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New Abilities--Post your ideas

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The Outrage

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Natural Healer
Description:
Lowers offensive capabilities to promote quick healing.
Effect:
Activates when damaged or inflicted with a status condition. Lowers the users attack and special attack one stage and heals 1/16th of HP every turn. Has a 40% chance of healing non-volatile ailments plus Confusion and Attraction at the end of each turn. When at full health with no status conditions, attack and special attack go back to normal.
 
Coldheart: a body so chilling it cannot melt

Gives any pokemon with this ability immunity to fire type attacks. Only given to ice types.
 
Shock Absorber
Effect:
When hit by physical Contact moves, the Pokemon has a 25% chance of absorbing the blow, reducing it by 50%. Used on Pokemon over a certain weight requirement.
 
Bullseye: If both Pokemon use a special attack, the Pokemon with this ability will attack first, but will take more damage from the opponent’s hit.
 
Illusionist
Description:
Illusions are created to confuse the opponent
Effect:
Single battle--Opponent's accuracy is reduced by one stage.
Double battle--Opponent's accuracy is reduced by one stage. 30% chance in the opponent attacking its own partner.

Meant to be learned by Zoroark.

Aura Vision
Effect:
Opponent's evasion increases are ignored, user's accuracy cannot be lowered.

Obviously for Lucario.
 
Counter Blow: 10% chance to randomly deal one of your 4 moves when attacked
 
Illusionist
Description:
Illusions are created to confuse the opponent
Effect:
Single battle--Opponent's accuracy is reduced by one stage.
Double battle--Opponent's accuracy is reduced by one stage. 30% chance in the opponent attacking its own partner.

Meant to be learned by Zoroark.

Finally! A use for Keen Eye! Hurray!
 
Finally! A use for Keen Eye! Hurray!
With that said, Keen Eye should also have a hidden mechanic behind it that keeps it from attacking its partner by accident. After all, if Keen Eye should be able to discern all of the illusions created by "Illusionist"
 
Illusionist
Description:
Illusions are created to confuse the opponent
Effect:
Single battle--Opponent's accuracy is reduced by one stage.
Double battle--Opponent's accuracy is reduced by one stage. 30% chance in the opponent attacking its own partner.

Meant to be learned by Zoroark.

Aura Vision
Effect:
Opponent's evasion increases are ignored, user's accuracy cannot be lowered.

Obviously for Lucario.

What's this? Abilities that actually sound like could be in the game?

I gotta hand it to you, those two sound very good.
 
Natural Healer could so be in the game. No more broken than Poison Heal, and Poison Heal keeps you from gaining any other status ailment and doesn't lower your offensive stats. Honestly, I'd rather be a Breloom with Toxic Orb than a Natural Healer with Leftovers (yeah, like its really getting a Life Orb when its more powerful without one)

Also the extra effect I mentioned on Keen Eye applies to Aura Vision as well.
 
I wouldn't mind seeing repeats of useful but underused Abilities. For instance:

Aerodynamic
Effect:
This ability prevents the opponent from forcing a switch, or in the wild ending the battle, with Roar or Whirlwind.

Acts exactly like Suction Cups, but can be given to a wider range of Pokemon. Mostly Flying-types or speedy Pokemon.
 
Void
Description:
A strange energy emanates from the user.
Effect:
Cancels out the effect (for both you and your opponent) of held items, abilities, status ailments, secondary effects of damaging moves and effects of non-damaging moves. Any effects or status ailments already in play do not get removed, but their effects are ignored. Their effects return as soon as the user is removed from the field either through fainting or switching. Entry-effect abilities activate when the user is removed from the field either through fainting or switching. Type advantages/disadvantages are ignored. STAB still applies.

Multitype is not affected by Void, and Judgement is exempted from the negation of type effectiveness. Giratina's Griseous Orb's forme changing ability is not affected, however the increase in dragon/ghost type attacks is ignored.

Due to the power of this ability, I'd only give it to a Legendary Pokemon, or Spiritomb Released Forme. I basically wanted a Pokemon version of this.
 
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^So... kinda like Taunt on steroids.
 
^So... kinda like Taunt on steroids.
Yes, except you can still Dragon Dance, it will still say that you powered up, but its ignored as long as the Pokemon with Void is still in play.

Also a take that to strategic battling, and to maybe show those guys who think competitive battling sucks the fun out of the game how boring the game is without the strategy.

EDIT: Arceus being on a level all his own gets exempted.

Resistance
Description:
Builds up a resistance when attacked by the same move.
Effect:
For every time the user is hit by the same move or move of the same type, that move's damage is lowered by 50%, secondary effects are also lowered by 50%*. It has a 3-turn buffer period, if the same move is not used for three turns, the counter is reset.

*Basically means if the effect has a 30% chance of working, it will have a 15%, then 7.5% and so on and so forth. If the user uses two different moves of the same type, this effect only comes into play if they have the same secondary effect (like how all fire moves cause burn). It also has a separate counter than the damage one.

Really good for going against Choice Band sets and noobs who use four moves of the same type. Inspired by Fury Cutter which gains more damage with use. Take that, its pointless on Pokemon with resistance >=]

Also more "take thats" to people who think competitive battling sucks the fun out of the game. Seriously, the people I meet who got tired of Pokemon are the same people who never discovered how deep the battling system could be.
 
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Name: Copy Master
Battle effect: Whenever the foe's stats are altered, the Pokemon's stats are altered likewise. Copies Sp. Atk. drop from Overheat+variants thereof, and stat drops from SuperPower and Curse, etc..
Field effect: When the Pokemon leads the party, higher chance of finding wild Pokemon as close to the Pokemon's level as possible (if in an area w/ Pokemon that are lv. 52 minimum, lv. 60 max., and Pokemon is lv. 50, wild pkmn most likely lv. 52).
Ingame description: Copies the foe's stat changes.

Name: Strikes Back
Battle effect: If the Pokemon is hit by a move that makes physical contact, it deals damage to the foe based on their weakness to fighting moves. 4x weak: 1/4 HP. 2x weak: 1/8 HP. Neutral: 1/16 HP. x2 resistant: 1/32 HP. x4 resistant: 1 HP. Immune: ability fails.
Field effect: When the Pokemon is in the top slot, all wild Pokemon appear w/ 1/16th of their HP gone. Does not affect roamers.
Ingame description: The Pokemon strikes back at physical contact.

Name: Entrance Flourish
Battle effect: Spikes, Toxic Spikes, and Stealth Rock have no effect on the Pokemon.
Field effect: N/A
Ingame description: The Pokemon avoids hazards such as Spikes.

Name: Bad Luck
Battle effect: Prevents the foe from landing critical hits or secondary effects. Cuts accuracy of foe's moves by 10% of their current accuracy. Always-hit moves become 100% accurate (in the same sense as Flamthrower's 100% accuracy- always hits, but accuracy can be reduced)
Field effect: Wild Pokemon less likely to appear.
Ingame description: Blocks critical hits and secondary effects, and lowers accuracy.
 
Flame Restore: When the Pokemon is burned, its HP is restored every turn instead of being reduced every turn. It also ignores the Attack drop side effect. Basically a Burn counterpart to Poison Heal.
 
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Incorporeal:
This ability has a 10% chance to activate whenever the Pokemon is being attacked. When it activates, the attack made will be rendered "ineffective", and the Pokemon will take no damage or be affected by status effects caused by that move.

Dynamic Entry:
When a Pokemon with this ability is brought in to play, it has a 50% chance to randomly execute one of it's 4 moves the moment it enters the battle.
 
Reappear
When this pokemon exits a move like Dig/Dive/Bounce ect, the attack deals double damage.

Immune Spirit
The user is immune to the stat modifiers of statuses like Burn, Paralysis and Poison.
 
Feral
Effect:
Maximizes attack when confused, attack changes disappear when confusion is healed. Confusion only works 40% of the time instead of 50%. In double battles, the user has no ability to choose who it is attacking and may attack its own ally.

Kind of like Anger Point but not nearly as useless, and way more dangerous.

Redoing Void

Void
Description:
A strange energy emanates from the user.
Effect:
For every Pokemon except this one, only physical contact moves hit, secondary effects of contact moves are ignored, abilities are ignored. Type effectiveness is ignored, STAB still applies. When the user of Void is removed from play (either through switching or fainting) entry-activated abilities are activated. For both you and your opponent, effects of held items are ignored. Multitype, Judgement and Griseous Orb's forme change abilities are exempted, Griseous Orb's increase of Ghost and Dragon moves are ignored.
 
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Shiny Shell:
This ability has a 25% chance to activate upon being attacked by a Special Attack. When it activates, 1/8th of the damage taken is reflected back to attacker.

Brace Position:
This ability has a 50% chance of activating when being attacked by a damaging move. When it activates, a message will read "[Pokemon] braces for impact!', halving the damage taken, but reducing speed by one stage for the duration of the battle. The speed reduction stacks upto six times, should the ability activate multiple times during one battle. When the Pokemon's speed can no longer be reduced, the ability will not activate.
 
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