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Ice Cream Sand Witch

If you could make your own ability...

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Absolute Zero: All attacks become Ice Type as long as this ability is in play. -ate abilities still increase the damage of Normal Type moves, but convert to Ice Type (essentially turning them all into Refrigerate.) Absolute Zero applies before STAB is calculated.

 

Starstruck: Doubles power of user's moves if another Pokemon with Starstruck of the opposite gender is active. Once both genders of Starstruck are on the field at the same time, both become Infatuated until one of them leave the field.

 

Specific notes:

 

- The infatuation effect can be removed with a Mental Herb and prevented with an ally's Aroma Veil. The double damage effect remains in effect as long as another Starstruck of the opposite gender is on the field.

 - The positioning of both Starstruck Pokemon doesn't matter, meaning both can be on the same side in a Double/Triple battle, or on opposite corners in a Triple battle.

- If more than 2 Pokemon with Starstruck are active, they will all activate, as long as both genders are present.

- If a Gendered Pokemon steals Starstruck, they will receive the power bonus (if applicable) but will not become Infatuated unless another user of the opposite gender with Starstruck enters the field. If a Genderless Pokemon obtains Starstruck (such as Trace Porygon), they will be completely unaffected by the ability.

- If Starstruck is removed by any means (Gastro Acid, Skill Swap, etc.) the Infatuation ends.

Destiny Knot will not be activated.

- Pokemon Species has no effect on Starstruck, only Gender. Any 2 Pokemon can activate Starstruck. We don't discriminate here.

 

Usage:

 

Now obviously this isn't an ability you can use whenever you want. When lover first meet, they need the moment to be perfect. They also can't be having any third wheels coming in and ruining their honeymoon, so they need to make private arrangements. Once that's all over, celebrate with Mental Herbs and let the lovers fight side-by-side in a Double Battle so they can enjoy their double damage together. Or in Triple Battles, you can bring in their best friend, Aromatisse, to save their money on Herbs and let the lovers spend their money on more shiny items that help enforce their destructive love even further.

Well that was fun. Distribution can be really anything since its actually a pretty generic ability. If we're going for thematics, Nidoking + Nidoqueen come to mind being the OG lovers. Gardevoir + Gallade? Skitty + Wailord? Who knows.
 

Examples:

 
 


EG: In a double battle, 2 Male Starstruck and 1 Female enter the field. All 3 become Infatuated and get the boost because they all have an opposite gender active. Once the Female switches out, both Males loose their power boost and snap out of Infatuation.

 

EG: In a double battle, 1 Male and 1 Female are on the field, and both snapped out of Infatuation using a Mental Herb. Another Male enters the field. The Female becomes Infatuated again, alongside the second Male. The first Male does not become Infatuated until another Female enters the battle.
 
 

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Savate: Increases power of kicking moves by 20% (woops if someone has done this already)

 

Supercharged: All two turn attacks activate in one turn. (Solarbeam, Razor Wind, Geomancy, etc.)

 

 

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On 23/6/2017 at 2:18 AM, Another Retired Shipper said:

Fairy bless: super effective moves deal 10% less damage

So essentially a worse Filter.

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Origin plane: While this pokemon is in battle, neither pokemon can get stat boosts

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Posted (edited)

Draconian - Raises Attack or Sp. Attack (which ever is highest) by three stages when a move hits, but lowers them by three stages when hit. Priority moves will not trigger this effect and multi-hit moves will only trigger this effect once.

Edited by Animefan666

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Wonder guard 2.0:Only moves with recoil damage will hit.

For example moves like take down,brave bird etc will be able to hit.

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Posted (edited)
3 hours ago, Yagami said:

Wonder guard 2.0:Only moves with recoil damage will hit.

For example moves like take down,brave bird etc will be able to hit.

What about life orb users?

 

Time distortion, multi turn attacks only need 1 turn (it's like 2 turns in one, so at the end of the turn the second turn happens) and passive damage/healing is doubled

 

Magic switch. This Pokémon don't need an extra turn to switch. Basically if you switch from or to this Pokémon you can attack right away (I think this would be op, so should it be 1st attack and then switch or first switch and then attack ? And should be both Pokémon or only when the ability holder gets on battle or when he wants to switch out)

 

Egocentric- in doubles or triples you have to attack this Pokémon (like follow me)

 

Leech - in doubles or triples, the attack this Pokémon uses gets the secondary effect of the ally( if the ally uses bite and you use ember you may make the opponent flinch and/or burn) the question here is if the ally keeps the secondary effect or you steel it, and if he uses a status attack, like quiver dance if you get the boost too.

Edited by Anti_Hero

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Secondary effects and Status moves are completely different, so most likely no. My question is, what if the ally is holding a King's Rock or has Serene Grace? Do those effects carry over to the user? What happens if the ally has multiple moves with Secondary effects?

 

Just some mechanical questions I had. It's always important to make sure you got all of your bases covered

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Cannot think of a name for this ability.

Basically it is a modified version of huge power/pure power.So if a pokemon's HP goes below half,it's attack will gain an increase of 30/40%.

This would be an unique ability for archeops because seriously defeatist is bad for this pokemon.

This also opens up to create other abilities which will also increase the special attack or speed below half hp.

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Vicious: When facing an opponent any attacking move that brings the opponent's health below 50% will increase both Attack and Special Attack one stage. This effect can stack for every consecutive attack landed that breaches the 50% health mark and anything afterwards. Multi-hit moves can activate this effect multiple times. Stat increases automatically revert as soon as the current opponent faints or is switched out. IE: User uses fury attack on an opponent who is at 51% health. The first hit brings the health <50%, and increases the attack and sp. attack one stage. The user can gain up to 5 attack and sp. attack boosts in a single turn against this single opponent. In the case of double and triple battles, the stacking only starts on the first target that the user reduces under 50%, and won't spread between two or three targets going under 50%. So if the single Pokemon that has its health go under 50% switches out, all attack boosts are removed instantly from the user.

 

Relentless: Using any move that hits multiple times in a turn or using the same move multiple turns in a row applies a 20% damage increase to the move's base power each time it is used. IE: Fury attack is used and it hits three times in one turn, the base power for the move would go 25, 30, 36. Using it again the next turn would give it a starting base power of 36 and would keep stacking from that point up. Damage increases are capped at 100%.

 

Jittery / Light on Feet: The user which possesses this ability gains a 10% chance to evade any move that hits after a standard accuracy check, and also has a 20% chance to increase the user's move's priority by +1 for a single turn.

Edited by PrimeMehster
grammar lol

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Hivemind: For each Bug-type on the team, excluding the user, this Pokemon gains a 4% boost to its stats except HP, maxing out at 20%.

Tuning: Upon each consecutive use of a Sound-based move, the base power of the move increases by 20%.

Stupefying: Each attack gains a 10% chance of confusion.

One-Trick: If this Pokemon has only one move, its Attack, Special Attack, and Speed are doubled.

 

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Versatile: Every move gets a STAB boost (protean but doesn't change types)

Neutral Grounds: Nulifies every field effect

Enchantment Break: Makes the pkemon immune to Fairy-type moves

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Immersive: Volatile status conditions inflicted by this pokemon persists even when the target switches out (a.k.a switching out won't curse Confusion, Curse, etc).

Edited by HUEnd

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So far, most abilities here are mostly beneficial to the Pokemon. Let's try something else, shall we?


Immunodeficient: Poison becomes Toxic when inflicted on this Pokemon. Leech Seed's damage is doubled on this Pokemon (from 1/8 to 1/4).

Attached: This Pokemon cannot switch out.

Weak Entrance: This Pokemon takes doubled damage on the turn it is switched in.

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What if: Golisopod actually got a new ability

 

Wings of Mercy: when an ally Pokemon is reduced to 50 percent health or lower, switch it out and switch in Golisopod at the end of the turn. 

 

Idk if it's good or not I just remembered that it's default is Escape Route and fire emblem heroes happened

 

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I could list more, but here are some of my favorites:

  • Ghoulish: when this pokemon faints, makes PP of opponent's last move used become 0 --- various ghosts
  • Indomitable: takes x.5 damage from moves with base 100 power or higher --- aggron, tyranitar, incineroar, bastiodon, abomasnow, regirock, gigalith. (This ability is balanced when applied; feel free to run some calcs on the Pokémon I listed if you don't believe me. At best, Indomitable turns earthquake into a 2HKO, which sturdy already does)
  • Duelist: When the user lands a Critical Hit on an opponent, raises the user's Defense and Sp. Defense 1 stage --- escavalier, gallade
  • Shatterproof: takes x.5 damage from Rock and Fighting-type attacks --- cryogonal, avalugg, gigalith
  • Blood Sucker: contact moves heal the user for 1/4th of their damage dealt --- crobat, ariados, araquanid
  • Vicious: after damaging an opponent with a contact move, all healing effects on that pokemon are reduced by 1/2 (applies grievous wounds) for 3 turns

These are all originals. I'll post some of GF's pre-existing abilities that I've reworked in a follow-up post.

 

And here are some abilities that are already in the games, which I have reworked to have completely (or mostly) new and original effects:

  • Battle Armor: when below 50% HP, user takes x.5 damage from attacks, but can only use attacking moves
  • Healer: has a 30% chance to heal another random party member’s status condition at the end of each round, or 50% chance if that party member is also active (for doubles)
  • Klutz: causes the user’s contact moves to knock off items when the user isn’t holding an item
  • Symbiosis: after fainting, heals 1/4 Max HP of your next Pokémon switched in
  • Anger Point: now raises the Critical Hit Ratio by 1 stage when an opponent uses a status (non-attacking) move
  • Telepathy: takes x.8 damage from non-contact moves
Edited by Octavius

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