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 The Fake MoveDex 
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Ace Trainer
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The Fake MoveDex

I was thinking in some cool moves that Nintendo could add to Pokemon in future games, when this idea came to my mind: Why not make a thread where everyone can post their move ideas?
So, I decided to start this thread for that purpose.

I'm starting this thread here in Fanarts because the fake PokeDex is here too, and a fake MoveDex is similar to the Pokedex. Also, invented moves can be considered fan art, right?

You can post your fake moves in this format:

Code:
[b]<Move>[/b]
Type:
Power:
Accuracy:
PP:
Damage type:
Effect:
Additional info:


[edit]Also, If you have fake moves which inflict fake status or are of a fake type, you can post them here, but add the effects of those status and the weakness/resistances of those fake types[/edit]

And for starting this MoveDex, I will to post my fake moves:

Demolisher
Type: Fight
Power: 20
Accuracy: 100%
PP: 5
Damage type: Physical
Effect: Inflicts more damage depending on foe's Defense (more defense=more damage)
Additional Info: For taking down tanks :twisted:

Pierce
Type: Bug
Power: 70
Accuracy: 100%
PP: 10
Damage type: Physical
Effect: Ignores foe's Defense
Additional Info: For taking down tanks too :twisted:

Eclipse
Type: Dark
Power: --
Accuracy: --
PP: 5
Damage Type: Other
Effect: Cancels effects of all other weather moves. For 5 turns: Increases power of Ghost and Dark attacks by 50%; halves the power of Psychic attacks; the moves Taunt, Torment and Embargo used under Eclipse will always last 5 turns even if the Eclipse fades.
Additional info: It's a weather move.

Health Bash
Type: Normal
Power: Varies
PP: 10
Accuracy: 100%
Damage Type: Physical
Effect: Damage is equal to 1/3 of user's Max HP. Is not affected by attack, defense and type modifiers and STAB.
Additional Info: Blissey can't learn this move


Post your fake moves even if they have been repeated, maybe than have a better name/effect than the previous moves.
And please don't post overpowered moves like 100% accuracy OHKOs or something like that, keep your fake moves balanced.

EDIT:
I added more fake moves:

Frost Mist
Type: Ice
Power: --
Accuracy: 50%
PP: 5
Damage type: Other
Effect: Freezes the target

Stone Seal
Type: Rock
Power: --
Accuracy: 80%
PP: 10
Damage type: Other
Effect: Petrifies the target
Additional info:
Petrify (my fake status ailment)
Effect: Non-volatile Estatus (is a classification given to the status effects that remain with the Pokemon after battle, like Poison, Burn, etc.) that disables randomly 2 of the Pokemon moves.


Last edited by Darjulok on Mon Oct 22, 2007 10:40 pm, edited 12 times in total.



Sun Jul 22, 2007 10:29 pm
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Dragon Beam
Type: Dragon
Power: 200
PP: 5
Accuracy: 80
Damage type: Special
Effect: 80% chance of KOing user out of exaustion
Additional info(optional): Suicide move really.

Is that balanced enough? What about these two?

Dark Destroyer
Type: Dark
Power: 150
PP: 5
Accuracy: 90
Damage type: Special
Effect: User has to recharge a turn after this is used.
Additional info: Dark type Hyper Beam.

Rubber Arm
Type: Fight
Power: 60
PP: 35
Damage type: Physical
Effect: Inflicts damage
Additional info(optional):

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Mon Jul 23, 2007 9:27 am
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Move Name: Psychic Ring
Type: Psychic
Power: --
PP: 10
Damage type: Special
Accuracy: Every 10 points of power, 1% less accuracy
Effect: None
Additional info: Power is based of 1/2 of Special Attack...

Move Name: Starlight
Type: Normal
Power: --
PP: 5
Damage type: --
Accuacy: 99%
Effect: Gets rid of status effects and resets stats.
Additional info: Kind of like Moonlight, but instead of healing HP, it's healing status and stats.

Move Name: Quills
Type: Normal
Power: 10-80
PP: 10
Damage Type: Physical
Accuracy: 100% No Ruffle, 90% 1 Ruffle, 80% 2 Ruffles, 70% 3 Ruffles
Effect: None
Additional Info: Strengthens when used after Ruffle.

Move Name: Ruffle
Type: Normal
Power: --
PP: 20
Damage Type: --
Accuacy: 100%
Effect: Doubles power of Pin Missle and Quills when used.
Additional Info: Will only work up to 3 times.


These work at all?


Mon Jul 23, 2007 9:58 am
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They sound fine, but I hope Attack Deoxys don't learn Psychic Ring because its max SP. Atk is 504. That would make a total damage of 378 considering STAB, with only 63% Accuracy.

And Dragon Beam is balanced. There exist more powerful moves than this move (Explosion, Self Destruct)

I want to add some fake moves:

Acid Rain
Type: Poison
Power: --
Accuracy: --
Pp: 5
Effect: Cancels effects of all other weather moves. For 5 turns: Increases power of Poison type attacks by 50%; Water Pokemon take x2 damage from Poison type attacks; Heals Poison Pokemon 1/16 of their max HP every turn.
Additional info: People say that Poison should be super effective against water and I agree with them. Well, this move does exactly what we want.

Toxic Water
Type: Poison
Power: 80
Accuracy: 100%
PP: 15
Damage type: Special
Effect: Inflicts x2 damage on Water type Pokemon.

Venom Inject
Type: Poison
Power: 90
Accuracy: 95%
PP: 15
Damage type: Physical
Effect: Inflict x2 damage on Water type Pokemon.
Additional Info: Physical version of Toxic Water.


Last edited by Darjulok on Wed Sep 05, 2007 2:56 pm, edited 2 times in total.



Wed Jul 25, 2007 11:57 am
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Draco Sneak
Type: Dragon
Power: 75
Accuracy: 90
PP: 10
Damage type: Special
Effect: Always attacks first. May lower users Speed.
Additional info:If opposing pokemon uses Extremespeed,Quick attack or Shadow sneak, its power triples.

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Wed Jul 25, 2007 9:04 pm
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Post 
Move name: Flight
Type: Flying
Power: N/A
Accuracy: see additional info
PP: 10?
Damage type: N/A
Effect: you can run/flee from a battle, even if your mean looked. It also allows to flee from trainer battles
Additional info(optional): If the other pokemon is a flying type, this will not work

you could also have one with ground types, and the dig there way out of battle


Thu Jul 26, 2007 6:46 am
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Name: ultimate sacrifice
type: normal
pp: 1
acc: N/A
Power: N/A
damage type: N/A
Effect: faints user and allows 2 pokemon to be revivwed w. full hp and disable status on all but one move.

P.S. how is this Fan Art?

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Thu Jul 26, 2007 1:42 pm
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Name: Storm
Type: Electric
PP: 5
Acc: 100%
Power: N/A
Damage type: N/A
Effect: Weather Move. Lasts for 5 turns. Doubles the speed of Electric Pokemon. Thunder's base power is 150, thunderbolt's is 110. Hits all pokemon 1/16th of their total HP each turn except Electric and Ground. Hits Water and Flying pokemon 1/8th of their total HP each turn. Water moves become Electric type.

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Fri Jul 27, 2007 4:44 am
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Name: Eclipse (this is my version!)
Type: Dark, Special
Power: --
Acc: 50
PP: 5

This move always goes first; causes opponent to flinch if it hits. Reduces foe's HP by half.

Name: Dark Break
Type: Dark, Physical
Power: 90
Acc: 100
PP: 10

20% chance of lowering the foe's defense by 1 level. Like a really powerful dark punch.

Name: Fire Break
(same as Dark break, except Fire type)

Names: Ice Break, Thunderbreak, Wood Break
(you guessed it, same as above except for type)

Name: Dark Vortex (because the name Dark Void is taken)
Type: Dark, Status
Power: --
Acc: 75
PP: 5

Hits both opponents; confuses opponents and reduces Accuracy by 3 levels each.

Name: Cross Slash
Type: Normal, Physical
Power: 80
Acc: 100
PP: 15

The user slashes the foe in an X shape; high chance of a critical hit.

Name: Life Slash
Type: Psychic, Physical
Power: 100
Acc: 100
PP: 5

The user slashes the foe powerfully; no side effect.

Name: Death Slash
Type: Dark, Physical
Power: 100
Acc: 100
PP: 5

Same as Life Slash.

Yeah, I'm obsessed with 'the dark side'. Meh. - DNA
(I may edit more in later)

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Last edited by DNA on Tue Jul 31, 2007 11:02 am, edited 1 time in total.



Fri Jul 27, 2007 11:23 am
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so, you like fake moves? are my moves good?

1.chase
type:normal
power:NA
PP:20
accuracy:100
Effect: if your pokemon is faster than the foe, it cannot flee from battle.*
increase catch rate for that pokemon .
*otherwise, the move fails. foe can still use Teleport.

2.split
type:ghost
power:NA
PP:5
Accuracy:90
Effect: user splits itself in 2, to endure next attack. cost 1/2 of user's current HP. as long as there are 2 "splits" on the field, you can attack twice every turn. (improved substitute for ghost types :) )

3.possess
type:ghost
power:OHKO
PP:5
accuracy:30
Effect: take over one's body. makes enemy faint.

4.Scorch Bite
power:75
Accuracy:80
PP:10
Effect: A scorching hot Bite. may burn. (30%)

Fake status effect: trapped.
while trapped, foe and user are held close to each other, and can't evade attacks. both foe and ally attacks will hit without fail.
for example: warp, and string shot will cause "trapped" status.
*OHKO moves & every move with less than 50% accuracy may still miss.

btw, it's for a game I'm making.

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Sun Jul 29, 2007 9:08 am
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You are making a game similar to Pokemon? That's cool.
Your moves are good, and if you want, you can use my fake moves for your game.

Now, I got more Fake Moves:

Tornado
Type: Flying
Power: --
Accuracy: --
PP: 5
Damage Type: Other
Effect: Cancels effects of all other weather moves. For 5 turns: Makes the airborne fight type moves (Sky Uppercut, Hi Jump Kick and Jump Kick) 100% accurate; the moves Razor Wind and Sky Attack will be unleashed in 1 turn; all Bug, Grass and lightweight (10.1kg - 25kg) Pokemon will be unaffected by Ground type moves; the move Roost won't disable the Flying type.
Additional info: It's a weather move. The bug, grass and lightweight Pokemon are unaffected by Ground because the wind rises them.

Ash Fall
Type: Fire
Power: --
Accuracy: --
PP: 5
Damage Type: Other
Effect: Cancels effects of all other weather moves. For 5 turns: Decreases the Speed (2 stages) of every Pokemon except Fire and Electric type; the move Fire Blast is 100% accurate; the move Hydro Pump is 50% accurate; boosts the Sp. Defense of Fire Pokemon by 50%.
Additional info: It's another weather move. If this weather existed, it would be present in the Route 113 of Hoenn.

Current
Type: Water
Power: --
Accuracy: --
PP: 5
Damage Type: Other
Effect: Cancels effects of all other weather moves. For 5 turns: Increases the Speed of Water and Ice type Pokemon by 50%; the move Hydro Pump is 100% accurate; the moves Surf and Hydro Pump now have 10% of reducing Opponent's Special Attack; the move Fire Blast is 50% accurate.
Additional info: It's another weather move. If this weather existed, it would be present in Routes 132, 133 and 134 of Hoenn.


Last edited by Darjulok on Sun Sep 02, 2007 3:15 pm, edited 2 times in total.



Tue Jul 31, 2007 8:59 am
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Dragon Tamer
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Post 
Darjulok wrote:
You are making a game similar to Pokemon? That's cool.
Your moves are good, and if you want, you can use my fake moves for your game.

Now, I got more Fake Moves:

Tornado
Type: Flying
Power: --
Accuracy: --
PP: 5
Damage Type: Other
Effect: Cancels effects of all other weather moves. For 5 turns: Increases power of Flying attacks by 50%; the move Razor Wind is unleashed in 1 turn; all Bug, Grass and lightweight (10.1kg - 25kg) Pokemon will be unaffected by Ground type moves; the move Roost won't disable the Flying type.
Additional info: It's a weather move. The bug, grass and lightweight Pokemon are unaffected by Ground because the wind rises them.

Ash Fall
Type: Fire
Power: --
Accuracy: --
PP: 5
Damage Type: Other
Effect: Cancels effects of all other weather moves. For 5 turns: Decreases the Evasiveness and Speed (2 stages) of every Pokemon except Fire and Electric type; the move Fire Blast is 100% accurate; the move Hydro Pump is 50% accurate; boosts the Sp. Defense of Fire Pokemon by 50%.
Additional info: It's another weather move. If this weather existed, it would be present in the Route 113 of Hoenn.

Current
Type: Water
Power: --
Accuracy: --
PP: 5
Damage Type: Other
Effect: Cancels effects of all other weather moves. For 5 turns: Increases the Speed of Water and Ice type Pokemon by 50%; reduces the accuracy of all physical moves; the move Hydro Pump is 100% accurate; the moves Surf and Hydro Pump now have 10% of reducing Opponent's Special Attack; the move Fire Blast is 50% accurate.
Additional info: It's another weather move. If this weather existed, it would be present in Routes 132, 133 and 134 of Hoenn.

the tornado one souds like my kinda move! :shock:
System7
Type: Electric
Power: 90
Accuracy: 70
PP: 20
Damage Type: Electric
Effect: turns the opposite pokemon into a glitch who cant move for three to six roundsand damages it too.
Additional info: it goes FLASH when it strikes! :lol:

okies! :D


Sun Aug 05, 2007 6:09 am
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Post 
witch-A-Roo(cant think of name)

switch the users pp with opponents

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Mon Aug 06, 2007 9:45 pm
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Post 
thanks for letting me use your moves :D
I like Demolisher, as it's very balanced. it'll help you defeat tanks,
but do only low damage to other pokemon.
I also like Eclipse. cool concept, I can teach it to my legendary ghost.
I have a move like frost mist, I call it Ice cube. XD
why should poison be effective to water? however, poison moves should become stronger when used in water arena/sea.
I also like Current. in my game you can't use moves like surf & dive oustide of water arena, so it fits well.
I can make a new move to use on dry land, maybe:

New spring
type:water
power:N/A
accuracy:80
pp:10
info: bring up water from deep inside the earth, to create a spring.
increases water monsters speed by 100%. decrease accuracy of physical moves by 10%. (doesn't work on water arena)

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Tue Aug 07, 2007 6:56 am
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Poison should be super effective against water because in the real world, when the water gets polluted with wastes the fish and aquatic life die.


I got another weather move, but I think it's a bit overpowered:

Power Field
Type: Fight
Power: --
Accuracy: --
PP: 5
Damage type: Other
Effect: Cancels effects of all other weather moves. For 5 turns: Increases power of Fight attacks by 50%; Pokemon who uses an hyper-beam type move won't recharge the next turn; all hyper-beam type moves will have a 1/3 damage recoil; Pokemon won't be able to use an hyper-beam type move twice in succession.
Additional Info: Hyper-beam type moves are:
Hyper Beam
Giga Impact
Rock Wrecker
Frenzy Plant
Blast Burn
Hydro Cannon
Roar of Time

I also got these moves:

Wind Flow
Type: Flying
Power: --
Accuracy: --
PP: 30
Damage type: Other
Effect: Eliminates all changes affecting stats for both Pokemon
Additional info: It's a flying type version of Haze. The purpose of this move is to allow more Pokemon to become Hazers.

Pure Water
Type: Water
Power: --
Accuracy: --
PP: 30
Damage type: Other
Effect: Eliminates all changes affecting stats for both Pokemon
Additional info: It's a water type version of Haze. Has the same purpose of Wind Flow.

Stone Armor
Type: Rock
Power: --
Accuracy: 90%
PP: 10
Damage type: Other
Effect: Raises Defense and SP. Defense 2 stages, but petrifies the user. Move will fail if the user is already petrified.
Additional info: The Petrify status is explained in my 1st post.

Concentrate
Type: Psychic
Power: --
Accuracy: --
PP: 15
Damage type: Other
Effect: Raises accuracy 1 stage.
Additional info: OHKO moves won't have their accuracy raised.


Last edited by Darjulok on Wed Sep 05, 2007 2:58 pm, edited 2 times in total.



Tue Aug 07, 2007 6:31 pm
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Post 
Life Beam
Type: Normal
Power: 200
Accuracy:70
PP:5
Damage type:Spec
Effect:Cuts user HP by 2/3
Additional info:

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Sat Aug 25, 2007 1:10 pm
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Post 
What a great idea! I'll have to come up with some attacks and post them in tomorrow!

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Sun Aug 26, 2007 8:34 am
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Post 
Exertion Ban
Ghost
20 PP
-
Opponent's pokemon's moves cause 1/8 // 1/4 // 1/2 recoil damage, unless they have Limber/Truant/Gluttony/Rock head/Thick Fat.

Enlightenment
Psychic
1 PP
-
User learns any move it can naturally learn, regardless of level. The move has an additional 40% pp. User reverts to level 1, but keeps EVs.

Haste
Fire
5 PP
-
User maximizes speed, at the cost of 1/2 HP.

Fog
Flying
5 PP
-
For 5 Turns: All moves' accuracy decreased by 50%, damage decreased by 10%. Water Type Pokemon regain 1/16 HP every turn. Canceled by Defog.
Note: Fog does not cancel out other weather moves, it stacks with them.


Collapse
Steel
15 PP
20 Base Power, Physical
Target's defense and special defense each lower by 1 stage.

Fortify
Steel
5 PP
-
User's stats each increase by 2 stages, except for speed, which is minimized. User becomes paralyzed.


Deny
Psychic
5 PP
-
Always goes first. Opponent's next move fails. Fails if used successively.

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Mon Aug 27, 2007 9:46 am
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Finally I can get those made up moves out of my head! :)

Thunderbolt Swarm (Electric Hyper Beam)
Type: Electric
Power: 150
PP: 5
Accuracy: 90%
Damage Type: Special
Effect: Causes the user to recharge after attacking

All I could think of now. I'll put more down later...

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Tue Sep 04, 2007 3:53 am
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Post 
Nuclear Explosion
Type: Poisen
Power: 400
Accuracy: 100
PP: 5
Damage type: Physical
Effect: Poisens a random pokemon in both players' teams
Additional info: Charges on the first turn, attacks on the second. Makes the user Faint.

Eagle Strike
Type: Flying
Power: 90
Accuracy: 100
PP: 25
Damage type: Physical
Effect:
Additional info: Does not apply Weakness or resistance. Can be learned by almost any pokemon

Freezing Rain
Type: Ice
Power: N/A
Accuracy: N/A
PP: 5
Damage type: Special
Effect: 15% chance user will be frozen
Additional info: Every turn, every pokemon on the field which is not ice, water or fire type will be hit with icy rain, taking 1/16 of their hp and possibly freezing them. Kind of like Rain Dance but a bit different.

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Wed Sep 05, 2007 3:01 pm
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Custom Blow
Type: ????
Power: 60
Accuracy: 100%
PP: 10
Damage type: ????
Effect: The type of this move is equal to the primary type of the Pokemon with this move (that is, it always gets STAB). The damage type of this move depends of the highest offensive stat of the Pokemon with this move.
-Attack > Sp. Attack = Physical
-Attack < Sp. Attack = Special
Depending on the type of this move, the effect caused on opponent will be:
-Fire and Psychic: 15% chance of burning
-Water and Ice: 15% chance of freezing
-Poison and Bug: 15% chance of badly poisoning
-Ground and Rock: 15% chance of petrifying (fake status)
-Dark and Ghost: 15% chance of lowering Evasiveness 1 stage
-Electric and Normal: 15% chance of paralyzing
-Steel and Fight: 35% chance of flinching
-Grass and Flying: 15% chance of sleeping
-Dragon: 30% chance of lowering Speed 1 stage
Additional info: The description of Petrify status can be found in the 1st post of this thread. All Pokemon can learn this move. This move can only be obtainable by Move Tutor ONCE.


Last edited by Darjulok on Fri Oct 05, 2007 10:39 pm, edited 1 time in total.



Fri Sep 07, 2007 9:04 pm
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Rocket Propel
Type: ???
Power:85-95
Accuracy: 100%
PP:8
Damage Type: Physical
Effect: The Type of this move is chosen at random. If Gravity is in effect, this move has a 70% chance of becoming Flying type. This move is NOT affected by the move Gravity.
Other info: Only Pokemon with Levitate can use this move. Porygon-Z is the one exeption.

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Sun Sep 09, 2007 10:48 pm
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More Fake Moves. These are for my Fake Pokemon.

Aqua Kick
Type: Water
Power: 75
Accuracy: 100%
PP: 10
Damage type: Physical
Effect: Has a high critical hit ratio
Additional info: Water type version of Blaze Kick, but sacrificing power for accuracy.

Electro Knee
Type: Electric
Power: 75
Accuracy: 100%
PP: 10
Damage type: Physical
Effect: Has 10% chance of paralyzing the opponent
Additional info: Electric version of Aqua Kick

Icicle Stab
Type: Ice
Power: 90
Accuracy: 100%
PP: 10
Damage type: Physical
Effect: Summons an icicle that hits the opponent from below. Has 20% chance of lowering opponent Defense 1 stage.
Additional info: Physical version of Ice Beam

Magnetic Field
Type: Steel
Power: --
Accuracy: --
PP: 5
Damage type: Other
Effect: Cancels effects of all other weather moves. For 5 turns: Increases the power of Electric type attacks by 50%; all Steel type moves will have 100% accuracy; Steel and Electric Pokemon will be immune to Roar and Whirlwind.

Life Up
Type: Normal
Power: --
Accuracy: --
PP: 5
Damage type: Other
Effect: Increases user max HP by 1/3 and heals HP equal to that same amount. This effect will last until the user faints or is switched out. Can be Baton Passed by user (the coming Pokemon will have it's HP boosted and recovered as soon as it comes out).The HP boost cannot be stacked; the move will fail if the Pokemon that has already the HP boost tries to use this move again.
Additional Info: Basically, it's an HP stat raising move. Blissey cannot learn this move.

Wing Rise
Type: Bug
Power: --
Accuracy: --
PP: 10
Damage Type: Other
Effect: Pokemon uses its tiny wings for levitating, becoming immune to Ground attacks for 5 turns
Additional Info: Bug type version of Magnet Rise. Plus it gives an move option to winged Bug Pokemon that can't learn Fly.

Burn Touch
Type: Fire
Accuracy: 75%
PP: 15
Damage Type: Other
Effect: Burns the opponent
Additional Info: Burn inducing attack that can be usable by all Fire type Pokemon. Will O Wisp can only be used by Ghost Pokemon and Vulpix.

Ambush
Type: Dark
Power: 50
Accuracy: 100%
PP: 20
Damage type: Physical
Effect: Badly damages if the Pokemon its switching IN
Additional Info: Its similar to Pursuit, but this move hits the coming Pokemon.

Overcharge
Type: Electric
Power: 120
Accuracy: 100%
PP: 15
Damage Type: Special
Effect: Prepares and raises User's Sp. Defense 1 stage, attacks on second turn.
Additional Info: Special Electric version of Skull Bash with higher power.

Last Stand
Type: Normal
Power: --
Accuracy: --
PP: 5
Damage Type: Other
Effect: Maximizes user's Defense and SP. Defense, but disables all its offensive moves. User cannot be switched out and becomes immune to Roar/Whirlwind.
Additional Info: The best move for tanks


Mon Sep 10, 2007 6:45 pm
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Joined: Thu Jun 14, 2007 8:31 pm
Posts: 362
Location: In the Abyss
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My previous post was too long, so I decided to split the move list.

Berry Blend
Type: Bug
Power: --
Accuracy: --
PP: 10
Damage Type: Other
Effect: Uses the held berry for making juice, and then drink it for healing HP and activating the berry additional effect.
Additional Info: The amount of HP healed depends of the Contest stats (Cool, Cute, Beauty, Smart and Tough) of the berry (the higher contest stats the berry has, higher is the HP healed).
Examples: Cheri Juice heals 50 HP and cures Paralysis, Oran Juice heals 90 HP, Salac Juice heals 100 HP and boosts Speed 1 stage.

Healing Chart

Contest stats---HP healed
10---50
15---60
20---70
30---80
40---90
50---100

For finding out the Contest stats of each berry, consult this page:
http://www.lolstop/berrydex-dp/

Scale Shield
Type: Dragon
Power: --
Accuracy: --
PP: 15
Damage Type: Other
Effect: Raises Defense 2 stages. Pokemon gains "Rough Skin" ability for 5 turns. The "Rough Skin" ability will disappear if the Pokemon is switched out.
Additional Info: The Rough Skin ability replaces the original ability of the Pokemon. Using Scale Shield during the next 5 turns WON'T increase the duration of Rough Skin ability. However, if this move is used after the 5 turns, the Pokemon will get again the Rough Skin ability.

Dragon Roar
Type: Dragon
Power: --
Accuracy: --
PP: 20
Damage Type: Other
Effect: Forces the opponent to switch out with another random Pokemon from the team and reduces the Speed of the coming Pokemon by 2 stages. This move always goes first, but the user won't be able to attack the next turn.
Additional Info: The user will be able to switch out after using this move, but not attack.

Thorn Wrap
Type: Grass
Power: --
Accuracy: --
PP: 20
Damage Type: Other
Effect: User sets a plant covered by thorns around the foe. The thorns inflict damage to the opponent every time it changes Pokemon, varying by type.
Additional Info: Grass version of the move "Stealth Rock"

Sticky Mud
Type: Ground
Power: 20
Accuracy: 100%
PP: 20
Damage Type: Special
Effect: Shots sticky mud at the foe, reducing its Speed 1 stage and preventing it from switching out until it faints.
Additional Info: The mud cannot be removed by any move, not even the move "Rapid Spin"

Earth Trap
Type: Ground
Power: --
Accuracy: --
PP: 30
Damage Type: Other
Effect: By causing a small fissure, the user traps the foe's feet and prevents it from evading incoming attacks except OHKO moves.
Additional Info: In other words, this move reduces the opponent's Evasiveness to 0.

Shell Out
Type: Water
Power: 120
Accuracy: 100%
PP: 5
Damage type: Physical
Effect: The user toss its own shell for damaging the foe. Reduces Defense 2 stages. This move cannot be used again until the user switches out.
Additional Info: This move is exclusive for turtle-like Pokemon (Squirlte, Turtwig families and Torkoal), which apparently their shell is not attached to its body and it could be removed easily without leaving the Pokemon too vulnerable. If another kind of shelled Pokemon (Shedinja, Metapod Clyoster, etc.) gets this move and takes out its shell, it would be catastrophic for it.


Sun Oct 21, 2007 8:07 pm
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Joined: Thu Jun 14, 2007 8:31 pm
Posts: 362
Location: In the Abyss
Post 
Another post with more Fake Moves

Featherslash
Type:Flying
Power: 90
Accuracy: 100%
PP: 15
Damage Type: Physical
Effect: Attacks the opponent with a sharp feather from a wing. 20% chance of raising user's Speed 1 stage

Feather Rain
Type: Flying
Power:15
Accuracy: 80%
PP: 10
Damage Type: Physical
Effect: Attacks 2-5 times in one turn. If one of these attacks breaks a Substitute, the real Pokemon will take the rest of the attacks. Each attack has 10% chance of flinching the foe.

Molten Steel
Type: Steel
Power: 70
Accuracy: 100%
PP: 10
Damage Type: Special
Effect: 20% chance of burning the opponent. Inflicts x2 damage on Steel and Fighting type Pokemon.

Anvil Fall
Type: Steel
Power: --
Accuracy: 100%
PP:20
Damage Type: Physical
Effect: Inflicts more damage on lighter foes.
Additional Info: Has the opposite damage modifiers to the moves "Low Kick" and "Grass Knot": If Low Kick has 120 power against the heaviest foes, then this move has 120 power against the lightest foes.

Mega Quake
Type: Ground
Power: 140
Accuracy: 90%
PP: 5
Effect: Reduces user's Attack 2 stages
Additional Info: Ground and Physical version of the move "Overheat"

Maximize
Type: Normal
Power: --
Accuracy: --
PP: 5
Damage Type: Other
Effect: Maximizes all stats (Attack, Defense, Accuracy, etc.) User will faint at the end of the next turn.
Additional Info: It works like this:
Turn 1: Pokemon uses this move. If the Pokemon has enough Speed, it will be able to perform this move before the foe.
Turn 2: Pokemon is able to attack, but faints at the end of this turn.


Mon Oct 22, 2007 10:33 pm
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