gen VI,
because I hope they can make a good new feature.
#12Hierarchy225Posted 5/5/2013 2:03:41 AM
HomeRowed posted...
Charizard

Pyro Centrifuge
Fire, special
120 base power
Removes all entry hazards and fully heals the Pokemon. +7 priority. Also gives +6 to all stats. And the opponent can't use any entry hazards for the rest of the battle. And if Charizard faints, it gets revived automatically.


Might as well just play a Magic Guard Charizard with 999 EV's in every stat.
#13LexifoxPosted 5/5/2013 2:10:38 AM
Spinda

Too lazy to make a name.

Reduce the user's stats by 1 stage per use.

I dunno 5 PP or something.
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"Murder of the living is tragic, but murder of the idea is unforgivable." - Janus, speaker of the synod
#14King_of_XDPosted 5/5/2013 3:34:14 AM
Beedrill
Final Sting
Bug Type, Physical, 100BP
100% accurate, 20% chance of poison
The move will successfully be executed, and always critical hit, if the Pokemon was just fainted by a damaging attack
#15King_of_XDPosted 5/5/2013 3:36:59 AM
EmeraldRange posted...
Ampharos has a high stat total and I consider it pretty strong.

Anyway...

Arbok(somewhat strong but I feel it needs a boost):

Venom bite
Power 80
PP 15
Effect: 100% of Badly Poisoning the opponent


I like this. I'd make it less than 100% accurate to encourage using Coil though.
#16Great_ReapettePosted 5/5/2013 4:27:22 AM
Magikarp

Splash^2
PP: 40
BP: --
Accuracy: --
Other: If the battle is still going on after 16,777,216 turns after using Splash^2, the entire enemy team is annihilated. Seriously if the battle goes on that long you need some help.
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Anatidaephobia is the fear that somewhere, somehow, a duck is watching you, staring into your soul, using its duckiness.
QUACK.
#17sonicfanaticjtbPosted 5/5/2013 5:46:09 AM
Gardevoir
Move: Ballet
Type: Psychic
Base Power: N/A
Effect: Boosts Gardevoir's speed and Special Attack by one stage
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... Please, Sakurai?
#18MetaFalconPunchPosted 5/5/2013 5:48:12 AM
Mewtwo_soul posted...
Ampharos; Quick Lightning
Electric
100 BP
5 PP
+ 2 Priority
Special
30% chance of paralysis upon contact.


A more special oriented "Extreme Speed" move. Rain Dance teams will "love " this move. It also gives Ampharos the ability to make use of it's offensive capabilities with some nasty risks for those who would switch into it. (bar Ground types)

I love it!!
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Kangaskahn: Mother's Day Surprise
Fighting
95 BP
5 PP
Recover effect (after damage is inflicted), however all defensive stats drop by two stages after use, but speed increases 1 stage after damage is inflicted. (from this move)
Physical

A better Fighting move for coverage that makes it so Kangaskahn doesn't have to depend on Sub-punch, or Drain Punch. The recover effect would also give it some longevity, + Scrappy Kangaskahn loves it.

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#19themagicpainmanPosted 5/5/2013 5:54:25 AM
[This message was deleted at the request of the original poster]
#20themagicpainmanPosted 5/5/2013 5:59:44 AM(edited)
Milotic
Calming Tide
Type: Water, Special
Power: 50
Accuracy: 100
Sharply lowers the higher attacking stat of the target Pokemon.

Or an Ability that lowers the higher attacking stat by 1 ever time she hit with an attacking move.

Edit: Granted, Milotic is up in UU but still, I feel like it should have something that relates to its behavior as showing up to calm/mediate battles.
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"Combine Cloak and Dagger with Boots of Swiftness so CC doesn't stop you from moving faster toward defeat." - Frost_shock_FTW