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If you could make your own ability...


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I suppose these could be signature abilities for some kind of mythical or legendary Pokemon. But there ought to be a way for Poison and Electric types to hit Steel and Ground types, respectively, as at least Miracle Eye exists for Psychic types.

All the physicists out there, tell me a scientific way to justify a move or an ability that enables electric moves to hit ground types!

About poison hitting steel, that probably works better in a move. I think acid-based ones (like Acid spray) should hit super effectively imo. But that's for another thread...

Can not justify the electric argument, man. I know that lightning metamorphs some of the ground it hits in a tree-like fashion (due to the heat generated), but it isn't strong enough to base an hitting-ability on it, at least to how damaging the lightning itself is.

Other ideas for an ability:

Mach Monster - Priority attacks create sonic booms (a second flying-type hit at the same time).

Twister - Dance-moves are strengthened, but twice in a row causes confusion. (e.g. Petal dance always confuses after two turns, but if not by fatigue, and a berry cured it, the move goes on with its effect)

Resonance - strengthens other mon's Sound-based moves (Imagine an Exploud's Boomburst next to such a mon, but taking one from an opposing Exploud while having that ability...ouch.)

Vengeful - increases offense after taking a super-effective hit (+1 Atk and SpA)

Overfocus - Increases accuracy drastically, but targets only one mon/place (decide which would be better)

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I've made a 'primal' Hail weather with Ice Age - now it's Sandstorms turn to get a primal version!

Dust Devil

Creates a local heavy sandstorm.

Same properties as a normal Sandstorm

(1/16 HP damage to non Ground, Rock and Steel types, Sp.Def x1.5 for Rock-Types, Weatherball becomes Rock-type, Weather-Recovery moves only heal by 1/4, Sand-ability users are immune to the damage)

In addition to those effects, Dust Devil passively reduces the accuracy of all non- Rock, Ground and Steel types by one stage while it is active (reverts to normal when it is lifted)

Dust Devil grants a x1.5 boost to Ground type Attacks and the x1.5 boost to SP.Def also applies to Steel-types.

Dust Devil also grants a x1.5 boost to Speed for all Ground, Rock and Steel types (like a passive, less effective Sand Rush [since there are only 6 Pokemon in total that actually have Sand Rush])

Dust Devil reduces the the strength of Grass, Fire and Water moves by x0.5.

Dust Devil cannot be lifted with another weather move or an inferior weather ability - it stays in effect as long as the Pokemon using it is in battle.

Dust Devil is lifted once the using Pokemon is returned, defeated, canceled by the use of another primal-weather, or the ability of the using Pokemon is overwritten (e.g. through the use of Entrainment)

Dust Devil cannot be negated by Mold Breaker, however the effects are negated if a Pokemon with Air Lock or Cloud Nine is active in Battle - the weather however stays active and the effects will resume once this Pokemon leaves the battle

Possible users:

Primal Registeel

Primal Regirock

Mega Nidoking/Nidoqueen

Mega Flygon

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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.

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Thread is rather chock full of broken abilities.

because Broken = fun! :D

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!!! :D)

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

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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!)

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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.

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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.

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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...

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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)

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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.

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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

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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)

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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)

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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)

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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.

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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%

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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'

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