Moves redone (Including HM moves)

Thanatos-Zero

Balmarian Mad Scientist
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Greetings dear Bulbapedia community.

Today I want to bring up a issue I had with certain moves, which are still till this day not really useful comparred to other moves, which are far more prefered in competitive battling. As of this day, we will change this and improve them. To start I will begin with two HM moves.



Cut
Type: Steel
Category: Physical
PP: 10 (max. 16)
Power: 60
Accuracy: 100%
Effect: Inflicts damage and has maximum critical hit ratio (50%).

*Makes contact
*Affected by Protect
*Not affected by Magic Coat
*Not affected by Snatch
*Affected by King's Rock
*Usable outside of battle


Notes: Cut always appeared to me to a steel type move, which makes sense, since several weapons used to cut are made of metals. When they struck, they are often fatal and devastating to the opponent. The Katana, often referred as the ultimate blade, can even cut massive blocks of ice into two halves, without losing their sharpness.
Blades made out of obsidian for example can be even sharper, but they are fragile. Too much force and they will break.
Cut has a attack power of 60, so it can benefit most of the ability Technican, which increases the attack power of all moves which have 60 and lower.




Strenght
Type: Rock
Category: Physical
PP: 15 (max. 24)
Power: 95
Accuracy: 100%
Effect: Inflicts damage and has a 10% chance of causing the target to flinch.

*Does not make contact
*Affected by Protect
*Not affected by Magic Coat
*Not affected by Snatch
*Affected by King's Rock
*Usable outside of battle


Notes: When I used Strenght I have always seen a giant rock being thrown. I often wondered, why it is not a rock type move. To make it more attractive the type is not only changed, but also made to a move similiar to flamethrower, icebeam and thunderbolt.

 
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I like your ideas, but please don't write in white letters again. Thanks.

I think Ice Punch, ThunderPunch and Fire Punch should have 95 base power like their special counterparts.
 
I think X-Scissor should have 90 power and 95 accuracy. Granted, it's already a great move, but still. Additionally, Dark Pulse should do 100 damage and have 100 accuracy, like Earthquake. After all, the Dark-type could use a buff.
 
I like your ideas, but please don't write in white letters again. Thanks.

The white letters are Bulbapedia links.

Personally I think Leaf Tornado should have been the Grass Type's answer to Thunderbolt and Ice Beam, only unlike Energy Ball it would be completely exclusive to them. Maybe lower the accuracy drop rate to 10% to compensate for the power increase.

Poison Sting should have 35 base power as well. I don't know why it's so much weaker than the basic moves of other types.
 
I like your ideas, but please don't write in white letters again. Thanks.

The white letters are Bulbapedia links.

Personally I think Leaf Tornado should have been the Grass Type's answer to Thunderbolt and Ice Beam, only unlike Energy Ball it would be completely exclusive to them. Maybe lower the accuracy drop rate to 10% to compensate for the power increase.

Poison Sting should have 35 base power as well. I don't know why it's so much weaker than the basic moves of other types.

The post was edited. It used to be completely white, and not all the text was made of links! And I agree about Leaf Tornado and Poison Sting.

I also think Wild Charge should be stronger. I mean, if the user gets hit by recoil, why does it have to be for such a "decent" move? Come on, raise that base power to 120, or at least 100. The Electric type needs more physical moves, because ThunderPunch isn't that strong, Thunder Fang is a joke and Volt Tackle is exclusive to the Pichu family, which happens to be made of Special attackers.
 
I believed Strength to be treating the opponent's Pokemon as the "Rock", lifting and pushing them out of the way.
This is how Strength has been depicted in every Generation, bar Gen 2.
In that instance, I think Strength should be kept at 80 BP but turned into a Fighting-type move. This way, it'll become the Fighting equivalent of Dragon Claw, Seed Bomb etc.


Poison Sting should be kept at the same BP, but have a higher Poison chance than 30% (say 50%/60%). A sting isn't really that painful; the poison should have a bigger effect.


Wild Charge is okay at 90BP, any higher and it'll be a carbon copy of Volt Tackle. It should, however, have a chance to Paralyse, like Flare Blitz has a chance to Burn.


The Normal-type "Hits 2-5 times" moves should have 100% accuracy; they're luck-based enough, without a chance to miss altogether.
They should also have secondary effects, for example DoubleSlap could have a 5% chance to Flinch per Slap (So hitting 5 times means the opponent will have a 25% chance of flinching)
Fury Swipes could increase its Crit. Ratio for every successful hit.


Dig should remove Ground Immunities. It always annoyed me that an underground Flygon was still immune to Earthquake.


Shadow Ball and Dark Pulse should be increased to 90BP to keep in line with Psychic and Bug Buzz.


Fire/Ice/Thunder Fang should all be 70BP to match Cross Poison, which also has two additional effects.

Night Slash, Psycho Cut, Shadow Claw, Slash should have 80BP to differentiate it from Cross Poison, and put it more in line with Iron Head, Waterfall etc.


Hydro Pump should have 85 accuracy and an added effect, to be in line with Fire Blast. Perhaps reduced accuracy or flinch.


Hyper Beam, Blast Burn et al. should be given 180BP and 95% accuracy, so they are more in line with their One-Turn counterparts. This'll bring in more use as the strategy of "Small Power spread over many turns, or Large Power concentrated into one turn."
I doubt they'd be all that useful, still, but it'll make them useful on certain Pokemon; Porygon-Z comes to mind.
 
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I believed Strength to be treating the opponent's Pokemon as the "Rock", lifting and pushing them out of the way.
This is how Strength has been depicted in every Generation, bar Gen 2.
In that instance, I think Strength should be kept at 80 BP but turned into a Fighting-type move. This way, it'll become the Fighting equivalent of Dragon Claw, Seed Bomb etc.
I have only played Pokemon Red, Blue, Yellow, Gold, Silber, Crystal, Stadium and Stadium 2. In all games ecept in Red, Blue and Yellow, the execution of Strenght brought forth a gigantic rock, which was thrown at your opponent.


Poison Sting should be kept at the same BP, but have a higher Poison chance than 30% (say 50%/60%). A sting isn't really that painful; the poison should have a bigger effect.
Like the opponent losing 1/8 of its hitpoints after one turn?


Wild Charge is okay at 90BP, any higher and it'll be a carbon copy of Volt Tackle. It should, however, have a chance to Paralyse, like Flare Blitz has a chance to Burn.
Agreed.

The Normal-type "Hits 2-5 times" moves should have 100% accuracy; they're luck-based enough, without a chance to miss altogether.
They should also have secondary effects, for example DoubleSlap could have a 5% chance to Flinch per Slap (So hitting 5 times means the opponent will have a 25% chance of flinching)
Fury Swipes could increase its Crit. Ratio for every successful hit.
I think the mechanic used for Triple Kick is more approciate for multiple hit moves. Instead of luck, accuracy is used.
Fury Swipes for example should lose accuracy for each hit, but gain more power instead.

1st Hit 100% BP:15 / 2nd Hit 95% BP:20 / 3rd Hit 90% BP:25 / 4th Hit 85% BP:30 / 5th Hit 80% BP:40
15+20+25+30+40=130

with Technican, the attack power would increase to:
22+30+37+45+60=194

And with Hone Claws, it will become more likely to hit 5 times.


Dig should remove Ground Immunities. It always annoyed me that an underground Flygon was still immune to Earthquake.


Shadow Ball and Dark Pulse should be increased to 90BP to keep in line with Psychic and Bug Buzz.


Fire/Ice/Thunder Fang should all be 70BP to match Cross Poison, which also has two additional effects.

Night Slash, Psycho Cut, Shadow Claw, Slash should have 80BP to differentiate it from Cross Poison, and put it more in line with Iron Head, Waterfall etc.


Hydro Pump should have 85 accuracy and an added effect, to be in line with Fire Blast. Perhaps reduced accuracy or flinch.


Hyper Beam, Blast Burn et al. should be given 180BP and 95% accuracy, so they are more in line with their One-Turn counterparts. This'll bring in more use as the strategy of "Small Power spread over many turns, or Large Power concentrated into one turn."
I doubt they'd be all that useful, still, but it'll make them useful on certain Pokemon; Porygon-Z comes to mind.
I agree with these suggestions as well. However attacks like Sky Attack needs some love as well.
 
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