Other move/ability ideas:
Abilities:
- Bare Fisted: Has two effects. First, all the user's moves get a 20% damage bonus if it is not holding an item. Second, regardless of whether the user has an item, all its attacks ignore the effects of the target's held item (so you can OHKO Focus Sash users and not be damaged by Rocky Helmet, for instance. It also blocks usage of consumables like berries and Weakness Policy).
- Mega/Z-Block: A pair of abilities meant to punish the more busted Megas and Z-Moves. Any opposing Pokémon trying to do these things while the user is out is damaged for half their max HP, and the attempt counts as their Mega/Z slot for the match (already activated Megas that switch into the user aren't affected, though). The abilities also don't announce themselves until after the fact, which if put on something that can have another ability that doesn't announce itself (so for example, a Pokémon with Mega Block could have Tough Claws and Keen Eye as its other abilities) could create some serious mind games.
- Rock Crusher: Meant for use on a 4x weak to Rock Pokémon. It instead makes them completely immune to Rock attacks (and Stealth Rock). On top of that, it adds an additional super-effective multiplier to any attack it uses against Rock-types. Anything with this ability could hard-counter TTar.
- Hyper Cannon: User bypasses charge and recharge turns for any move (so one-turn Solar Beams, or Hyper Beams that don't require recharge).
Moves:
- Rising Phoenix: A Z-Move exclusive to Fire/Flying Pokémon, using a special Z-Crystal and requiring Fire Blast or Sacred Fire. When first used it initially does nothing. If, however, the user is later knocked out without switching (either voluntarily or forced) in between, it is instead resurrected with half its HP restored and +2 to all stats except accuracy and evasion.
- Slashing Dash: Dark, Physical, 5 PP, 80 Power, never misses. If the target has protected or is behind a substitute, OHKO's.
- Hazard Spin: Variable Type, Physical, 10 PP, 60 Power, 100 Accuracy. Requires hazards on the user's side of the field to work. Each layer of hazards is removed and becomes a BP 60 attack of the type of hazard it removed (so two layers of Spikes and a layer of Stealth Rock become two Ground-type and one Rock-type attacks). Removes hazards even if it fails to do damage (ie if the target is immune).
- Ice Claw: Ice, Physical, 90 Power, 15 PP, 100 Accuracy. High crit rate.
- Focus Wave: Fighting, Special, 90 BP, 10 PP, 100 Accuracy. 10 % chance to lower target's SpD by 1 stage. Basically a weaker but more reliable alternative to Focus Blast.
Move Buffs/Nerfs:
- Flash Cannon: 80 -> 90 BP.
- Shadow Ball: 80 -> 90 BP.
- Dragon Pulse: 85 -> 90 BP, 10% chance to lower target's SpD by 1 stage.
- Dragon Claw: 80 -> 90 BP, high crit rate.
- Blizzard and Thunder: 70% -> 85% accuracy.
- Dark Void: 50% -> bypasses accuracy check to always hit, double -> single target, still only usable by Darkrai.
- Close Combat: lowers user's Def and SpD by 1 stage each per use -> user takes 50% more damage from attacks for the rest of the turn after use, and opponent's moves bypass accuracy check against the user for the rest of the turn after use.
- Hammer Arm: No Speed drop penalty.
- Superpower: Stat reductions don't occur if attack KO's, and does 2x more damage in the calculation than needed to KO the target before type effectiveness is factored in while doing so.
- Defog: Now clears all field conditions (weather, terrain, hazards, Trick Room, etc.) and targets no one in particular (meaning no evasion drop on the target).
Ability Buffs/Nerfs:
- Gale Wings: Only works at full health -> only works above 50% health.
- Defeatist: Provides a 20% damage bonus if user is above 50% health (damage penalty below that unchanged).
- Slow Start: After five turns, in addition to Atk and Speed returning to normal, +3 boost to all stats including accuracy and evasion (ie how to make Regigigas PU to AG: what doctors don't want you to know).
Finally, I feel all starters should get Focus Blast. Why? Why not?