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Smogon's (First?) "Create a MOVE"

If this "Create a Move" works, will you actively participate?

  • Yes, I will stay as active as I can and vote in most/all the polls.

    Votes: 48 43.2%
  • No, you are an idiot and so is this idea.

    Votes: 30 27.0%
  • I will be reasonably active on the polls.

    Votes: 29 26.1%
  • I will be extremely active and apply to be a judge.

    Votes: 4 3.6%

  • Total voters
    111
Stat Swap: Dark
Support
Accuracy: 100
PP: 5
Power: N/a
Effect: Swaps the stats of the user and the target for 3 turns including the turn its used on. Does not wear off by switching out. Always strikes first.

Teleport 2.0: Psychic
Support
Accuracy: 100
PP: 5
Power: N/a
Effect: The user will be unaffected by all opponent attack until the end of the turn. (Almost like protect except it can be used in a row without a chance of failing)Not priority move like protect or detect.

Mirror: Psychic
Support
Accuracy: 100
PP: 5
Effect: Automatically strikes first. If your opponent uses an attack that deals damage you take half of the damage and the other half is reflected back to the other pokemon.

Type Beam: N/A
Special
Accuracy:90
PP:15
Power:140
Effect: Fires a powerful beam that is the same type of the user. The user must rest for one turn after using this move.

Type Punch: N/A
Physical
Accuracy:90
PP:15
Power:140
Effect: The user releases a powerful punch. The punch is the same type as the user.Makes user unable to attack and switch on the following turn.

Type Knock-Off: Dark
Support
Accuracy:70
PP:20
Power:N/A
Effect: Has a 30% chance of randomly removing one type of the target if the target is a dual type. (example: it could make Spiritomb a pure ghost type, or it could make him a pure dark type)
 
Normal - FAT
Support
Acc: --
PP: 10
Power: N/A
Damage from Ice and Fire attacks is reduced by 50%.

Psychic - Jump-
Support
PP: 10
Power: N/A
Adds Jump to ths beginning of this pokemon's nickname.

Dark - Abbr.
Support
PP: 10
Power: None
Changes all moves into abbreviations. Makes Ice Beam and Thunderbolt one move named BoltBeam, as well as Earthquake and Rock Slide or Stone Edge one move named Earthslide.
 
Normal - FAT
Support
Acc: --
PP: 10
Power: N/A
Damage from Ice and Fire attacks is reduced by 50%.

Psychic - Jump-
Support
PP: 10
Power: N/A
Adds Jump to ths beginning of this pokemon's nickname.

Dark - Abbr.
Support
PP: 10
Power: None
Changes all moves into abbreviations. Makes Ice Beam and Thunderbolt one move named BoltBeam, as well as Earthquake and Rock Slide or Stone Edge one move named Earthslide.

lol. but seriously, most of these moves are either too broken or would render other moves completely useless.
 
Normal - FAT
Support
Acc: --
PP: 10
Power: N/A
Damage from Ice and Fire attacks is reduced by 50%.

Psychic - Jump-
Support
PP: 10
Power: N/A
Adds Jump to ths beginning of this pokemon's nickname.

Dark - Abbr.
Support
PP: 10
Power: None
Changes all moves into abbreviations. Makes Ice Beam and Thunderbolt one move named BoltBeam, as well as Earthquake and Rock Slide or Stone Edge one move named Earthslide.

lol the last two are a bit...
 
Normal - FAT
Support
Acc: --
PP: 10
Power: N/A
Damage from Ice and Fire attacks is reduced by 50%.
isnt think fat good enough?
Psychic - Jump-
Support
PP: 10
Power: N/A
Adds Jump to ths beginning of this pokemon's nickname.
what is the point of this?
Dark - Abbr.
Support
PP: 10
Power: None
Changes all moves into abbreviations. Makes Ice Beam and Thunderbolt one move named BoltBeam, as well as Earthquake and Rock Slide or Stone Edge one move named Earthslide interesting...could you tell me a few uses?.
 
Flower Burst
Special
Accuracy:100
PP:15
Power:---
Effect:Grass typw water spout. Learned by shyamin and celebi. and more flower based pokemon like venesaur. I love bulbasaur so tahts why all my moves are grass type attacks.
 
Vertigo
Type: Dark
Accuracy: 75
Power: 0
Effect: Badly confuses the opponent where there is a 25% chance of hitting itself in the confusion and a 50% chance that the opponent use one random move of its own(something like when your pokemon wont obey you)
 
Call Out
Type: ??
Accuracy: ??
Power: ??
Effect: Chooses a move that one of your other Pokemon have and uses it with the same base power, accuracy, and type.

Similar to like copycat, mimic, but not so much.
 
Here are some of mine:

Name: Flame Vortex
Type: Fire
Category: Physical
Power: 40
Accuracy: 100
PP: 30
Effect: Always strikes first.
Pokemon who learn it via Lv up: Charmander +, Growlithe, Ponyta +, Flareon, Entei, Combusken +, Chimchar +.
Pokemon who learn it via breeding: Vulpix +, Growlithe +, Cyndaquil +, Magby +, Torchic +.

Name: Jolt Dash
Type: Electric
Category: Physical
Power: 40
Accuracy: 100
PP: 30
Effect: Always strikes first.
Pokemon who learn it via Lv up: Pikachu, Jolteon, Elekid +, Raikou, Electrike +, Shinx +
Pokemon who learn it via breeding: Mareep +, Plusle, Minun, Pachirisu.

Name: Aftershock
Type: Ground
Category: Physical
Power: 80
Accuracy: 100
PP: 5
Effect: Always strikes first, but fails if the user has not used Earthquake last turn.
Pokemon who learn it via Lv up: Nidoqueen, Nidoking, Diglett +, Geodude +, Onix +, Rhyhorn +, Donphan, Larvitar +, Swampert, Numel +, Barboach +, Groudon, Torterra, Hippopotas +.
Pokemon who learn it via breeding: Sandshrew +, Aron +, Shieldon +,

Name: Sand Swirl
Type: Ground
Category: Special
Power: 80
Accuracy: 100
PP: 15
Effect: 20% chance of lowering the opponent's Accuracy 1 stage.

Name: Icy Impact
Type: Ice
Category: Physical
Power: 120
Accuracy: 100
PP: 15
Effect: 10% chance of freezing opponent. User receives 1/3 recoil.
Pokemon who learn it via Lv up: Dewgong, Lapras, Feraligatr, Swinub +, Swampert, Glalie, Spheal +, Glaceon.
Pokemon who learn it via breeding: Snover +.

Name: Hydro Slide
Type: Water
Category: Physical
Power: 120
Accuracy: 100
PP: 15
Effect: User receives 1/3 recoil.
Pokemon who learn it via Lv up: Squirtle +, Seel +, Horsea +, Vaporeon, Omastar, Kabutops, Totdile +, Mudkip +, Wailmer +, Relicanth, Buizel +.
Pokemon who learn it via breeding: Psyduck +, Poliwag +, Goldeen +, Chinchou +, Qwilfish, Remoraid +, Carvanha +, Azurill +, Luvdisc, Piplup +, Finneon +, Mantyke.

Name: Demon Blade
Type: Dark
Category: Physical
Power: 90
Accuracy: 100
PP: 10
Effect: No effect.
Pokemon who learn it via Lv up: Scyther, Shiftry, Sharpedo, Absol, Sceptile, Gallade.

Name: Flame Tail
Type: Fire
Category: Physical
Power: 90
Accuracy: 90
PP: 15
Effect: 20% chance of burning opponent.
Pokemon who learn it via Lv up: Charmander +, Ponyta +, Tauros, Flareon, Magby +, Entei, Chimchar +
Pokemon who learn it via breeding: Vulpix +, Growlithe +, Houndour +,

Name: Frosty Tail
Type: Ice
Category: Physical
Power: 90
Accuracy: 90
PP: 15
Effect: 10% chance of freezing the opponent.

Name: Shock Tail
Type: Electric
Category: Physical
Power: 90
Accuracy: 90
PP: 15
Effect: 20% chance of paralyzing the opponent.

Name: Magma Erupt
Type: Fire
Category: Physical
Power: 25
Accuracy: 80
PP: 10
Effect: Strikes 2-5 times.

Name: Cyclone Spin (legendary sig move)
Type: Flying
Category: Special
Power: 100
Accuracy: 85
PP: 5
Effect: Traps opponent for 2-5 turns.

Name: Napalm Bomb (legendary sig move)
Type: Fire
Category: Physical
Power: 120
Accuracy: 80
PP: 5
Effect: 40% chance of Burning opponent.

Name: Energy Blast
Type: Normal
Category: Special
Power: 200
Accuracy: 100
PP: 5
Effect: User faints.

Name: Iron Jaws
Type: Steel
Category: Physical
Power: 100
Accuracy: 80
PP: 5
Effect: High critical hit ratio.

Name: Ash Blast
Type: Fire
Category: Special
Power: 30
Accuracy: 100
PP: 20
Effect: Lowers opponent's Accuracy 1 stage. Opponent is burned next turn.

Name: Frost Kick
Type: Ice
Category: Physical
Power: 85
Accuracy: 90
PP: 10
Effect: High critical hit ratio. 10% chance of freezing opponent.

Name: Zap Kick
Type: Electric
Category: Physical
Power: 85
Accuracy: 90
PP: 10
Effect: High critical hit ratio. 10% chance of paralyzing opponent.

Name: Overcharge
Type: Electric
Category: Special
Power: 150
Accuracy: 90
PP: 5
Effect: User recharges next turn.

Name: Venom Bite (legendary sig move)
Type: Poison
Category: Physical
Power: 100
Accuracy: 90
PP: 10
Effect: 50% chance of badly poisoning opponent.

Name: Dragoncannon
Type: Dragon
Category: Special
Power: 120
Accuracy: 85
PP: 5
Effect: 10% chance of lowering opponent's Sp.Atk 1 stage.

Name: Mystic Wave
Type: Normal
Category: Special
Power: 80
Accuracy: 100
PP: 15
Effect: 20% chance of randomly raising one of the user's stats 1 stage.

Name: Retaliate
Type: Steel
Category: Physical
Power: 50
Accuracy: 100
PP: 10
Effect: Power is doubled if user receives damage first.

Name: Gravel Beam
Type: Rock
Category: Special
Power: 90
Accuracy: 100
PP: 10
Effect: 10% chance of lowering opponent's Sp.Def 1 stage.

Name: Cursed Spear
Type: Ghost
Category: Physical
Power: 55
Accuracy: 85
PP: 10
Effect: Sucks 1/8 of the opponent's max HP per turn.
Pokemon who learn it via Lv up: Gastly +, Shedinja, Sableye, Shuppet +, Duskull +, Spiritomb, Giratina.

Name: Elbow Slice
Type: Fight
Category: Physical
Power: 95
Accuracy: 100
PP: 10
Effect: No effect.

Name: Insect Spray
Type: Bug
Category: Other
Power: -
Accuracy: 100
PP: 25
Effect: Lower's opponent's Accuracy 1 stage.

Hope you like them. To save you from checking, all my attacks fit the 12 character limit. :)
 
Call Out
Type: ??
Accuracy: ??
Power: ??
Effect: Chooses a move that one of your other Pokemon have and uses it with the same base power, accuracy, and type.

Similar to like copycat, mimic, but not so much.
That aready exists. It's called Assist.

I have a kinda crappy idea:

How about some kind of "Hax Aura" which stays on your team for 5 turns and acts like Serene Grace? Won't stack with Serene Grace or else Togekiss becomes uber lol.
 
Thunder Boom
Type: Electric
Category: Special
Base Power: 120
Accuracy: 100
PP: 10
Effect: Deal 1/3 recoil to user. If pokemon switching into this attack is a ground type, ignore immunity to this attack and treat it as a Normal type.

There was another effect to it but I'm not sure if I should put it on. Does the BP of this attack needs to be lower or the recoil higher?
 
lol these sorts of thread might get too popular...

The following is some pretty old copypasta..

Name: Mudslide
Type: Ground
Category: Special
Power: 60
Accuracy: 100
PP: 10
Effect: Power doubles if user receives damage first.
Speed Modifier: -1
Target: Selected target

The attack is pretty self-explanatory... just think snow slide, except special/ground. Water/Ground Types all would get it. I don't know who else.... Claydol maybe, and those who get mud attacks by level-up

Name: Disappear
Type: Ghost
Category:Other
PP: 5
Effect: Evades attack next turn.
Target: Self

Basically you do nothing the turn you use Disappear, but the opponent can do nothing to you the next turn. The opponent can still hit you with no-miss moves, can still destroy a sub, and can still use moves that target themselves. But any move that is not a "no miss" move will miss on the following turn. It would go on tons of ghosts, Kecleon... anything that should be able to turn invisible... Ninjask too.

Name: Seed Crystal
Type: Rock
Category: Other
PP: 10
Effect: Creates a crystal using 1/8 of the user's HP. Each turn, the crystal's maximum HP doubles.

Commence super long explanation: Okay, so this may seem like an upgraded substitute, but I think it should have some more defining factors besides the HP doubling. First of all, the description is misleading, as the HP would double only to the point where it has around the same HP as the user. I say this because when indivisable HP is used, it would round down. Now this is not all. I think that the crystal should retain all of the weaknesses and resistances of the user. It should also stay even when the user is switched out, much like Reflect or Light Screen. Now if you do switch out, the crystal should keep the weaknesses and resistances of the original user. The crystal would have its defense modifiers set at zero, as opposed to Substitute retaining defense modifiers. The attack would fail if used while if used while a sub or another crystal is up, and vice versa for Substitute.

About the HP doubling: The current HP of the crystal would be retained, not the HP percent. That means if the crystal's current HP was 1/25, then when the HP maximum was doubled its HP would be 26/50, as opposed to 2/50. The HP doubling would occur at the end of each turn, including the turn the attack was used. It would go on stuff like Sableye, Starmie, Corsola, the Regis, Suicune, and Vespiquen.
 
Seed Crystal
Type: Rock
Category: Other
PP: 10 Effect:
Creates a crystal using 1/8 of the user's HP. Each turn, the crystal's maximum HP doubles.

Commence super long explanation: Okay, so this may seem like an upgraded substitute, but I think it should have some more defining factors besides the HP doubling. First of all, the description is misleading, as the HP would double only to the point where it has around the same HP as the user. I say this because when indivisable HP is used, it would round down. Now this is not all. I think that the crystal should retain all of the weaknesses and resistances of the user. It should also stay even when the user is switched out, much like Reflect or Light Screen. Now if you do switch out, the crystal should keep the weaknesses and resistances of the original user. The crystal would have its defense modifiers set at zero, as opposed to Substitute retaining defense modifiers. The attack would fail if used while if used while a sub or another crystal is up, and vice versa for Substitute. About the HP doubling: The current HP of the crystal would be retained, not the HP percent. That means if the crystal's current HP was 1/25, then when the HP maximum was doubled its HP would be 26/50, as opposed to 2/50. The HP doubling would occur at the end of each turn, including the turn the attack was used. It would go on stuff like Sableye, Starmie, Corsola, the Regis, Suicune, and Vespiquen.

Seed Crystal is an interesting attack.
 
the jolt dash thing kevlar suggested is a brilliant idea. they need to give it to a 5th gen thing with 120+ base spA to counter gyra!
 
howd bout something like:
random status
type: normal
pow: 0
acc: 80%
status
inflicts 1 random status aliment on the enemy ( paralyze, burn, poison, bad posion, sleep, freeze) for 25% of your hp
 
Came up with a few more:

Ice - "Cold Flash"
Support
Accuracy: 30
PP: 5
Power: N/A
Effect: Only usable during Hail. 100% chance of Freeze.


Dark - "Usurp"
Support
Accuracy: 100
PP: 10
Power: N/A
Effect: Removes Spikes from your own side of the field and deal 25% damage to yourself for each layer removed. SR = 1 Layer / Spikes = Max 3 Layers / TS = Max 2 Layers - If there are more than 4 layers on the field, four random layers are removed.


Psychic - 'Withering Mind"
Support
Accuracy: 100
PP: 10
Power: N/A
Effect: The opponent loses two stages of all stats, which is kept for the duration of the battle. The Pokemon that used this move loses the PP of one of it's moves besides this one.


Fighting - "Cheap Shot"
Physical
Accuracy: 90
PP: 20
Power: 60
Effect: If your opponent uses a priority move, you go first and this attack receives double strength. (GG Weavile)

Weehee I like support moves.
 
This seems fun.

Name: Alchemy
Type: Psychic
Category: Support
PP: 5
Accuracy: N/A
Effect: Clears both sides of the field of adverse effects, including weather, spikes, toxic spikes, and stealth rock.

Name: Chaos Stare
Type: Dark
Category: Status
PP: 10
Accuracy: 75%
Effect: Inflicts confusion and paralysis on the opponent.
 
nice job, FSS.
Chaos stare is pretty nice, sounds like a yugioh card in a way. do you play by any chance?

no more need for parafusion annoyer movesets :pimp:
 
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