• Hey Trainers! Be sure to check out Corsola Beach, our newest section on the forums, in partnership with our friends at Corsola Cove! At the Beach, you can discuss the competitive side of the games, post your favorite Pokemon memes, and connect with other Pokemon creators!
  • Due to the recent changes with Twitter's API, it is no longer possible for Bulbagarden forum users to login via their Twitter account. If you signed up to Bulbagarden via Twitter and do not have another way to login, please contact us here with your Twitter username so that we can get you sorted.

Ideas For New Pokemon Moves

i thought of one called giga fang it has 120 power and 75 percent accuracy and has a 30 percent chance of flinching
 
hydro blast

blastoise signature move

power 85

type:special

effect:goes through barriers(reflect and light screen),super effective against steel types

knockout punch

this is a fighting type okho move
 
hard slam

type:rock

discription:the user ground-pounds the enemy with great force this moves power is based off of your defense

power 80

accuracy 100

bohzs-blast

power 100

accuracy 50

type ice

discription:the user fires a blast of pure bohzs einstein(sorry if i misspelled it) at the enemy if this move hits the enemy is frozen

sky high kick

power 150

accuracy 80

discription the user jumps very high before doing a powerful kick this move deals damage to the user if it misses and deals a lot of damage too

effect:the users loses 75% hp if the move misses
 
Sun dance
Acc:
Damage:
The user dances in front of the sun to raise it's morale.

Raises sp. Attack two stages.
 
Interesting Moves! I've made lots of moves up many months ago that I posted on Miiverse, ones that could have loads of interesting effects on the metagame - not just retypings of other moves. Here are some of them:

Firecracker: Fire type. Special, 25 power, 100 accuracy.

An attack that strikes first, +1 Priority. It also draws the target to attack the user of the move. (Think Follow Me on a target)

Mind Jolt: Psychic Type. Special, 25 Power, 100 accuracy.

An attack that strikes first, +1 Priority. The target ends up using one of its moves at random instead of its intended move.

Rainbow Dash. Fairy Type. Physical, 60 Power, 100 accuracy.

After this attack is used, the next attack on the target is more likely activate its added effect. The chance increases to 70%

Snowball Fight: Ice Type. Physical, -- Power, 100 Accuracy.

An attack with recoil damage. The power of this move depends on how much more base attack power has than the opponent. The more attack power, the more damage and less recoil.

Night March: Ghost Type. Special, 18 Power, 100 Accuracy.

This move attacks once for each Pokemon that fainted in Battle - both yours and your opponent's. If no Pokemon have fainted, this move fails.

Health Balance: Fairy Type. Status, 100 Accuracy.

This move redistributes the base Max. HP of all Pokemon in play, and equalizes it for the remainder of the battle. Any uncontainable HP restores other pokemon. (Think of if Blissey used this move on an ally Shuckle.)

Shut Down: Dark Type. Status, 80 Accuracy.

When used on a target, the target can only use status moves for 2-4 turns. Switching out ends this effect.

Ultraviolet: Fire Type. Status, 70 Accuracy.

Inflicts a bad burn. This burn only deals 16th HP damage, but it cuts the target's strongest stat. (As opposed to the attack stat in normal burns.
 
Following are multi-type moves, similar to flying press:
Ice Pick: BP 70, Accuracy 90. Ice type move. Deals Steel type damage.
Wood Chipper: BP 70, Accuracy 90. Grass type move. Deals Steel type damage.
 
Cackle
Type: Ghost special
Power: 70
Accuracy: 100%
PP: 15
Description: User laughs in a terrifying manner that may cause the opponent to flinch.
Notes: 30% chance to flinch.

Sword Thrust
Type: Steel physical
Power: 90
Accuracy: 100%
PP: 10
Description: Thrusts a swordlike object or appendage at the opponent. High chance of a critical hit.
Notes: New signature move of the Honedge line.

Power Swing
Type: Fighting physical
Power: 90
Accuracy: 90%
PP: 15
Description: Powerfully swings a long, clublike object or appendage at the opponent, which may lower its Defense.
Notes: New signature move of the Timburr line. 30% chance to lower opponent's Defense.

Slide
Type: Ground physical
Power: variable
Accuracy: 100%
PP: 20
Description: Runs toward the opponent, then slides along the ground, attempting to trip it. The lighter the opponent, the greater the damage.
Notes: Same base damage as Low Kick and Grass Knot, depending on the opponent, but in an opposite way. Inspired by the idea of a runner in baseball sliding into second base in such a way as to try to trip the fielder and break up a double play.
 
Last edited:
Thunder Charge
Type: Electric
Category: Physical
Base PP: 10/10
Base Power: 90
Accuracy: 100
Description: The user charges with a powerful volt of electricity.
Basically a move to allow Electric-types like Luxray and Zebstrika to actually be able to use their Attack stat.
 
They already can use their Attack stat with a STAB move, thanks to Wild Charge.
 
Lightning Storm
Water/Electric - Status
The user creates a powerful thunderstorm that causes the ground to be electrified
Effect: Electric Terrain + Rain Dance


Photosymbiosis
Grass/Fire - Status
The user causes the sun to shine brightly, aiding the nearby plants with photosynthesis
Effect: Grassy Terrain + Sunny Day


Dragonsbane
Ice/Fairy - Status
The user creates perilous conditions for Dragons
Effect: Misty Terrain + Hail


Metallic Terrain
Steel - Status
The user coats the ground in metal, enhancing Steel-type moves for 5 turns, pokemon on the ground will not get poisoned
Effect: Pokemon can't get poisoned, Fighting-types attacks get nerfed, Steel type attacks get buffed


Shard Storm
Steel/Ground - Status
The user takes loose metal particles and coats the ground with them with a sandstorm
Effect: Sandstorm + Metallic Terrain


In keeping with all that, Defog will get another buff, this time to null all weather and terrain effects
 
Last edited:
Clock Up
Type: Dragon (Status)
PP: 10
The user accelerates time around itself to boost it's attack and special attack by 1 stage and it's speed by 2 stages.
Note: new signature move for Dialga

Portal Shield
Type: Dragon (Status)
PP: 10
The user generates a wormhole in front of itself to reflect attacks from the opponent. Fails if used consecutively.
Note: new signature move for Palkia. Bounces back both damaging attacks and status moves like dark void. Has increased priority of 4.

Dialga and Palkia seriously need moves/abilities that reflect their powers over time and space instead of powerful damaging attacks. Here's hoping for Sinnoh remakes. Will have to come up with a move for Giratina too.
 
Last edited:
Clock Up
Type: Dragon (Status)
PP: 10
The user accelerates time around itself to boost it's attack and special attack by 1 stage and it's speed by 2 stages.
Note: new signature move for Dialga

Portal Shield
Type: Dragon (Status)
PP: 10
The user generates a wormhole in front of itself to reflect attacks from the opponent. Fails if used consecutively.
Note: new signature move for Palkia. Bounces back both damaging attacks and status moves like dark void. Has increased priority of 4.

Dialga and Palkia seriously need moves/abilities that reflect their powers over time and space instead of powerful damaging attacks. Here's hoping for Sinnoh remakes. Will have to come up with a move for Giratina too.

Distort:
Works like trick room, but also flips around priority.
(That might cause issues though since some moves rely on priority to work properly)
 
I have a pretty decent move that works amazing in Trick Room:

Readjust: --/--
Lowers the users speed by two stages for 5 turns, and in turn negates the effects of recoil damage.

The thing that keeps this move from being overpowered is the simple fact that it requires the one turn for set up. While this means damage free boosting (?) with a Follow Me teammate, you seriously sacrifice a lot for what you get. For example, most Brave Bird users are frail and fast, so they utilize a hit fast/hit hard strategy. By sacking your speed, you can use Brave Bird hassle-free. While a Follow Me spammer could work well here, the big winner is for Trick Room teams. You pretty much gain back your priority by lowering your speed in a Trick Room.

This could work well as an item or ability too.
 
I just have an idea for a Signature Move for Meloetta, primarely her Piroette Form and one that chnages from Relic Song whenever that form is used

Relic Dance
Normal/Physical
BP: 100

The user recreates a battle dance lost to the ages, this might paralyze the opponent

Effect: Changes Meloetta from Piroette Form to Aria Form, changes from Relic Song when Meloetta enter Piroette Form, 40% chance of paralysis
 
1. Life Chain
type:ghost
discription: It combines the HP of both fighting pokemon making that when one loses hp, the other also takes damage.
accuracy: 100

2. Desert Storm
Category:Special
type:ground
discription: The user launches a huge mass of sand at the target to attack. It must rest on the next turn, however.
Power: 150
accuracy: 100

3.

-Desert Terrain-
Category:Special
type:ground
discription: Landmoving types (other then ground and rock) speed is halved + physicall attacks of flying and levitating pokemon is also halved for 5 turns. Ground types gain 1/8hp every turn.
Power: -
accuracy: 100

- Sand Dune - ground type version of Avalache.

4. (the bug type move Powder should work longer, till the oponents pokemon hit with it uses a fire type move that activates the effect and have a probability like "Protect" )
- Pure Salt (ground type equivalent of Powder against grass type )
- Ash Dust or Quick Cement(rock type equivalent of Powder against water types)

5. Ice and Flying equivalent of Pin Missile:
Ice cannonade
Feather stream

6. Special bug type moves:
Bug Canon, power 140, reduces sp. attack by 2 stages.
Slime wave, power 60, causes flying and levitating pokemon to land on ground for 2 turns.
Slime beam, powet 65, reduces oponents speed one stage (mud shot)
Slush shot, power 25, takes away the oponents ability.( Gastro Acid-should be)
Slime shield, works like spiky shield does damage, but reduces also oponents speed and gains hp for the user(bugs are weak they need it, maybe some grass types could learn it too)

and Physical bug type move:
Drainbite (Parasiticbite, Leechbite)- power 75, like drain punch.

Sting-out - power 60 , it will switch out the opposing Pokémon to the next Pokémon in line that has not fainted.(dragon tail)

a grass type physicall move - Needle vine, power 60 (like dragon tail/circle throw)

7. a Ghost type versions of moves: Haunted (Stealth Rock), Fear wave (Volt switch), Horror throw(Dragontail)
Scream fear(effect: causes oponent to flinch).

8. special moves Mind crush(Psychic), Locust wind (Bug) and Hail storm (Ice), all with power 60 :
inflicts damage and has a 10% chance of reducing all of the oponent's stats excluding accuracy and evasion (i.e. Attack, Defense, Special Attack, Special Defense, Speed) by one stage.
(the Oposites of Ancient Power • Ominous Wind • Silver Wind)

9. A psychic or fairy move, power: 60, that would work like dragon tail and U-turn at once, that would cause the user and oponent to switch at the same time. (Rainbow Rush)

10. more equivalent diffrent type of moves like psyshock and oposites of it and more variation typings of Garsto acid.

11. names of future fairy moves(or abilities) :
Titan Throw (physical, effect like Circle Throw),
Serene Scream(special , causes flinching),
Serene slam, Mythical blade, Rainbow Rush, Fairy Gold, Solar Arrow, Light sphere,
Tron legacy(the pokemon sacrifices himself to rise all stat conditions of it's next teammate),
Ascension, Ascended Power, Mystic Might, Heven bow, Third eye, Etheric matter, Reincarnation(a fairy sacrifices it's self to revive a teammate), "Chakram" (Halo, the "ring"), Sith Head( like Iron Head),
Alchemy, Fairy tale, Dream Cloud, Mystic Rain, Perish slam, Stemhead (fire/fairy move like Flying Press, for a starter) ,Shape shift, Childhood(reverts oponent back into it's first evelotion stage for 3 turns(mega Charizard into Charmander) and blocks some moves like Fly),

Energy/"Vital" Shield(like Spiky shield but it does not damage oponent, but if hit with special move the users gains 1/8 hp)


- more moves that cause flinching for types that not have one of this(fairy) and more of this for ghost, bug, electric, water, fire and grass.
 
Last edited:
Small Room
Type: Psychic
BP: N/A
PP: 10
Acc: 100%
Effect: Disables moves that require movement such as Dive, Fly, and Dig for five turns.

Ice Charge
Physical
Type: Electric & Ice
BP: 80
PP: 10
Acc: 85%
Effect: This attack does both Electric and Ice type damage. It has a 10% change of paralysis and a 10% chance of freezing.

Embrace
Physical
Type: Fairy
BP: 30
PP: 25
Acc: 100%
Effect: The user holds on tightly, not letting go for 3-5 terms (so, a Fairy type Wrap/Sand Tomb/Whirlpool)

Love Punch
Physical
Fairy
BP: 60
PP: 15
Acc: 90%
Effect: If the user and the Pokemon being attacked are of opposite genders, the Pokemon will become infatuated.

Sylvan Slash
Physical
Fairy
BP: 95
PP: 10
Acc: 95%

Duet
Special
Type: Fairy
BP: 40
PP: 25
Acc: 100%
Effect: Always goes first (unless a faster Pokemon uses a priority move). If it goes first, the other Pokemon will use Duet, instead of whatever attack it was going to use.
 
Stun Gun
Electric/ Physical
BP: 40
-Zaps the target with a quick electric shock and makes it flinch. Double damage to paralyzed opponents. Only works 1st turn and has +3 priority.
 
Life Drain
Special
Type: Dark
BP: 50
PP: 25
AC: 100
Effect: User recovers HP equal to half of damage done by this attack.
 
Fear Blast (name undecided)
Special
Type: Dark
BP: 80
PP: 10
Acc: 100%
Effect: Not effective against shiny pokemon. Basically designed to be a sort of false swipe-style aide for hoarde shiny hunters or situations where the shiny looks simular enough to the regular that missing the sparkle might mean missing a shiny (Numel........). Not meant for any real competitive merit.
 
Sting Nettle
Type:Grass
BP:80
PP:15
Acc:100%
Effect: Inflicts damage and has a 30% chance of burning the target.
 
Back
Top Bottom