Combo Battles!!

Approved by The Eevee General
Combo Battles!!


Combo Battles would involve the use of two different moves used by the same Pokemon resulting in an extra outcome whether it be an extra stat boost, a stronger attack, or an added effect! some ideas that have been suggested are:

  • Poison Gas + Flamethrower
  • Hone Claws + Slash/Night Slash
  • thunder wave + iron head/airslash
  • Rain dance + Thunderbolt
  • Hail + icebeam
  • sunny day + flamethrower
  • flatter/swagger + psych up (extra boost some how?)
  • leech seed + ingrain (double recovery on ingrain)
  • Sandstorm + Focus Blast (boostd acc.)
  • Swords Dance + Nasty plot (boost in speed)

Other inputs are welcome! Preferably more Status + Status combos and Status + Attack (or vise-versa)


Thanks!

-Tanner3393 (aka TEENUR)


P.S. A Special Thanks to The Eevee General for Assisting me with this :D
 
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A+ idea, but wouldn't this work work better in doubles to say the least? The coding for "x is awaiting y's attack" for the current combo moves already exists, it could work there imo.

Anyway, in the case of the weather moves, does the move itself have to be used or does it just have to be that weather?
 

canno

formerly The Reptile
This is a really neat idea! It would be cool if we can get some unique effects to go along with these. Here's some ideas I thought up (some aren't that grreat tbh)

  • Sunny Day + Solar Beam - Solar Beam now has a x% chance to Burn (should be a relatively high chance - 30% maybe?)
  • Tailwind + Flying-type attack - The Flying-type attack gains a 1.3x boost in power
  • Rain Dance + Thunder - Thunder gains a 1.3x boost in power and cannot be blocked by Protect / Detect / King's Shield.
  • Water Sport + Water-type attack - Water-type attack gains a 1.3x boost in power
  • Mud Sport + Ground-type attack - Ground-type attack gains a 1.3x boost in power
  • Stealth Rock + Rock Throw - Rock Throw's BP becomes 120.
  • Fake Out + Last Resort - Bypasses Ghost immunity.
  • Iron Defense + Physical Steel-type move - Steel-type move gains a 1.3x boost in power.
  • Drill Peck + Drill Run - Drill Run always crits
  • Flame Wheel + Flare Blitz - Flare Blitz has 150 BP
  • Charge + Discharge - Discharge has a 100% chance to paralyze. Lower's users SpDef by 1 stage.
 
A+ idea, but wouldn't this work work better in doubles to say the least? The coding for "x is awaiting y's attack" for the current combo moves already exists, it could work there imo.

Anyway, in the case of the weather moves, does the move itself have to be used or does it just have to be that weather?

Doubles could definitely work but then it would almost be as if you could only use two pokemon together and if one gets knocked out you cant really use the other mon. i know you can build a team to do other wise but it would seem to be easier (not necessarily for coding purposes) to just have singles for right now. and I was thinking that the weather could just be in effect for the added boost of the second move!



This is a really neat idea! It would be cool if we can get some unique effects to go along with these. Here's some ideas I thought up (some aren't that grreat tbh)

  • Sunny Day + Solar Beam - Solar Beam now has a x% chance to Burn (should be a relatively high chance - 30% maybe?)
  • Tailwind + Flying-type attack - The Flying-type attack gains a 1.3x boost in power
  • Rain Dance + Thunder - Thunder gains a 1.3x boost in power and cannot be blocked by Protect / Detect / King's Shield.
  • Water Sport + Water-type attack - Water-type attack gains a 1.3x boost in power
  • Mud Sport + Ground-type attack - Ground-type attack gains a 1.3x boost in power
  • Stealth Rock + Rock Throw - Rock Throw's BP becomes 120.
  • Fake Out + Last Resort - Bypasses Ghost immunity.
  • Iron Defense + Physical Steel-type move - Steel-type move gains a 1.3x boost in power.
  • Drill Peck + Drill Run - Drill Run always crits
  • Flame Wheel + Flare Blitz - Flare Blitz has 150 BP
  • Charge + Discharge - Discharge has a 100% chance to paralyze. Lower's users SpDef by 1 stage.

Those are some really good ideas! :) i especially like the burn chance added to Solar beam, and the Stealth Rock + Rock throw isnt a bad idea, but I think maybe added acuracy to rock slide or stone edge would be slightly move valuable than another strong non 100% acc. rock type attack. :)
 
Lemme make up some names in bold for you.
This is a really neat idea! It would be cool if we can get some unique effects to go along with these. Here's some ideas I thought up (some aren't that grreat tbh)

  • Sunny Day + Solar Beam - Solar Beam now has a x% chance to Burn (should be a relatively high chance - 30% maybe?) Solar Flare
  • Tailwind + Flying-type attack - The Flying-type attack gains a 1.3x boost in power Second Wind
  • Rain Dance + Thunder - Thunder gains a 1.3x boost in power and cannot be blocked by Protect / Detect / King's Shield. ThunderStorm
  • Water Sport + Water-type attack - Water-type attack gains a 1.3x boost in power Splish Splash
  • Mud Sport + Ground-type attack - Ground-type attack gains a 1.3x boost in power Mud Dirt Drench
  • Stealth Rock + Rock Throw - Rock Throw's BP becomes 120. Stone Barrage or Stealth Toss
  • Fake Out + Last Resort - Bypasses Ghost immunity. Backstab or Ambush
  • Iron Defense + Physical Steel-type move - Steel-type move gains a 1.3x boost in power. Armored Bash
  • Drill Peck + Drill Run - Drill Run always crits Drill Pierce or Giga Drill
  • Flame Wheel + Flare Blitz - Flare Blitz has 150 BP Spinning Flare
  • Charge + Discharge - Discharge has a 100% chance to paralyze. Lower's users SpDef by 1 stage. Overcharge
 
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EV

Banned deucer.
That's actually how this idea started, but since move contests categories aren't well known, I recommended just coming up with custom combos without categories.

Here's more:
Focus Energy+Double-edge = removes recoil from Double-edge
Moonlight+Moonblast = doubles chance to lower Sp. Attack
Earthquake+Icicle Crash = boosts Icicle Crash x1.3 (I wonder who would like this...)
Gust+Whirlwind = damages target before they switch (60 BP), similar to Dragon Tail
Hyper Voice+Hyper Beam = removes recharge turn
Double Slap x2 = guaranteed 5 hits

I could do this all day!
 

canno

formerly The Reptile
These are pretty fun to come up with

  • Light Screen + Reflect: Both screens reset their countdown and last for an extra turn.
  • Reflect + Light Screen: Both screens reset their countdown and last for an extra turn.
  • Lock-On + Zap Cannon: Zap Cannon can never miss
  • Lock-On + Tri-Attack: Tri-Attack always crits (this effect only applies if the opponent does not switch)
  • Lock-On + Hyper Beam: Hyper Beam is 1.2x stronger. If Hyper Beam KOs the target, it does not need to recharge. Hyper Beam can now hit Ghost-type Pokemon.
  • Taunt + Parting Shot: Parting Shot has +1 priority
  • Aura Sphere + Focus Blast: Focus Blast cannot miss
  • Gunk Shot + Fire-type move: Move always burn and is 1.2x stronger
  • Hypnosis + Dream Eater: Dream Eater now works on non-sleeping targets
  • Tail Whip + Iron Tail: Iron Tail deals 1.1x more damage and cannot miss.
  • Rest + Sleep Talk: Sleep Talk will always pick your 4th move
  • Rest + Snore: Snore now has -6 priority and phazes the foe out.
  • Dragon Rage + Outrage: Outrage lasts for 5 turns, and does not confuse the user afterwards. Outrage lowers the user's Defense and Special Defense by 1 stage.
  • Rage + Outrage: Increases user's Attack by 1 stage.
  • Rage + Dragon Rage: Increases user's Attack by 1 stage. Dragon Rage now does 100 damage.
  • Punch Move + Different Punch Move: Attack does 1.2x more damage. Combo can stack with itself (so Ice Punch -> Thunder Punch -> Ice Punch works, so does Fire Punch -> Drain Punch -> Ice Punch -> Thunder Punch)
  • (Ice/Fire/Thunder) Punch + Barrage / Arm Thrust: Barrage / Arm Thrust now becomes a 25 BP move with the same type as the elemental punch used before it.
  • Flash + Flash Cannon: Flash Cannon does 1.3x more damage
  • Flash + Mirror Shot: Mirror Shot does 1.5x more damage
  • Magnetic Flux / Magnet Rise + Magnet Bomb: Magnet Bomb is now a Special Steel-type move with 100 BP that does SE damage vs Water-type Pokemon.
 
These are pretty fun to come up with



  • Light Screen + Reflect: Both screens reset their countdown and last for an extra turn. Dampener
  • Reflect + Light Screen: Both screens reset their countdown and last for an extra turn. Dampener
  • Lock-On + Zap Cannon: Zap Cannon can never miss Target Aquired
  • Lock-On + Tri-Attack: Tri-Attack always crits (this effect only applies if the opponent does not switch) Triple Kill.
  • Lock-On + Hyper Beam: Hyper Beam is 1.2x stronger. If Hyper Beam KOs the target, it does not need to recharge. Hyper Beam can now hit Ghost-type Pokemon. Bunker Blast
  • Taunt + Parting Shot: Parting Shot has +1 priority Infuriate D:<
  • Aura Sphere + Focus Blast: Focus Blast cannot miss Aura Storm
  • Gunk Shot + Fire-type move: Move always burn and is 1.2x stronger Combustion
  • Hypnosis + Dream Eater: Dream Eater now works on non-sleeping targets
  • Tail Whip + Iron Tail: Iron Tail deals 1.1x more damage and cannot miss. Steel Lash
  • Rest + Sleep Talk: Sleep Talk will always pick your 4th move Lagging
  • Rest + Snore: Snore now has -6 priority and phazes the foe out. Sleepless
  • Dragon Rage + Outrage: Outrage lasts for 5 turns, and does not confuse the user afterwards. Outrage lowers the user's Defense and Special Defense by 1 stage. Mythical Fury
  • Rage + Outrage: Increases user's Attack by 1 stage. Insanity
  • Rage + Dragon Rage: Increases user's Attack by 1 stage. Dragon Rage now does 100 damage. Angry Breath
  • Punch Move + Different Punch Move: Attack does 1.2x more damage. Combo can stack with itself (so Ice Punch -> Thunder Punch -> Ice Punch works, so does Fire Punch -> Drain Punch -> Ice Punch -> Thunder Punch) Punchout!
  • (Ice/Fire/Thunder) Punch + Barrage / Arm Thrust: Barrage / Arm Thrust now becomes a 25 BP move with the same type as the elemental punch used before it. Elemental Shove
  • Flash + Flash Cannon: Flash Cannon does 1.3x more damage Light Burst
  • Flash + Mirror Shot: Mirror Shot does 1.5x more damage Blind Shot
  • Magnetic Flux / Magnet Rise + Magnet Bomb: Magnet Bomb is now a Special Steel-type move with 100 BP that does SE damage vs Water-type Pokemon. Magnokinesis
I'm making some more names for you. why? I have no life I'm bored, that's all. Plus maybe in battle if the combo is met, the text coulsd say something like "POkemon X Unleashed Blind Shot! or Unleashed Dampener!

Also i should make some combos:
Swagger+Flatter= Derail: Inflicts Confusion, Torment, Taunt, and Attract.
Hurricane+Whirldwind: Line Storm: Hurricane never misses and hits twice, even between faints.
 
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It wasn't about the contest categories, it was about how the combos are usually logically made. For example:
  • Surf + Dive (If we're doing names, Flood Dash): Dive is a one-turn attack and has doubled Power.
  • Leer + Glare or vice versa (Luigi's Death Glare): Additional -1 Defense and -2 Sp. Defense.
  • Rage + Thrash (Rampage): Thrash is guaranteed to last 3 turns, doesn't confuse the user, and Rage continues for the duration.
  • Charm + Sweet Kiss or vice versa (Seduce): Sweet Kiss always hits and the opponent is infatuated if applicable.
  • Calm Mind + Meditate or vice versa (Enlighten): Additional +1 Attack, Sp. Attack, and Sp. Defense, and +2 Defense.
  • Sandstorm + Sand Tomb (Dust Devil): Sand Tomb always hits and lasts as long as the Sandstorm.
There are other combos that other people have made that are there, too. Anyway, more combos!
  • Astonish + Scary Face or vice versa (Ghost Fright): Target is guaranteed to go last and flinch next turn, as well as this one if possible.
  • Focus Energy + Focus Punch (I don't think this really needs a name): Focus Punch acts like a normal move for this turn.
... that's all I got. If you're wondering why they're so powerful, it's because the conditions for a move combo are hard to pull off (the combo is highly telegraphed because the moves have to be performed back-to-back and sometimes in a certain order, and in almost all cases at least one of them, usually the first, is unviable) so the reward needs to be worth it.
 

canno

formerly The Reptile
The names are pretty great (I'm not good at them though). Before I post more, though, let me edit one of those

  • Tail Whip + Any Tail Move or Slam: Move deals 1.1x more damage and cannot miss. (New name is Tail Wind-Up)
Anyways, here's my new combos
  • Taunt + Sucker Punch (Bait'n'Punch): Sucker Punch will hit for 40 BP if the foe switches out
  • Focus Energy + Focus Blast (Inner Focus): Focus Blast will always crit and does not miss. Focus Blast has 100 BP.
  • Moonblast + Rain Dance (Hightide): Rain lasts for 11 turns (16 turns if the user is holding a Damp Rock)
  • Moonlight + Moonblast (Interstellar Bullet): Moonblast always crits
  • Mist Ball + Dragon STAB (Mistical Blast (yes I know it's spelled wrong)): Heals user's 50% of their HP
  • Luster Purge + Dragon STAB (Lust Cannon): Dragon STAB hits 1.5x harder
  • (Ice / Fire / Thunder) Fang + Crunch ((Frost / Burst / Shock) Jaw): Crunch has 100 BP, and has a 10% chance to (Freeze / Burn / Paralyze). Crunch also deals (Ice / Fire / Electric) damage.
  • Bite / Bug Bite + Belch (Tasteful): Belch does not require to consume a berry. Belch has a 100% chance to flinch. Belch has +1 priority.
  • Acid + Acid Spray (Corrosion): Acid Spray deals Super Effecive damage to Steel-type Pokemon. Acid Spray has 100 BP
  • Bulk Up + Superpower (Heroic): Superpower does not drop the user's Attack and Defense
  • Coil + Poison Tail (Venomous Whirlwind): Poison Tail has 180 BP. Lower user's Attack, Defense, and Accuracy by 1 stage.
  • Hyper Voice + Noble Roar: Noble Roar now has 70 BP and is a special attack. Still retains its old effect.
  • Force Palm + Mach Punch (One Inch Punch): Mach Punch now has 20 BP, but has a 100% chance to flinch.
  • Sunny Day + Weather Ball (Solar Flare): Weather Ball has a 100% chance to burn
  • Rain Dance + Weather Ball (Tidal Blast): Weather Ball has a 100% chance to confuse
  • Hail + Weather Ball (Tundra Cannon): Weather Ball has a 100% chance to lower Speed by 1 stage
  • Sandstorm + Weather Ball (Terra Crash): Weather Ball has a 100% chance to lower accuracy by 1 stage.
  • Withdraw + Shell Smash (Great Shell Smash): Shell Smash now boost user's SpA, Atk, by 2 stages and Speed by 3 stages and lowers Def by 2 stage and SpDef by 1 stage.
  • Water Shuriken + Night Slash (Ninja Slash!): Night Slash always crits
  • Water Shuriken + Water Shuriken (Ninja Shuriken Storm!): Water Shuriken will always hits 5 times. (Can combo into itself, so Water Shurriken -> Water Shurriken -> Water Shurriken will activate the combo)
  • Smokescreen + U-Turn (Ninja Vanish!): The foe's attack will always miss the turn U-Turn is used.
  • Substitute + Night Slash (Ninja Counter Strike!): Night Slash always crits.
  • Smokescreen + Feint Attack (Ninja Shadow Strike): Feint Attack has 100 BP. The foe will always miss the turn Feint Attack is used.
  • Spikes + Toxic Spikes (Playing Jacks): Toxic Spikes will also set-up a layer of Spikes along with the layer of Toxic Spikes
  • Spikes + Spike Cannon (Hazardous Barrage): Spike Cannon is now a Ground-type move with 25 BP. Spike Cannon will always leave a layer of Spikes on the opponent's side of the field.
  • Smokescreen + Fire-type move (Heat Smoke): The opponent is now burned if possible. The Fire-type attack now does 1.2x damage.
 
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Heh, this pet mod looks incredibly fun. Here's my combos:

Gyro Ball + Rapid Spin: Metal Revolver
Acts basically like Rapid Spin, but sends the entry hazards to the opposing field.

Focus Energy + Hydro Pump: Hi-Pressure Cut
Destroys Screens and reset opponent's defensive stat boosts (not drops)

Charge Beam + Flash Cannon: Master Spark Railgun
Has an additional 30% chance of paralyzing.

Scald + Freeze Dry: Supercooler
Has an additional 30% chance of freezing; 10% if the target is burned, and replaces the burn status.
 

EV

Banned deucer.
  • Bite + Belch (Tasteful): Belch does not require to consume a berry. Belch has a 100% chance to flinch. Belch has +6 priority.
This has got to be the best one yet! I'd add Bug Bite as an option, too. The +6 priority combo with 100% flinch looks a little OP tho. Still it's pretty based.
 
This has got to be the best one yet! I'd add Bug Bite as an option, too. The +6 priority combo with 100% flinch looks a little OP tho. Still it's pretty based.
You know it can make you flinch before you can switch if you're slower, or before you can protect.

Someone could spam bite and belch, with some coverage just to kill stuff that resist it like Lucario.
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
Nasty Plot + Dark Pulse: Tormenting Pulse
Dark Pulse Has a BP of 95 and has a 40% chance to flinch

Attract + Draining Kiss: Lustful Kiss
Draining Kiss Has a BP of 80 and never misses

Dazzling Gleam + Any Damaging Water Type Move: Holy Water
The water type move used Is SE against Dark and Ghost types and has a 20% chance to Burn Ghost and Dark types, if Scald is used then this chance is 50%. Has the same BP as the Water type move used
 
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canno

formerly The Reptile
You know it can make you flinch before you can switch if you're slower, or before you can protect.

Someone could spam bite and belch, with some coverage just to kill stuff that resist it like Lucario.
This has got to be the best one yet! I'd add Bug Bite as an option, too. The +6 priority combo with 100% flinch looks a little OP tho. Still it's pretty based.
I'll lower it to +1 then. The reason why it's like that though is because there are only 2 pokemon with the combination Bite and Belch - Arbok and Selviper. Bug Bite would extend this to Heatmor as well.
 
I'll lower it to +1 then. The reason why it's like that though is because there are only 2 pokemon with the combination Bite and Belch - Arbok and Selviper. Bug Bite would extend this to Heatmor as well.
until I read that post I was very worried, but, luckily, you can easily kill those pokemon on the bite turn
 

Valzy

Destroyer of Worlds
is a Contributor Alumnus
Lock-On + Tri-Attack: Tri-Attack always crits (this effect only applies if the opponent does not switch)
This is worthless, just using Tri Attack twice in a row does more damage and allows you to run a coverage move instead of Lock-On
 

Pikachuun

the entire waruda machine
This is worthless, just using Tri Attack twice in a row does more damage and allows you to run a coverage move instead of Lock-On
How about Lock-On + Tri Attack turning Tri Attack into a multi-hit move, or setting the status chance to 100%?
 

Valzy

Destroyer of Worlds
is a Contributor Alumnus
Super Powder (Powder+Sleep Powder): Sleep Powder always hits and puts the target to sleep for 3 turns. Learned by Vivillion.

Flash Freeze (Soak+Freeze-Dry): Freeze-Dry has a 100% chance of freezing soaked Pokemon. Learned by Smeargle.

Static Web (Electroweb+Sticky Web): Sticky Web paralyses switch-ins instead of lowering their speed. Learned by Ariados, Galvantula and Leavanny.
 
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canno

formerly The Reptile
This is worthless, just using Tri Attack twice in a row does more damage and allows you to run a coverage move instead of Lock-On
Whoops, you're totally right! I think Pikachuun 's idea is neat (More fond of the 100% status, but 3 hits makes a lot of sense too).
 

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