Kalina Posted March 24, 2014 Share Posted March 24, 2014 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" ^^... Isn't there already a move called Role Play though? Pretty sure it copies the opponent's ability Quote Link to comment Share on other sites More sharing options...
Chevaleresse Posted March 24, 2014 Share Posted March 24, 2014 Ambush: Uses the first move immediately upon switching in. Secondary effects of U-turn, Dragon Tail, Volt Switch, Roar, and Whirlwind do not apply. Quote Link to comment Share on other sites More sharing options...
Nova Posted March 24, 2014 Share Posted March 24, 2014 "Rebirth OP," Smogon cries. It was supposed to be for a Pokemon that can't really do anything Quote Link to comment Share on other sites More sharing options...
Veterans Azeria Posted March 24, 2014 Veterans Share Posted March 24, 2014 Hell's Bane: Every turn if a fire type is on the field all enemy's take burn damage as if it was Toxic.Ally's Are IMMUNE TO THIS Quote Link to comment Share on other sites More sharing options...
Maelstrom Posted March 24, 2014 Author Share Posted March 24, 2014 Dramatic Entrance- whenever this pokemon switches in, it deals damage to the foe's pokemon. Dramatic Exit- guess how this one works. Ambush- deals damage to opponents that switch into battle against this pokemon. The damage for those works like stealth rocks, dealing more, less, or no damage based on your pokemon's type and theirs. Quote Link to comment Share on other sites More sharing options...
Shamitako Posted March 24, 2014 Share Posted March 24, 2014 Invisible: This Pokemon avoids all attacks on switching in Oh, and Rebirth might actually be okay if it's like a quarter health. It's really just Sturdy with more HP Quote Link to comment Share on other sites More sharing options...
Chevaleresse Posted March 24, 2014 Share Posted March 24, 2014 Ambush: Uses the first move immediately upon switching in. Secondary effects of U-turn, Dragon Tail, Volt Switch, Roar, and Whirlwind do not apply. Dramatic Entrance- whenever this pokemon switches in, it deals damage to the foe's pokemon. Dramatic Exit- guess how this one works. Ambush- deals damage to opponents that switch into battle against this pokemon. The damage for those works like stealth rocks, dealing more, less, or no damage based on your pokemon's type and theirs. *cough* Quote Link to comment Share on other sites More sharing options...
Slicster Posted March 24, 2014 Share Posted March 24, 2014 Sensitivity: Pokemon with this ability take half the damage from priority attacks and Pokemon who have priority abilities. Leather Skin: Works like Fur Coat, but from special attacks. Quote Link to comment Share on other sites More sharing options...
Lord Shuckle Posted March 24, 2014 Share Posted March 24, 2014 Assault- After hitting a protect/detect. attack and sp. attack stats are raised by 2 stage each. Burnt Out- For the first three rounds in battle moves base powers are doubled. After the third turn base power is quartered. Remorse- For each fainted pokemon in the party attacks base power is raised by 10 Quote Link to comment Share on other sites More sharing options...
Maelstrom Posted March 24, 2014 Author Share Posted March 24, 2014 Megaphone (exploud)- boosts the power of sonic based attacks of the user and its allies. Round/echoed voice, anyone? Quote Link to comment Share on other sites More sharing options...
Aliggan Posted April 1, 2014 Share Posted April 1, 2014 Phoenix - Pokemon enters egg form for the remainder of the turn upon fainting. Damage taken in this period is nullified and the Pokemon is revived at the end of the turn with full HP and cured statuses. Pokemon's speed is reduced by a bit. Only usable once per a battle. Obviously Mega-Moltres and Mega-Talonflame need this sh*t, but clearly more fun things like Foretress and Wobuffet would need this love. Quote Link to comment Share on other sites More sharing options...
Tempest Posted April 1, 2014 Share Posted April 1, 2014 With that, a Pokemon like mega Talonflame would wreck shit, even in ubers where it would belong. Quote Link to comment Share on other sites More sharing options...
Kalina Posted April 1, 2014 Share Posted April 1, 2014 Hmm, thought of another one. Kinda got the idea while training Ospark (since Pichu supposedly can't use Electric attacks without hurting themselves in the process): Overload: All Electric attacks used by the Pokemon deal 50% more damage. However, all Electric attacks also deal 30% recoil damage to the user (this is added on top of any other recoil from moves like Wild Charge) Quote Link to comment Share on other sites More sharing options...
HolyKnight Posted April 6, 2014 Share Posted April 6, 2014 Well i have some ideas, but maybe somebody already come up whit them Still... AntiNature: Enemy pokemon lose inmunities and or resistance. Repellent: user is inmune to Bug type attacks. Cold Touch: 20% of freezing enemy pokemon when hit by contact moves. Help: 1/3 of one enemy stat (Hp, Attack, Defense, Special Attack, Special Deffense and Speed) Will be added to the user base stats and will last till the user switch or the foe pokemon faint (example: Your Azumarril have 218 attack, it have Help and enters the field. Then the foe send a Greninja whit 317 attack Add Up activates at instant, attack is randomly choosed and 1/3 of Greninja Attack (105.6) will be added to Azumarril attack) In case attack is selected, If the enemy pokemon has Pure or Huge Power, the calculations will apply doubled. Iron Feet. Increase the base power of kicking moves by 20% Ectoplasma: user is inmune to Ghost Type attacks. Burr. An ability exclusive for Steel type pokemon. The user summon a weather condition. While Burr is in effect, the user will summon a rain of burr. Steel, Fire and Electric are inmune to Burr. Excluding the former 3 types, Pokemon who are not weak neither strong against Steel type will take 1/16 damage every turn. Rock, Ice and Fairy type pokemon will recieve 1/8 of damage each turn. In addition, the base damage of electric type will be increased a 50% and electrick attacks will be able to hit Ground type pokemon. Quote Link to comment Share on other sites More sharing options...
Maelstrom Posted April 21, 2014 Author Share Posted April 21, 2014 Slice 'n Dice: increases damage dealt by slashing moves (pyscho shock, slash, shadow claw, leaf blade, etc) made for the likes of mega gallade Quote Link to comment Share on other sites More sharing options...
K_H Posted April 22, 2014 Share Posted April 22, 2014 (edited) How about this one: Immunity: prevents all damage from non-OHKO Damaging moves of the first type the pokemon is hit with in battle, and only the type of that move. only effective while this pokemon is Active. Edited April 22, 2014 by K_H Quote Link to comment Share on other sites More sharing options...
Chevaleresse Posted April 23, 2014 Share Posted April 23, 2014 The bane of every choiced or mono-attacking set ever. also immunity is the name of an existing ability Quote Link to comment Share on other sites More sharing options...
Pryze Posted April 24, 2014 Share Posted April 24, 2014 (edited) Prioritize: Boosts the power of all priority moves 1.5x. That 120 BP E-Speed, tho, Quick Thinker: All moves that usually require a charge or recharge turn will no longer need to do so. (i.e, Hyper Beam requires no recharge, while Sky Attack requires no charge.) Edited April 24, 2014 by Pryze Quote Link to comment Share on other sites More sharing options...
Nova Posted April 25, 2014 Share Posted April 25, 2014 Executioner: The Pokemon will instantly KO enemies below 33% HP when the Pokemon attacks them. Crippling Darkness: Every Pokemon on the field has its damage reduced by 25%. Quote Link to comment Share on other sites More sharing options...
Shamitako Posted April 26, 2014 Share Posted April 26, 2014 Dreary: This Pokemon has a %10 chance of putting an enemy to Sleep upon entering the field This chance is raised by %10 in Rain and %20 in Hail. All effects of this ability are nullified by Sun, Sand, Grassy/Misty/etc terrain and is reflected by Magic Bounce. This ability cannot effect Pokemon with Prankster, Oblivious, Reckless, or Insomnia (duh) This ability has no effect on Ghost types or Bug typesMute: Prevents the usage of sound-based attacks Exerciser: This Pokemon gets it's Speed boosted by one stage if heavier than the Pokemon it's sent out against Interest: Held item effects are doubled if this Pokemon has been out more than three turns Things like leftovers heal double percentages. Attacking items give double boosts. Stuff like thatPilot: Speed is boosted by one stage every time a Flying attack is used, but that attack is disabled for two turnsSpeed boost because planes are fast Disabling is due to how pilots are required to rest for a certain amount of time after a flight (I forget the exact rules, and it's not one flight it's more a period of time, but you get the point) Quote Link to comment Share on other sites More sharing options...
Fiammazure Posted April 26, 2014 Share Posted April 26, 2014 Preemptive Strike : When the opponent uses a priority move, your pokemon gets his move +1 priority higher. Quote Link to comment Share on other sites More sharing options...
Yash Posted April 26, 2014 Share Posted April 26, 2014 shimmer: boosts the evasiveness of the pokemon in sunny weather.. like sand veil.. Ninja'd: all moves become priority +1 for the first 3 turns this pokemon is in battle.. guess who gets this.. flame/frost/toxic/shock blade: when attacked by a blade type move 10% chance for status infliction.. like charmeleon with flameblade using slash has 10% burn possibility.. or.. changes the type of these moves.. kinda like pixilate etc.. but for slashing moves only.. suicidal bomber: on fainting it does 10% hp damage to all the opponents pokemon including inactive ones.. magneto: immunity against steel moves. Jedi: all moves targeting the opponent have 10% stacked confusion chance including non damaging moves. exceptions are moves that cause a pokemon to switch out. Jello Shot: causes confusion if the opposing pokemon makes contact. White Walker: Att, Sp.Att and speed gain a boost for every turn in hail for 3 turns. Quote Link to comment Share on other sites More sharing options...
Ukyn1993 Posted April 26, 2014 Share Posted April 26, 2014 Klockwork Pokemon under the effects of confusion gain an attack and speed boost. Quote Link to comment Share on other sites More sharing options...
Yash Posted April 26, 2014 Share Posted April 26, 2014 wouldn't that make the confusion worse if the pokemon hits itself?? also for a dialga and palkia double team.. both should have the ability.. continuum: allows both of them to use their signature moves on the opponents first irrespective of priority with combined effects i.e. high critical hit ratio for both moves however causes the need of regeneration for 2 turns instead of 1. Quote Link to comment Share on other sites More sharing options...
Ukyn1993 Posted April 26, 2014 Share Posted April 26, 2014 9 times out of 10 the confusions through swagger or flatter, so klockwork could come in handy. its more of a double edge sword really, like guts Quote Link to comment Share on other sites More sharing options...
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