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rhydonphilip

Move and items that can use a buff

Jan 8th, 2019 (edited)
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  1. Items:
  2. ---------------------------------------------------------------------------------------------------------------------------------------
  3. -Micle Berry = Holder's next move has 1.2x accuracy when at 1/4 max HP or less. Single use. => just make this so the next move has --% accuracy, excluding the OHKO moves. Single use.
  4.  
  5. -Big Root = Holder gains 1.3x HP from draining/Aqua Ring/Ingrain/Leech Seed/Strength Sap. => 1.4x. Current recovery does not outmatch leftovers for aqua ring/ingrain/leech or provide a damage boost for Draining moves or utility to pair with Strength Sap.
  6.  
  7. -Wide Lens = The accuracy of attacks by the holder is 1.1x. => Increases the users accuracy by 10% OR The first move used is boosted by 1.2x accuracy, every move after is 1.1x.
  8.  
  9. -Zoom Lens = The accuracy of attacks by the holder is 1.2x if it moves after its target. => Increases the users accuracy by 20% if it moves after its target. OR The first move used is boosted by 1.4x accuracy, every move after is 1.2x.
  10.  
  11. -Enigma Berry = Restores 1/4 max HP after holder is hit by a supereffective move. Single use. => Restores 1/3 max HP
  12.  
  13. -Lucky Punch = If held by a Chansey, its critical hit ratio is raised by 2 stages. => There are no increased crit moves for Chansey there is 0 reason to use this but it makes no sense to only be crit stage +2 instead of the 100% at stage +3. Make it effect Blissey if this item needs some utility.
  14.  
  15. -Macho Brace, Power Anklet, Power Lens, Power Belt, Power Weight, Power Band, Power Brace = Holder's Speed is halved. The Klutz Ability does not ignore this effect. => make it 1/4 speed, allowes Gyro Ball become more accesable.
  16.  
  17. -Cell Battery/Snow Ball/Luminous Moss: Raises <<> if hit by an <x>-type move. => Sharply raises <x> if hit by an <x>-type move.
  18.  
  19. Moves:
  20. ---------------------------------------------------------------------------------------------------------------------------------------
  21. -Constrict: 10 base power, 100% accuracy, 35 PP, 10% chance to lower speed => 40 base power (removed in gen8)
  22.  
  23. -Double Slap: 15 base power, 85% accuracy, 10 PP, hits 2-5 times => 20 PP (removed in gen8)
  24.  
  25. -Smog: 30 base power, 70% accuracy, 20 PP, 40% to poison => 60 base power, 90% accuracy, 50% chance to poison <balances it self out against Poison Fang and scaling with Sludge Bomb's damage/effect chance.>
  26.  
  27. -Charge Beam: 50 base power, 90% accuracy, 10 PP, 70% chance to rise the user's Special Attack => 100% chance to rise special attack. (Matches Power-Up-Punch.)
  28.  
  29. -Bonemerang => Make it's Z-move 180 base like Gear Grind.
  30.  
  31. -Poison Fang: 50 base power, 100% accuracy, 15PP, 50% to badly poison the opponent. => 60 base power
  32.  
  33. -Poison Tail: 50 base power, 100% accuracy, 25PP, High critical hit ratio. 10% chance to poison the opponent. => 60 base power
  34.  
  35. -Dragon Breath: 60 base power, 100% accuracy, 20PP. 30% chance to paralyze the target. => 75 base power
  36.  
  37. -Frost Breath: 60 base power, 90% accuracy, 10PP, Always results in a critical hit. => 65 base power
  38.  
  39. -Incinerate: 60 base power, 100% accuracy, 15PP, Destroys the target's held berry. => 1.5x damage if foe(s) hold a berry. Destroys the taret's held berry. <Mirrors Knock Off>
  40.  
  41. -Storm Throw: 60 base power, 100% accuracy, 10PP, Always results in a critical hit. => 65 base power
  42.  
  43. -Water Pulse: 60 base power, 100% accuracy, 20PP, 20% chance to Confuse the Target. => 80 base power, 24PP <Mirrors Dark Pulse>
  44.  
  45. -Bubble Beam: 65 base power, 100% accuracy, 20PP, 10% chance to lower the opponent's Speed. => 100% chance to lower the opponents speed <mirrors Low Sweep and Chatter>
  46.  
  47. -Fire Fang/Thunder Fang/Ice Fang: 65 base power, 95% accuracy, 15PP, 10% to Burn/Paralyse/Freeze and/or 10% to Flinch the opponent. => 75 base power.
  48.  
  49. -Octazooka: 65 base power, 85% accuracy, 10PP, 50% to drop the opponents accuracy. => 100% chance to drop the opponents accuracy. 15PP <Mirrors Mud shot/Mud Bomb>
  50.  
  51. -Venoshock: Z-move is 120 => make it 160 like Hex. (Z-moves were removed in gen8)
  52.  
  53. -Dizzy Punch: 70 base power, 100% accuracy, 10PP, 20% chance to confuse the target. => 85 base power, 30% chance to confuse the target. 15 PP <Mirrors Body Slam> (removed in gen8)
  54.  
  55. -Flame Burst: 70 base power, 100% accuracy, 15PP, Damages Pokemon next to the target for 1/16 max HP. => 1/8 HP for the pokemon next to the target. 80 base power (removed gen8)
  56.  
  57. -Vital Throw: 70 base power, --% accuracy, 16 PP, This move does not check accuracy. Goes last.(-1 priority) => 100 basepower, Ignores the target's stat stage changes. Goes Last.(-1 priority)
  58.  
  59. -Mist Ball/Luster Purge: 70 Base power, 100% accuracy, 5PP, 50% to drop the opponents Special Attack/Special Defense. => 100% chance to drop the opponents Special Attack/Special Defense. (Mirrors Trop Kick)
  60.  
  61. -Night Slash: 70 Base power, 100% accuracy, 15PP, High Crit chance ratio. => 20 PP <Mirrors Psycho Cut>
  62.  
  63. -Crush Claw: 75 Base power, 95% accuracy, 10PP, 50% chance to drop the opponents Defense. => 100% chance to drop the opponents Defense.
  64.  
  65. -Drill Pick: 80 base power, 100%, 20PP => add increased Critical chance ratio.
  66.  
  67. -Hyper Fang: 80 base power, 90% accuracy, 15PP, 10% chance to flinch the opponent. => 30% chance to flinch the opponent (Mirrors Rock Slide)
  68.  
  69. -Mega Punch: 80 Base power, 85% accuracy, 20 PP => 110 base Power if keeping return/frustration; 100 without return/frustration
  70.  
  71. -Power Gem: 80 base power, 100%, 20 PP => 85 base power, 100%, 24PP, 20% chance to lower the target's Attack by 1.
  72.  
  73. -Razor Wind: 80 base power, 100% accuracy, 10PP, charges first turn and hits the second, high crit ratio. => 100% crit chance. (removed in gen8)
  74.  
  75. -Submission: 80 base power, 80% accuracy, 20PP, 1/4 damage recoil. => 90 base power, 85% accuracy, 1/4 recoil, 32 PP (Mirror Take Down)
  76.  
  77. -Throat Chop: 80 base power, 100% accuracy, 15PP, prevents sound moves for 2-3 turns. Prevents sound moves as long as the opponent stays in. => 85 base power
  78.  
  79. -X-scissor: 80 base power, 100% accuracy, 15PP. => Increased crit ratio. (Mirror Attack Order)
  80.  
  81. -Sparkling Aria: 90 base power, 100% accuracy, 10PP, cures Burn. => 100 base power
  82.  
  83. -Uproar: 90 base power, 100% accuracy, 10PP, continues for 3 turns, prevents sleep. => 100 base power
  84.  
  85. -Wild Charge: 90 base power, 100%, 15PP, 1/4 recoil => 100 base power, 100%, 15PP, 1/4 recoil
  86.  
  87. -Dragon Rush: 100 base power, 75% accuracy, 10PP, 20% chance to Flinch the opponent. => 80% accuracy.
  88.  
  89. -Iron Tail: 100 base power, 75% accuracy, 15PP, 10% chance to drop the opponents Defense. => 80% accuracy.
  90.  
  91. -Egg Bomb: 100 base power, 75% accuracy, 10PP => 120 base power, 80% accuracy (removed in gen8)
  92.  
  93. -Hydro Pump: 110 base power, 80% accuracy, 5PP => 85% accuracy <this was needed since gen 5>
  94.  
  95. -Belch: 120 base power, 90% accuracy, 10PP, cannot be selected until the user eats a Berry. => 130 base power, 100% accuracy
  96.  
  97. -Mega Kick: 120 base power, 75% accuracy, 5PP => 80% accuracy
  98.  
  99. -Skull Bash: 130 base power, 100% accuracy, 10PP, raises defense turn 1 and attacks the second turn. => 140 base power. Raises special defense and defense turn 1 and attacks the second turn.
  100.  
  101. -Electro ball:
  102. Target Speed Basepower
  103. More than 100%, or 0 40
  104. 50.01% - 100% 60
  105. 33.34% - 50% 80
  106. 25.01% - 33.33% 120
  107. 0.01% - 25% 150
  108. =>
  109. More than 100%, or 0 40
  110. 75.01% - 100% 60
  111. 50.01% - 75% 80
  112. 33.34% - 50% 120
  113. 0.01% - 33% 150
  114.  
  115.  
  116. -Aromatic Mist: Raises an ally's Sp. Def by 1. => Raises ally's Sp. Def by 2. (all ally's for triples)
  117.  
  118. -Aqua Ring: User recovers 1/16 max HP per turn. => 1/8 max HP per turn, can't be baton passed.
  119.  
  120. -Captivate: Lowers the foe(s) Sp. Atk by 2 if opposite gender. => 3 if opposite gender. (removed gen8)
  121.  
  122. -Embargo: For 5 turns, the target's item has no effect. =>  Target: All Adjacent Opponents (removed gen8)
  123.  
  124. -Gastro Acid: Nullifies the target's Ability. => Can't be magic bounced and bypasses protect.
  125.  
  126. -Gear Up: Raises Atk, Sp. Atk of allies with Plus/Minus by 1. => by 2
  127.  
  128. -Grudge: If the users faints after using this move, the PP for the opponent's last move is depleted. => All used moves agaist the user by the opponent(s) in that turn will be depleted.
  129.  
  130. -Howl: Raises the user's Attack by 1. => Raises the user's Attack by 1 and bite-based attacks have 1.5x power the next turn. (gen8; boosts attack of ally as well)
  131.  
  132. -Kinesis: 80% accuracy => --% accuracy (removed gen8)
  133.  
  134. -Edit: Life Dew= Heals the user and its allies by 1/4 their max HP. => 1/3 their max HP.
  135.  
  136. -Magic Room: For 5 turns, all held items have no effect. => For 8 turns.
  137.  
  138. -Meditate: Raises the user's Attack by 1. => and accuracy by 1 (removed gen8)
  139.  
  140. -Nightmare: A sleeping target is hurt by 1/4 max HP per turn. => is hurt by 1/3 max HP per turn and reactivates if put back to sleep. (removed gen8)
  141.  
  142. -Poison Gas: 90% accuracy => --% accuracy, bypass substitude.
  143.  
  144. -Sing/Grass Whistle: 55% accuracy => 60% accuracy (grass whistle was removed gen8)
  145.  
  146. -Supersonic: 55% accuracy => 100%
  147.  
  148. -Teleport: nothing => the user switches out, -6 priority (Let's Go Pikachu/Eevee did this, highly questionable concept, potentially gamebreaking for Chansey, but amazing to rebalance Slowbro)
  149.  
  150. -Toxic Thread: Lowers the target's Speed by 1 and poisons it. => Lowers the Speed of grounded foes by 1 and poisons them on switch-in. (unobtainable gen8)
  151.  
  152.  
  153. Abilities:
  154. ---------------------------------------------------------------------------------------------------------------------------------------
  155.  
  156. -Cute Charm: 30% chance of infatuating Pokemon of the opposite gender if they make contact. => 50%
  157.  
  158. -Damp: Prevents Explosion/Mind Blown/Self-Destruct/Aftermath while this Pokemon is active. => lowers the damage taken from ballistic moves (a.i. Bulletproof) OR lowers damage from Fire type moves by 1/4.
  159.  
  160. -Grass Pelt: If Grassy Terrain is active, this Pokemon's Defense is multiplied by 1.5. => 2x
  161.  
  162. -Ice Body: If Hail is active, this Pokemon heals 1/16 of its max HP each turn; immunity to Hail. => 1/8
  163.  
  164. -Leaf Guard: Immunity to status when sun is active => and cures it's status condition.
  165.  
  166. -Limber: The Pokémon is protected from paralysis. => And takes 1/4 less damage from Electric-type attacks.
  167.  
  168. -Liquid Voice: This Pokemon's sound-based moves become Water type. => and have 1.25x the power.
  169.  
  170. -Rain Dish: If Rain is active, this Pokemon heals 1/16 of its max HP each turn. => 1/8
  171.  
  172. -Run Away: Nothing. => Allowes the user to switch and flee even while being trapped by moves or abilities. Does not prevent the effects of Pursuit to activate when switched-out.
  173.  
  174. -Stench: This Pokemon's attacks without a chance to flinch have a 10% chance to flinch. => 20%
  175. OR This Pokemon's attacks without a chance to flinch have a 40% chance to be forced to move last this turn.
  176.  
  177. -Sticky hold: This Pokemon cannot lose its held item due to another Pokemon's attack. => And Knock Off damage multiplier does not activate even if the user is holding an item that can be removed.
  178.  
  179. -Super Luck: This Pokemon's critical hit ratio is raised by 1 stage. => by 2 stages. (still only gives +25% damage increase on average and requires negative in item slot or lower base power moves to compensate the remaining 50% to crit)
  180.  
  181. -Sniper: If this Pokemon strikes with a critical hit, the damage is multiplied by 1.5. => This Pokemon's critical hit ratio is raised by 1 stage and if this Pokemon strikes with a critical hit, the damage is multiplied by 1.5.
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