Break-A-Move

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Searing Shot: Guaranteed burn.
Acid Spray: Lowers opponent's Def to -2 and Sp.Def to -4.
Sky Drop: Now has 120 BP, and guaranteed paralysis to opponent.
Steamroller: Now has 80 BP, 160 BP if used consecutively.
Sacred Sword: Erases all stat boosts and screens.
Heat Crash: BP is increased by 2.5x. That makes it 100 BP for anything over 75 kg, 150 BP for those between 50 kg and 75 kg, for anyone with lower weight it's basically a nuke (300 BP against those under 30 kg, lol)
Electroweb: Traps foe, as well as doing 1/8 HP damage for 5 turns.
Razor Shell: Now has 90 BP as well as an high crit chance.
Glaciate: Now has 80 BP and a guaranteed freeze.
Wild Charge: Now has 100 BP and grants immunity to Electric-type moves until the turn after the move is used.
Retaliate: BP is now 70*(number of fainted teamates).
Drill Run: Ignores Substitutes and screens.
Head Charge: Removes recoil, and force-switches the opponent without decreased priority. Be thankful Bouffalant is slow, lol
 
Sketch: now copies chatter #smearglewithit
Egg Bomb: 100 acc, 100 bp, is SE against ghost, and is renamed *Avocado Bomb*
Fury Swipes: bp= 15+ % of damage taken, if the pokemon is not at 100% health, they are guaranteed to hit 5 times.
 
Unless mentioned, these are additional effects.

Iron head: 50% flinch rate, 100BP
Air Slash: 50% flinch rate, 100BP, 100% accurate
Focus Punch: Normal priority, ignores defense boosts.
Skull Bash: No recharge, cannot miss.
Jump Kick/High Jump Kick: Hits through protect and detect for double damage.
Overheat/Draco Meteor/Psycho Boost/Leaf Storm - No stat drop
Head Charge: 130BP, focus energy effect
Acrobatics: 95BP with item
Toxic spikes: One layer required for toxic poison
Spikes: Double damage
Stealth Rock: Can stack two layers.
Trick Room: Lasts 10 turns
Endure: Triples the effect of pinch berries
Counter/Mirror Coat: Return damage 4x instead of 2x.
Bide: +2 Def/SpDef, taunts and traps opponent until its over.
Rage: 60BP, +3 attack
Power-Up Punch: 60BP, +3 attack
Quash: Removes own ability (Note: Slaking gets this)
Lucky Chant: Last 10 turns, +2 critical hit ratio for your team
Cotton Guard: +6 Def
 
Bump

Now that that's out of the way,

Dragon Ascent: Is now part Dragon Type, gets double STAB, and is SE against Rock (It did destroy that meteor)
Blast Burn: 250 base power
Judgement: Is whatever type will be most effective against foe.
Milk Drink: If it's Miltank, it will restore 100% of HP, grant +1 to both defenses, and provide crit immunity.
 
Weather moves can only be buffed by buffing the weather conditions (And they last twice as long if from the move and not the ability):

General:
-Abilities remain the same
-Solarbeam, Morning Sun, Synthesis and Moonlight are no longer weakened in non-sun weather

Sun:
-Fire Type doubles in power
-Water type is still half
-Solarbeam never misses, takes one turn and ignores Protect&co
-Thunder is 50% Accuracy, same with Hurricane (same)
-Freeze is removed and impossible to apply
-Weather Recovery fully heals the user
-Weather Ball is 120 BP, Fire Type and always burns

Rain:
-Water Type is doubled in power
-Fire Type is still half
-Thunder and Hurricane ignore every form of semi-invulnerability and apply their secondary effect at 100% chance
-Burn damage is negated (attack is still halved)
-Weather Ball is 120 BP, Water Type and lets the user switch out

Sand:
-Pokémon that aren't immune to Sandstorm damage take 1/8 HP damage per turn
-Rock Types gain x2 Special Defense
-Weather Ball is 120 BP, Rock Type and lowers Attack and Defense of the target by 1 stage
-Rock, Ground and Steel Types can't have their Defense or Special Defense lowered
-Defog fails

Hail:
-Non-Ice Pokémon lose 1/8 HP each turn
-Ice Types cannot be critically hit
-Blizzard never misses, goes past Substitutes and ignores semi-invulnerability
-Freeze Shock and Ice Burn do not require a charge turn and have guaranteed effects
-Pokémon can't fall asleep
-Weather Ball is 120 BP, Ice Type and freezes the opponent solid
 
Yay for the ability to add more broken!

Fly: 100% accuracy! Auto-crit, and ignores protect/clones.
Strength: 50% chance to raise attack by 2, and lower foes defense by 1. It also doesn't get halved by burn.
Cut: 90 BP, and high crit chance.
Dive: Auto Crit, ignores protect/clones, and semi invulnerability cannot be disturbed. Ever.
Rock Smash: 100 BP, guaranteed defense drop, and gains momentum switch out.
Waterfall: See Strength.
Flash: lowers accuracy by 2, and counts as a protect clone.
Defog: Add in whirlwind.
Whirlpool: now 75 BP, and the trapping lasts a guaranteed 8 turns, even if the user faints/switches out.
Rock Climb: SE on rock, raises Speed and Attack by 1.
 
Scald: 100% burn chance, 150 BP.
Tail Slap: 40 BP, hits Steel super-effectively, does not make contact.
Leer: lowers Defenses by 12 stages, and is cancelled after 2 switches.
Work Up: permanently raises attacks by 1 stage.
Relic Song: +1 Priority, 50 % chance to sleep the enemy, hits off currently highest attacking stat, has 40% chance to flinch.
Substitute: +1 priority, always takes one hit at least.
 
More broken field effects:

Rooms: Now last until the move is used again

Trick Room: no other changes

Wonder Room: swaps Attack and Special Attack instead of Defense and Special Defense

Magic Room: Psychic-Types are unaffected

Terrains: Permanent until a different Terrain is used

Electric Terrain: Steel-Type moves never miss, Electric-Types take 50% less damage from Ground moves (if grounded themselves, so no bonus for Eelektross vs. Thousand Arrows), boosts Electric moves by 50%

Grassy Terrain: Activates Chlorophyll, Leaf Guard and Solar Power if no weather is present

Misty Terrain: boosts Fairy moves by 50%, doubles effect chances for Fairy- and Normal-Types (does not stack with Fire+Water Pledge or Serene Grace), extending to abilities as well.

Pledges: Last 8 turns, moves have +1 priority

Fire+Grass Pledge: opponents become burned, take 1/8th HP damage each turn
Grass+Water Pledge: opponents go last in the same priority bracket, can't switch out with move effects
Fire+Water Pledge: doubles secondary effects, makes own Pokémon immune to secondaries, status moves have +1 priority (doesn't stack with Prankster or Gale Wings)
 
Facade: 90 BP, 180 if statused, gain +1 priority (+0 priority if not statused)
Bullet Punch: 60 BP, +2 priority
Quick Attack: same as Bullet Punch
Mach Punch: same as Bullet Punch
Shadow Sneak: same as Bullet Punch
Extremespeed: 120 BP, hits Ghost types even if the poke doesn't have Scrappy
Fake Out: 60 BP, able to be used two times in a row
Pursuit: 60 BP, triple the power to switching out pokes


Bullet Seed: 40 BP every hit, deals 3-7 hits
Rock Blast: same as Bullet Seed
Arm Thrust: same as Bullet Seed
Pin Missile: same as Bullet Seed

Assist: +1 priority now
 

Samtendo09

Ability: Light Power
is a Pre-Contributor
Precipace Blades: 150 BP, can ignore immunities. Becomes Ground/Fire (Double STAB) if used by Primal Groudon.
Origin Pulse: 150 BP, now super effective against Dragon. If used by Primal Kyogre, it's speed get multiplied by 1.5 like Choice Scarf.
Psystrike: X2 more damage against a target with equal or higher BST. Ignores Defense raise.
 
Idk... New idea!

Switcheroo: swaps the opponent's item into a sticky barb.
Trick: swaps your item with a 2x effect leftovers.
 
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