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Old 03-29-2014, 12:58 AM   #818
Slash
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I wrote up a few move changes (some of which I have suggested before), to make some moves more useful and/or more in line with the anime and/or games.

Spoiler: show
Heat Crash (FI) – The user surrounds itself with an intense ball of flame, leaping into the air and coming crashing down upon the foe, dealing considerable damage, possibly increasing the physical damage up to a major amount if there is a large discrepancy in weight between the user and the target.

Heavy Slam (ST) – The user surrounds its body with Steel energy, ramming into the foe. The lighter the target is in comparison with the user, the more damage is done. On average, it will deal considerable damage, possibly increasing the physical damage up to a major amount if there is a large discrepancy in weight between the user and the target.

Steamroller (BG) – The user curls into a ball, coating its body with a layer of fine Bug energy. The user then rolls into its foe at a high speed, attempting to run them down. Generally, it deals good damage, but if the Pokémon is small enough to run over due to natural size or Minimize, and/or significantly lighter than the user, it can deal up to a moderate amount extra damage.

Tail Slap (NO) – The user charges Normal energy into their tail and smacks the foe a few times with it, dealing light damage with each hit. Most users will strike anywhere from 3 to 5 times, although the range for Pokemon noted for their ability to link moves is 4 to 6 hits.

Double Slap (NO) -- The user charges Normal energy into its appendages, and hits the opponent in a fury of slaps, each hit for minor damage. Most users will strike anywhere from 3 to 5 times, although the range for Pokemon noted for their ability to link moves is 4 to 6 hits.

Double Hit (NO) -- The user strikes the opponent with two appendages in succession, each dealing mild damage.

Double Kick (FT) -- A rapid flurry of kicks are launched at the opponent, each hit inducing mild damage. Most users will only get one or two kicks in, but Pokemon noted for their ability to link moves might strike up to three times.

Comet Punch (XX) -- The user throws a lightning-fast barrage of punches at the opponent, each jab hitting for light damage. Most users will strike anywhere from 3 to 5 times, although the range for Pokemon noted for their ability to link moves is 4 to 6 hits.

Pin Missile (BG) -- The user fires a barrage of small spikes from its body, which can easily pierce even thick skin. This move usually does decent to considerable damage overall, depending on how many spikes hit the target, although damage against opponents with shells or rocky hides will generally be on the lower end of the scale. This move uses solid energy.

Twineedle (BG) -- The user goes into a stabbing frenzy, delivering very quick alternating stabs with two pointed appendages. Each hit only does light damage, and each strike that hits independently has a 10% chance to induce light poisoning. Most users will strike 2 or 3 times, although the range for Pokemon noted for their ability to link moves can reach up to 4 strikes.

Triple Kick (FT) -- The user delivers three fast kicks, the first dealing moderate damage and each increasing in power if the previous kick has hit. Pokemon noted for their ability to link moves are decently more accurate and quick with the second and third strikes.

Fury Attack (NO) -- The user charges Normal energy into claws, horns, beaks, and/or other body parts and strikes at the foe in a flurry of attacks, each strike hitting for light damage. Most users will strike anywhere from 3 to 5 times, although the range for Pokemon noted for their ability to link moves is 4 to 6 hits.

Fury Cutter (BG) -- The user slashes at the foe, dealing moderate damage. If this move is used consecutively without a significant gap in time or another move being used between the two uses of Fury Cutter, it gets a light boost in power.

Fury Swipes (NO) -- The user charges Normal energy into its claws or other sharp appendage and swipes at the opponent numerous times. Each swipe deals light damage. Most users will strike anywhere from 3 to 5 times, although the range for Pokemon noted for their ability to link moves is 4 to 6 hits. These wounds have a decent chance of bleeding in Realistic matches.

Spike Cannon (NO) -- The user assumes a defensive position and glows with Normal energy. They then shoot this out in a barrage of spiked energy projectiles. This move usually does decent to considerable damage overall, depending on how many spikes hit the target, although damage against opponents with shells or rocky hides will generally be on the lower end of the scale. This move uses solid energy.

Arm Thrust (FT) -- The user gives several quick open-palm (if applicable) thrusts, which each deal light damage. Most users will strike anywhere from 3 to 5 times, although the range for Pokemon noted for their ability to link moves is 4 to 6 hits.

Bone Club (GD) -- The user (always Cubone/Marowak) charges Ground energy into their bone and hits the opponent with it, dealing good damage.

Bone Rush (GD) -- The user rushes forth and strikes the opponent with their bone numerous times, each strike causing light damage. If the user does not naturally wield a bone, it takes an extra mild amount of Normal energy to construct one for the duration of the move. Most users will strike anywhere from 3 to 5 times, although the range for Pokemon noted for their ability to link moves is 4 to 6 hits.

Bonemerang (GD) -- The user (always Cubone/Marowak) charges heavy Ground energy into their bone, and then throws it, so it acts like a boomerang, that hits the opponent for decent damage, then hits again for more damage as the object flies back towards the thrower.

Barrage (NO) -- The user creates a few small balls of Normal energy and fires them off at the target. These explode upon contact. This move usually does solid to heavy damage overall, depending on how many balls hit the target. This move uses considerable energy.

Egg Bomb (NO) -- The user sends a large egg-like construct of Normal energy at the foe. This egg explodes upon contact with the target to deal heavy damage.

Crabhammer (WA) -- The user smashes either the ground or the water, sending a shockwave of water energy that deals heavy damage towards the opponent, emanating from the inside of the pincer. If the user hits water with it, the attack will be much more powerful, variable up to severe damage if there is a significant amount of water crossed, but use more energy. The attack can also be used directly on an opponent, which deals heavy, physical damage by sending a shockwave of energy into the opponent.

Block (NO) -- The user surrounds itself with Normal energy, and physically gets in to such a position such that the victim's trainer cannot connect a Pokeball's recall beam with the victim, able to move slightly faster than normal due to the Normal energy field. This prevents immediate recall. If the user can put itself between the target Pokémon and its trainer, it can also prevent the use of switching moves such as Baton Pass. Because the move is largely based upon physical mass, it uses only mild energy. The move can also be used to seal off exits and other pathways if need be.

Synchronise (PS) – The user releases an enhanced brain wave, targeting thought patterns of Pokémon. Due to the attack targeting how Pokémon think, it will deal significant damage to all Pokémon, enemy, friend or otherwise, who share at least one type with the user. If the target does not share a type with the user, they will take light damage instead. This attack uses heavy energy.

Thrash (XX) -- The user flails its body around violently, bludgeoning any nearby opponent repeatedly with various appropriate limbs. Continuing to Thrash too long may cause dizziness, but as long as it lasts it is not wise to stray too close. Depending on how long it lasts, this move can do anywhere from solid to severe damage, but it gets less efficient as the power rises.

Rage (XX) -- The Pokémon feeds on the frustration built up in them, using it to fuel a thrashing attack. This attack deals decent damage, but gives the user a slight boost in Attack if the foe attacks them during the same round after Rage is used. This boost is short-lived and fueled by anger, so being calmed (such as with Calm Mind, or Aromatherapy) will end the effects prematurely.


Double Slap has been glowing in the anime lately, so I figured adding the glow and Normal typing would be a good idea. Tail Slap, Double Hit, Fury Attack, and Fury Swipes also have a glow. Bone moves were put GD instead of XX, because honestly, they should be.
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