This is a modified and updated version of a post originally made on the GameFAQs Pokemon Diamond board on April 11, 2008. The original can be viewed here.
Every generation sees a few moves get modified in the name of competitive balance. Sometimes it's because of a mechanic change (like the Special split), sometimes it's in the name of nerfing stuff (like original Dig). But there's still a few moves that could use some tweaking, and that's where I come in.
Let's start with a prime complaint I see whenever people make 5th gen requests - HMs that aren't Surf or Waterfall blow, and the fact that you have to carry Tropius/Bibarel/HM whore du jour is a pain. So here's what I'd due with the HMs. (All numbers are Power/Acc/PP unless otherwise indicated).
Now: 55/95/25 Normal
I'd make it: 60/--/20 Steel
Thematically it makes sense as you need something sharp to cut stuff. Moving it into Swift territory makes it a decently usable move and beats up the one guy that uses evading Rocks. The only thing holding me back is that Scizor doesn't need any more help.
Now: 90/95/15 Flying
I'd make it: 90/100/15 Flying, bypasses Protect, impact goes last
In order to improve Fly, I stole a side effect from Shadow Force (which doesn't get used much anyway) and added the extra effect to provide a chance to miss 2 attacks. It'll still force switches, but if you Fly against a Machamp you won't get Stone Edged to death.
Now: 80/100/10 Normal
I'd make it: 80/100/10 Rock
Strength's out of battle effect involves moving rocks. The original battle animation involves hurling a rock at the opponent. You make Strength a Rock move, and Rock moves suddenly become usable in the Battle Frontier among other places.
Now: 15 PP, lowers opponent's evasion, removes battle obstacles and entry hazards on opponent's side
I'd make it: Would remove entry hazards on the user's side
I can't help but think this was an error on GameFreak's part, but they didn't fix it for Platinum so I dunno. Maybe in the remakes? Either that, or just dump the Fog altogether.
Now: 40/100/15 Fighting, 50% lowers Defense one stage
I'd make it: 50/100/20, 100% lowers Defense one stage
Combination of "make it a usable early game move" and to provide a concept for a move that lets you take a couple of quick jabs before dropping the opponent with a power move like Manny Pacquiao (or Brock Lesnar, for the MMA crowd).
Now: 90/90/20 Normal, 20% confuses
I'd make it: 90/100/20 Normal, 30% confuses
I thought about making it 100/100 but that slaughters Return. So we'll make it stop missing, and up the confusion chance by a mildly significant amount - the only problem is it completely obsoletes Body Slam.
And while I'm at it, let's fix some other moves as well.
Acupressure: 10% of increasing current stats, 10% to recover 50% of HP, 5% of Ancientpower boost, 5% nothing. Let's just make it the official move of Press Your Luck and get the "NO WHAMMIES" chant started on wi-fi.
Assist: If the Pokemon you get your move from is still alive, you get a 20% power boost because they're helping you out on the move.
Baton Pass: 20 PP, because I've never seen this used for more than 5 PP.
Brine: Becomes physical and learned by Bibarel. A move that doubles when your opponent is under 50% on your better and a move that cuts the opponent's HP in half? YES PLZ. Also makes Wake a bigger pain because Gyarados among others love this move.
Double Team: If this is going to be learned by everything that can learn a TM, it can't be so blatantly broken. The new effect would be that the next move is a guaranteed miss - a delayed Protect with the same failure odds.
Drain Punch: Gets an additional 5 base PP to bring it to parity with Giga Drain.
Fire/Ice/Thunder Fang: Originally I thought about making them elemental Body Slams, but that'd be too broken and ruin the concept of the elemental punches. At the very least bring them to parity with the punches - 75 power and 100 acc. They have two added effects, so...
Gastro Acid: If used on Slow Start, the affected Pokemon gets its stats restored. Regiphail no longer.
Hammer Arm: 100 accuracy and lose the Speed lowering. My fellow Canadian ranter Slowflake covered this (#15, link mildly NSFW) - why does every physical Fighting move have a drawback? Either power up Brick Break to 90 or fix Hammer Arm.
Knock Off: Knocks item off, then deals damage - make it like Swagger and Flatter where the boost occurs THEN the side effect.
Last Resort: Instead of being unlocked by using the other moves in your moveset, it'll get unlocked by going under 25% like a Salac Berry boost. If it's a Last Resort, you should be able to FIRE MAH LAZER in an act of desperation.
Natural Gift: Right now, it consumes the berry when used basically allowing it to be used once. If it's going to be the physical Hidden Power, let it keep the berry so you can use it multiple times.
Rapid Spin: If there are hazards on the user's side: +5 power for every layer of Spikes, changes to Rock type if Stealth Rock is down, and 30% of poison/Toxic if Toxic Spikes down. It'll provide incentive to use a Spinner (especially if they drop Stealth Rock).
Stealth Rock: Either ditch the multiplier for Rock weakness/resistance, or make it only kick in after it's used twice (6.25% dmg otherwise). As it stands right now, there's a pretty heated debate as to whether it needs the banhammer.
Tailwind: 1 speed stage boost for 3 turns? Not enough, especially given how rare it is. 5 turns and a 1-stage PRIORITY boost (where everything acts like Quick Attack)? That's a winner.