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If you could make your own ability...


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Oh, I'm sorry, I forgot to mention the Mega Ferrothorn I'm going to do shorty will have that ability. Clever of you to guess.

And it will also get a long-overdue access to Spiky Shield...and Synthesis.

I like to watch the world suffer.

And here's another one, for relevance's sake:

Berserker: Certain moves which involve a great risk to the user deal 1.3x damage. This includes all recoil moves and moves which cause a rampage and subsequent confusion, as well as moves that cause self-stat drops.

Give this to a Dragon/Fighting Pokémon. Abuse Close Combat/Superpower/HJK, Outrage, Draco Meteor and Head Smash.

Hahahahahaha.

As long as you give said dragon/fighting type an attack stat of 70 so that it has to rely on choice band and make it weak enough so that fairies can OHKO it, it should be not -too- destructive.

But give its evolution 135 attack, 120 special attack and 105 speed, for that matter.

I have an ability called berserk, but its effect is a bit different: if this pokémon is made to flinch by a foe, its attack stat gets raised 6 stages. Kinda like anger point but for flinch instead of crits. Keeps fake out lopunny and iron head jirachi the fuck away from the field, considering the mon that would get such ability would get access to sucker punch and the likes. To this day I'm not yet sure if the name fits the ability, however.

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Dodge Spirit- when evasion up moves are used, it doubles in effect

Name should be changed to MC Hammer.

(petition to add matching music when using said moves)

Pressure Puncher - When missing a physical attack, still inflicts 20 BP Flying-type damage.

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How about something like this:

Quicken: Damage moves with power 40 or less get +1 priority.

Depending on who you give it to, can gives moves like water gun, ember and the like the ability to be priority, giving them more usability and what not, plus opens up the door for a lot of special attack priority moves of more varied types.

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Sweet Dreams: Lets the user of this ability use moves while sleeping, with accuracy reduced by 15%.

Fatal Blow: Deal 50% more damage if the opponent is afflicted with a status condition.

Corrosive Gas: Lowers the Defense and Special Defense of all Pokemon on the field by one stage at the end of the turn.

Edited by Nyalicirno
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I always wanted to see some kind of ability used by an Unkown that would set up a field effect.

Enigma: For 5 turns, the type of every Pokemon on the field is changed to their Hidden Power type (Dual-Types do not keep their secondary type); furthermore, every STAB move also has its type changed to match its user's new type.

Hidden Power also deals x 1.5 damage.

Annnnnddddd another random one...

Prolong: While this user is on the field, any field conditions active on the field will not end unless replaced by another.

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Desperate measures: Doubles attack and special attack when below 25% health.

Predictable: Secondary effects won't happen unless they have a 100% chance to happen. Attacks always hit for 85% of their damage (Instead of a random value betwen 70-100%). Pokemon can't be stopped from attacking because of infatuation, confusion, paralysis, flinch (except fake out)... Moves with accuracy equal or greater to 70 can't miss.

Basically things will either never happen or always happen, thus negating all hax.

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It's been a while since I've unloaded my brain-poop here. Let's commence.

Merciless: Contact moves deal x1.33 damage to a target afflicted with a major status ailment (that is, Poison, Bad Poison, Burn, Freeze, Paralysis or Sleep)

Last laugh: Increases attack and special attack by 1 when an attacker faints itself via non-direct damage (move recoil, rocky helmet of the user, status or weather damage in that turn when this Pokemon is active, other than on the turn out was switched in... So no switching it in on an almost-dead-by-toxic Mon and then getting boosts on that turn.)

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Cursed Force: The user may stack multiple major status conditions on the target, but Freeze cannot stack with Sleep. (For example, Scald will be able to burn a poisoned Pokemon.)

Anti-air: Non-contact moves deal x1.5 damage against Flying-type Pokemon, Pokemon with the ability Levitate, Pokemon under the effect of Magnet Rise and Telekinesis. They also deal x3 damage against Pokemon in the semi-invulnerable turn of Fly and Bounce.

Siphon: Contact moves drain 4 points of PP from the last-used move of the target, and recover 12.5% HP to the user. Activates multiple times with multi-hit moves.

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Curse Eater: Heals 1/16 HP for each negative stat stage on this Pokemon.

Cold Fusion: When hit by an Ice-Type attack, negates the damage and raises Special Attack by one stage.

Firefighter: Prevents Pokémon on this side of the field from being burned.

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Scratchproof: A variant of Bulletproof, this ability grants immunity to scratching slashing moves. This includes everything from Fury Swipes and Cut/Scratch to Sacred Sword and Night Slash.

Give it to Escavalier or some other steel type. Profit.

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Second Wind: When this pokémon gets to 50% HP, it goes back to full heatlh. Only works once in the battle.

Rust-ed: When this pokémon is on the field, Steel types lose 1/8 of their HP.

Bomberpoke: When the pokémon uses Self-destructing moves, they cut the opposing pokémon defense in half get a 50% damage bonus.

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Bomberpoke: When the pokémon uses Self-destructing moves, they cut the opposing pokémon defense in half get a 50% damage bonus.

self-destructing moves used to do that on their own. They got rid of that for a reason. =P

pack hunter- gain 1 stage of attack if fighting a pokemon that was injured by another pokemon on your team. gain an additional attack stage if that pokemon the opponent is suffering from a status ailment.

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Rust-ed: When this pokémon is on the field, Steel types lose 1/8 of their HP.

This is my mortal enemy. I cannot tolerate it.

Rustproof: Grants a resistance to Water type moves and prevents secondary damage for steel types. So in a way it is a better Magic Guard, but it doesn't work if it's on a non-Steel type (if Skill Swapped or Entrained, for instance.)

Give it to any offensive Steel type, slap on a Life Orb, Profit.

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Better than rust-ed:
Corrosive - Poison-type moves deal super-effective damage to Steel-types.

Techie - Can use (some) Trainer items in battle.

Vengeful - When hit, badly poisons the opponent when landing a physical hit in return.

Infernal - When KO'd, burns all mons on the field.

Anger issues - Keeps hitting the target, even when it has 0 HP. In return, always hits for the maximum amount of times. (A nerfed version of Skill Link, but with a different idea behind it.)

Cursed Blade - Reduces attack, but inflicts Cursed-status when landing a 'sword'*/physical hit. (Hey, a possible decent Hidden Ability for the Aegislash-line!)
(*to add Air Slash, Secret Sword...)

Swift Strike - Adds +3 Priority to priority attack moves. (seems weird, but being able to outspeed Pranksters and Protect is pretty scary)

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Anger issues - Keeps hitting the target, even when it has 0 HP. In return, always hits for the maximum amount of times. (A nerfed version of Skill Link, but with a different idea behind it.)

How is this different from skill link? The only difference is that the animation keeps going 5 times even when the foe was fainted at the first or second hit.

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Boomerang : All Special attacks of foe will miss the ability bearer and instead will hit the foe in the next turn.

Haunted : At the end of a turn , opponents pokemon will be switched with another one from his party as long as the bearer is on the field .

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Taboo: Any contact with this pokemon has a 30% chance to curse.

Riposte: This pokemon always goes last and if hit before it attacks that attack gains a 1.5x boost.

Endothermic: Changes ALL fire type damage to ice type damage.

Selfish: Receives any for of healing while on the field. (i.e. if the opponent has leftovers, the Selfish pokemon gets the recovery, or if another pokemon puts out leech seeds, then the selfish pokemon gets the health.)

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gleam eyes: upon being hit with a super effective move the users evasiveness increases by 20%

odd paring: the users not effective moves do 10% more damage

nocturne: dark type moves used against the user are normal damage.

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