Bessi Posted April 6, 2016 Share Posted April 6, 2016 Battle Artist effect:doubles the power of super effective moves an ideal bility to give to glass cannons Quote Link to comment Share on other sites More sharing options...
Deleted User Posted April 6, 2016 Share Posted April 6, 2016 Thread is rather chock full of broken abilities. Salvage: Recovers 1/3rd of HP lost from critical hits after damage is applied. Quote Link to comment Share on other sites More sharing options...
Ironbound Posted April 6, 2016 Share Posted April 6, 2016 I'm trying to think of less broken abilities here... Seductive: Moves that normally work only on Pokémon of the opposite gender, like Attract or Captivate, can be used on all Pokémon, even genderless ones. Still don't work on Oblivious mons though. (This might be a bit too much for a kiddy game, perhaps.) Counterstrike: If contact moves hit this Pokémon, it has a 50% chance to deal damage back to the attacker on the same turn. This damage is typeless and is treated as a 40 BP move calculated off the possessor's attack stat. Quote Link to comment Share on other sites More sharing options...
Cepheus Posted April 6, 2016 Share Posted April 6, 2016 Thread is rather chock full of broken abilities. because Broken = fun! Have some more! and with that I mean more broken Primal weather!!! Mystic Fog A dense, mystical fog settles on the field. Creates "Misty Terrain" and "Foggy" weather, while the user is in battle. All grounded Pokemon are immune to Status effects and strength of Dragon Type moves are reduced by x0.5 - Does not effect Flying-Type Pokemon, Pokemon with Levitate, Pokemon holding an Airballoon or Pokemon under the effects of Magnet Rise or Telekinesis. Natur-Power becomes Moonblast - Secret Power may lower Sp.Atk. - Camoflage changes the users Type to Fairy) Lowers the Accuracy of all Moves by x0.6 - except for Fairy-type Pokemon Weather Ball receives a Fairy Sub-type and becomes a Normal/Fairy move - and it's base Power becomes 100 (like all other weather boosted variations) Fairy type moves are boosted by x1.5 Grounded Fairy type Pokemon also regenerate 1/16th of their Max.HP at the end of each turn. Morning Sun and Synthesis only heal the user for 1/4th of their Max.HP - Moonlight, however, restores 2/3rd of the users Max HP (like all Primal weathers - it stays active as long as the user is in active battle - can not be lifted with other weather moves or inferior [not primal] weather abilities - effects are stopped when Air Lock/Cloud Nine user participate in battle, but weather is not stopped and effects resume after that pokemon leaves the battle) Possible Users: Mega/Primal Xerneas (since it's the only legendary/mystic Fairy Type) Mega Florges Mega Whimsicott (Elfuuuuuuuuuuuuun!!! ) Mega Aromatisse ------------ Thunderstorm Storm clouds gather above! Creates "Electric terrain" and "Rainy weather" Grounded Pokemon cannot fall asleep, Flying-type Pokemon, Pokemon with Levitate, holding an Air Balloon or under the effect of Magnet Rise or Telekinesis are not effected. Electric-, Water- and Flying type moves are boosted by x1.5. Electric- and Flying-type moves gain 100% accuracy. Electric-type moves have a 50% higher chance to paralyze. Electric-type moves can now hit Ground-Type Pokemon for 'resisted' Damage (1/2 - single resistence) Pokemon with the Lightning Rod Ability, that are NOT of the Electric Type now take normal damage. Lightning Rod boosts the Sp.Atk by 2 stages instead of 1. Motor Drive boosts speed by 2 stages instead of 1. Abilities profiting from Rainy weather behave like normal Castform and Weatherball behave like in Rainy weather and become Water-type. Moonlight, Morning Sun and Synthesis only heal the user for 1/4th of their Max.HP. (like all Primal weathers - it stays active as long as the user is in active battle - can not be lifted with other weather moves or inferior [not primal] weather abilities - effects are stopped when Air Lock/Cloud Nine user participate in battle, but weather is not stopped and effects resume after that pokemon leaves the battle) Possible Users: Mega/Primal Zapdos Mega/Primal Raikou Mega/Primal Thundurus Mega/Primal Zekrom Quote Link to comment Share on other sites More sharing options...
NickCrash Posted April 6, 2016 Share Posted April 6, 2016 Fighting Spirit: Raises Speed stat by one stage each time the pokemon flinches. Quote Link to comment Share on other sites More sharing options...
pyrromanis Posted April 6, 2016 Share Posted April 6, 2016 (edited) Fighting Spirit: Raises Speed stat by one stage each time the pokemon flinches. Wait, isn't this what Steadfast do? Or you just wanted to give it a cooler name? (cause Fighting Spirit is indeed way better!) Edited April 6, 2016 by pyrromanis Quote Link to comment Share on other sites More sharing options...
Kagamine Posted April 6, 2016 Share Posted April 6, 2016 How about an ability that raises attack each time a not very effective move is used. I would call it defiant, but since that's already an ability rebellious or risky works too. We also need an intimidate that lowers special attack. Quote Link to comment Share on other sites More sharing options...
Pandalex12 Posted April 6, 2016 Share Posted April 6, 2016 Danger Zone - All moves used by or against this Pokemon is a guaranteed critical hit (This would kinda ruin pokemon that set up a good defense though - crits can be ridiculous) Caution - This Pokemon's defenses are 1.5x greater but both attack stats have a 0.67x multiplier Knight's Duty - If an allied Pokemon were to be KO'ed by an enemy attack, this Pokemon would take the damage instead Double-edged Luck - "You are always lucky now! But at what cost,,,?" All secondary effects of moves used by this pokemon will occur but depending on the effect, the Pokemon will suffer variable damage The Savior - Weather effect becomes Divine Light where all abilities, boosts, status effects are all nullified and any attempt to change weather is rendered futile. Every Pokemon in the field will regenerate 1/16 HP per turn. Quote Link to comment Share on other sites More sharing options...
NickCrash Posted April 7, 2016 Share Posted April 7, 2016 Wait, isn't this what Steadfast do? Or you just wanted to give it a cooler name? (cause Fighting Spirit is indeed way better!) Yeah, I totally didn't forget the mere existence of Steadfast pffff... Quote Link to comment Share on other sites More sharing options...
laggless01 Posted April 8, 2016 Share Posted April 8, 2016 Forest Fire: When burned, increases the power of grass-type moves by 1,5 and adds fire-typing to them. (Burn doesn't cut its attack)Trauma: Taking a critical hit flinches the pokémon.Realist: Immune to Fairy-type damage. (maybe also add Dragon, but I'm not sure) Quote Link to comment Share on other sites More sharing options...
NickCrash Posted April 8, 2016 Share Posted April 8, 2016 I made Skepticist like this, only it halves Dragon and Fairy moves (don't want to make it OP) Quote Link to comment Share on other sites More sharing options...
Global Mods Ice Cream Sand Witch Posted April 8, 2016 Author Global Mods Share Posted April 8, 2016 Skepticist and Realist could also apply to Ghost and Psychic, I think. Quote Link to comment Share on other sites More sharing options...
Ironbound Posted April 9, 2016 Share Posted April 9, 2016 By that logic, what if they applied to all moves in general? Kinda fourth-wall-breaking device, don't you think? What, firing a lazer at me? Get real. What's that supposed to be? A ball of Aura? Ha! Oooh, spooky wave of ghostly energy. Wuss. So you can light your fist on fire and punch me without burning yourself. Cool story. How are you even existing? You're a fictional piece of data! Everything you do is unreal. I mean, it's hilarious if a Pokémon, which is itself fantastic, can just say that a type doesn't exist and so I won't be hit by its moves. I'd want a Realist Shedinja, then. Don't mind me, I'm just joking. Quote Link to comment Share on other sites More sharing options...
NickCrash Posted April 9, 2016 Share Posted April 9, 2016 Realist Shedinja is actually weaker than its Wonder Bra Guard counterpart as it gets hit by: Normal, Fire, Water, Grass, Electric, Ice, Fighting, Poison, Flying, Bug, Rock, Ground, Steel attacks and dies due to 1HP. Slam Shedinja till it dies or goes to the hospital in a vegetable state Burn Shedinja with some matches Soak Shedinja and drown it under the sink Strangle Shedinja with Vines Trick Shedinja into putting a limb into an electrick socket (bonus Dark type damage) Put Shedinja in the Fridge for 20'. Add Chocolate. Punch and Kick Shedinja. Try an RKO outta nowhere if you must. Make it drink... alcohol till it poisons Shedinja's liver and it dies from Cancer caused by hepatic kirrhosis Feed Shedinja to the Pidgeons in the park Make Shedinja use Windows Vista Throw a Rock at Shedinja Throw the Earth at Shedinja Use Jet fuel against Shedinja. If the Steel beams melt around it, you've won. The unreal attacks are: Psychic, Ghost, Dragon, Dark, Fairy Quote Link to comment Share on other sites More sharing options...
Cepheus Posted April 10, 2016 Share Posted April 10, 2016 Time Paradox Moves that require multiple turns to take effect, now take effect immediately and any preperation or resting turn take effect in the same turn, with increased/decreased priority. (preperation has a +7 priority, and resting has a -7 priority -> so they take place at the very start or very end of the turn) examples: 1. Primal Dialga uses Roar of Time -> Palkia uses Spacial Rend -> *Time Paradox activates* Primal Dialga has to charge up after using Roar of Time. -> Turn End 2. Mega Espeon uses Future Sight -> *Time Paradox activates* Machamp took the Futer Sight Attack -> Machamp faints 3. Mega Espeon uses Dig - *Time Paradox activates* Mega Espeon goes undeground -> Jolteon uses QUICK ATTACK and misses -> Mega Espeon uses Dig -> Jolteon faints Effected Moves: Normal: Hyper Beam, Giga Impact, Skull Bash, Razor Wind Flying: Fly, Sky Attack, Sky Drop, Bounce Ground: Dig Rock: Rock Wrecker Steel: Doom Desire Psychic: Future Sight Ghost: Phantom Force, Shadow Force Grass: Frenzy Plant, Solar Beam Water: Hydro Cannon, Dive, Fire: Blast Burn Dragon: Roar of Time Fairy: Geomancy (and others I might have missed...) Pokemon: Primal-Dialga Mega-Espeon (and other Psychic Types) (extremely Powerful and abusable with moves that get you out of the way during preperation, like Dig, Fly and Phantom Force) Quote Link to comment Share on other sites More sharing options...
NickCrash Posted April 10, 2016 Share Posted April 10, 2016 I like how "Mega Espeon" is so casually put there like it's already a thing. Quote Link to comment Share on other sites More sharing options...
Cepheus Posted April 10, 2016 Share Posted April 10, 2016 I like how "Mega Espeon" is so casually put there like it's already a thing. hey I just needed something for examples because Dialge only learns Hyper beam and Roar of Time as multi-turn moves... and all the available Megas already have their abilities... (and Espeon is known for prediction of the future and therefore has some affinity to the element of time - and it learns Future Sight with Level 25 - the earliest of all... if you don't count Level 1 for Move Tutors and Mewtwo with Level 15 - since you can never legitimatley catch a Mewtwo at such low level) Quote Link to comment Share on other sites More sharing options...
Ironbound Posted April 11, 2016 Share Posted April 11, 2016 Tantrum: Attack is maximized if held item is forcibly removed (sorta like Anger Point, but may help discourage the Knock Off spam. Also works with Thief, Covet, PickPoket and Magician procs, but not Trick, Bestow or Switcheroo. No effect if not holding an item or if item is consumed) Miracle Wish: Restores 50% of the HP of the next teammate to switch in after the possessor faints. (Instant Healing Wish, but only half of it. Useful to sack and bring in another Pokémon) Quote Link to comment Share on other sites More sharing options...
Narckarth Posted April 11, 2016 Share Posted April 11, 2016 (edited) Elusive- No miss moves can miss against this pokemon. Back Burn- Fire type moves and burn effect deal half damage to this pokemon. (Heatproof for grass types). Equipped- Defense is raised while this pokemon has a held item. Charisma- During double and triple battles this Pokemon's teammates have a chance to take a hit instead of this pokemon. Edited April 11, 2016 by Narckarth Quote Link to comment Share on other sites More sharing options...
DJWongTong Posted April 11, 2016 Share Posted April 11, 2016 I like the idea of having an ability that ignores recharge times, the hyper beam moves are just so darn useless as is Quote Link to comment Share on other sites More sharing options...
Ironbound Posted April 11, 2016 Share Posted April 11, 2016 Pollutant: Water type moves are turned into the Poison type, whether used by the possessor's or by any other Pokémon on the field, be it ally or opponent. Prehensile: Tail-based moves are boosted in power by 50% Quote Link to comment Share on other sites More sharing options...
Cepheus Posted April 11, 2016 Share Posted April 11, 2016 Backdraft: When hit by a Flying-type move, deal scaling* Fire-type damage and inflict Burn status to the attacker Galeforce: When the opposing Pokemon is defeated, deal scaling* Flying-type damage to the next Pokemon switched in by the opponent. (One time entry hazard after defeating a Pokemon) [already had this in the Fire-Emblem abilities thread] Fairybane: Dragon-type moves of this Pokemon hit Fairies super-effectively (considered as single weakness) *scaling = % of Max.HP based on weaknesses and resistances - damage like 'Stealth Rock' Quote Link to comment Share on other sites More sharing options...
Bessi Posted April 11, 2016 Share Posted April 11, 2016 Unleashed power:all not very effective/not effective moves hit for super effective damage Quote Link to comment Share on other sites More sharing options...
RainbowHugs Posted April 11, 2016 Share Posted April 11, 2016 Ability: Huggly Puggly Description: Anytime a dog Pokemon is swapped in, you will hug it and it will feel warm and fuzzy making them have all of their stats raised by 1.5 Quote Link to comment Share on other sites More sharing options...
Ironbound Posted April 11, 2016 Share Posted April 11, 2016 (edited) DOGGY!!! Ahem, anyways... Septic: Steel moves used by the user have a 30% chance to Poison the opponent, in addition to any chances they may have to inflict their own status or secondary effect. Acidic: Poison moves used by the user have a 30% chance to Burn the opponent, in addition to any chances they may have to inflict their own status or secondary effect. Edited April 11, 2016 by Viridescent Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.