On the matter of moves with difficulty to carry out in the rp, I suggest just speaking to the person who is getting hit or using the move. If it is an npc doing the move, speak with whoever is controlling said npc. Ripple and I had the same problem with Keyami's Foul Play move. We ended up deciding that whenever Keyami used it, he'd just use a pokemon's own momentum against them to slam them into something. With destiny bond, I suggest making it so that it only activates if the opponent attacks you, as to where they'll take the same damage as yourself instead of fainting if you faint. This way if you happen to be stronger than your opponent, you may survive the attack while still defeating your opponent or vice versa. One way to rp it out is to have threads wrap around your opponents, so when they attack you the threads cause damage by cutting into or sending powerful shocks to the opponent.
Personally, moves will differ from pokemon to pokemon and roleplayer to roleplayer. It essentially is however you learned the move. Akuroma's confusion attack is basically him making the other pokemon have hallucinations, and Keyami's foul play is, again, him using the enemy's momentum against itself, yet confusion is seen as a weak telekinetic force in the games and foul play has no specific way of usage. As such when you do make the directory of moves, only have it as a baseline, don't make it written in stone. of course a ghost type move will never affect a normal type, but a ghost type move doesn't always have to be the same, boring way unless specifically specified.