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If you could make your own ability...


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Soulburn: This Pokemon can burn Fire-type Pokemon, Pokemon immune to burns due to abilities, and Pokemon immune to fire due to abilities.

Latent Power: All of the user's stats increase by 1/10 every turn it's on the field, capping at 1.5x. Resets if switched out.

Relieved: The Pokemon's Attack stat doubles if it loses its held item.

Law Enforcement: Dark-type status moves will fail if this Pokemon is on the field.

 

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Gardening: The Pokemon with this ability gains STAB from Grass attacks regardless of the Pokemon's typing.

 

Pyromania: The Pokemon with this ability gains STAB from Fire attacks regardless of the Pokemon's typing.

 

Soul Barrier: The Pokemon with this ability is immune to any Ghost status moves.

 

Adrenaline: When any scaring moves or abilities (Intimidate or Scary Face for example) are used on the Pokemon with this ability, this Pokemon's Speed, Attack and Special Attack are boosted by one stage.

 

Variation: The Pokemon with this ability will randomly gain any existing ability. This ability can only be used once in a battle.

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Fortify: +1 Def and SpD every third turn active on the field.

 

Meltdown: Automatically uses Explosion if the user's active on the field for five turns.

 

Hit-and-run: Forces the user to switch after using its move successfully.

 

Remedy: Any status move heals the user for an additional 12.5% HP.

 

Dullness: Any attack made by or against the Pokemon does not receive STAB.

 

Retardant: Any status condition that inflicts damage on the user, volatile and non-volatile, has the damage halved. This excludes confusion.

 

Catalyst: When the Pokemon's on the field, two-turn charge moves only require one turn to use, yawn inflicts Sleep immediately on hit, and, Truant is negated.

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Dragon Spirit: Mega Dagonite-only. ALlows the user to ignore the opponent's typing when attacking, only works if all  five ally pokemon have been knocked out by enemy attacks or indirect damage (IE you cannot abuse it by going solo or by repeteadly using Memento or Explosion.

 

Well, there have been many memes of Corrin looking like a pokemon, so why not turning him into one entirely?

Basic form stats:

HP:70

Attack: 110

Defense: 70

Special attack: 80

sepcial defense: 70

Speed: 100

Total: 500

 

Dragon form stats:

HP:70

Attack: 80

Defense: 130

Special attack: 140

sepcial defense: 105

Speed: 75

Total: 600

Both forms share Steel-Water typing.

 

Dragon Fang: Increases the power of steel type attacks by 10%, gives +10% accuraccy to itself and it's partner in doubbles, and allows to change into Dragon form right before using an offensive dragon-type attack.

Draconic Armor: Adds the Dragon Type to the pokemon (becoming Dragon-Fairy-Water), nullyfies enemy critical hits for both itself and it's partner in Doubles. Causes you to reveert to basic form when using an offensive non-dragon attack or when switching out.

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  • 2 weeks later...

I've thought of another one!

 

False Security: The Pokemon with this ability is immune to all status effects, but it tries to make it's opponents believe it's not immune.

 

For example: When it get's burned it's Attack doesn't get lowered and it won't take damage from the burn, but it'll still say that it's burned. When it gets paralyzed it's Speed doesn't drop and it'll never get fully paralyzed, but it'll still say that it's paralyzed. When the Pokemon get's confused every turn it'll say "[Name] is confused!" but it will never hit itself in confusion. When the Pokemon falls asleep, it'll always wake up on the same turn (or the next turn if it moved last).

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Sheer Will: When the user's HP reaches 50% or below, all stats receive a +1 boost (minus evasion and accuracy.)

Sleazy: Whenever the user makes a physical attack, there is a 50% chance that the user will discard their item (without activating, IE, type gems and life orb will not grant a boost) and steal the opponent's item without activating (no instant consumption of berries or items listed before).

Deep Sleep: The user always starts out with the sleeping status, and a +1 boost to both defensive stats. The sleep condition has a 50% of wearing after the first turn, and will always conclude by the second turn. At the conclusion of the status, the defenses will drop back to normal. This condition will always reactivate when the user is withdrawn, unless they previously had a status effect other than sleep. Also, the defense boost is only guaranteed for the first switch in of the battle.

Iron Leg: Boosts power of all kicking moves by 1.2X.

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Honey Trap: Att and Sp. Att are doubled when Infacuated

 

Neopolitan: Normal Moves have a chance to become Fairy type, Ice type, or Remain the same with a Slight power boost

 

High Noon: When at %10 Hp  or lower Moves with more than 90 Bp have a chance to OHKO your opponent.

 

Hibernate: Heals 1/3 of Max HP per turn while Frozen.

 

Archmage: Can hit Dark types with Psychic Type moves for Neutral damage.

 

 

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7 hours ago, ThatGuyOverThere said:

I've thought of another one!

 

False Security: The Pokemon with this ability is immune to all status effects, but it tries to make it's opponents believe it's not immune.

 

For example: When it get's burned it's Attack doesn't get lowered and it won't take damage from the burn, but it'll still say that it's burned. When it gets paralyzed it's Speed doesn't drop and it'll never get fully paralyzed, but it'll still say that it's paralyzed. When the Pokemon get's confused every turn it'll say "[Name] is confused!" but it will never hit itself in confusion. When the Pokemon falls asleep, it'll always wake up on the same turn (or the next turn if it moved last).

 

It not taking damage from burns and poisons would quickly reveal that it's a mon with False Security.

 

 

Bizarre Guard: The user is immune to all fixed direct damage. For example, Seismic Toss, Psywave and Super Fang.

 

Sabotage: Duration of field moves, weather moves, screens, Aurora Veil and Safeguard are halved whenever this Pokemon enters the field, rounded up.

 

Transfusion: Lose 12.5% HP upon switching out. The Pokemon that replaces it gets healed by the amount of HP.

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Accumulation: The user retains any stat boosts it has when it switches out. This effect does not work consecutively, it also does not work on forced switches (Whirlwind, Roar, etc).

 

For example, Scizor uses SD and then swaps, when it comes back in it sill has that +2 boost, but if it swaps out again it will lose the boost.

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Mirror Scales: Similar to the abilities Bulletproof and Soundproof, this ability allows the user to shrug off a specific type of attack, namely, beam based attacks. Moves like Ice Beam, Signal Beam, Flash Cannon, Psybeam, etc would deal no damage to the user.

Regenerative: Not to be mistaken with the ability Regenerator, this ability would function similar to passive healing boosts in game. Think of it like an ability based leftovers, pertaining to reptilian based Pokemon and others that share this trait (for example, the Staryu / Starmie group)

 

 

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11 minutes ago, PrimeMehster said:

Long Limbed / Flexible: User's physical attacks do not activate contact move based effects. Abilities like Flame Body, Static, Cursed Body, and Rough Skin would never take effect, items like Rocky Helmet would not deal damage, and status moves that take effect on contact (Spiky Shield, King's Shield) do not perform their secondary effect (they act merely as a standard Protect move would.)

The Rowlet line's hidden ability Long Reach has this effect.

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On 1/13/2017 at 1:49 AM, Ice Cream Sand Witch said:

The Rowlet line's hidden ability Long Reach has this effect.

My bad, I've completely isolated myself from Generation 7 media and competitive stats, as I'm living under a rock still waiting for a good time to get the game.

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  • 2 weeks later...

Deluge Power -  During rain, Deluge Power increases the Pokémon's Special Attack by 1.5x, but the Pokémon loses 1/8 of its maximum HP at the end of each turn.
Squall Power - During hail, Squall Power increases the Pokémon's Special Attack by 1.5x, but the Pokemon loses 1/8 of its maximum HP at the end of each turn.
Sand Tempest - During a sandstorm, Sand Tempest increases the Pokémon's Attack by 1.5x, but the Pokémon loses 1/8 of it's maximum HP at the end of each turn.

These are essentially just variations of Solar Power, with the first two having exactly the same effects but being activated by different weather, and Sand Tempest being likewise except raising Attack instead to better complement the type of Pokémon you would see in a sandstorm. (At least, as far as memory serves, most Pokémon that benefit from sandstorm use physical attacks.)

I don't know if this idea has been conceptualised here yet since I've not read the entire thread, but I thought I'd throw in my two cents anyway just in case.
 

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  • 4 months later...

Singer: all moves based on sound gain a 10% boost in power. Ignores Soundproof. All sound Based moves have a 10% chance of inducing sleep or confusion.

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Stinging Touch: Contact moves deal extra damage of 1/16 of the user's current HP.

Sponge Body: Raises Special Defense when damaged directly.

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Shock Absorption: Halves the damage of any attack with 85 or more BP

Mystic Shield: Reduces the damage from direct attacks by 30%

Parasyte: Doubles the power of all draining moves

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