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Invent an Ability


Maelstrom

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Chattered Teeth - Every time a user uses a move involving Super Fang, Hyper Fang, Fire Fang, Ice Fang, or Thunder Fang, the users Speed and Attack stage is boosted by 1

High Chances - Increases moves with a high chance for a Critical Hit by 25% but removes the ability of having a critical hit

Risky - Increase the power of moves that involve recoil by 10% but doubles the recoil. (Including Life Orb)

Edited by Cowtao
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Rewrite - Pokemon changes it's stats to its opponent's if the opponent's value is higher in that stat. Stat boosts aren't factored in, i.e. if you have a Volcarona with fiery dance, and I switch in a pokemon with Rewrite, it automatically takes your increased stats, but they would be +0.

Revitalise - When this Pokemon is healed, it gains a +1 speed boost for 5 turns. Fails if speed is at maximum.

Gaia Affinity - The Pokemon is healed by Ground-type moves, and spikes. Also, unaffected by Arena Trap.

Last Chance - At below 50% of health, the Pokemon gains +1 to Def/SDef.

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Brush Away - Removes entry hazards upon switch-out.

Removing upon switch-in leaves no room for counterplay. This ability would preferrably occur on a utility pokemon without any form of recovery, instead relying on wish support for a reliable rapid spin. This ensures the pokemon doesn't get too strong versus stall teams. This ability would most likely work on a dark/ghost type with will-o-wisp and toxic to make it relevant versus hyper offensive teams as well that don't rely on entry hazards as much.

Climatic Showdown - If facing a pokemon with the ability Chlorophyll, Swift Swim, Sand Rush or Ame's Sleetfoot, the pokemon's speed is boosted by +2.

Counterplay versus these guys. Slap a choice scarf on and the proper coverage moves and you'll do some kind of damage somewhere. Called Climatic Showdown because climate and climactic if you didn't realise dohohoho I made a pun.

Racer - Priority moves receive an extra +1 priority.

Nothing too devastating for the metagame as a whole, but does certainly help in a pinch.

Groggy - Sleep allows for usage of moves but with 50% effectiveness.

This might really shake up the game if placed on a pokemon with a priority move or with high damage potential. This essentially acts as a buffer to all statuses except confusion, curse and infatuation. Would likely be placed on a ghost, psychic or bug pokemon to counter Breloom and Amoonguss. If placed on a pokemon with rest and a decent set-up move, this dude would wreck things like crazy.

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Deceptive Cuteness - Has a chance to cause Infatuation upon contact.

Cold Heart - Is not affected by Infatuation

Fair Game - Type dis/advantages are not in effect when this Pokemon is on the field..

I think Deceptive Cuteness and Cold Heart both already exist, as Cute Charm and Oblivious...

Climatic Showdown - If facing a pokemon with the ability Chlorophyll, Swift Swim, Sand Rush or Ame's Sleetfoot, the pokemon's speed is boosted by +2.

Counterplay versus these guys. Slap a choice scarf on and the proper coverage moves and you'll do some kind of damage somewhere. Called Climatic Showdown because climate and climactic if you didn't realise dohohoho I made a pun.

Man, you hate the metagame...

Anyway, onto next part

Geomancer - Not affected by Entry Hazards. (Essentialy a weaker version of Magic Guard - Sandstorm will hurt)

Illusionist - Automatically casts Trick Room when the Pokemon switches in.

Hero - gives a +1 boost to Sp.A or A to other pokemon on the team when the Pokemon is on the field.

Edited by Jacze
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Kick start- when the pokemon is swapped in, it gains +1 speed

Even Field- Super effective hits do normal damage, but criticals do 2.5x damage

Gamit- One stat is randomly raised at the end of each turn

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Dragoon - Doubles power of moves like Fly, Bounce etc. Also, pokemon takes half damage while away.

Orator - "Talking" moves have 100% accuracy

Thief - If the pokemon succesfully physically attacks, it has a 10% chance to steal the opponent's item.

Archer - Increased evasion, but the pokemon can only use special moves.

2 many references

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  • 2 weeks later...

Neutral Field: All hazards are removed from user's side and cannot be replaced, and any harmful weather such as hail or sandstorm do no damage to the entire team.

Honorable Soul: The pokemon with this ability will cannot be burned, poisoned, paralyzed, freeze, or sleep during battle.

Dark Justice: Opponent stat decreases are doubled and stat buffs are halved.

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  • 3 weeks later...

Spirit: immune to Dark or Ghost-type moves

Item lore:Item affects are doubled.

Master:Moves Accuracy are boosted by 50%

Soul:Drain attacks do 1/2 damage

Heart: Infutation stall chance lowers to 25%

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Steam Engine - Each consecutive turn a damage dealing attack lands, the base damage of damage dealing attacks increases by 10%, if it fails to land a damage dealing attack, the base power of damage dealing attacks reverts to 80%.

Ex: Magnezone with Steam Engine

Turn 1, Magnezone uses Flash Cannon (80 power) - 100%

Turn 2, Magnezone uses Thunder (132 power) - 110%

Turn 3, Magnezone uses Signal Beam (90 power) - 120%

Turn 4, Magnezone uses Thunder, but it missed!

Turn 5, Magnezone uses Flash Cannon (64 power) - 80%

Turn 6, Magnezone uses Thunder (108 power) - 90%

Turn 7, Magnezone uses Thunder Wave -N/A-

Turn 8, Magnezone uses Signal Beam (60 power) - 80%

Only'd make sense for a few pokemon off the top of my head though. Magnemite Family, Klink Family, Probopass.

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Soul Gaze: Lowers the special attack of enemy pokemon upon switching in, pretty much an intimidate that lowers special attack.

Sub-armour: The user gains a sub equating to 1/20 of the user's hp upon entering battle, once broken the sub will not reform until the battle ends.

Blade Master: Blade and Slash based attack gain 20% extra damage, also swords dance deals 50 normal damage

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Siphon- steals half the hp restoration effect of the foe's moves or items. Is healed for half the effect of a teammate's healing item.

Ex.- steals half the hp regain from foes' leftovers. teammate gets full hp recover from leftovers and the pokemon itself gets half the hp its teammate recovered as a bonus.

Foe trainer uses full restore, both foe and your pokemon regain half of full health bar.

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Quicksand and Sleetfoot are my favourites but I think Sun still needs more perks so here goes:

Bask: Raises speed when hit by Water and Ice type moves in Sunlight. (Implies the move will have no effect like Motor Drive or storm drain)

Amaterasu: All Fire type moves cause burn in sunlight.
Glare: 20% evasion in sunlight.

Glare and Amaterasu would help compensate for the fire types typically poor defenses while Bask does not neccasrily have to go to fire types because it is based on reptiles changing there body heat prior to hunting and can be given to anything from Dunsparce to Krookodile!

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Sidewinder: At the beginning of every turn, the wielder has a 15% chance of moving first, with the ability to bypass priority.

Ironhide: The wielder's defense is doubled.

Manipulate: Every time the opponent uses a status move, it is stolen by the wielder (like Snatch working like Magic Bounce)

Dispersion: This Pokemon's attacks may do up to 50% more or 25% less damage.

Edited by YagamiNoir4896
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