pokeblazer

Fame/Fortune items, moves, abilities

Jan 21st, 2017
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  1. New items, Moves, and Abilities, and Z-crystals + changes to how certain moves/abilities/items work
  2.  
  3. New Items:
  4.  
  5. Reverse Candy: decreases a Pokemon's level by one
  6. Room Extender: makes the holder's "Room" moves last 8 turns instead of 5
  7. Freeze Orb: tries to freeze the holder at the end of each turn. Holder thaws if this item is Knocked Off or stolen
  8. Paralyze Orb: tries to paralyze the holder at the end of each turn
  9. Sleep Orb: tries to put the holder to sleep at the end of each turn. holder wakes up if this item is Knocked Off or stolen
  10. Confuse Orb: tries to confuse the holder at the end of each turn. holder snaps out of confusion if this item is knocked off or stolen
  11. Crystal Ball: if the Holder is psychic-type, they are immune to all status afflictions
  12. Legend Rod: Any Pokemon hooked by this fishing rod will be lv100
  13. Shiny Ball: a Poke Ball that is more effective when used on a Shiny Pokemon in the wild
  14. Fist Stone: makes certain Pokemon evolve
  15. Choice Armor: holder's defense is 1.5x, but it can only select the first move it executes
  16. Choice Gauntlet: holder's Spec. Def. is 1.5x but it can only select the first move it executes
  17. Unown Ball: a Poke Ball with a 100% catch rate if used on an Unown. any other Pokemon caught with it will instantly try to learn Hidden Power
  18. Evo Ball: a Poke Ball more effective if used on a mon that can still evolve.
  19. Evo Belt: if the holder can still evolve, its Atk and SpA is 1.5x
  20. Evo Wings: if the holder can stil evolve, its Speed is 1.5x
  21.  
  22. New Moves:
  23.  
  24. Fairy Fang: Fairy-type, physical, BP 75, PP 30, accuracy 100%, 30% flinch chance
  25. Ninja Strike: dark-type, physical, BP 100, PP8, accuracy 50%, 100% confusion chance
  26. Starlight Surge: fairy-type, Special, BP90, PP45, accuracy 70%, 30% chance to lower the target's accuracy
  27. Swamp Gas: ground-type, status, PP30, accuracy 90%, poisons the foe even if the foe is poison-type or steel-type
  28. Trap Shift: Psychic-type, Status, PP16, accuracy 100% transfers entry hazards set up on the users side to the opponent's side
  29. Mirror Force: psychic-type status move, PP16, prevents attacks from damaging the user this turn. mons attacking this mon with physical moves this turn are dealt damage equal to however much their attack would have inflicted on this mon
  30. Freeze Frame: ice-type, physical, 70BP, 100% accuracy, 32PP, users switches out after damaging the target. 20% chance to freeze
  31. Iron Tongue: steel-type, physical, 80BP, 75% accuracy, pp32, 30% paralyze chance
  32. Lightning Strike: Electric-type, 40BP, 100% accuracy, PP32, +1 priority
  33. Sacred Power: normal-type, special, 100BP, 30PP, 100% accuracy, this move's type becomes the user's primary type. no other move effects or Abilities can change this move's type
  34. Dragon Force: dragon-type, physical, 120BP, 100% accuracy, 24PP, has 33% recoil
  35. Penny Storm: flying-type, special, 60BP, 90% accuracy, 30PP, scatters coins
  36. Bounce Beam: normal-type, status, 100% accuracy, 24PP, target's Ability becomes Magic Bounce
  37. Power Pack: electric-type, physical, 200BP, 75% accuracy, 16PP, has +1 priority, deals 50% recoil, damages the user if it misses, 20% paralyze chance
  38. Live Wires: electric-type, physical, 50BP, 30PP, traps the foe for 2-5 turns
  39. Fur Storm: flying-type, special, 80BP, 25PP, accuracy 90%, 50% chance to raise the user's defense or lower the foe's speed by one stage
  40. Fairy Punch: fairy-type, physical, 100BP, 30PP, accuracy 80%, 20% chance to raise the user's attack by one stage
  41.  
  42. New Abilities:
  43.  
  44. Counter Boost: the Pokemon's attack has doubled strength if it goes second, but causes 25% recoil
  45. Energizer: the Pokemon's moves that normally take 2 turns will activate in one turn, but have 75% accuracy
  46. Volatile: while at full HP, gives +1 priority to the mon's self-fainting moves (Selfdestruct, Explosion, Memento, etc)
  47. Bazooka: the Pokemon's "Blast" moves cannot miss
  48. Hit-And-Run: the mon switches out after it successfully lands a hit on the foe
  49. Dracolate: this Pokemon's normal-type moves become dragon-type
  50. Adversity: this mon's attack strikes first if the foe's attack will be supereffective on this mon
  51. Librarian: this mon's psychic-type moves have their power multiplied by 1.5
  52. Anti-Cure: all mons in the battle will take damage if they try to restore HP
  53. Knight: this Pokemon's steel-type moves are supereffective on dragon-type and dark-type Pokemon
  54. Heartbreaker: if this mon is infatuated by a foe, that foe is switched out
  55. Quick Shot: gives +1 priority to moves with 75% or less accuracy
  56. Suplex: doubles the power of the Pokemon's "Slam" moves
  57. Cold Shoulder: 30% a Pokemon making contact with this Pokemon gets frozen
  58. Burst Mode: the Pokemon's attacking moves that require charging the first turn have doubled power
  59. Big Mouth: gives +1 priority to sound moves
  60. Survivalist: if this Pokemon survives an attack with exactly 1HP remaining, its HP is fully restored
  61. Specialist: This Pokemon's STAB moves have +1 priority while its other moves (excluding Status moves) have -1 priority
  62. Randomize: at the end of each turn, this mon's moves have their types randomly changed
  63. Break Dance: gives the mon's "Dance" moves +1 priority
  64. Icy Touch: this Pokemon's contact moves have a 30% chance of freezing
  65. Obliterate: this Pokemon's attacks shatter enemy barriers
  66. Speed Force: this mon's priority attacks have their BP doubled
  67. Double Dance: this Pokemon's "Dance" status moves have their stat changes doubled and it's "Dance" attack moves have their power doubled
  68. Penny Armor: if this pokemon takes a physical hit in battle, its trainer's monetary gain is doubled at the end of the battle
  69. Hyperactive: this Pokemon's Speed cannot be lowered, and any boosts to its speed are doubled
  70. Reverse Order: This Pokemon's moves with negative priority are changed to have positive priority and vice versa
  71. Waverider: boosts speed by one stage if the mon is hit by a water-type move. water-type immunity
  72.  
  73.  
  74. new Z-crystals/Z-moves:
  75.  
  76. Kattyium Z: if the holder is Kattykitten, Kattywings, or Kattydragon, its Fur Storm attack is upgraded into the Z-move Gale Force Furricane
  77.  
  78. Meowthium Z: upgrades Meowth's Pay Day into the Z-move One Million Coin Storm
  79.  
  80. Arceusium Z: upgrades Arceus's Judgment into the Z-move Divine Wrath
  81.  
  82. Zygardium Z: upgrades Zygarde's Core Enforcer into the Z-move Cellular Beatdown
  83.  
  84. Sassynium Z: upgrades Sassysquatch's Ice Hammer into the Z-move Yeti's Fury
  85.  
  86. Chthulium Z: upgrade's Chthulantis's Surf into the Z-move Tidal Destruction
  87.  
  88. Unownium Z: upgrades Unown's Hidden Power into the Z-move Alphabet Soup
  89.  
  90. Humothium Z: upgrades Humoth's Bug Buzz into the Z-move Eerie Nighthowl
  91.  
  92. Minotoothium Z: upgrades Minotooth's Crunch into the Z-move Daedalus Fangs
  93.  
  94. Desparrium Z: upgrades Desparr's Night Daze into the Z-move Dark Lightning
  95.  
  96. Princessabium Z: upgrades Princessaber's Close Combat into the Z-move Royal Beatdown
  97.  
  98. Pichunium Z: upgrades Pichu's Thunder into the Z-move Rampart Thunder
  99.  
  100. Drampium Z: upgrades Drampa's Dragon Pulse into the Z-move Dragonic Shriek
  101.  
  102. Turtonatium Z: upgrades Turtonator's Shell Trap into the Z-move Impact Minefield
  103.  
  104. Cinccinium z: upgrades Cinccino's Tail Slap into the Z-move Entanglement Slam
  105.  
  106. Beastium Z: upgrades any Ultra Beast's STAB move into the Z-move Dimensional Rift
  107.  
  108. Valkyrilium Z: upgrades Valkyriled's Fairy Punch into the Z-move Fairy Fist Fury
  109.  
  110.  
  111.  
  112. Changes to how certain Moves/Abilities/Items work:
  113.  
  114.  
  115. Protection Moves (Protect, Detect, etc) and Endure will fail if used by a mon that has 1/4 or less of its total HP remaining
  116.  
  117. Entry Hazards (Spikes, Stealth Rocks, etc) now go away after 5 turns
  118.  
  119. Intimidate now fails to effect the foe if the foe is at a higher level than the Intimidate mon
  120.  
  121. the "paralyzed" status condition can now wear off on its own (like freeze, sleep, and confusion do)
  122.  
  123. Spore, Powder, and Smoke moves do not affect flying-type Pokemon at all (their flapping wings blow away these moves)
  124.  
  125. the item Light Ball now works for Pichu and Raichu as well
  126.  
  127. the item Eviolite gives twice the normal defense/spec def. boost if the holder can evolve twice.
  128.  
  129. the Nest Ball is more effective when used to catch Flying-type Pokemon
  130.  
  131. if you use a sound-based move on a sleeping mon, it will wake that mon up.
  132.  
  133. the move Dream Eater wakes the foe up after it hits successfully
  134.  
  135. Beast Ball is now as effective as a regular Poke Ball on non-UB Wild Pokemon
  136.  
  137. If a trainer sees you, but you have your back to them, they will not challenge you to a battle. You have to be facing them eye-to-eye to get challenged to a battle.
  138.  
  139. physical moves that surround the user in an elemental force (Flame Wheel, Volt Tackle, etc) are not contact moves, so they won't activate Rocky Helmets or abilities like Iron Barbs
  140.  
  141. Having a fully-evolved Pokemon hold an Eviolite and then depositing it in the daycare with a mon it can breed with makes it so any eggs you get hatch the same species as that mon, and not its pre-evo (the hatched mons are still lv1, though).
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