OM
It's a starstruck world
I thought I might help with some names for the Variations
for Solar Power you have
Solar Power, Raises Special Attack by 1.5x in Sun, loses Ten Percent of it's health at the end of the turn
Hydro Power, Raises Special Attack by 1.5x in Rain, Loses Ten percent of it's health at the end of the turn
Ancient[?] Power, Raises Special attack by 1.5x in Sandstorm, Loses Ten Percent of it's health at the end of the turn
Glacial Power, Raises Special attack by 1.5x in Hail, Loses Ten Percent of it's health at the end of the turn
For Sand Rush you have
Sand Rush, In Sandstorm, this pokemon's Speed is doubled
Swift Swim, In Rain, this pokemon's speed is doubled
Chlorophyll, In Sun, This Pokemon's Speed is doubled
Snow Sprint, In Hail, This pokemon's Speed is doubled
Not sure if any of them are good or not, but I thought they might like some names...
for Solar Power you have
Solar Power, Raises Special Attack by 1.5x in Sun, loses Ten Percent of it's health at the end of the turn
Hydro Power, Raises Special Attack by 1.5x in Rain, Loses Ten percent of it's health at the end of the turn
Ancient[?] Power, Raises Special attack by 1.5x in Sandstorm, Loses Ten Percent of it's health at the end of the turn
Glacial Power, Raises Special attack by 1.5x in Hail, Loses Ten Percent of it's health at the end of the turn
For Sand Rush you have
Sand Rush, In Sandstorm, this pokemon's Speed is doubled
Swift Swim, In Rain, this pokemon's speed is doubled
Chlorophyll, In Sun, This Pokemon's Speed is doubled
Snow Sprint, In Hail, This pokemon's Speed is doubled
For Fairy Aura you have
Fairy Aura, Increases the power of all Fairy-type moves in battle to 1.3x.
Dark Aura, Increases the power of all Dark-type moves in battle to 1.3x.
Flame Aura, Increases the power of all Fire-type moves in battle to 1.3x.
Mental/Psionic Aura, Increases the power of all Psychic-type moves in battle to 1.3x.
Growth Aura, Increases the power of all Grass-type moves in battle to 1.3x.
Varied Aura, Increases the chance of all of SpartanMalice's OM Submissions to be accepted by 1.3x.
Oceanic Aura, Increases the power of all Water-type moves in battle to 1.3x.
Gaian Aura, Increases the power of all Ground-type moves in battle to 1.3x.
Energetic Aura, Increases the power of all Electric-type moves in battle to 1.3x.
Generic Aura, Increases the power of all Normal-type moves in battle to 1.3x.
Draconic Aura, Increases the power of all Dragon-type moves in battle to 1.3x.
Shadow Aura, Increases the power of all Ghost-type moves in battle to 1.3x.
Insectial[?] Aura, Increases the power of all Bug-type moves in battle to 1.3x.
Mountain Aura, Increases the power of all Rock-type moves in battle to 1.3x.
Frost Aura, Increases the power of all Ice-type moves in battle to 1.3x.
Metallic Aura, Increases the power of all Steel-type moves in battle to 1.3x.
Toxic Aura, Increases the power of all Poison-type moves in battle to 1.3x.
Wind/Burd Aura, Increases the power of all Flying-type moves in battle to 1.3x.
Fairy Aura, Increases the power of all Fairy-type moves in battle to 1.3x.
Dark Aura, Increases the power of all Dark-type moves in battle to 1.3x.
Flame Aura, Increases the power of all Fire-type moves in battle to 1.3x.
Mental/Psionic Aura, Increases the power of all Psychic-type moves in battle to 1.3x.
Growth Aura, Increases the power of all Grass-type moves in battle to 1.3x.
Varied Aura, Increases the chance of all of SpartanMalice's OM Submissions to be accepted by 1.3x.
Oceanic Aura, Increases the power of all Water-type moves in battle to 1.3x.
Gaian Aura, Increases the power of all Ground-type moves in battle to 1.3x.
Energetic Aura, Increases the power of all Electric-type moves in battle to 1.3x.
Generic Aura, Increases the power of all Normal-type moves in battle to 1.3x.
Draconic Aura, Increases the power of all Dragon-type moves in battle to 1.3x.
Shadow Aura, Increases the power of all Ghost-type moves in battle to 1.3x.
Insectial[?] Aura, Increases the power of all Bug-type moves in battle to 1.3x.
Mountain Aura, Increases the power of all Rock-type moves in battle to 1.3x.
Frost Aura, Increases the power of all Ice-type moves in battle to 1.3x.
Metallic Aura, Increases the power of all Steel-type moves in battle to 1.3x.
Toxic Aura, Increases the power of all Poison-type moves in battle to 1.3x.
Wind/Burd Aura, Increases the power of all Flying-type moves in battle to 1.3x.
for Magnet Pull you have
Magnet Pull, Traps Steel Types so they can't Switch Out
Landslide, Traps Rock Types so they can't switch out
Butterfly Net, Traps Bug Types so they can't Switch Out
Infinite Ocean, Traps Water Types so they can Switch Out
Burning Arena, Traps Fire Types so they can't Switch Out
Gale Tornado, Traps Flying Types so they can't Switch Out
Electromagnet, Traps Electric Types so they can't Switch Out
Challenger, Traps Fighting Types so they can't Switch out
Infinite Forest, Traps Grass Types so they can't switch out
Psychikos, Traps Psychic Types so they can't switch out
Sinkhole, Traps Ground Types so they can't Switch Out.
Witching Hour, Traps Ghost Types so they can't Switch out.
Demonic Turmoil, Traps Dark Types so they can't Switch Out
Dragon's Den, Traps Dragon Types so they can't Switch Out
Doorless Room, Traps Fairy Types so they can't Switch Out
Magnet Pull, Traps Steel Types so they can't Switch Out
Landslide, Traps Rock Types so they can't switch out
Butterfly Net, Traps Bug Types so they can't Switch Out
Infinite Ocean, Traps Water Types so they can Switch Out
Burning Arena, Traps Fire Types so they can't Switch Out
Gale Tornado, Traps Flying Types so they can't Switch Out
Electromagnet, Traps Electric Types so they can't Switch Out
Challenger, Traps Fighting Types so they can't Switch out
Infinite Forest, Traps Grass Types so they can't switch out
Psychikos, Traps Psychic Types so they can't switch out
Sinkhole, Traps Ground Types so they can't Switch Out.
Witching Hour, Traps Ghost Types so they can't Switch out.
Demonic Turmoil, Traps Dark Types so they can't Switch Out
Dragon's Den, Traps Dragon Types so they can't Switch Out
Doorless Room, Traps Fairy Types so they can't Switch Out
Not sure if any of them are good or not, but I thought they might like some names...
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