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Invent an Ability


Maelstrom

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Pandemonium - All stat changes and status effects are randomized and distributed randomly amoungst the Pokemon on the field at the end of each turn.

Basically, it's like this: Turn one: User has +1 Attack, - 2 Defense and +1 Speed / Opponent has +4 Special Defense.

At the end of the turn, the amount of status changes are added up. Negative status changes do not subtract from the total number, they add to it too.

So in this case, the total would be 8. Each of the Pokemon would receive a random amount of stat changes. Let's say the user gets 5, and the opponent gets 3.

Those are then randomly distributed amoungst each of the Pokemons stats, respectively.

So, the user got five this turn. Let's say it ends up increasing his attack by 2, his defense by 1 and his Special attack by 1. Notice this only totals up to four... Yes, some stat changes can be "cancelled out" by this effect. Example: If a Pokemon were to receive two, one increasing its attack and the other lowering it, they would, theoretically not have their stats changed at all.

When it comes to status effects, it goes like this: Let's say it's a triple battle, and 2 Pokemon have status effects. One of them is poisoned, the other asleep. At the end of the turn, their status effects are removed and the total number of status effect is added up, in this case, the total would be two. Two random Pokemon on the field would be selected, then receive random status effects. Example that could happen in this scenario: One of your Pokemon who was asleep was selected, and is now paralyzed. Another one of your Pokemon was selected too, and is now poisoned.

This sounds like complete insanity, yes? That's the whole point, it's pandemonium. <;3

Entirely unpredictable and chaotic, I like it. :D

Equilibrium - All stat changes and status effect are cancelled upon this Pokemon being sent out, and cannot be activated as long as a Pokemon with this ability is on the field.

Basically the exact opposite of the first one. Potentially very useful, but not nearly as fun... D;

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Hazard Destroyer - Eliminates Stealth Rocks, Toxic Spikes, and Spikes upon entry.

Neutralizer - Stops all weather upon entry.

Parry - When attacking, this Pokemon attacks first if the opponent uses a priority attack against you.

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Nightfall - When this pokemon is summoned to the field, it creates a area of darkness. This effect is permanent, and cannot be dispelled while the pokemon is on the field. Nearly all moves, barring Dark/Ghost types (and some other exceptions) are reduced to 75% of their normal accuracy (note this does not happen to pokemon with Keen Eye/Compoundeyes). Dark/Ghost moves are get 1.5x boost to base power, while Psychic/Fairy are reduced to 0.5 of base power. Moonlight recovers 75% of HP, and Wish completely fills it.Also, Moonblast gains 2x damage (and the power is not reduced). This aura can only be dispelled by Sunny Day/Drought.

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Mindful Fighter : After knocking out a Pokemon, raise the stat corresponding to the EV it would give by one stage. If there are two or more possibilities, one will be randomly picked.

Example : After you knocking out a Machoke, your Pokemon's Attack raises by one stage. If you knock out an Infernape, your Attack or your Special Attack or your Speed raises by one stage.

Chivalrous : In a Double or Triple battle, if one of its allies is about to faint because of a single target damaging move, this Pokemon will take the hit instead. Won't work against mutiple targets moves.

Objection! : If a foe uses the same move as your Pokemon, you act first.

Cruelty : Does 20% more damage on a Pokemon inflicted by paralysis, burn, sleep and frozen status.

Vengeful : For each Pokemon fainted on your team, raises the Attack and Special Attack of this Pokemon by 20% .

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Determination: When Paralyzed, Speed is doubled instead of halved. When Burned, Attack is doubled instead of halved.

Slow and Steady: When user switches in, an endless Trick Room is summoned (Is not affected by weather) until they faint.

Pacifist: All non-damaging moves have their effects doubled and damaging moves have their power halved.

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Heir: When sent out, the Pokemon receives all stat changes of any Pokemon in the party who fainted.

So basically, if you had a Dragonite at +3 Attack and Speed who fainted earlier, and a Gardevoir at -2 Special Defense who fainted earlier, when sent out, a Pokemon with the ability Heir would receive +3 Attack and Speed, and -2 Special Defense.

Avid: At the end of each turn, the Pokemons stats are increased/decreased depending on the move used that turn. Also, if the opponent changes the Pokemons stats, Avid's effect activates for that as well.

Basically, if the Pokemon used a physical attack, their attack would go up by one. And if they used a special attack, their special attack would go up by one. If they use a stat raising move, the stat(s) raised would be raised by one more stage at the end of the turn.

However, if they received a negative stat(s) change, they would get -1 in what ever stat(s) was/were changed.

So if an opponent were to use Growl, a Pokemon with Avid would lose another stage of attack at the end of the turn.

If a Pokemon with Avid were to use Hammer Arm, they would lose another stage of attack and defense at the end of the turn.

So, it's a bit of a double edged sword if the opponent has moves to exploit its disadvantages...

Edited by Ackalacka
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gemstone: after a battle with a pokemon with this ability, 5% finding a stone (give to a pokemon that people consider useless)

it would be similar to pickup only harder for it to find a item and they will only be evo stones, fossils, and other evolutionary items,

example:

72% finding a evo stone (9stonesx8%),8% for finding a random fossil, 15% everstone, 5% other evolutionary items

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  • 2 weeks later...
  • 3 months later...

Battle Armor: User takes no damage from Recoil moves or Entry Hazards. Can still be poisoned etc.

6th Sense: Warns player of foes Super Effective moves and user dodges moves that can't miss.

Current: Makes water moves +1 Priority, similar to Talonflames Hidden Ability. You can pretty much make +1 abilities for any type.

Edited by CobraKill
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Vengeful- boost moves' power if it attacks after foe in a turn. What would be a good % boost for that?

10% or maybe 15%? Otherwise it might be too good.

... Speaking of too good:

Muscle-memory: The Pokemon does not lose stat changes on switch-out.

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  • 2 months later...

Slime Body: All physical contact moves have 20% damage adsorbed.

Applicable to Grimer, Muk, Shellos, Gastrodon, Solosis, Duosion, Reuniclus, Slugma, Goomy, Goodra, Sliggoo, Garbodor, Jelliscent . Basically anything that doesn't really have a super solid body or is kinda....gelatinous.

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Carnivore: All biting type moves drain 20% of the damage dealt to the opponent.

Example Pokemon: Tyrantrum (Obvious), Feraligatr, Arbok, Aerodactyl, Mightyena, Sharpedo, Luxray, Krookodile, Archeops (Cuz it needs any fucking ability besides Defeatist), Pyroar

Ectoplasm: Contact moves make the next ghost type attack deal 1.5x more damage against the opponent. (Essentially a critical hit.)

Example Pokemon: Gengar, Mismagius, Dusknoir, Spiritomb, Jelliscent

Crystalline: Pokemon takes 50% reduced damage from fire and rock type attacks.

Example Pokemon: Glalie, Glaceon, Froslass, Vanilluxe, Cryogonal, Aurorus, Avalugg, Steelix,

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Star-crossed lover:

when two ally pokemon of the opposite gender on the field have this ability, the Attack and Spec. Atack of both pokemon go up by 50%, however, both pokemon will have a 100% susceptibility rate to confusion.

Wrath:

the pokemons attack rises by 2 levels each time it's physically struck or is afflicted with a status ailment, but it's defense drops by 2 levels as well.

Dragon Born:

when hit by dragon type moves, the pokemon absorbs HP equal to the damage that would've been inflicted.

Dragon Kin:

any dragon type move used by the pokemon receives a 25% increase in power when used on a non- dragon type

Dracism:

Powers up dragon type moves when hp is below 10%

all of the three following are hidden abilities with only a 1~5% chance of spawning on the named pokemon.

Divinity: (for Arceus, Palkia, Dialga, Rayquaza)

only other pokemon with the ability of Divinity, Good Samaritan, or Fallen Grace can inflict damage on the pokemon

Fallen Grace: (Garitina, Groudon, Kyogre, Spirit tomb)

only other pokemon with the ability of Divinity, Good Samaritan, or Fallen Grace can inflict damage on the pokemon

Good Samaritan:(blissey, Chansey, Gardevoir,Gallade,Mew, Celebii, Togekiss, Togetic)

any hp recovery moves used by or on the pokemon recover 50% more hp, also only other pokemon with the ability of Divinity, Good Samaritan, or Fallen Grace can inflict damage on the pokemon

Chuck Norris:(0.55% chance, can spawn on any pokemon)

the pokemon wins all battles, no exceptions, no survivors

Edited by Legendaries tamer
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Rebirth: When the pokemon faints, it is immediately revived with half health. Happens only once, but is reset when the pokemon switches out.

Spirit Song: Sound moves have +1 priority.

Heroic: Attacks against higher-level pokemon deal 30% more damage.

Merciless: Attacks against lower-level pokemon deal 30% more damage.

Living Fuel: When using a Fire-type move, the pokemon damages itself and increases the power of the move.

Shatter: Double damage is dealt against Frozen Pokemon.

Vampirism: All attacks have 10% lifesteal.

Witchcraft: When any pokemon gains a stat bonus, another of its stats is lowered by one stage randomly.

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This ability does exist only in Conquest, but I think it needs to be brought into the mainstream:

Omnipotence (Arceus only)

Flavor text: Uses various powers to deal damage of all types

Effect: Nullifies all resistances and immunities to Arceus' attacks

Edited by Kalina
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Refract: Has a 30% chance of changing the attackers type to the type of the move used when hit by a special move

Used to be %10, but I think that's a little low

Quick Reflexes: Deflects any status attacks done to the Pokemon's team on the first turn it is sent out

Drooling: Acid-based attacks get a %10 boost in power

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Chiller: Normal-type moves are changed to Ice and do 20% more damage.

(Kind of like Pixilate and such.)

That already exists, it's called Refrigerate :P and it increases the power by 30%

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You can do the Refrigerate thing with every type actually... Just like Tempest's "Current", a water type Gale Wings... So you could make an "electric type Refrigerate", but idk... i'm just rambling...

"RolePlay: When the pokemon enters the field, it switches it's ability with the opponent."

Just like Imposter is an "auto transform", this is an "auto skill swap" ^^...

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