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Pet Mod Extreme Reboot (Complete Mod)

I hope you like them :)

Move Name: Bear Fruit
Category: Status
Type: Spring
Base Power: -
Max PP: 16
Accuracy: -
Effect(s): The user plants a seed which will growth after two turns, boosting the Pokemon's Attack and Special Attack by one stage.
Effect Chance: -
Attributes: None
Reasoning: Future Sight/Doom Desire but planting a seed to boosts users stats. Seed counts as flowers and those things so I guess it should be Spring-type even though it rlly doesn't matter.
A good move to use in HO teams.

Move Name: Summer Sword
Category: Physical
Type: Summer
Base Power: 110
Max PP: 8
Accuracy: 50%
Effect(s): applies Sunburn to the target
Effect Chance: 100%
Attributes: Contact, Secondary.
Reasoning: Based on the Sword of Frey and the title of the first book of Magnus Chase's trilogy. Freyr is the Norse god associated with sunshine and summer.
Great to deal with walls.

Move Name: Starfall
Category: Status
Type: Night
Base Power: 60
Max PP: 24 PP
Accuracy: 95%
Effect(s): For 5 turns, and at the end of each turn, the opposing Pokemon is dealt 1/8 of its max HP if the user is still in the field. The effect doesn't refresh if the move is used during the 5 turns.
Effect Chance: -
Attributes: -
Reasoning: I wanted to make it a trapping move, but the name didn't have much to do with trapping, so I just made it without trapping but with a higher BP.
Chip damage to bring on bulky mons.

Move Name: Striking Tide
Category: Physical
Type: Sea
Base Power: 50
Max PP: 16 PP
Accuracy: 90%
Effect(s): Hits the target three times, but the last hit has a 75% recoil.
Effect Chance: -
Attributes: Contact
Reasoning: It is based on Tanjiro from Kimetsu No Yaiba, who dominates Water forms. This one shines thanks to it allowing the character to hit multiple enemies in a short time.
Great for breaking Decoy (read more).

Move Name: Astral Ascent
Category: Status
Type: Serenity
Base Power: -
Max PP: 16
Accuracy: -
Effect(s): Allows the user to survive every hit with at least 1 HP, bounces any status move back, completely heals itself (Status included) and removes any stat boost/drop the user may have. For the next turn, the user won't be able to move and won't be able to be statused.
Effect Chance: -
Attributes: Recovery, Recharge
Reasoning: The user mentally disconects from the evil things surrounding its mind and the world as a whole to purify itself.
A hard recovery move to use, but it has a great potential.

Move Name: Reckless Strike
Category: Physical
Type: Storm
Base Power: 95
Max PP: 8
Accuracy: 100%
Effect(s): Both user and target have to recharge next turn.
Effect Chance: -
Attributes: Contact, Recharge.
Reasoning: It hits so hard (95 BP for balance purposes) that both the user and the target are stunned for a few seconds (a turn).
If the opponent is statused with Curse / there are screens or weather or a field effect you want it to end, this move is great to make turns.

Move Name: Blizzard
Category: Special
Type: Storm
Base Power: 90
Max PP: 16
Accuracy: 100%
Effect(s): This move hits every other Pokemon in the field, and combines Winter in its type efectiveness. It may induce Chill to the targets.
Effect Chance: 20%
Attributes: Secondary
Reasoning: It's based on the standard Blizzard I guess. It has 100% Accuracy because how are you supposed to avoid a blizzard.
A standard attacking move like Tbolt and those.

Move Name: Boring Fable
Category: Special
Type: Folklore
Base Power: 85
Max PP: 32 PP
Accuracy: 100%
Effect(s): If the target is Manmade type, it will be affected by Sleep.
Effect Chance: 100%
Attributes: Sound
Reasoning: It is so boring that people (you and me ourselves) would fall asleep.
If the opponent is inmune, at least your turn isn't wasted.

Move Name: Decoy
Category: Status
Type: Manmade
Base Power: -
Max PP: 32
Accuracy: -
Effect(s): User takes 1/4 of its max. HP to create a decoy which protects it from any move besides Sound moves and Status moves whose effect isn't just modifying target's Stats.
Effect Chance: -
Attributes: -
Reasoning: Substitute, that's it.
Subs.

Move Name: Universe Fate
Category: Status
Type: Typeless
Base Power: -
Max PP: 24
Accuracy: -
Effect(s): Uses a random move.
Effect Chance: -
Attributes:
Reasoning: Just Metronome. If it was another type, it might be Storm due to its unpredictability.
Metronome for the win.
 
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https://docs.google.com/spreadsheets/d/1xTQW91TRgpMQ1LTubPwzr6v-ddxb4lewnRnofYMvwyY/edit?usp=sharing

And now for a quick flavor and competitive overview of the moves:

System Crash: A high power Manmade attack that can abuse the fact that the type has very few resistances/immunities. Almost like a close combat, but drops speed instead of defenses. As a result it alters which mons are most viable with the move, favoring the powerful, more bulky wallbreakers rather than the fast, frail wallbreakers. Flavor-wise it involves a machine crashing, both in the physical and programming sense, which greatly reduces its efficiency.
Turbulence: As Cookie Butter so astutely noticed, Serenity/Night has no weaknesses! So, this move is here preemptively to provide at least one weakness to the type combo. Its a slightly stronger freeze dry that does well against the strong defensive type that is Serenity. Flavor-wise, the Pokemon launches a gust of clouds towards the opponent, making them lose their balance and disrupt one's serenity.
Soothing Strike: Fear is a rather strong status that heavily disrupts offensive mons. So, this attack is here to provide a remedy to that. There is also a similar attack that cures the user of all statuses, but this finds its own niche in having greater power, but focusing on only healing one specific condition. idk the flavor on this one lmao
Sea Shanty: Sea type has the most NVE matchups on the type chart, so lets give it a quiver dance clone. Pokemon using this move dance along to sea shanty, clearing their mind (amnesia style), while making them overall more effective at close quarters combat, both in speed and strength.
Frostbite: Specialized Hex clone that can only boost against Chilled opponents, but has higher overall power. The move is kinda built around a play on words, so that's fun.
Demonic Fury: Essentially a dual-strike Stone Edge thats built around fishing for crits. Flavor-wise this move will likely find itself on pokemon resembling demons, as well as overlapping onto a good number of Storm types due to the move's overlapping flavor with the type.
Narcotic Pulse: "Effect if move first" attacks are rather untapped niche in Pokemon, existing solely in the likes of Fiscious Rend and Bolt Beak's doubling power. So, what if this move instead provided defensive advantages for moving first? Thats what Narcotic Pulse aims to accomplish, dropping the opponent's attack if the user moves first. Rewards a speedy, but bulky playstyle that doesn't normally see much use. Also plays perfectly into Night's offensive niche of its attacks focusing on their utility rather than pure power.
Cyclone Shield: As of writing this, Storm lacks any status moves right now, for a good reason as well. It's rather challenging to make a status move around the hyper-aggressive niche the typing has. So, this attack intends to provide defensive utility alongside offensive benefit. As a protect clone that has the potential to boost overall power, I think Cyclone Shield finds that middle ground fitting for a Storm Status Move. Flavor wise the user summons a cyclone as a barrier to any attacks. The cyclone however specifically can also absorb special attacks to boost its overall ferocity, similarly as to how cyclones and hurricanes struggle in more "physical" environments (land), but thrive on the likes of more "special" environments. (over water)
Firecracker: Flare Blitz at home. Flinches instead of burns because what would you realistically do if a firecracker in your face. Recently Summer Sword was also introduced, providing a lot of competition as a high bp Summer physical attack, while I had already had this move written down, so I'm still subbing it anyways. However, these moves definitely do have some differences in their niche. Whereas Summer Sword focuses more on the status side of things, where as Firecracker focuses on the more brute force side of things. Both moves have their tradeoffs, and hopefully should both see some use in the metagame. Flavor-wise the user basically makes itself a firecracker, charging at the opponent and exploding when in close proximity to the target.
Edit: Flinching doesn't exist in this pet mod, move altered from what it was initially
Brazen Bash: Parting Shot but it targets defenses. Could definitely find a niche, especially if a Defensive Pivot were use this move and pivot to a wallbreaker.
 
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Move Name: Arctic Blast
Category: Special
Type: Winter
Base Power: 110
Max PP: 16
Accuracy: 70%
Effect(s): 30% chance to inflict Chill on the target.
Attributes: Are accuracy changes due to weather still allowed? If so i'll add them here once Gravity Monkey makes their subs, otherwise the weather has no effect
Explanation: Hurricane/Blizzard/Thunder copy but with Chill. Also hello Arcticblast, thanks for the name lol
how dare thee invoke my name
 
Here are more EXTREME MOVES

Some comments on the moves
Season's End: Buffed Burn Up for all 4 season types. Compared to Burn Up, it has higher BP, plus similar effects to Revelation Dance and Photon Geyser, because Burn Up is very bad. Still, this is probably only going to be viable on dual season types.
All-Day Harvest: As PalpitoadChamp pointed out to me, this is like an Autumn-type Close Combat. Self-inflicted Sunburn increases damage dealt to the user, like CC's defense drops. However, Sunburn drops don't stack, and it protects the user from other statuses, but it doesn't reset when switching out, so I made the BP a bit lower compared to CC. Also it's Special.
Stock Crops: Autumn-type Stockpile mixed with Charge. Both are bad, but mixed together, they hopefully make for a decent wallbreaking tool. Gravity Monkey intended for Autumn to have "moves that set things up for later." This is one of those.
Underworld Spring: Spring-type Inferno clone for Evasion archetypes (Cotton Field) and/or No Guard-style abilities. Although Curse and Spring are an odd combo, it fits Gravity Monkey's idea of Spring being an "utility-based type rather than a purely offensive one." Flavor here, it's based on Persephone's story.
Polar Night: Night-type Zap Cannon clone for Evasion archetypes (Cotton Field) and/or No Guard-style abilities. The flavor here is literally the polar night, a nighttime phenomenon that happens in the Arctic and Antarctic.
Bright Ascent: Sky-type Solar Beam clone for... Sun. In realmons, Sun teams run Grass to help Fire beat Water. Here, Sun teams will likely run Sky to help Summer beat Sea.
Terrain Strain: Special Earth-type Body Press clone, but I made the BP a bit higher because I like Body Press.
Turf Control: Based on something AquaticPanic subbed for Extreme Roulettemons. An Earth-type move meant for set-up sweepers. Normally physical sweepers only boost Speed and Attack, but this move incentivizes boosting Defense too, to gain a breaking effect similar to Fire Lash. This fits Earth-type's concept of "self-sustain and damage."
Terraform: Based on something Lapzaplerq subbed for Extreme Roulettemons. Earth-type recovery, fitting the "self-sustain" part. You heal a lot with this move and avoid 2HKOs... but you drop your own defenses, making it easier to 2HKO you. This is probably mostly going to be viable on defensive pivots.
Eerie Bargain: No Retreat sidegrade(?). As soon as you use this move and the turn ends, the self-inflicted Fear will activate, so by turn 2, your physical attacker won't have that +1 Attack anymore. Fear doesn't affect defensive stats, so by turn 5, you'll have +2 defenses, but -1 on two other stats, and you'll still be trapped. However, you can set up multiple times, unlike No Retreat. The flavor here is a deal with the devil.
 
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Still gonna give a few days, but here's the preliminary spreadsheet! Please let me know if there are any issues. This currently discludes Aydon's moves because of an issue with formatting, but they will be on soon.

Outside of issues with coding if Scoop has any, there are two things I need to mention -
- VoolPool, Gravity no longer exists as a field effect because of the fact that everything was cut, and this is relevant for Coconut Bomb. You're free to make a new move in its place or remove its effect. Please message me to tell me what changes you want to make to this move.
- Lapzaplerq, this doesn't require any changes if you want to leave the move for whatever else it offers but I'm just gonna say that you might want to change Submerge if you're expecting there to be any Divecat-esque shenanigans allowed here. If there's any situation where the user can control the move going first, then following with a negative priority move, that's gonna become super uncompetitive if it ends up being good. Very easy example is that a fast Pokemon can use this and then a phasing move for basically comaphasing. I'm adding a Protect clone as one of the universals so you don't need to worry about that. Please message me to tell me whether or not you want to keep this move or change it.

I'll give a 24 hour warning when we get closer to the deadline. Please DM me if you make any further changes!
 
The Sheet

Enlighten - Lots of Serenity status moves already. This acts as a Refresh+Aqua Ring clone to provide a healing option.
Dystopia Reversal - Foresight clone with extra utility.
Enrage - Rage but good, or at least better.
Aftershock - Future Sight clone go brrr
Riptide - Dragon Tail clone go brrrr
Squall - Quick Attack clone go brrrrr
Hibernate - Rest clone go brrrrrr
Season's Greetings - cool neutral coverage option, though always being resisted by Serenity keeps it from being unresisted.
Horde - Thief but better (slightly)
Hard Reset - Defog clone go brrrrrrr [watch Grav won't sub any hazards]
 
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sbus

Blind Steal - Trick. Somebody please sub choice items.
Item Jack - Knock Off but more utility-oriented (isn't on a powerful offensive type).
Wind Drift - Strong but inaccurate.
Slipstream - Special Dragon Dance. Capitalizes off of Sky's immunity to get the massive boost.
Daisy Chain - Magma Storm for a defensive typing.
Monkey's Paw - Healing Wish except another teammate dies. Allows for reusability.
Shell Shock - Scald-type move that spreads a strong status and provides STAB for a defensive typing.
Gold Rush - Scale Shot. Somebody please sub Skill Link or Jolte's Overclock or something.
Silver Bullet - Powerful priority (because it ignores an immunity, not because it's Extreme Speed)
 
Here's mine so far. I normally don't like doing this but I'm posting them here before I'm done because my moves are the universally-learned moves, and I'm hopeful that people have criticisms or ideas for more.

- Protect clone. I like Protect being universal here, it's a simple move that can't really do too much harm. Never really been too beneficial for most Pokemon in singles, definitely not unhealthy unless you're a Moody abuser or something. Also allows you to boost some passive healing and damage, which is always fun.
- General typeless attacking moves, made weaker because there were some worries about Pokemon getting STAB on them after using certain other moves. I don't even know if that's how it'd work, like in current Pokemon games typeless moves can never gain STAB even if the user is typeless, but better be safe than sorry. These are moves that aren't supposed to be overly useful in the first place.
- A bad healing move and a bad status curing move similar to what Rest largely does in current gens. Mostly meant to be used if a Pokemon has no other way to combat those or if it has a really, REALLY bad movepool.
- Filler moves. I don't think universal moves need to be anything else, maybe some very minor utility or something. I added a move to flex on your opponents as well as Intimidate to kinda mirror Confide, leaving me with three slots I don't really know what to do with.
 
Here’s mine!
I’m sorry these aren’t organized, I had to do these on mobile which is uggo.

I’ll try to write a breakdown whenever I can!

Apparently I forgot to make my spreadsheet public oops. Should be fixed now!
Drill Piercer:
“The user forms a giant drill that can pierce the heavens.”
Freeze-Dry clone. A physical Earth-type attack that hits Sky-types supereffectively, bypassing their immunity. It does have below-average BP, but anything that gets this has a huge advantage towards Sky-types.

Seiken:
“The user conjures a massive sword out of light to crash down onto the target.”
Seiken is one way to say “holy sword” in Japanese, and that’s exactly what this move is. It’s essentially a combination of Psystrike and Psycho Boost.

Retribution:
“Gathering strength from a fallen ally, the user strikes the foe with a bolt of vengeance.”
Retaliate but good. Fantastic revenge-killing tool.

Thunderclap:
“The user shatters the sound barrier with a magical blast.”
Sky-type Scald, applying fear instead of burn. Leverages Sky’s lack of resistances to pressure the opponent with the threat of fear.

Lunacy:
“The user enters a maniacal state and lunges at the target.”
Haze as an attack. Definitely don’t run this on your setup sweepers. Fantastic for defensive mons. I see this having low distribution, but that doesn’t have to be the case.

Will-O-Wisp:
“The user sends a ghostly flame towards the target.”
A classic, but it’s now Folklore-type and has 100 accuracy, because missing sucks.

Purifying Flame:
“The user bathes the target in a burning, bright-white light.”
Another Freeze-Dry clone, though this has a good chance to sunburn and lower BP to compensate for that. Sky doesn’t have a bad MU against Night, this just felt like good flavor.

Cataclysm:
“The user creates a destructive shockwave that rips apart the surroundings.”
Earthquake and Close Combat rolled into one. Hits hard, but lowers your defenses and will hurt your ally in doubles. Be sure to have a Serenity-type in doubles/VGC.

Mononoke Dance:
“The user channels spooky energy and enters a crazed, energetic fury.”
Outrage for Folklore-types. Its increased accuracy and chance to apply fear is offset by always locking the user in for 3 turns and by lowering all of the user’s stats.

Summer Daze: dont kill me
Potentially the strongest Summer-type attack, with appropriately huge drawbacks with its inconsistency and self Speed drop. Its multi-hit properties are excellent for breaking through Decoys.
 
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The Stuff

Season Change
Spring | Special
85 BP | 100 Acc | 24 PP

Changes type every turn, order of Spring -> Summer -> Autumn -> Winter -> Spring




Season Change is a funky coverage moves for some Season Pokémon. While not entirely reliable, allows them to break past some defensive checks due to the shifting coverage. I'm also eventually planning on submitting an ability that makes user shift between the seasons every turn a lá Hunger Switch, and this would be the ideal STAB for that mon. Flavour wise, this is essentially supposed to be elemental magic, comparable to how stuff like Moonblast is distributed in vanilla.





Nighty Night
Night | Special
65 BP | 100 Acc | 24 PP

Causes target to get a "Sleepy" status. Sleepy causes Pokémon with it to fall asleep after 3 turns. This move can be used against a target affected with the Sleepy status to advance the Sleepy counter by one stage. (Sound)




Nighty Night is an utility move meant to force opponents out. It is essentially the Drowsy status from Yawn, but on an offensive move and that takes a little bit longer to activate. Strategy comes in subsequent Nighty night uses, being able to forcce the opponent to Sleep earlier. Flavour wise, this is essentially a lullaby spell, singing the target to sleep.





Lurker Lash
Night | Special
80 BP | 100 Acc | 16 PP

If opponent was switching in, lowers their Defense and Special Defense by one stage.




Lurker Lash is a great tool to pressure the opponent's decisions. A bit hard to play as it requires prediction, but cripples switch-ins and allows you to potentially deal more damage to checks. Pairs greatly with Nighty Night. Flavour wise, it's basically a surprise attack from the shadows.





Purification
Serenity | Special
100 BP | 100 Acc | 16 PP

If user is Storm-type, changes Storm to Serenity before executing this move.




Purification is a gimmick, but a cool one at that. Allows you to turn one of your weakness into a Resistance and one into an Immunity at the cost of a worse offensive type. I don't have much to say here, it's a gimmick that can probably lead to some fun sets and at the very least be a good STAB on Serenity mons. Flavour wise, it's essentially the user calming itself down and shooting concentrated serenity as a beam.





Tearing Tornado
Storm | Special
110 BP | 80 Acc | 8 PP

Removes any active Fields. Cannot miss in Rain.




Tearing Tornado is Hurricane 2, now with Field-Removing effects. Mostly made because I noticed Storm had little in the means of hard-hitting Special STABs. Not much else to say, simple move really. Flavour wise it's basically just a really strong tornado, so maybe some Sky types could also get it as coverage.





Typhoon
Sea | Special
80 BP | 100 Acc | 16 PP

Fails unless user is Sea or Storm type. After the first use, displays message "User is building up a Typhoon!". After this move is used two more times afterwards, User and this move's Sea-Type is changed to Storm and BP is increased to 110. On the turn the change happens, +2 Sp Atk.




Typhoon, on the other hand, is rather complex. For clarification though, user doesn't have to stay in to fully build the typhoon - it's just using the move 3 different times in a battle that causes the user to transform. Either way, Typhoon is meant to be another type-changing gimmick that allows Sea types to have great offensive presence, but require set-up to do so. Its mostly meant to be a Late-Game Sweeper move, giving you a strong offensive type, a move with strong BP and a stat boost, but really requiring you to have come in and used this move at least 2 times beforehand. Flavour wise, this move is essentially a storm slowly being formed in the sea, and the name makes it pretty obvious how it'd look like.





Patient Pound
Serenity | Physical
120 BP | 100 Acc | 8 PP

Turn 1, charges and +1 Atk / Def. Turn 2, deals damage.




Patient Pound is Meteor Beam at Home. I realised most Serenity moves were Status, so I figured giving Serenity a distinct good STAB would be great. You've seen Meteor Beam, you know what it does and this is basically that but on a weaker offensive type at the gain of a Defense boost. Flavour wise, the move is essentially the mon waiting for the perfect moment to strike, and then doing it.





Extreme Reboot ™
Manmade | Status
-- BP | -- Acc | 8 PP

Removes user's stat changes, status conditions and fully heals user. Causes user to have to "Boot Up" (Recharge) for the next turn. User is trapped while booting up.




A powerful defensive tool. Extreme Reboot ™ is essentially a better Rest, cleansing your stat changes and having one less turn of vulnerability but having way less PP. Flavour wise, it is supposed to be a literal Extreme Reboot ™, so the mons that egt it should all be artificial or robotic in some way.





Sly Slash
Night | Physical
10 BP | 100 Acc | 32 PP

Hits 5 times. Each hit has a 40% chance to lower the opponent's stats - First hit lowers Atk, Second hit lowers Def, Third hit lowers Sp Atk, Fourth hit lowers Sp Def and Fifth hit lowers Speed.




Sly Slash's effect essentially guarantees you'll drop one of the 5 stats (unless you are the poor unlucky chosen one who got the 0.3% chance of no stat drops). This is a great move for attempting to cripple your foe and best utilised by Pokémon who can stay in the field for extended periods of time to deliver repeated stat drops since, statistically speaking, the more you can use this move, the higher the chance of you getting a benefitial stat drop. Flavour wise there isn't much to it, it's basically repeated sneaky slashes.





Toxic Tentacles
Sea | Physical
70 BP | 100 Acc | 24 PP

40% Poison chance; 100% if target has a lowered stat.




Scald 2: Worse status edition! Sea is a passable defensive type and deserves a good way of spreading status. I noticed we lacked a bit in Poison spreading, so I put 2 and 2 together and got this. Flavour for the move is basically just "haha jellyfish" but I'm sure it can be extended to other things with tentacles as well.
 
All of the moves on the sheet should be fully updated! Please let me know if there are further issues. I will be adding my universal moves later.

Slate 4 - Flavor Moves
Similar deal to last slate. Please make three moves using this same template as before. It's not a bad things if these moves end up viable by chance, but these moves SHOULD NOT be built with the intention of being viable. That said, I will be looking more into vetoing things, since making a move that's too strong for this slate would have different implications than the last slate. Last slate you can just give a broken move to only bad or few Pokemon, but with this slate, making a flavor move that's strong enough to be competitively viable goes against its entire purpose as a flavor move. It'd kinda let people skirt the rules of "10 viable moves per person," you know?

Regardless I'll be giving around three days for you to complete these. Please try and make moves of around a base power or typing that people just haven't done yet, aim for things like Bubble Beam or Vine Whip. See you when the slate ends! Let me know if there are any further issues.
 
Link to spreadsheet
Move Name: Glitch
Category: Special
Type: Man-made
Base Power: 60
Max PP: 16
Accuracy: 100%
Effect(s): 10% chance for an omniboost
Attributes: None
Flavor Text: Cause a critical error in one enemy's data, dealing damage.
Other Info: Based on the Miitopia move of the same move (and flavor text), Silver Wind/Ominous Wind/Ancient Power clone with better PP.
Move Name: Swelter
Category: Special
Type: Summer
Base Power: 70
Max PP: 24
Accuracy: 100%
Effect(s): Deals damage to Pokemon next to the target equal to 1/16 of their max HP. If there are no Pokemoon next to the target, has a 10% chance to Sunburn the target
Attributes: None
Flavor Text: The user temporarily makes the weather around the target uncomfortably hot. This may also damage Pokemon next to the target. If the target has no Pokemon next to it, this move might sunburn the target.
Other Info: Based on Flame Burst and (somewhat) Fire Fang.
Move Name: Sprout Smack
Category: Physical
Type: Spring
Base Power: 40
Max PP: 40
Accuracy: 100%
Effect(s): None
Attributes: Contact
Flavor Text: The target is struck with many sprouts to deal damage.
Other Info: Based on Vine Whip.
 
https://docs.google.com/spreadsheets/d/1hD5UE0uQPvZ5Wo9ckx9yBCnYgfrSr5XgsxKFQ4W7wmU/edit?usp=sharing

And time for a quick run down
Flavor Text: The user plays a rhythmic pattern than can sometimes cause the opponent the feel sleepy.
Overview: Cricket's Tune is a move that takes after its namesake for failing to provide pretty much any meaningful contribution to the meta. Intended to serve the same flavor-niche that Poison Sting had: an attack found on early wild forest Pokemon, with low bp and has a chance to inflict a status rather troubling for the early game.
Flavor Text: A firm ball of snow is launched in the opponent's direction. May slow the opponent down.
Overview: As is the general consensus, Extreme Reboot should have 4 starters instead of 3, for each of the 4 seasons. So, we definitely need to introduce the early game low bp STABs that each of those 4 types get. So I thought I may as well contribute one of those. Throwing a snowball at your opponent seems perfect for a generic winter attack to start with, however I must admit a slow projectile like this should have a bit lower accuracy than 100%. So, in exchange for 5 accuracy, the move gains 5 bp. Also, its a pulse move because you are launching a Snowball. With Sprout Smack and Snowball, we now just need a Summer and Autumn (which I think Beaf has an Autumn one prepared) starter STAB.
Flavor Text: The user rushes forth to summon a small bump from the earth. This action accomplishes basically nothing.
Overview: yo I buffed Splash, it has priority now! Kudos if anyone gets what this move is referencing.
 
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Here they are!
Kanchō:
"The user forcefully pokes the target from behind when they least expect it."
Kanchō is a Japanese prank popular with children and childish adults. If you're unfamiliar with kanchō, this and this should explain it.

Lucky Star:
"The user drops an odd, colorful star onto the target."
Basically Psywave but for Spring-types. You can probably guess where I got the name from and by extension why it's Spring-type.

Zephyr:
"The user sends a slightly rough wind towards the target."
Self-explanatory.
 
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https://docs.google.com/spreadsheets/d/1G0l_JP1uKk3RofdlCc9By91jaPV_H3sHkCZaVVu-x4M/edit?usp=sharing (i made them all status, two are based off of miitopia, and all of them are based off of existing moves. call me lazy if you want)

Flavor: The user causes the opponent to tell lies, lowering their Defense stat.
Overview: Based off of the Yo-kai Tattletell. Basically Leer, so its one of the first moves you have when starting your journey.
Flavor: The user performs emergency maintenance to restore HP.
Overview: Based off of the Miitopia skill of the same name. Bascially Ingrain.
Flavor: The user becomes so unusually focused that their crit ratio increases.
Overview: Based off of the Miitopia quirk of the same name. Basically Focus Energy.
 
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Moves here. There are notes if you scroll left (mostly for coders to know what moves to copy code for).
Here are some flavor notes.
Geothermal Arm: There's a 10% Poison chance because sources of geothermal energy like geysers often have sulfur.
Take Cover: This move doesn't protect from Sky-type because, from my understanding, Sky-type is all stuff you don't typically protect yourself from (clouds, aurora borealis, gusts) while Storm-type is all disasters that require taking cover for (thunderstorms, volcanic activities, hurricanes).
Beach Ball: Same flavor as Rollout/Ice Ball.
 
Pheromonal Gas: Based on... something I saw...
Twister: RBY Wrap, but it also gives you -2 speed after the effect resolves, unless you had -3 or less before. Might count as useful? Maybe I could also remove semipivot if wanted.
Power Word: Based on the DND subclass of spells of the same name.
 

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