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Mud Rupture Ground / Physical 20pwr/100acc/5pp This move has
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Mud Rupture
Ground / Physical
20pwr/100acc/5pp

This move has 20 more base power for each turn the user has used Leftovers. Switching out resets this effect.
>>
thats a shit idea fag0t

just sayin
>>
>>25562038
no reason to use it over earthquake desu
>>
>>25562066
After ten Leftovers it has base power 200.
>>
>>25562079
why wait when eq is good turn 1
also move is completely worthless without leftovers
1/10 troll harder
>>
>>25562079
>implying anything will stay in for 10 fucking turns

holy shit
>>
>>25562079
>5 pp
>>
>>25562038
Void Room
Psychic
15 PP
Status

For 5 turns the priority of all moves will be 0 including Pursuit and Extremespeed. This move also temporarily nullifies the Prankster ability as well.
>>
Fringle
Fairy
20 pp
Physical
100 power
90 acc

Fringles the opponents Tingle
>>
>>25562192
seems a little over powered if you ask me
>>
Pennis and also dicke and balls
Normal / physical
12 power/100 acc / 7 pp
this move never misses
lowers every stat on both pokemon to 1
>>
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>>25562222
epic move with an epic get
>>
Karmic Pandora
Normal
12 PP
Status

Makes the probability of any effect done by the user's team 50/50 including the secondary effect of damaging moves for 5 turns.
>>
Charles the Molester
Normal / special
5 pp
250 power/101 acc

Can only be used if the move has 1 pp
>>
>>25562337
Ultimate Dice
Fairy
Priority +9
User rolls a magic dice that will do one of the two effects based on random chance
1 PP
1.Makes every pokemon on the the opponent's team faint giving them the victory
2.Make every pokemon on their team including themself faint meaning the opponent wins
>>
>>25562038
Poison Coat
Poison / Status
5 PP
Causes all subsequent contact moves to badly poison the target
>>
>>25562114
>Earthquake/Stall for at least six turns
>Now stronger than EQ
>>
Why on Earth would anyone use this over EQ. With 5. FIVE. PP, you would get to the same power as EQ after 5 turns. and then you're out of PP. unless PP max to get to 8, that would still not compare to using EQ twice. worthless

I'll give you the benefit of the doubt though.
Make it BP 40, and 20 PP
>>
>>25563075
Why would you use it before the sixth turn? Each turn after turn 6 it's better than EQ.
>>
>>25563075
As nothing but an alternative to Earthquake it's pretty bad, but if it had reasonably good distribution I guess you could slap it on something bulky that would be using something else as a primary damaging move. Especially if you're running Protect.

Bulky Thing @Leftovers
Scald
Mud Rupture
Protect
Recover

mite b cool
>>
do people not realize this is a shit move?
>>
>something to do with magnets
Special Rock move that deals super effective damage to Steel types.
Thread replies: 22
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