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Adding attacks from other games to pokemon

Hey guys. While I was bored at work today, instead of doing the work they pay me to do, I had a think about what if they added attacks from other games into pokemon.

So the first idea I had was reflect from final fantasy being added. Reflect is supposed to make it so all magic that gets cast on you gets reflected to your enemy but because there's no "magic" moves in pokemon, I've decided to simplify this as it reflects all special and status moves. Now being effectively immune to all magic and status moves may seem a little strong but this is balanced by the fact it will also reflect moves you try to use on yourself. Try to use recover, your opponent heals instead. Try to swords dance, your opponent gets the attack boost instead. Try to use misty explosion, your opponent blows up instead. Perfectly fair.

My next idea would be adding level 5 death from final fantasy. The way level 5 death works is that if the target's level is a multiple of 5, it dies. I think this would add a new layer of strategy to pokemon where you either drop your level from 100 to 99 and take the stat drop or you keep them at level 100 and just fucking die. This move also has 100% accuracy which means it wouldn't be uncompetitive like the other OHKO moves.

My last idea would be to have gravity bind from yugioh. What gravity bind does is if a pokemon has a level of 4 or high, it cannot attack. Honestly not too sure about this one. Gravity bind isn't a good card in yugioh so I'm worried it would be one of those bad moves no one ever clicks like rapid spin or pre buff knock off. Let me know if you have any ideas on how to buff this.
 
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Move: En Passant
Type: Bug
Classification: Physical
Power: 70
Accuracy: 100%
PP: 20 (max 32)
Effect: User switches out after damaging the target.

En Passant allows you to capture the enemy piece while also moving forward past it, so I thought that making you switch out and doing damage was a good way of representing that. It's a Bug-type move because of the term "army ant" and ant colonies having "soldiers".
 
There's this spell in noita (One of my fav roguelikes if you're reading this you should try it) which is called End Of Everything yeah pretty weak I know, it only kills you and destroys the world, I would give it similar bp to Light that burns the sky or Light that returns to nothing.
Move: End Of Everything
Type: Rock
Classification: Special
Power: 190
Accuracy: 100%
PP: 8
Effect: Hits adjacent Pokemon. The user faints.
 
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I'm a big fan of the Proliferate mechanic in MTG (increments all counters on cards/players) and could see it working pretty well with pokemon's numeric stat stages. A more extreme version might also consider things like hazard stacks or remaining turns of field effects as 'counters' and increment them since that's probably how they'd be resolved in a TCG, but it's probably still usable with just stat stages. Especially for doubles, given how often there's an Intimidate to amplify.
 
i'm quite a big fan of rpg characters like ochette from ot2 that are significantly designed around summoning monsters in battle, and i think a monster capturing system would be a really cool and interesting potential addition to pokemon. thoughts on this?
 
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I'm helping a friend work on a terraria-based solomod, so I already have a very funny move to showcase
Daedalus Stormbow
Steel | Physical | 10 BP | 90 Acc | 5 (8) PP
Hits 5 times as a Steel-type move, then hits 5 more times as a Fairy-type move. Only Steel is considered when determining STAB.
Target: random foe
Flags: none
using holy arrows, it hits 5 times for the arrows and then 5 more times for the falling stars

Also, level 5 death is cool and all but what about level 2 old now that's a real move
 
what if we added some of elden ring’s dragon communion incantations? the dragonclaw incantation sounds like a good idea since it’s not named after any dragons… we could even add a space and call it “dragon claw” so it’s something completely new!
 
Move: Loan
Type: Dark
Classification: Status
Accuracy: 100%
PP: 8
Description: Target cannot use stat-boosting moves for 3 turns + leech seed

Inspired by Tom Nook from Animal Crossing
 
In the off chance any of you grew up a fan of or have played any of the Skylanders games, first of all, you have serious ball knowledge, and more importantly the special “Traptanium” attacks from the fourth installment sound like the perfect thing for this thread. For those not in the loop, these attacks were basically designed as Trap Team’s version of power creep as the primary attacks of the main characters of the game that notably received an automatic 50 percent damage increase during villain and boss fights.

Here’s an example of what one of these attacks could look like as a Pokémon move that I totally didn’t just come up with off the top of my head. Nope, totally not.

Name: Traptanium Arrow
Type: Water
Category: Physical
Base Power: 75
Accuracy: 100
Power Points: 16
Description: “The user fires a powerful crystal arrow infused with Water-Type energy at the target. This move has an increased critical hit rate and deals extra damage against Dark-Type Pokémon.”
 
1769750057400.png

I've had this one ever since coming up with a loose idea for SL gardevoir. Multi-hit move, 10 base power, hits 8 times. The gimmick is that each hit alternates between doing damage with the fairy and ghost type.
1769750222112.png

gonna put my two cents in for binah's floor too because like. the effect is already there. just make the BP like 40 or something and give it base 30 pp
 
I'm a big fan of the Proliferate mechanic in MTG (increments all counters on cards/players) and could see it working pretty well with pokemon's numeric stat stages. A more extreme version might also consider things like hazard stacks or remaining turns of field effects as 'counters' and increment them since that's probably how they'd be resolved in a TCG, but it's probably still usable with just stat stages. Especially for doubles, given how often there's an Intimidate to amplify.
The entirety of Gen 8 slowly gaining Water Absorb or Storm Drain as I repeatedly proliferate Seismitoad, the one counter to Dracovish.
 
If anyone on this site plays Sakura Arms please hit me up. If anyone on this site likes LCGs, hey you should try Sakura Arms! I'm not going to spend this entire post upselling it, but it is critically underrated.

Snow Blade
Ice / Physical
70 bp / 100 acc / 8 pp
The target's max HP is reduced by the same amount as the damage dealt by this move until they switch out.
This card is pretty crucial for the character who has it in Sakura. I think in Pokémon it would be more of a niche stall counter, but only if they put it on a Pokémon that can actually use it, which they wouldn't :pikuh: Also cute against pinch berries, Overgrow-type abilities, etc. Totally flails in the face of Eruption, Sturdy, etc, which is funny.

Kuma-Suke
Normal / Physical
50 BP / 100 acc / 8 pp / -1 Priority
This attack hits an additional time for every fainted ally.
Thankfully, they would never put something like this in the game.

Chikage's Dark Path
Dark / Status
8 pp / -6 Priority
The user charges for two turns. At the end of the third turn, if the user is still alive and has not switched out, the foe's entire team faints.
The ultimate match up fish? This would be stupid in Pokémon, but honestly, if you lose to this you probably deserve it.

Spirit Ceremony
Fairy / Special
30 bp / 100 acc / 16 bp
The user switches out. Every time this move is used, it gains 30 base power and loses 5 accuracy (capped at 120 and 85, respectively).
Similar design space to Rage Fist. Eventually you get into the awkward situation where you want to click it for damage, but then you have to switch out. Whiffing a U-Turn to accuracy is also sad. Still, it's definitely busted on any mon that would be decent on its own. But isn't that part of the charm? Nobody gets excited for the next High Horsepower.

Centrifuge Attack
Steel / Physical
200 bp / 100 acc / 16 pp
Fails if the target hasn't taken damage this turn.
This looks kind of degenerate in Doubles, but then, Centrifuge is kind of degenerate with certain partners in the original game! In singles, this becomes the most all-or-nothing 50/50 once you have a layer of hazards up. It's almost like a pursuit that hits the switch-in instead. Also very funny against faster recoil moves or Life Orb users.

Perpetual Wind
Psychic / Special
50 bp / 100 acc / 16 pp
The target cannot use Status moves this turn.
Weirdly, I think this is actually less frustrating than the original card. It still has that element of "aggressive opponents barely care, stalling opponents care immensely, and there's a spectrum in between."
 
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Name: Shouryuuken
Type: Fighting
Category: Physical
Base Power: 80
Accuracy: 100
PP: 5–8
Priority: -4

The user winds up and hits the target with a powerful uppercut. The user evades all attack moves while they are winding up. The power of this attack move is doubled if the user evades an attack move that makes contact. The user can't move on the next turn if they do not evade an attack while winding up or if the attack misses.

Notes:
  • This is probably obvious, but the "can't move" status is the same as the one afflicted by Hyper Beam (i.e. the user can't switch out) as opposed to being analogous to Truant "loafing around"
  • The wind-up message displays at the start of the turn with the same priority as Focus Punch's "<Pokémon> is tightening its focus!" message. The evasive effects of the wind-up phase are active from when this message is displayed until the attack comes out
  • The attack is considered to have “missed” if it fails the accuracy check, if the target is immune to the attack, or if the target protects against the attack (Protect, Detect, King’s Shield, Spiky Shield, etc.)
 
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Megaton Implode
Type: Normal
Category: Physical
Base Power: 500
PP: 5

Effect: the user faints after using this move.

What an original move, coming from Palworld!
 
gonna make a few moves out of #1 poverty fighting game "melty blood"
and no i cannot find versions of the pictures that dont have hitboxes.

Starmine
1769826221481.png

Psychic
BP: --
PP: 5 (8)
Effect: Sets a stage hazard that does 20% of opponent's HP on switch in. Hazard is removed on switch-in. Affected by weaknesses and resistances.

Creature Channel
1769826500937.png

Ghost
BP: --
PP: 5 (8)
Effect: Selects a random pokemon from your team. The BP of this move is equal to the highest BP of any move the selected pokemon currently knows.
(example: a Great Tusk with Headlong Rush is selected. The move has a BP of 120)
(example 2: a Blissey with no attacking moves is selected. The move does jack shit. Don't play stall next time.)

Look At What I Grew! (yes, this is what the move is called in game)
1769826835395.png

Grass
Physical
BP: 50
PP: 10 (16)
Effect: On turn 1, throws a planter box with 50 PP. The following turn, in addition to another action (i.e you can attack again) deals an additional 40 BP worth of damage. The second attack has a 20% chance to poison and 20% chance to deal fire-type damage instead (but both cannot happen with the same attack.

Whirl-Slicing Birds
1769827447066.png

Flying
Physical
BP: 75
PP: 10 (16)
Effect: Heals 50% of damage dealt. 10% chance to inflict burn.
Like the sinistcha move except slightly detuned on account of the typing

Thunder Isolation
1769829295684.png

Electric
Special
BP: --
PP: 10 (16)
Effect: User gains 1 "charge" per turn this attack is not used (max 10). Attack has 15 BP per charge. Charge resets on switch in.
Note: Displays a status message every turn. Since there is no ability attached this does reveal that you have this attack in your moveset.
 
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Name: Shouryuuken
Type: Fighting
Category: Physical
Base Power: 80
Accuracy: 100
PP: 5–8
Priority: -4

The user winds up and hits the target with a powerful uppercut. The user evades all attack moves while they are winding up. The power of this attack move is doubled if the user evades an attack move that makes contact. The user can't move on the next turn if they do not evade an attack while winding up or if the attack misses.

Notes:
  • This is probably obvious, but the "can't move" status is the same as the one afflicted by Hyper Beam (i.e. the user can't switch out) as opposed to being analogous to Truant "loafing around"
  • The wind-up message displays at the start of the turn with the same priority as Focus Punch's "<Pokémon> is tightening its focus!" message. The evasive effects of the wind-up phase are active from when this message is displayed until the attack comes out
  • The attack is considered to have “missed” if it fails the accuracy check, if the target is immune to the attack, or if the target protects against the attack (Protect, Detect, King’s Shield, Spiky Shield, etc.)
feels like the protect tidbit shouldn't be here since this move is minus as fuck on block

1769829689032.png
 
feels like the protect tidbit shouldn't be here since this move is minus as fuck on block
So if you hit their protect you skip a turn, yeah.

Fighting game moves seem like a rich vein for this! Here's one from my Smash main :)

Rest
Normal / Physical
200 bp / 75 acc / 8 pp
If the target does not faint, they are switched out and replaced with a random ally. The user falls asleep for 4 turns, or 2 turns if the attack hit.
 
If anyone on this site plays ADOM please hit me up. If anyone on this site likes classical roguelikes, hey you should try ADOM! I'm not going to spend this entire post upselling it, but it is critically underappreciated.

Code:
-------------------------------------------- hide boots------------------------------------------

The hide boots are really cursed boots of great speed [+5, 0] (+100 spd).

Fairy / Status
- bp / - acc / 8 pp

This move provides maximum priority on all future moves and maximally raises Speed.
Sleep, freeze, paralysis, confusion, and infatuation prevent the user from moving and do not end.
The foe gains Serene Grace, Super Luck, and Sniper in addition to their previous ability.
Using this move again, or switching out, cancels its effects.

The boots of great speed, while extremely hard to obtain, are impossible to challenge for maneuverability and attack speed. To explain a boost of 100 speed, the default in ADOM is 100 speed, 110 speed is above average, and 120 speed is excellent. However, they curse and doom the wearer, opening them to potentially lethal bad luck. They truly create a parallel experience.

Code:
-------------------------------------------- maul------------------------------------------

The maul is actually a spiked maul of devastation "Foeslammer"
(+12, 6d8+6) [-4, +0].

Steel / Physical
120 bp / 100 acc / 16 pp

This move lowers the foe's Attack by 1.
It lands a critical hit 25% of the time.
If the foe's species has a Base Stat Total of at least 550, it always lands a critical hit.
This extremely powerful weapon may grace ChAoS Knights who sufficiently please their god and master, Andor Drakon. In seeking to corrupt the world into formless cHaOs, these "Knights" make the whole world their enemy, making for a perilous journey. This extremely powerful move should be rewarded to Pokemon who overcome such heavy disadvantages for destruction.

Code:
-------------------------------------------- stream of energy------------------------------------------

The stream of energy is actually an energy blast spell.
(+0, 32d4).

Typeless / Special
120 bp / 100 acc / 16 pp
Energy blast is a very powerful enemy spell, not only for its damage, but because it is non-elemental, which means the player cannot gain resistance or immunity. If they do not dodge and have low enough HP, a promising run may end immediately.

Code:
-------------------------------------------- ancient scythe------------------------------------------

The ancient scythe is actually a scythe of corruption "Moon Sickle" (+6, 10d4+6) [+2, +2].

Dark / Physical
100 bp / 100 acc / 64 pp

This move additionally damages the user and target.
That damage is their current respective lost hit points, times a random number from 0 to 0.3.
This move locks the user in until they switch out.

Moon Sickle inflicts a unique mechanic of ADOM, Corruption, onto both its user and its victim. Corruption gradually accumulates in characters over time, causing them to sprout mutations until they eventually collapse into a writhing puddle of primordial chaos. Moon Sickle is also permanently cursed, requiring magical means to remove. These traits make it a dubious weapon, despite its respectable power. Maybe it can fare a bit better here.
 
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If anyone on this site plays ADOM please hit me up. If anyone on this site likes classical roguelikes, hey you should try ADOM! I'm not going to spend this entire post upselling it, but it is critically underappreciated.
Joke's on you, I actually do like boomer roguelikes :^)

WONAFYT
Dark / Status
8pp / -6 priority
The opponent's Pokémon is switched out. The opponent is forced to send in the Pokémon that the user would be capable of dealing the most damage to in a single hit. The user moves with +1 priority next turn.
 
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