^ most of those attack seem broken in one way or another.
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.
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?.
That aready exists. It's called Assist.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.
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.
Because went I first saw I said "Holy Shit, no one can read that block of text." so I quote it to fix the problem.I went through and fixed it lol.. why'd you quote it?
