On the subject of a powerful Dark-type move, I'd love to see one called Crescent Blade, with 100 power and 90 accuracy. It has no additional effect. As for new abilities, I have a few in mind:
Snow Scope: All attacks from the user will hit the opponent in Hail, regardless of increases in the opponent's evasion.
Mastermind: Doubles power of all moves when your HP is in the red, but secondary effects will not appear.
Fragrance: Lowers the opponent's Special Defense upon entering battle (an equivalent to Intimidate).
Last Thoughts: Doubles a random stat when your HP is in the red.
Underhand: Lowers the opponent's chance of a secondary effect of their moves appearing.
Avatar by Nyjee on deviantART
I have claimed: Staraptor (01/12/13), Shiny Stone (02/12/13), and Limber (02/12/13).
Alterations of Wake-up slap:
Burn: Body Chill
Confusion: Attention Shout
So, thinking up abilities for the new mascots, I think I've reached a great one, hopefully I'll be able to come up with a not-totally disgruntled explanation of it, so, bear with me:
So, by their designs only, you can clearly tell that Xerneas and Yveltal are really majestic and badass looking Pokémon, and I think they both have that air thta commands respect, they're charismatic, or better, awe-inspiring, and I'd like that to transcend into an ability, that inspires even their foes, so I've come up with...
When brought into the battle, there's a small (10-15%) chance of causing infatuation on the opposing pokémon, regardless of gender or even if they can breed to beging with.
Yeah yeah, I know infatuation might not translate well into awe-strucking their enemies, so maybe we could have a message come up, like: X Pokémon refuses to attack Yveltal/Xerneas!
More moves and/or abilities that can negate Stealth Rock, that would be great for me. Currently only a small fraction of psychic and ghost pokemon can effectively defend against it. Don't even try to tell me about Rapid Spin And Defog, those are useless, as SR has PP of even 32 times and that's IF you manage to guess that opponents will use it. Stealth Rock even goes against law of logic imo, seeing how it affects flying and levitating pokemon, whereas Spikes don't. Oh well I guess that I forgot Taunt, but that's sometimes not a really good solution either.
Other than that I don't really see what else could be done but as a suggestion I think that Outrage should always cause confusion and not cease attacking even if opponent uses protect etc.
It would be great imo if Nintendo would learn a way to deny the cheating, seeing how the strongest, rarest kind of pokemon can be produced without much effort is really annoying if you would think what hardship it is to get a pokemon like that using traditional methods. That's just my personal point of view though.
Trading was very weird and stupid sometimes STILL in 5th gen, I spent hundreds of hours playing my white and I never got to even see a Pikachu ;/
Last edited by Infinity Edge; 19th February 2013 at 07:31 PM.
Makuhita and Hariyama that will cure paralysis and double in power when used on a paralyzed opponent.
Anyway, I feel like Run Away could be made a whole lot less useless. I mean, most of the Pokemon who can currently have it have another, better ability anyway, but being able to escape from Pokemon like Shadow Tag Chandelure and Wobbuffet, Arena Trap Dugrtrio, Magnet Pull Magnezone as well as any Pokemon that can use Mean Look, Wrap, Fire Spin, Block, etc. could be incredibly useful under the right circumstances. Also, the potential duality present in a new Pokemon with Run Away and either Filter or Solid Rock would be so cool and revealing about how their trainer chooses to fight.
Last edited by Ruttager; 20th February 2013 at 04:50 PM.
I really think that all moves and abilities should have some use in Trainer battles. Including stuff like Teleport and Run Away.
Teleport - Altered into a Psychic-type version of U-Turn/Volt Switch.
Run Away - (Wild) Enables guaranteed fleeing and switch-outs. This Pokémon is immune to Pursuit's damage bonus.
Illuminate - Raises the likelihood of meeting wild Pokémon and enables moves to hit Ghost-type Pokémon.
Up the airy mountains / Down the rushy Glen /
We dare not go a-hunting / For fear of Fairy-type Pokémon
Web hammer : pokemon entagles the foe with web/vines and throws them up into the air before crashing them back into the ground. 30% flinch
Swarm : pokemon calls in reinforements to the battle to protect it.
raises defence by 2 stages.
Hover : pokemon uses wings to flot in the air for a prolonged period of time
effect lasts 4 turns.
pokemon is immune to all ground type moves while its in effect.
pokemon loses its flying type characteristic while this move is in effect(if the pokemon is not flying type all other affects apply)
claw dash : user attacks the foe in a last ditch attempt to win the battle
move hits without fail. ignoring evasion modifiers
power doubles if pokemons health is in the red bar.
inner strength : pokemon summons power deep within to perform previously impossible feats.
damage is increased depending on the weight of the oppnent. max power 150
weight modifers do not apply. 50 base damage always applys.
pokemon is immune to ground type moves while this move is in effect
I had an idea of an ability called Lie In, which adds 50% on to sleep time but allows Pokémon to gain, say 10% HP per turn while asleep.
If Fennekin is indeed fire / psychic it got me thinking for a move that could be influenced by both of those. I came up with a fire type attack that was usuable by psychic pokemon. Like Will o wisp but for psychic types. It would involve manipulating fire towards the target (with psychic powers) in same fashion.