Fakemon Create-A-Move

RE: make your own pokemove

Not finished yet, but here's a list:
Serene laser, special - power is .67 of targets last move, seconds effect chance multiplied by 2.5. Type, normal. Togekiss- Shaymin-Sky- Shaymin-land

Power, 70. Elemental storm. Special. Type is randomized equally between fire, ice, poison, electric, and psychic. Secondary effect chance; 90%. Secondary effect is based on what the move type is. Available secondary effects, burn, freeze, toxic, poison, paralyzed, and asleep(for two turns) poison and toxic condition have a 50/50 chance if type is poison.

Energy slash, physical. Power, 10. Type, grass. Power is +5 for the remaining PP on the targets last move. Fails if used on first turn. Grass Pokemon - Lilligant

Hot coals. Type, fire. Sets up trap on opponents side of field. On switch in, burns. One layer max.

Haunted spikes. Type, ghost. Sets up trap on opponents side of field. On switch in, lowers all stats by one stage. One layer max. Disappears after effect takes place.

Flight sensor. Type, steel. Sets up trap on opponents side of field. On switch in, grounds all Pokemon. Disappears after effect takes place. When the Pokemon are grounded, they all take effect of all other traps in play that they might usually avoid.

Thunder rod. Type, electric. Places a thunder rod trap on opponents side of field. Electric type moves can't miss if the thunder rod is on the opposite side of the field the electric type move is being used on.

Icicle cannon. Type, ice. Power, 80. High crit ratio

Psycho spikes. Type, psychic. Places a psycho spike on opponents side of field. When opponent is switching out/in, all effects of attacks/items/abilities used are negated when switching out/in, such as baton pass not switching in stats to another Pokemon. Disappears on effect usage. Max layer one.

Hydro shield. Type, water. Fully protects from all Grass moves used on this Pokemon. Also boosts sp. atk and atk if hit by a Physical move this turn.

Evasive punch. Type, fighting. Power, 40. Raises evasiveness by one stage.

Choice blast. Type, fighting. Power, 80. Both user and target can only used the move they last selected next turn.

Flash Fire. Type, fire. Power, 70. Lowers targets accuracy by one stage. 8PP

Spiteful storm. Type, ghost, power, 60. Lowers the PP of all of the targets moves by 2.

Frost cover. Type, ice. Accuracy, 35%. Freezes the target.

Acceleration smash. High chance for crit. Type, steel. Accuracy, 100%. Power, 50. If the attack is a crit, raises speed by 3 stages.

Lethargy Beam. Accuracy, 100%. Power, 70. Lowers targets speed by 1 stage.

Power Beam. Power, 55. Accuracy, 95%. Plus 10 power for each stat change on the target.

Charge Blast. Power, 120. type, electric. Hits two turns after usage

Rock wall. Protection from direct damaging attacks, Type, rock. If hit by a physical move, raises Defense by one stage.

Solar Growth. Type, Grass. Fails unless used in sunlight. Raises sp. atk, sp. Def, and speed by one stage.

Spike Uproot. Type, grass. Places the effects of all Traps on opponents side of field on target. Half of the traps disappear(rounded down). If only one trap left, that trap disappears.

Colossal Smash. Type, normal. 250 power. User must recharge for next 2 turns.

Thunder storm. Changes weather to storming.

STORMY WEATHER. Power of electric and water type moves is increased by 30%. Electric type moves can't miss.

Jet punch, Type, flying, power, 40. Usually goes first.

Buzz Punch. Type, Bug. Power, 75. 20% chance to confuse.

Wood Punch. Type, grass. Power, 75. Heals 1/2 of the damage dealt.

Painful Punch. Type, normal. Does damage equal to the amount of damage on the user. Priority -6.

Life Tap. Type, Ghost. Takes away 1/8 of the users HP and raises all of users stats by one stage.

Sky Ride. Type, Flying. ADDS flying onto users existing types.

Conversion 3. Type, normal. Converts all pokemons types on the field to a random type. Different for each Pokemon.

Shatter. Type, dark. Power, 75. Breaks protection.

Doom Frost. Type, Ice. Power 250. Fails unless target is Frozen.

Speed of Lightning. Type, electric. Priority +3. Almost always goes first. Power 80.

Fire Wall. Type, fire. Fully protects from all water moves. Also burns attacker if hit by a physical move.

Leaf protection. Type, grass. Fully protects from all fire moves. Also heals user 1/6 of its max HP if hit by a physical move, reduces that moves power by 50%. Heals after being damaged.

Punch. Type, fighting. Power, 50.

Doom storm. Type, dark. Accuracy, 70%. Power, 110. Can't miss if user has used curse. 15% chance to put a curse on the target.

Flash arena. Type, electric. Whenever any Pokemon switches out, the Pokemon switched in will have its accuracy lowered by 1 stage. Lasts 3 turns.

Hunt. Fails unless a Pokemon in the opponents party has already taken damage and is not currently active. Type, dark. Power, 80. Before doing damage, randomly switches opponents Pokemon.

Reckless fighting. Type, fighting. Lasts 3 turns. The recoil damage of all moves is increased by 1/4. Power is increase by 20%.

Bad scent. Type, grass. Lowers accuracy of target by one stage. On the field, makes encountering Pokemon less likely to happen by 50%.

Furious fists. Type, fighting. Power, 25. Hits 2-5 times. 90% accurate.

Recharge cannon. Type, normal. Power, 70. Power is + 80 if user has to recharge. 5PP. User can't user recharges moves for the next turn.

Evading lasers. Type, electric. Can't miss. Power, 50. 20% chance to raise users evasiness by one stage.

Rampage. Hits random opposing Pokemon. Type, fighting, power, 95.

Pixie punch. Power, 40. Usually goes first.

All-terrain cover. Changes users type based on the weather and any terrain moves in effect and the place battling in.

Chilling sigh. Type, ice 50/50 chance to make the target asleep or hit the target with a 70 power ice-type move.

Doom decree. Type, dark. Hits two turns after the move was used. Power, 120.

Laugh with the crowd. Type, normal. User and target laugh.

Fire explosion. Type, fire, hits all Pokemon(including user) that are active. Power, 100.

Bone revenge. Type, rock. +100 power if an ally is was knocked out last turn. Fails unless used by Cubone or Marowak. Power, 40.

Bone windmill. Type, rock. User switches out if the user has weakness to one of the targets moves. Priority +1. Power 55.

Gold rush. Fails unless any Pokemon in the game has used flash/flash cannon. Type, normal. Power, 100. Can only be used by Meowth and Sableye. If there is a GEM on the target, the power is multiplied by 1.1 and the user steals the item.

Ice tomb. Power, 60. Type, ice. Lowers targets speed by one stage.

Sand shield. Type. Ground. Fails unless a sandstorm is active. Protects from everything. Always goes first. If used multiple times, might fail, however, has 25% MORE chance to succeed rather than fail.

Doom Cage. Power, 100. Accuracy, 80%. Traps and damages the target for 4-5 turns.

Jet Flight. Fails unless users base speed is 105 or more. Raises users speed by 3 stages. Never fails if used by Golurk.

skill dive. Type, Flying. Can hit anywhere on the field. Bypasses moves that make the user attack a certain Pokemon. Power, 60.

Star Burst. Type, Fairy. 25 power. Hits 2-5 times.

Shadow Hammer. Type, Ghost. Power, 100. Never misses if used by Golurk. Bypasses immunities. Accuracy 50%.

Dual Jaw. Type, Steel. Power, 50. Fails unless used by Mega Mawile. Hits Twice.

Draco Blade. Type, Dragon. Power, 90. Bypasses immunities and Resistances. Fails unless used by Garchomp-Mega.

Life Stab. Type, fighting. power, 120. Never misses. fails unless user is at Maximum HP.

Primal Clash. Type, Water + Fire. Can't strike for weakness/resistance. Isn't affected by weather. Fails unless used by Primals And targets Primals. Power, 120.

Thunder Shurkien. Type, Lightning. Power, 60. Usually goes first. Forces target to switch out randomly. 1PP

Distortion Room. Type, pyshic. Priorities of all moves used by all Pokemon are reversed for 3 turns.

Flood Bash. Type, Water. Power, 120. Fails unless weather is Rain. Forces target to switch out. Hits both foes.

Fire shroud. Type, Fire. User takes out 1/4 HP to make a substitute in which whenever it is attacked, it the attacker is burned.

Flash Claw. Type, electric. Power, 80. Breaks protection.

Thunder Shield. Type, electric. Fully protects from all ground moves this turn. If the user is hit by a physical attack, target is paralyzed.

Shadow Shield. Type, ghost. Fully protects from all ghost moves this turn. Heals 1/4 max HP if hit by a status move, protects from those moves.

Symmetry slash. Type, fighting. Power, 80. Power doubles if user and target have the exact same Atk, sp. Atk, spe, df, or sp. df, rounded to the nearest tens place.

Tri Laser. Type, steel. Power, 40. Hits 1-3 times in singles. Hits all foes in triples, not dependent on placement. Hits 1 time on a target in doubles, then hits the other foe 2 times.

Freaky Lightning. Type, electric. Power, 70. Power, doubles if user has status condition.

Wild Swing. Type, fighting. Power, 100. Never misses. Hits a random enemy.

Phaser Slam. Type, normal. Accuracy, 75%. Power, 75. Raises user evasiveness by 1 stage if it hits.

Positive Thunder. Power, 40. Raises user sp. Atk by 1 stage.

Negative Thunder. Power, 40. Lowers targets sp. def by stage.

Drei Flame. Type, Fire. Only useable by Hyrdreigon. Changes its types to fire and dragon before any damage is done. Power, 30. Hits three times.

Eins chomp. Type, dark. Only useable by Deino. Power, 60. Never misses.

Zwei beam. Type, dragon. Only useable by zweilous. Power, 40. Hits twice. 55% chance to raise sp. Atk by one stage

Pandemic Swarm. Type, Poison.
Power, 50. Hits both foes. 100% chance to either Burn, Confuse, Poison, or Paralyze.

Toxic Darts. Type, poison. Power, 10. Each shot has 30% chance to toxic, 150% power if target is already poisoned. Hits 2-5 times.

Guard Smash. Power, 70. Type, steel. Power is 2x if user def is raised.

Epidemic Spore. Type, Poison. Effects the target with a random status condition that it can be affected by of typings, and adds epidemic effect to the target. (The EPIDEMIC effect makes it where whenever a statused Pokemon switches out or has to switch out because it fainted, the new Pokemon is affected with the status, and the EPIDEMIC effect.)

Freaky Bolt. Type, psychic. Priority +2. Power, 60. Higher chance to crit.

Night spear. Type, dark. Power, 90. Adds an effect to the field that cannot be removed in which when a opponents Pokemon switches out, it hits the new Pokemon for a 30 power move.

Damage rush. Type, normal. Accuracy, 90%. Doubles the amount of damage on the target.

Frost geyser. Type, water. Power, 90. 10% freeze chance. 10% burn chance.
Night Bolt. Type, Dark. Double damage if the move the user last used was moonlight. Power, 60.

Hydraulic Plate. Type, water. Doesn't affect water and flying Pokemon. When a target switches in, except because an ally fainted, it makes the switched-in Pokemon switch out randomly. Goes away after 1 usage. 1 layer Max.

Distorted Beam. Type, water. Before any damage is done, heals target 1/5 Max hp. Power, 110.

After Shield. Type, Normal. Sets up an effect on the user Pokemon that can't be removed, even when it switches out. When it faints, the replacement Pokemon is protected from all moves for one turn.

After Slash. Sets up an effect on the user that can't be removed. Whenever the user switches out, it hits the target with a 90 power physical dark type move. It also does this when it faints. Can't be passed on via Baton Pass.

Spore Cloud. Type, grass. +4 priority. Powder move. Effects allies and self with hastened status. Hastened provides a 50% chance to attack 2 times instead of once and lasts once. Uses same move.

Aqua Claw. Type, water. Power, 80. 20% chance to lower targets def. by one stage.

Shredder Strike. Type, dark. Only hits if it hits any form of protection, (kings shield, spiky shield, mat block, protect, detect) Power, 115.

Zen Force. Type, psychic. Triples the amount of damage on the target. Only useable by Alakazam-Mega. User must recharge.

Strafe. Type, normal. Power, 70. Physical. User switches out.

Psychic Edge. Power, 70. Type, psychic. Deals 2.5 damage if target has it's sp.def lowered.

Green Force. Power, 50. Type, grass. Special. Heals 100% of damage dealt.

Red Force. Power, 50. Type, fire. Always crits.

Blue Force. Power, 50. Type, water. 100% chance to switch out target and user.

Scepter Slash. Type, dark. If the target uses a status move during this turn, it hits. Breaks protection. Power, 80. Priority + 2

Spirit Drain. Type, fire. Takes 2 PP out of targets last move and has 30% chance to add the PP to one of the users moves. Power, 45.

Purging Smash. Only hits if target has any positive stat changes. Power, 120 removes those stat changes. Type, grass.

Reflector. Type, electric. Sets up a screen on users side of the field in which 15% of all damage done to user's side is reflected to the opponents Pokemon.

Crumble. Power, 65. Type, fighting. Less power the heavier the target. More power the lighter the smaller the target.

Countersetup. Fails unless target is using a a status move. Uses that moves before the target with +6 priority.

Cleansing water. Type, water. No added effect on Pokemon with storm drain, dry skin, and water absorb. Heals allies and self 1/3 MAX hp and cleanses major statuses.

Sun Storm. Type, water. Power, 120. Type, fire. Fails unless used in sun. Hits both foes.

Forestry Frenzy. Type, grass. Power, 120. Fails unless grassy terrain is in usage. Hits both foes.

Hype Smash. Matches the users first type. Power, 70 strikes for weakness on Pokemon that resist the attack or are immune to it, bypasses immunities, resistances, and weaknesses. Strikes for resistance on Pokemon that have weakness to the attack.

Past Blast. Damages the target for double the amount of damage the target sustained anytime last turn.
 
Move Name: Agile Shock
Type: Electric
Move Type: Physical
Power: 40
Accuracy: 100%
PP: 10
Effect: This attack always goes first. 10% chance of paralysis

Move Name: Heat Beam
Type: Steel
Move Type: Special
Power: 100
Accuracy: 95%
PP: 10
Effect: Attacks with a beam of burning hot metal. 30% chance of burn.

Move Name: Icicle Fall
Type: Ice
Move Type: Other
Power: ---
Accuracy: ---
PP: 5
Effect: The user lays a trap of icicles above the opposing team. The trap hurts Pokémon that switch into battle.
 
Below Zero
Ice
90% Accuracy
Freezes the target.

Copy Stat
Psychic
Copies any stat changes the opposing Pokemon used. (Let's say they used Swords Dance and raised their attack stat, then you could use Copy Stat and raise your attack.)

Stinging Nettle
Steel/Grass
100% Accuracy
65 damage
Similar to Flying Press, but instead of a Flying/ Fighting move, it's Grass/Steel. Has a 30% chance of Flinch.

Boomerang
Normal
100% Accuracy
A 2-part move. The first turn you use it, it does 50 base damage. When you use it a second time, it does double the damage.

And here's my Mew moveset:

Aura Sphere
Psychic
Tail Glow
Substitute
 
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