SJMistery Posted June 27, 2017 Share Posted June 27, 2017 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. Quote Link to comment Share on other sites More sharing options...
Anti_Hero Posted June 27, 2017 Share Posted June 27, 2017 Origin plane: While this pokemon is in battle, neither pokemon can get stat boosts Quote Link to comment Share on other sites More sharing options...
Animefan666 Posted June 27, 2017 Share Posted June 27, 2017 (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 June 27, 2017 by Animefan666 Quote Link to comment Share on other sites More sharing options...
Yagami Posted June 28, 2017 Share Posted June 28, 2017 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. Quote Link to comment Share on other sites More sharing options...
Anti_Hero Posted June 28, 2017 Share Posted June 28, 2017 (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 June 28, 2017 by Anti_Hero Quote Link to comment Share on other sites More sharing options...
Bazaro Posted July 6, 2017 Share Posted July 6, 2017 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 Quote Link to comment Share on other sites More sharing options...
Yagami Posted September 3, 2017 Share Posted September 3, 2017 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. Quote Link to comment Share on other sites More sharing options...
PrimeMehster Posted September 7, 2017 Share Posted September 7, 2017 (edited) 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 September 7, 2017 by PrimeMehster grammar lol Quote Link to comment Share on other sites More sharing options...
Alex Posted September 7, 2017 Share Posted September 7, 2017 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. Quote Link to comment Share on other sites More sharing options...
Hycrox Posted September 7, 2017 Share Posted September 7, 2017 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 Quote Link to comment Share on other sites More sharing options...
HUEnd Posted September 17, 2017 Share Posted September 17, 2017 (edited) 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 September 17, 2017 by HUEnd Quote Link to comment Share on other sites More sharing options...
IntSys Posted September 24, 2017 Share Posted September 24, 2017 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. Quote Link to comment Share on other sites More sharing options...
doombotmecha Posted October 16, 2017 Share Posted October 16, 2017 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 Quote Link to comment Share on other sites More sharing options...
Octavius Posted October 16, 2017 Share Posted October 16, 2017 (edited) 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 October 16, 2017 by Octavius Quote Link to comment Share on other sites More sharing options...
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