XY What types of new moves/move buffs/move nerfs are you hoping to see?

Bolt the Cat said:
The only real viable ones you have are Waterfall, Dive, Aqua Jet, and Aqua Tail.
>Dive
>viable

I'd like for Mud Bomb/Slap/Shot to be able to hit Flying types.
 
Elemental Claws... they'd be between the elemental fangs and the elemental punches in base power (70 BP), making them also Slash clones, like Night Slash, Shadow Claw, etc... It would be useful for some pokémon (coughBlackKyuremcough)...

Also, I hate Stealth Rock... If they will never nerf the move, then I want a Grass-type equivalent...
 
Move Changes:
-Aerial Ace: 60P->75P
-Shock Wave: 60P->75P
-Magnet Bomb: 60P->75P
-Faint Attack: 60P->75P
-Shadow Punch: 60P->75P
-Magical Leaf: 60P->75P
-Swift: 60P->90P
-Fury Cutter: 20P->30P
-Leech-Life: 20P->30P
-Arm Thrust: 15P->25P
-Pin Missile: 14P->25P
-Spike Cannon: 20P->25P
-Meditate: Raises Attack and Special Defense one stage.
-Assurance: 50P->60P
-Twinneedle: 25P->40P
-Rock Smash: 40P->70P
-Triple Kick: 10P->15P
-Incinirate: Destroys targets held item.
-Stealth Rock: damage adjusted:
0.25x= 0%
0.5x= 5%
1x= 10%
2x= 20%
4x= 40%
Disappears after 12/8 switch-ins (Rock STAB/not)
-Mud Bomb: 65P->75P
-Mirror Shot: 65P->75P
-Feint: 50P->70P
-Rage: If the user is hit after this move, its Attack rises 2 stages.
-Razor Wind: Normal->Flying; 80P->120P
-Poison Fang: 50P->65P
-Withdraw: Raises Defense and Special Defense 1 stage.
-Rock Climb: Normal->Rock
-Cut: Normal->Grass; 50P->70P
Weather:
-Hail: non-Ice Pokémon recieve 1/16*HP damage every turn --> non-Ice/Steel Pokémon recieve 1/16xHP damage every turn, Dragon Pokémon recieve 1/8xHP damage every turn


Status effects:
-"Toxic"; Can also be inflicted by poisoning a poisoned Pokemon.
-Frozen; halves Defense. Thaws on second turn 100% after "successive" use of offensive moves.


Weather:
-Night - Dark/Ghost moves inflict 50% extra damage, and Fight moves inflict half damage.
-Wind - Accuracy of all except Flying & contact moves is 75%. Hurricane becomes sure hit.
-Snow - Ice moves inflict 50% extra damage, Dragon moves inflict 50% less damage for the duration.


New Moves:

Physical weak starter attacks
-Leaf Turn (Grass, physical, 40P, 100%)
-Ignition (Fire, Physical, 45P, 90%)
-Aqua Hit (Water, physical, 35P, 100%, 20% chance to flinch)

Random ideas, mostly "missing" variatons
-Shadow Sweep (Dark Variation of Rapid Spin)
-Cyclone (Changes the weather to wind for five turns - Flying)
-Snowfall (Changes the weather to snow for five turns - Ice)
-Starry Night (Changes the weather to night for five turns - Dark)
-Phantom Beam (Ghost Variation of Solarbeam)
-Detonation (Special Poison Version of Explosion)
-Bomb (Special Steel Version of Explosion)
-Smoke Bomb (Dark Variation of Muddy Water)
-Verdant Tail (Grass, Physical, 100P, 85%, 50% to lower target Defense)
-Tidal Slash (Water, Physical, 90P, 100%, 20% chance to raise Attack one stage before use)
-Hydro Jet (Water Variation of Double-Edge)
-Spark Shower (Electric Version of Scald, still causes Burn)
-MentalStrike (Psychic Variation of Close Combat)
-Mind Breaker (Psychic, Physical, 65P, 95%, 10% flinch 10% confusion, 15PP)
-Metal Fury (Steel, Physical, 120P, 100%, hits for 2-3 turns, confuses user afterwards)
-Poison Burst (Poison Variation of Scald)
-Blaze Leap (Fire, Physical, 1P, 100%, stronger the faster the user than target)
-Energy Blast (Grass, Special, 100P, 80%, increased chance for Critical Hit)
-Snowstorm (Ice Variation of Discharge)
-Boil (Fire Variation of Mud Sport, reducing Water damage)
-Power Wave (Fighting Variation of Shadow Ball)
-Mind Wave (Psychic Variation of Discharge)
-Dragon Roar (Special Dragon Variation of Rock Slide)
-Noxious Hum (Bug Variation of Thunder, 100% accuracy at night)
-Corrosion (Poison Variation of Miracle Eye, against Steel)
-Cold Switch (Ice Variation of U-Turn)
-Stalactite (Rock Variation of Earth Power)
-Thunder Kick (Electric Variation of Blaze Kick)
-Ice Kick (Ice Variation of Blaze Kick)
-Snow Impact (Ice Variation of Double-Edge)
-Freeze (freezes with 55% accuracy)
-Gnosis (Psychic, Raises Speed and Sp.Attack)
-Zapper (Electric Variation of Quick Attack)
-Overcharge (Electric Variation of Thrash)
-Vicious Ram (dark variation of Stone Edge)
-Pit (Ground variation of Mean Look)
-Detain (Flying variation of Pursuit)
-Flash Flood (Water variation of Overheat)
-Deluge (Water variation of Grass Knot)
-Scorch (Fire variation of Swift)
-Paralyze Spikes
-Burn Spikes
-Anger Fume (Fire Variation of Thrash) - Flareon: "plz"
 
I'd like to see more powerful Ghost-type STABs. Something like a ghost-type Fire Blast, or maybe even just a Flamethrower. Shadow Ball at base 80 is kind of depressing on some Pokémon, especially when you have to use it as a coverage option.
 
Mitja, your posts are always essays

I like the weather ideas, although I think you should switch the part about lowered accuracy from wind to night (harder to see at night). It would be good to have a weather condition for each type (sun is grass and fire, hail is for ice, rain is for water and electric, but that's really it)
 
Weather:
-Heavy Snow: dragon, grass,
-Intense Sunlight - grass/bug/ice types take damage like sandstorm/hail
-Intense Rain - fire/ground/rock types take damage like sandstorm/hail

Abilities:
-Nullify: opponents cannot use their item (imagine the damage it would do in competitive play)
-Overkill: carries on damage to next opponent
-Solidify: allows a ghost type to hit a normal type and vice versa (might be better off as a move)
-Fog Up: triggers fog
-one that starts up Trick Room
-one that warps gravity
-one that starts a magnetic field
-Special Attack version of Intimidate

Moves:
-Boil: a fire type move that is super effective on water types, can be used while frozen
-Sacrifice: user faints but a fainted pokemon is revived (and maybe turned into a ghost type)
-Landslide: a ground type move that can hit flying types/pokemon with levitate
-Burning Toxin: Poison type move that burns the foe (can work on Fire and Steel types)
-Paralyzing Toxin: Poison type move that paralyzes the foe (can work on Electric, Ground and Steel types)

Entry Hazards:
-one that burns
-one that paralyzes
-one that freezes
-one that confuses (added because then a foe cannot escape dealing with confusion)

Severity: (like serve poison from Toxic)
-Severe Paralysis
-Severe Burn
-Severe Freeze
 
frostwind said:
Weather:
-Heavy Snow: dragon, grass,
-Intense Sunlight - grass/bug/ice types take damage like sandstorm/hail
-Intense Rain - fire/ground/rock types take damage like sandstorm/hail

Abilities:
-Nullify: opponents cannot use their item (imagine the damage it would do in competitive play)
-Overkill: carries on damage to next opponent
-Solidify: allows a ghost type to hit a normal type and vice versa (might be better off as a move)
-Fog Up: triggers fog
-one that starts up Trick Room
-one that warps gravity
-one that starts a magnetic field
-Special Attack version of Intimidate

Moves:
-Boil: a fire type move that is super effective on water types, can be used while frozen
-Sacrifice: user faints but a fainted pokemon is revived (and maybe turned into a ghost type)
-Landslide: a ground type move that can hit flying types/pokemon with levitate
-Burning Toxin: Poison type move that burns the foe (can work on Fire and Steel types)
-Paralyzing Toxin: Poison type move that paralyzes the foe (can work on Electric, Ground and Steel types)

Entry Hazards:
-one that burns
-one that paralyzes
-one that freezes
-one that confuses (added because then a foe cannot escape dealing with confusion)

Severity: (like serve poison from Toxic)
-Severe Paralysis
-Severe Burn
-Severe Freeze

What would severe paralysis do? Or severe freeze? Maybe frost bite where they are frozen and it damages.
 
Severe paralysis would make a pokemon attack last or lower their Speed even more; a severe burn would be like Toxic but focusing on the Attack stat.
 
frostwind said:
Severe paralysis would make a pokemon attack last or lower their Speed even more; a severe burn would be like Toxic but focusing on the Attack stat.

Guaranteed last would be good, maybe even override things like bullet punch. And what about severe freeze? Severe burn would be obvious.
 
Actually I wouldn't know what to do with Severe Freeze, outside of the Frostbite idea already posted.

There also needs to be more moves for Steel and Ghost types. Steel types really don't get much outside of Iron Head and their only Special Attack option is Flash Cannon. Ghost types need a stronger version of Shadow Ball, maybe one like Flamethrower/Thunderbolt/Ice Beam, but with a chance of confusion? They could also have a Haunting move, where after they faint, the opponent that knocked it out loses HP every turn.
 
I'd also like to see a bug-type version of leech seed, like you're sending out a little parasite clone-bug.

Sacrifice: user faints but a fainted pokemon is revived (and maybe turned into a ghost type)

This also makes me think how cool it would be if a move or ability allowed the user to come back as a ghost type after they faint, but for only 1-3 turns or something before disappearing again. Ghostly revenge!

Or a move that calls up the spirit of one of your fainted pokemon to use one of their own moves at random; that'd be fun as heck. Not too broken, especially if recovery and sacrificial moves are unusable that way.
 
frostwind said:
Actually I wouldn't know what to do with Severe Freeze, outside of the Frostbite idea already posted.

There also needs to be more moves for Steel and Ghost types. Steel types really don't get much outside of Iron Head and their only Special Attack option is Flash Cannon. Ghost types need a stronger version of Shadow Ball, maybe one like Flamethrower/Thunderbolt/Ice Beam, but with a chance of confusion? They could also have a Haunting move, where after they faint, the opponent that knocked it out loses HP every turn.

Curse......yaaaaaaa it's been done
 
I mean a move that would work on more than that one pokemon, but I guess Curse is good enough.
 
frostwind said:
I mean a move that would work on more than that one pokemon, but I guess Curse is good enough.

I could imagine it as like a ghost toxic spikes.
 
Focus Blast: 70 Acc. -> 85 Acc.

God, it's like the "focus" part was ignored.
 
Mitja said:
Move Changes:
-Aerial Ace: 60P->75P
-Shock Wave: 60P->75P
-Magnet Bomb: 60P->75P
-Faint Attack: 60P->75P
-Shadow Punch: 60P->75P
-Magical Leaf: 60P->75P
-Swift: 60P->90P
-Fury Cutter: 20P->30P
-Leech-Life: 20P->30P
-Arm Thrust: 15P->25P
-Pin Missile: 14P->25P
-Spike Cannon: 20P->25P
-Meditate: Raises Attack and Special Defense one stage.
-Assurance: 50P->60P
-Twinneedle: 25P->40P
-Rock Smash: 40P->70P
-Triple Kick: 10P->15P
-Incinirate: Destroys targets held item.
-Stealth Rock: damage adjusted:
0.25x= 0%
0.5x= 5%
1x= 10%
2x= 20%
4x= 40%
Disappears after 12/8 switch-ins (Rock STAB/not)
-Mud Bomb: 65P->75P
-Mirror Shot: 65P->75P
-Feint: 50P->70P
-Rage: If the user is hit after this move, its Attack rises 2 stages.
-Razor Wind: Normal->Flying; 80P->120P
-Poison Fang: 50P->65P
-Withdraw: Raises Defense and Special Defense 1 stage.
-Rock Climb: Normal->Rock
-Cut: Normal->Grass; 50P->70P
Weather:
-Hail: non-Ice Pokémon recieve 1/16*HP damage every turn --> non-Ice/Steel Pokémon recieve 1/16xHP damage every turn, Dragon Pokémon recieve 1/8xHP damage every turn

Just curious, why all of the move buffs? I know some of these are needed (Rock Smash desperately needs to be more than 40P and Cut as a Grass type move would be nice), but why do you think so many of these moves need stronger base powers?

Mitja said:
Weather:
-Night - Dark/Ghost moves inflict 50% extra damage, and Fight moves inflict half damage.
-Wind - Accuracy of all except Flying & contact moves is 75%. Hurricane becomes sure hit.
-Snow - Ice moves inflict 50% extra damage, Dragon moves inflict 50% less damage for the duration.

Snow isn't really necessary, they can just do that with Hail. As for the other two, I think it should be more like:

Eclipse (changed the name because it makes more sense for Pokemon to use their power to block the sun than to affect the entire day/night cycle)- Dark/Ghost moves inflict 50% extra damage, accuracy of non Dark/Ghost type Pokemon is 75%
Wind- Special Attack and Speed of Flying types increases by 50%.

Also, Tailwind would now cause Wind.

And here's some more ideas for weather effects:

Acid Rain- Increases the Special Attack and Special Defense of Poison types by 50%, all non Poison types take 1/16th damage at the end of each turn. Also activates the ability Poison Heal.
Thunderstorm- Increases the Special Attack of Electric types, randomly strikes any Pokemon on the field and damages them for a certain amount based on weaknesses and resistances (1/16 times weakness/resistance multiplier). Can be drawn in by Lightningrod.
 
Bolt the Cat said:
Mitja said:
Move Changes:
-Aerial Ace: 60P->75P evasion would be less annoying (double team & co are actually banned in competitive play) if its counters actually wouldn't suck
-Shock Wave: 60P->75P same
-Magnet Bomb: 60P->75P same
-Faint Attack: 60P->75P same
-Shadow Punch: 60P->75P same
-Magical Leaf: 60P->75P same
-Swift: 60P->90P same, but because its Normal, further buffed to Aura Sphere power
-Fury Cutter: 20P->30P So that if you see it used 2 times in row, you start paying attention
-Leech-Life: 20P->30P whats the point of leeching half as HP if you cant even see the difference on the bar?
-Arm Thrust: 15P->25P They buffed others like Bullet Seed and Rock Blast to 25 and made them viable and substitue breakers, why not the rest too?
-Pin Missile: 14P->25P same
-Spike Cannon: 20P->25P same
-Meditate: Raises Attack and Special Defense one stage.nice touch isnt it?
-Assurance: 50P->60P 120P sounds like more appropriate given the fact you have to ensure you get hit prior
-Twinneedle: 25P->40P awfully lame, especially for a signature move
-Rock Smash: 40P->70P if everyone has to waste a moveslot for this, at least make it okay
-Triple Kick: 10P->15P So Hitmontop might actually wanna use its move, since this makes its full dmg go from 105 to 158 (with technician if Im not mistaken)
-Incinirate: Destroys targets held item. destroys just berries? How pointless is that. Items on the other hand makes it handy.
-Stealth Rock: damage adjusted:
0.25x= 0%
0.5x= 5%
1x= 10%
2x= 20%
4x= 40%
Disappears after 12/8 switch-ins (Rock STAB/not)
-Mud Bomb: 65P->75P idk, probably experienced getting that move and wondering why it isnt a bit stronger
-Mirror Shot: 65P->75P same
-Feint: 50P->70P what's the point of having this single move in the whole game with the important role of breaking protect (if you played double battles you'll know what I mean) and then have it be both, Normal and low damage? Frankly I think I haven't buffed it enough
-Rage: If the user is hit after this move, its Attack rises 2 stages.spice up situations with this move eh?
-Razor Wind: Normal->Flying; 80P->120P This is an awesome move, both in basis and concept. After buffing its power and changing its type to something more interesting, it still sucks unless there is something like SunnyDay for SolarBeam
-Poison Fang: 50P->65P just buffed it to elemental fangs. Thought this move was cool back in RSE, but its jsut too weak (I remember breeding a Poochyena with this as egg-move and then going "why on earth did I een do this?")
-Withdraw: Raises Defense and Special Defense 1 stage. same as Meditate
-Rock Climb: Normal->Rock enough Normal HMs as it is, there should be all the diversity they can come up with
-Cut: Normal->Grass; 50P->70P same
Weather:
-Hail: non-Ice Pokémon recieve 1/16*HP damage every turn --> non-Ice/Steel Pokémon recieve 1/16xHP damage every turn, Dragon Pokémon recieve 1/8xHP damage every turn
Dragons fearing a weather? that would certainly make Hail more interesting

Just curious, why all of the move buffs? I know some of these are needed (Rock Smash desperately needs to be more than 40P and Cut as a Grass type move would be nice), but why do you think so many of these moves need stronger base powers?

in bold

Bolt the Cat said:
Mitja said:
Weather:
-Night - Dark/Ghost moves inflict 50% extra damage, and Fight moves inflict half damage.
-Wind - Accuracy of all except Flying & contact moves is 75%. Hurricane becomes sure hit.
-Snow - Ice moves inflict 50% extra damage, Dragon moves inflict 50% less damage for the duration.

Snow isn't really necessary, they can just do that with Hail. As for the other two, I think it should be more like:

Eclipse (changed the name because it makes more sense for Pokemon to use their power to block the sun than to affect the entire day/night cycle)- Dark/Ghost moves inflict 50% extra damage, accuracy of non Dark/Ghost type Pokemon is 75%
Wind- Special Attack and Speed of Flying types increases by 50%.

Also, Tailwind would now cause Wind.

And here's some more ideas for weather effects:

Acid Rain- Increases the Special Attack and Special Defense of Poison types by 50%, all non Poison types take 1/16th damage at the end of each turn. Also activates the ability Poison Heal.
Thunderstorm- Increases the Special Attack of Electric types, randomly strikes any Pokemon on the field and damages them for a certain amount based on weaknesses and resistances (1/16 times weakness/resistance multiplier). Can be drawn in by Lightningrod.

I don't see why you would call it eclipse... pokemon causing a night-time effect makes as much sense as making the sun shine in the middle of a cave.
Besides, eclipse sounds like way more special instead of a casual darkness weather.

Also note that that's the weather itself, not the move causing it. The Idea for the move I had was written below "new moves" and I called it Starry Night as a counterpart to Sunny Day.


And why snow? Because hail isn't snow.
I want them to fix that somehow. Hail is a hazardous weather (like sandstorm), snow isn't (like rain).
So I thought snow could be the weather that activates Ice counterparts of buffing abilities like SwiftSwim and SandRush, whereas Hail would serve as a Dragon counter and allow Steel pokemon in teams like Sandstorm does.
Of course Abomasnow then wouldn't cause Hail, but Snow (since its ability is called Snow Warning (Snowfall in jap.)...)
 
Mitja said:
Bolt the Cat said:
Dragons fearing a weather? that would certainly make Hail more interesting

Just curious, why all of the move buffs? I know some of these are needed (Rock Smash desperately needs to be more than 40P and Cut as a Grass type move would be nice), but why do you think so many of these moves need stronger base powers?

in bold

Bolt the Cat said:
Snow isn't really necessary, they can just do that with Hail. As for the other two, I think it should be more like:

Eclipse (changed the name because it makes more sense for Pokemon to use their power to block the sun than to affect the entire day/night cycle)- Dark/Ghost moves inflict 50% extra damage, accuracy of non Dark/Ghost type Pokemon is 75%
Wind- Special Attack and Speed of Flying types increases by 50%.

Also, Tailwind would now cause Wind.

And here's some more ideas for weather effects:

Acid Rain- Increases the Special Attack and Special Defense of Poison types by 50%, all non Poison types take 1/16th damage at the end of each turn. Also activates the ability Poison Heal.
Thunderstorm- Increases the Special Attack of Electric types, randomly strikes any Pokemon on the field and damages them for a certain amount based on weaknesses and resistances (1/16 times weakness/resistance multiplier). Can be drawn in by Lightningrod.

I don't see why you would call it eclipse... pokemon causing a night-time effect makes as much sense as making the sun shine in the middle of a cave.
Besides, eclipse sounds like way more special instead of a casual darkness weather.

Also note that that's the weather itself, not the move causing it. The Idea for the move I had was written below "new moves" and I called it Starry Night as a counterpart to Sunny Day.


And why snow? Because hail isn't snow.
I want them to fix that somehow. Hail is a hazardous weather (like sandstorm), snow isn't (like rain).
So I thought snow could be the weather that activates Ice counterparts of buffing abilities like SwiftSwim and SandRush, whereas Hail would serve as a Dragon counter and allow Steel pokemon in teams like Sandstorm does.
Of course Abomasnow then wouldn't cause Hail, but Snow (since its ability is called Snow Warning (Snowfall in Japanese.)...)

Sleet should be the water equivalent of hail

Snow should be the ice equivalent of rain

Acid rain should be the poison equivalent of hail

Something along the lines of runoff should be the poison equivalent of rain
 
Mitja said:
And why snow? Because hail isn't snow.
I want them to fix that somehow. Hail is a hazardous weather (like sandstorm), snow isn't (like rain).
So I thought snow could be the weather that activates Ice counterparts of buffing abilities like SwiftSwim and SandRush, whereas Hail would serve as a Dragon counter and allow Steel pokemon in teams like Sandstorm does.
Of course Abomasnow then wouldn't cause Hail, but Snow (since its ability is called Snow Warning (Snowfall in Japanese.)...)

If Sandstorm can buff abilities like Sand Veil, Sand Rush, and Sand Force, then I see no reason why they can't just do the same with Hail. And in fact, they have with the ability Snow Cloak. All they need to do is add more abilities that are affected by Hail. They don't need a separate but similar weather effect for that, it's completely redundant. Also, Steel doesn't really need another weather resistance, it's overpowered defensively already.

Mitja said:
I don't see why you would call it eclipse... pokemon causing a night-time effect makes as much sense as making the sun shine in the middle of a cave.
Besides, eclipse sounds like way more special instead of a casual darkness weather.

It makes more sense based on real world logic. It'd make a lot more sense for Pokemon to use their power to simply obscure the sun than to control the motion of gigantic celestial bodies.
 
Bolt the Cat said:
Mitja said:
And why snow? Because hail isn't snow.
I want them to fix that somehow. Hail is a hazardous weather (like sandstorm), snow isn't (like rain).
So I thought snow could be the weather that activates Ice counterparts of buffing abilities like SwiftSwim and SandRush, whereas Hail would serve as a Dragon counter and allow Steel pokemon in teams like Sandstorm does.
Of course Abomasnow then wouldn't cause Hail, but Snow (since its ability is called Snow Warning (Snowfall in Japanese.)...)

If Sandstorm can buff abilities like Sand Veil, Sand Rush, and Sand Force, then I see no reason why they can't just do the same with Hail. And in fact, they have with the ability Snow Cloak. All they need to do is add more abilities that are affected by Hail. They don't need a separate but similar weather effect for that, it's completely redundant. Also, Steel doesn't really need another weather resistance, it's overpowered defensively already.

From a technical viewpoint it really is redundant. But Snow Cloak, Snow Warning...and travelling areas where it clearly snows...it makes much less sense to have hail instead of snowfall for all those things.

They can as well just rename it to snowfall, if adding making them into 2 effects is really too much.

Bolt the Cat said:
Mitja said:
I don't see why you would call it eclipse... pokemon causing a night-time effect makes as much sense as making the sun shine in the middle of a cave.
Besides, eclipse sounds like way more special instead of a casual darkness weather.

It makes more sense based on real world logic. It'd make a lot more sense for Pokemon to use their power to simply obscure the sun than to control the motion of gigantic celestial bodies.

And Sunny Day does what then?
It surely doesn't move the sun inside the cave either, so why would the opposite move have to control motions of celestial bodies instead of simply causing the effect..

I find it harder to imagine a casual shady Pokemon magically blocking out the sun, than magically darkening its surroundings..

Both are unrealistic (well you could use some sort of smoke now that I think about it, or summon dark clouds), except that Eclipse actually makes it sound legendary and epic, when its supposed to be just the opposite of Sunny Day.
 
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