Inertia: The Pokémon's speed is doubled while Gravity is active Gravitational Field: The Pokémon sets up Gravity upon switch in. Give it to something like the Orbeetle line, Cosmoem, Claydoll, spacey pokemon / heavy psychic Pokémon Gravity Force: The Pokémon's attack is booster by 1.5 while Gravity is active
I also have a couple ideas for signature abilities: Steel Maw (Signature ability of Mawile): Boosts steel type attacks by 25% Solar Panel (Sig. ability of Solrock): Every turn Sp. Defense is boosted by 1 stage - Sounds broken but can be easy avoided by using physical attacks Moon's Light (Sig. ability of Lunatone): Every turn defense is boosted by 1 stage Solar Panel and Moon's Light are meant to make these two Pokemon stronger against each other, since they're counterparts
RHF (Radiating Heat Flinch) Upon entering the battlefield, the pokemon radiates heat from its body. The heat makes the foe burnt and the intense burning may result in a flinch.
@@NikkeiVGC I actually used the damage calculator, choice band +252 atk Terra normal underdog Smeargle extreme speed is a roll to 1hko into 252Hp 0def Kyogre. Doesn't seems that much but from a base 20atk Pokémon is pretty impressive
Just found this and it’s really cool so I wanna submit my own Shield Breaker: If a Pokémon uses a move with 120 or more attack power, the move can pierce through shield moves like Protect at the cost of the base power being halved
Deep Digger - Gives the Pokémon STAB on Ground-Type attacks (Similar to Dhelmise's Steelworker), and prevents Earthquake from damaging it while it uses Dig. ??? - After activating entry hazards, all entry hazards are moved to the opponent's side.
Wanted to leave some ideas: Special place: The pokemon creates a Wonder Room when switching in. Klutzy aura: The pokemon's klutzyness generates a Magic Room when switching in. Uncanny: Due to the pokemon's incomprehensible nature the pokemon is inmune to psychic type moves and deals increased damage (STAB) whith dark type moves. Mindfull: The pokemon can not trigger the target's items or abilities whith its moves. Improv: When performing a move with a secondary effect and the effect doesn't trigger, the pokemon's speed is increased by one stage. Cautious retreat: When switching out this pokemon leaves the area ready for the pokemon that switches in, this increases the pokemon highest defense by one stage. Spectacle: When being switched in redirects the opponents moves towards it. Readyness: The pokemon dodges the first move that target it each battle. Unique: Applies Imprison on switch in, the user can not use the same move twice in a row. Public figure: All stat changes it recieves are applied to everyone on the field. Plaigirist: When attacking or being attacked treat the relevant stat as the same value as the highest of that stat on the field, if the user has the highest stat treat it the same as the lowest on the field. Brilliant exit: When defeated lower the oppents side of the field's accuracy by one stage. Storming out: When the pokemon is knocked out it's rage brings forth rain and boosts it's ally's next attack by 20% in revenge. Turn tables: The pokemon switches the court in a fit of rage the first time it switches in. Just deserts: Whenever a pokemon on the field lands a critical hit it loses 1/10 of it's HP, ground type pokemon heal that ammount instead
Ingenious: the pokemon is capable to understand and use man made items It can use potions or x items either on itself or its allay depending on the situation. Also i imagine you can give the mon a pokeball and throw it on switch in during the adventure
If we're suggesting our own abilities... Remote Detonation: When this pokemon would use a move that instantly faints itself (such as Explosion or Memento), it switches out to an ally instead. Then, the allied pokemon uses the move.
@@conrad-ft2dk As funny as that would be, no. It'd be like Emergency Exit - you choose who comes out next. It would, however, ignore Sleep/Freeze/etc. on the receiver.
Honestly, the more I think about it, the more I feel like that could be completely broken too! I'm not nearly competitive enough to figure out the right combination to truly break it, but there's gotta be some kinda crazy combo.
I’m assuming it wouldn’t take into account the item the detonated mon’s holding, right? Cuz’ uhhh… 252+ Atk Choice Band Snorlax Explosion vs. 252 HP / 252+ Def Arceus: 199-235 (87.6 - 103.5%) -- 25% chance to OHKO
Ability: Assigned Target The pokémon switches out after KOing an enemy on its first turn on the field (after the opposing trainer sends their next mon) Ability: Weakness Exploit Super effective moves do 3x/6x damage instead of 2x/4x
Flow state: In the beginning of every turn the Pokémon has a 10% chance to enter flow and increase by a 10% every turn without flow. (Resets back to 10% chance after a turn with flow) Flow state allows the next attack to hit for 1.25 damage (Lowers regular crit rate)
Randomly found this, might as well give my own ideas. Ice Influence - "Replaces the Normal type for all Pokemon and moves on the field with Ice." So like a pure normal type would become pure Ice, or a Normal/Flying type would become Ice/Flying. You could apply this concept to any type you want, I just went with Ice for the example. And yeah, this effects both allies and enemies.
@@IsaacRose-v6j To be fair, it could be paired with a partner that beats Ice types like a Fire or Steel type. Plus, again, Ice was just the example, this ability could be made with any type as the focus, not just Ice.
Salvation: Increases the power of healing moves by 20%, removes all status conditions and breaks free from all trapping moves and abilities. (This is also a move used in another JRPG game)
ability idea: Momentum: (when the pokemon uses any stab move (includes status moves) their speed is raised by 1 stage) i think it'd be cool to have more ways for the type of status moves to matter, and this would kinda bring that up a bit. Btw you should totally do this for moves!
Jungle's Law: This Pokemon does 20% more damage against Pokemon shorter than it. Unknown Art: This Pokemon does 20% more damage with moves not known by any member of the opposing team. Sacred Shield: This Pokemon is immune to piercing moves.(Non-signature examples include Horn Leech, Icicle Spear and Stone Edge, signature examples include Dragon Darts, Glacial Lance and Precipice Blades)
Ability Ideas Spellsword: All Special attacks are physical and deal 1.2x damage Magical Fists: All Physical attacks are Special and deal 1.2x damage Conductivity: this pokemon's electric type moves do 2x damage in rain Last Stand: at 20% hp or less, this pokemon gets a 2x omniboost, once per battle Seal Transfer: 30% on contact, Traps the opponent, and deals 1/16 damage to that foe every turn. Hyper Guard: Quarters all direct damage, but nondirect damage and self inflicted damage are multiplied by 2x
@@robinsr4745 no, because most fighting types are physical attackers, and i'm sure they meant that the moves become special, using the special attack instead of physical attack
I have one for Trubbish/Garbador. Pollution:converts any, water or grass type moves into poison type when used. (It’s still the same move it’s just super effective and not very effective changes depending on the opponents weakness, also any status conditions that can be inflicted by the ability turns into poison, so the same chance, but poison instead)
Spirit Link: Gain the opposing Pokemon’s type, avoiding overlap if possible. A quarter of the damage dealt to this Pokemon will reflect back onto the enemy if it lives. (This ability is given to a mon based on voodoo dolls.)
-Armor Plating: Adds all of steel type's weaknesses, resistances, and immunities but does not give steel type STAB -Promiscuous: A Cute Charm variant with a chance to infatuate Pokémon of the same gender or genderless Pokémon. However this Pokémon is also capable of being infatuated by any other Pokémon. -Impatient: Uses the move from its first move slot immediately upon switching in, then lowers defenses -Poison Tipped: Gives all physical moves a chance to poison the target -Boring: All moves become the same type as the user. This does mean that moves switch typing upon terrastalization or can do multiple types of damage at once if Soak or Trick or Treat are applied or if a Pokémon with multiple types copies this ability. -Playing With Fire: Every turn there's a 50% chance for a special attack boost or to receive a burn. If the user is burnt already, the burn damage will stack
Some abilities I came up with for a pokemon fangame I'm working on, here are some: Molten wings: Using a flying type move changes the second type of the user to flying, and using a steel move changed the user's second type into steel. Exoskeleton: works like filter, but for every type, not just ones the target is weak to (crits and status completely ignore it) Piercing flame: Fire attacks do 1.2x damage and go through protect and exoskeleton (ONLY protect is affected. spikey shield, king's shield, detect and all the others still work fine)
Powerful Mind-Psychic type moves used by this pokemon deal 30% more damage and ignore Dark type immunity to psychic attacks. Soul Reaper- Takes no damage when hit by a Ghost type attack and instead it raises its own Special Attack by 1 stage(Dusknoir signature ability) Equilizer- When this pokemon enters the field all stat changes are negated. For ex if the opponent used Swords Dance and you switched to this pokemon that attack boost is negated. This applies to both positive and negative stat changes. In a double or triple battle every pokemon on the field is affected by this including this pokemon as well as its allies and of course the opposing pokemon/pokemons as well. In other words as long as this pokemon is on the field you cant use stat changing moves at all(you and your opponent of course). Hive Mind- This pokemon is immune to Psychic type attacks as well as being immune to confusion. Also its attacks do 20% more damage to a Psychic type pokemon.(Combee and Vespiqueen signature ability) Quick Reflexes- Moves used by this pokemon have +1 priority. So 0 priority moves become +1. +1 priority moves becomes +2 etc.Moves used against this pokemon have -1 priority. So 0 priority becomes -1 priority. +1 priority becomes 0 etc. This only affects attacking moves(for ex Quick Attack Mach Punch even Tackle etc). Bug Zapper- Electric type attacks used by this pokemon deal super effective damage to bug type pokemons. Rusted Metal- Steel type attacks used by this pokemon have a 30% chance to poison the opponent. Vampiric- Regains 30% HP of the damage inflicted to the opponent if this pokemon used a bitting move(so Thunder Fang Poison Fang Fire Fang Bite Crunch etc). So basically Strong Jaw variation but instead of dealing more dmg you heal hp instead. Also this would be limited to vampire or vampire like pokemons only. Initially it was Zubat line signature ability but this can be given to other pokemons as well. Sadist- Deals double damage to a pokemon suffering from a status condition( I imagine mostly dark type pokemons would have this ability) Soul Absorber- Increases the highest stat of this pokemon by 1 stage for each fainted ally. So if 4 of your pokemons are fainted that would be +4 in whatever stat is the highest for that pokemon upon entering the battle.
@@Aaa-vp6ug Yeah you can say that and given how stat boosting moves are in evey team if a good pokemon has this ability it will become popular fast simply because of the ability itself.
I'm gonna try to turn sidestep into something comprehensible: The user has a 1 in 3 chance to sidestep and dodge ALL attacking moves regardless of accuracy or evasion. This also means regardless of the move's accuracy it would have a 2/3rds chance to connect, whether it be something like brick break (100%) or Dynamic punch (50%)
Excavate: When the opponent uses a move that affects the floor, like spikes or grassy terrain, the user clears the ground, making the effects of the opponent's move disappear. It's like Psyduck's cloud-nine, but for ground-based moves. I don't know if an ability like that already exists or not, though.
Inspector: ignores immunites allows no effect types to deal damage example electric on ground or normal on ghost etc and will be treated as effective Overworld effect reveals hidden items and icreases the chance of a wild pokemon holding a item depending on the level of the pokemon with this ability If level 5 to 20 the wild pokemon will have various berries Id 25 to 30 the pokemon will have weak healing items like potions and super potions If 35 to 50 the wild pokemon will have stronger healing items and rare candies 51 or more has no effect
Controversy: Inverts foes stat changes when attacking or being attacked Kind of a combination between contrary and unaware. Basically if your opponent hits you with a mon with this ability with sword dance boosted attack, it will be treated as if coming from -2 atk. You attack something with +2 def , your attacks will be treated as if you hit -2 def. It still has drawback that your intimidates will boost opponent attacks on your mon with this ability and moves like draco meteor and overheat will keep getting stronger.
Geokinesis: Flying type Pokémon are no longer immune to your ground type moves. (Pokémon with Levitate also no longer benefit from immunity. Flying type Pokémon with Levitate are still immune to your ground type moves, because I feel bad for Fan Rotom.)
Cool video! Here are couple of mine! >Pursuiter - The user always executes its move on a switching out opponent. The move pursuit is boosted by additional 25% >Scavenger - the user heals 20% hp from any fainted pokemon in its presence (20% of the fainted pokemon's total hp) >Winds of change - on switch the user sets up tailwind >Petrify - on switch the user lowers opponents' sp atk by one stage (like intimidate for atk) >Sun force - the user's attack is boosted by 50% when sun is active, but the user looses a bit of hp each turn until the sun goes out (like solar power for sp atk) >Solar boost - atk, sp atk and speed are boosted by 25% when sun is active (I would give this ability to Meganium) >Deterrence - if the user with this ability stays alive at the end of its first turn on the battlefield - all opponents are forced to switch out (once per battle) >burst-fire - all attacking moves hit three times, but each hit has 35% of the move's total power. Multi-hit moves always hit a maximum number of times. > Demotivator - on switch lowers opponents' speed by one stage (like intimidate for the atk.) > Aggravating - the user forces enemies to use attacking moves only, for as long as it stays on the battlefield. Foes' moves have 25% chance to be redirected at the user. > Vacuum cleaning - on switch the user clears all entry hazards underneath it (it has a 50% chance of getting affected by them)
I think it would be interesting to hear you rank the ability not just on how viable you think the ability is, but also on how interesting of a concept it is. Something like "Giga power: Your attack and special attack gain a x1000 bonus," is a very powerful ability, but is also just boring conceptually. Two separate scores could address that.
Got a few: Equal Footing While this Pokémon is on the field, all moves with a priority above 0 become priority 0. Short Temper Missing an attack due to accuracy causes the Pokémon's attack to rise by one stage. Awkward Excluding itself, all Pokémon in the field's stat increases will be decreases and vice versa (basically reverse Contrary) Influenceable If a Pokémon on the field switches out by using a move, the user does as well (after the new Pokémon has already hit the field) Resourceful Moves with a BP lower than 60 have +1 priority.
Does awkward act as an on-switch-in effect? This could be NASTY. Until you realise you’re getting wrecked by boosted Draco Meteor. But it’s still really cool tho.
Someone asked me to create a broken ability for a Pokémon I like: I chose Vileplume. The pokedex entry says that Vileplume can burst its petals into bloom and violently releases spores in the process. Unique ability: Sinister Bloom Whenever Vileplume is sent out, 75% chance to inflict poison, paralysis, or sleep on a foe. If you want it to not be super broken, just power the chance to 30%.
I have a few, since i am working on a game: Hydra: All of the users attacks hit all opponents Cheapshot: Attacks opponents when they are switched in. (smth. Like 1/16th or 1/8th of HP) Ricochet: If a non-status move misses, it will still hurt the opponent for 1/8 of their HP Wingshield: Halves all damage taken Scarecrow: Full immunity to all flying type moves
Make a Ground & Psychic pokemon with the Ability Gravity Well. When the pokemon enters the battle, it automatically sets up the gravity effect. All flying or levitating mons are grounded, and everything gets accuracy buffs. Being a ground type, its guaranteed to hit Earthquakes or Earth powers, and you'd never miss a focus blast with it either.
Windshield better be on a weak mon or it’s essentially pure power for BOTH defences but even better. Multiscale is good enough as is, don’t make a far more OP version please
Audacious Challenger: If an opposing pokemon switches out while the user of this Ability is present, that pokemon has all of its stats reduced by 2 stages the next time it enters the field (this tracks like Tera does, so even if the pokemon with this ability is KOed or not in play, the stat reduction still happens)
Frostmaker: if afflicted by freeze increase damage by 25%, be able to use moves freely and all moves without a chance to freeze gain a 12.5% chance to do so. A very powerful effect locked behind a niche status effect.
it's more a rework but still, Color Change:instead of changing types after it get hit, the type changes before being it, this ability has no cooldown like protean
Cold distraction: If the user is frozen it gets a passive 25% boost in Defense and Special Defense, Sets a passive Follow me in the firts turn of being frozen, the effect goes away once the user gets free from the status,hit by a fire type move or sun is set up. (Please Gamefreak stop doing defensive ice types.)
Here are some Ive had for a while. The more OP ones are signature to special mons kinda like wonder guard. Elementalist - This Pokemon has its stats raised when hit by an elemental attack. Immune to elemental attacks. (Fire boosts attack, Grass boosts defense, Electric boosts special attack, water boosts special defense.) Hollow Ear - This Pokémon is immune to sound based moves. It cannot be confused Evasion Stance - When at full HP, this pokemon will dodge all moves without 100% accuracy. Critical Stance - When at full HP, all of the user’s moves will Crit. Vexing Spirits - The Pokemon directly across from this Pokemon is unable to switch out naturally. At the end of each turn, that Pokemon has a 50% chance to become confused. Careful Guard - This Pokemon will be protected from all contact moves before it moves each turn. Doesn’t work on switch in. Caged Reality - After being hit, this Pokemon summons a reality cage, trapping itself and the attacker inside. Once inside, they can only target and be targeted by each other. The cage lasts 3 turns. Not triggered when hit by a partner. Charge Time - This Pokemon’s attacks have 1.5x power if they are the last on the field to move. Psyche Out - On switch in, opposing Pokemon’s special attack stats are lowered by one stage. Preparation - This Pokemon is immune to multi turn attacks. (Solar Beam, Fly, Phantom Force) Not immune if the move is charged early. Versatility - This Pokemon will always have equal attack and special attack stats when it switches in. Its stats will default to whichever stat is higher. Lagging Illusion - On switch-in this Pokémon sets up trick room. Toxic Blood - If this Pokemon is hit by a draining move, the attacker will faint. Demotivated - This Pokemon will always move last in its priority bracket. Knowledge Over All - This Pokemon always has access to protect and recover, along with 4 other moves. Royal Command - Each turn, this Pokemon(commander) will summon a member of its family. (Each member acts independently of the commander. Maximum of three members active at one time. Each member acts as a new Pokemon that can be targeted by the opponent. Every member attacks a random opponent each turn with an attack stat of 50, with a 50 power typeless move every turn. Members have 1 HP and the same speed stat as the commander. If the commander faints, all members do as well.) Strong Armor - This Pokemon is immune to damage from all damaging moves under 80 base power. (Secondary effects still apply) Pure Rage - If this pokemon attacks and does no damage, its attack is raised by 1 stage. Photosynthesis - This Pokémon is immune to Light Based Moves. It heals 50% of its maximum HP if hit by a Light Based Move. Veiled Eyes - This Pokémon is immune to Light based moves. Radiant Glow - The power of Light Based Moves is increased by 1.5x. Blazing Glare - All Light Based Moves are converted to Fire type. Trickster - All supereffective hits are now resisted, all resisted hits are supereffective, all immune hits OHKO, and all OHKO moves do no damage. Only works on defense. Clear Focus - This Pokemon can know 5 moves at any one time. Sound Sleeper - This Pokemon always sleeps for 3 turns. Each turn asleep, this Pokémon heals 25% health. Sluggish Scent - All Pokemon on the field besides the user have their evasion cut in half. Alter of Ruin - All Pokemon on the field besides the user have their speed reduced by 25%. Risky Stance - All users moves will crit, and the user will always be crit. Sore Loser/Auto-Bomb - When this Pokémon would faint, it instead uses self destruct Magic Shell - This Pokémon takes 50% less damage from fairy and dragon attacks. Bad Sport - When this Pokemon attacks, the target becomes taunted Vampiric - This Pokemon’s biting moves heal the user for 50% of the damage dealt. Chatterbox - This Pokemon gains +1 priority on sound based moves.
Oh do I have a lot of abilities if you want to have a look at them. I'm skipping ones that are reskins (e.g. a rename of Punk Rock) or alternate versions (e.g. a Fire-type version of Pixilate or a Psychic-type version of Blaze) of actual ones, though. *Platformer*: The Pokémon's HP is slowly but steadily restored throughout every battle. The more the Pokémon's speed is boosted, the greater the restoration. Note: I'd put this at 1/32 for when speed isn't raised (so base or lowered speed), and an additional 1/64 for every speed boost (so 1/16 at +2, 3/32 at +4, 1/8 at +6). I made this the hidden ability of a Grass-type starter (that eventually becomes Grass/Electric-type), which has a signature move that is 30 power, raises speed and has a 50% paralysis chance. *Unobservable*: The Pokémon has a random ability every time it is sent out. Note: This would exclude the abilities you can't get outside of being a specific Pokémon, such as As One, Comatose, Disguise, Imposter and so on. *Frostproof*: Through power provided by Festania, the Pokémon receives full immunity to all Ice-type moves and a defence boost in snow. Note: Festania is a legendary box Fakemon I came up with. The Pokémon I gave this ability to is a pure Grass-type. *Ostinato*: Boosts moves used consecutively but only until a different move is used. Note: This would work just like the Metronome item. *Psychedelic Skin*: Contact with the Pokémon may cause confusion. *Purifying Tears*: Whenever the Pokémon uses a Water-type attack, the Pokémon's allies have small amount of their HP restored. Note: The Pokémon I gave this ability to is a Rock/Water pseudo-legendary. This would also prevent the Pokémon's allies from taking damage when the Pokémon uses Water-type spread moves such as Surf. *Ruler of Petals*: Powers up Grass, Fairy and Flying-type moves. Note: The Pokémon I gave this ability to is a Grass/Fairy box legendary Pokémon. *Ruler of Snow*: Powers up Ice, Dark and Rock-type moves. Note: The Pokémon I gave this ability to is an Ice/Dark box legendary Pokémon. *Sparks of Life*: The Pokémon's remaining latent electricity causes all of its moves to have a 10% chance of paralysis in addition to any secondary effects. Note: I gave this ability to a Fighting-type regional form of the Luxray line.
Sweet Aroma: when switching in, all enemy pokemon moves will be redirected to the pokemon with this ability. I think this would be good for lesser used pokemon like carnivine and vespiquen
This is a fun idea! I guess I can throw in some random ideas which might not be op but are hopefully interesting. Altruistic: In doubles, if a teammate is about to take a killing blow, redirect it to yourself (once per ally switch in). Tunnel Vision: The user focuses on the first pokemon it attacks. The user then gains a 50% attack boost but can only target the pokemon it’s focused on until it faints or switches out. Successor: If the user switches in after an ally faints, adapt the fainted ally’s ability. Demoralizing: After landing a single target attack, the target pokemon has a 1/4 chance of having a random stat lowered.
For Foodie, I think you could have it interact with two other abilities in an interesting way. Cud Chew would have the Foodie eat it one turn and the Cud Chewer the next turn. And Gluttony Pokémon could ignore Foodie altogether thanks to their ravenous nature.
Emergency Shield (feel free to call it something better this was the best I could come up with): If hit with a contact move, speed drops by one while defense rises by two
Here are some of mine Hit and Run: This pokemon's attacking switching moves get a 1.3x increase in Base power, so U-turn, flip turn volt switch etc are boosted. Speed Demon: This pokemon's priotity moves gain and additional +1 priortity to them. (Meganium exclusive) Herbal Healing: All ally pokemon take 0.9x damage as long as Meganium has not fainted(works when meganium is not on field as well), in doubles it also heals its partner for 1/12 of its health. Black Leg: This pokemon's "kicking" moves gain a 1.5x boost in base power (you should get the reference haha).
Meltdown If this pokemon uses a fire type move or is hit by a fire type move, increase its attack and special attack by one stage and decrease its defense and special defense by one stage If this pokemon uses a water or ice type move or is hit by a water or ice type move, decrease its attack and special attack by one stage and increase its defense and special defense by one stage If the pokemon's attack and special attack are increased by this effect, there is a 25% chance the pokemon uses a 250 power physical fire type move on the opposing pokemon and faints after the attack.
Translation for Sidestep (as best as I can figure) Sidestep - Gives the pokemon either a 1/3rd or a 50/50 chance to dodge any attack. Intended to be on a monk-like pokemon with a move called Karma, which sends the attack back at the user using the attacker's stats.
So… better foul play but for free, as an ABILITY. That’s too strong Even as just the dodging that’s OP, cutting accuracy by as little as 5% can change the course of a set, imagine what a whole 50% could do! (Not exactly that, but still BONKERS)
I am making a fangame myself Ill send a few abilities here (all codes abilities) Trickster: all moves crit, move power is weakened. Rn it's tentatively 80% move power. Play dead: multi hit moves hit this mon once, it 'protects' after getting hit once. Snow wings: when in snow, your moves cannot miss. Rainbow barrier: when in rain it and it's allies take 33%/25% reduced damage (singles/doubles) Prepared: protects on switch in. And finally Pixie scale: dragon moves hit it at 50% power, it's own fairy moves get 1.3x power. Feel free to ask questions about any of them, these are also only CODED abilities I have way more Im working on
@@NikkeiVGC prepared is on a mon worse than Chimecho just so you know, it's an op ability and Im aware if it and mostly just a gimmick mon. Although it does work with skill swap
Trickster's too weak for only ignoring stat changes (especially when weak guaranteed crit moves don't have a chance to do extra damage like all other moves, because they always crit already). I would do 95%, still lower, but much less. If you really want to decrease it, make it 90% minimum. If I was already intending on using fairy moves on my mon with pixie scale, isn't the ability just a straight up boost? There could be some incentive to use moves of other types or something like that. Of course, I have no idea of what mon will have the move, but it just seems like a boost with non significant drawback.
@@tpfoxCastro tricksters boost is effectively 20% that's pretty significant. The base power is multiplied .8 but you still CRIT making you deal 1.5x more than base. 90% means youre effectively dealing more than a life orb while also ignoring effects like intimidate and sta drops from moves like draco meteor. Pixie scale is just a pretty nice boost. Overall though it's not as powerful as abilities like steelworker as far as damage, and as you can assume it's not on a fairy type. It's on 2 mons the route 1 bug and a mid game dragon
I have a load but some of its more singles focused. Versitile: boosts damage by 30% but prevents the Pokémon from using the same move twice in a row. Hyperactive: boosts speed by 30% but prevents the Pokémon from using the same move twice in a row. Basically the opposite of choice items. Wrecking Crew: removes any entry hazards this Pokémon takes damage from. Singles focused. Heavy duty boots prevent the ability from working because you are not taking damage. Special: uses the higher special stat for both special attack and special defence. Reference to gen1. Vanguard: all non damaging moves go last for every Pokémon on the field. The anti pranksters. Magic link: when a Pokémon takes damage from anything but an attacking move. The opposing Pokémon takes equal damage. In doubles it affects the pokemon in the same collumn. Recoil moves might be completely busted. Aggro: the Pokémon in the same collumn can only target this Pokémon. A permanent follow me on the Pokémon in the same collumn
Mindgames. Special attack version of intimidate; additionally, if any pokemon on the other side of the field have been boosted by the effect of Calm Mind, those boosts are wiped out. Unnerve would also get the calm mind wipe effect.
bioartillery: launch moves (hidro pulse,dark pulse,aura sphere) , no matter what typing they have have,become poison type and gain the following effects:ability to damage and poison steel types(with a 25% damage nerf),ignore abilities that nullify poison damage or moves, and extra damage against resistances (0.5x resistance would get 0.8x damage instead, and 0.25x would get 0.5x)
I like Ariados so here's one for it: Tangling Terror: When an opponent makes contact with this Pokemon it has a split 50-50 chance of getting its speed harshly lowered or getting paralyzed. (Based on the idea of spider webs combined with aracnophobia)
Soulsucker: If this Pokemon would faint, you can lower one Pokemon in your party's HP to 1, then fully restore this Pokemon's HP. If you have no other Pokemon with an HP of 2 or higher, your Pokemon faints.
@ashblossomandjoyoussprung.9917 yeah it'd be fun but I think if it only gained as much health as it took (number wise) it could be more interesting to build with
An ability like Remodelling was given to a fangame's Mega Reunicles which i think is a very fair way to use it as you have to dedicate your tera to it. With PLZA coming up, they could legitimately cook this up.
Okay, this is an entire Pokémon idea but idc. It’s a convergent form of Talonflame. Starts with Jetling, fast frail and hits hard. Jetlinder is the same thing but stronger. But then Talonplane is VERY slow, hardhitting and very bulky. Is has a signature move called something idk yet that is 85 base power flying type priority. Talonplane’s only ability (signature) , Slow Cruising, makes all of its priority moves go last (-1 priority) and deal either 1.5x or 2x damage (idk yet)
I just take the second ability as "all pokemon on the field have [percentage] less health. Add health to ability user". It would be likely 1/16, maybe 1/12 or /10
Absorption: The Pokemon restores 1/8 of its total health every time it is hit by an attack (multi-hit moves heal multiple times) Mystical Force: The Pokemon deals 30% more damage in misty terrain Blockade: The target can't switch out if they have less than 1/2 hp remaining Initial Strength: The Pokemon deals 50% more damage but only on its first attack on the battlefield (Switching out resets this) Rage Boost: The user deals more damage proportional to the damage the user has taken (Like if the user has taken 80% damage, their attacks do 40% more) Synchro Charge: The user deals 30% more damage to Pokemon that are the same type as the user (60% if the user is dual type and the target shares both types) Helpful: On switch in, the allied Pokemon have their negative stat changes converted into positive stat changes Versatility: The Pokemon deals 20% more damage but only on moves that don't share a type with the user.
With a Bang: Upon fainting, the Pokemon uses Explosion
Conservation: the user doesn’t lose PP when its moves miss, fail or get protected
Oh it feels so much like a real ability
Also prevents from being affected by Pressure
Rough Landing: On switch-in, the Pokémon takes full hazard damage and effects, then removes all hazards on their side of the field.
Inertia: The Pokémon's speed is doubled while Gravity is active
Gravitational Field: The Pokémon sets up Gravity upon switch in. Give it to something like the Orbeetle line, Cosmoem, Claydoll, spacey pokemon / heavy psychic Pokémon
Gravity Force: The Pokémon's attack is booster by 1.5 while Gravity is active
I also have a couple ideas for signature abilities:
Steel Maw (Signature ability of Mawile): Boosts steel type attacks by 25%
Solar Panel (Sig. ability of Solrock): Every turn Sp. Defense is boosted by 1 stage
- Sounds broken but can be easy avoided by using physical attacks
Moon's Light (Sig. ability of Lunatone): Every turn defense is boosted by 1 stage
Solar Panel and Moon's Light are meant to make these two Pokemon stronger against each other, since they're counterparts
Underdog on Trapinch and Remodeling on Indeedee would be the hardest duo
Charger: Electric type moves have the effect of raising speed half the time.
RHF (Radiating Heat Flinch)
Upon entering the battlefield, the pokemon radiates heat from its body. The heat makes the foe burnt and the intense burning may result in a flinch.
Hasty: All moves with recoil gain +1 priority, but recoil increases by 1.5x
Thats cool
I agree
That's very broken even with the extra recoil
Welcome black talonflame
@@mystora7159 We're so back i tell you this. My the glorious brave bird spammer return lol
6:06 underdog Smeargle with extreme speed😮
👀👀👀 O LORD
@@NikkeiVGC I actually used the damage calculator, choice band +252 atk Terra normal underdog Smeargle extreme speed is a roll to 1hko into 252Hp 0def Kyogre. Doesn't seems that much but from a base 20atk Pokémon is pretty impressive
Unsportsmen: Moves under 60 BP gain +1 priority
Just found this and it’s really cool so I wanna submit my own
Shield Breaker: If a Pokémon uses a move with 120 or more attack power, the move can pierce through shield moves like Protect at the cost of the base power being halved
Deep Digger - Gives the Pokémon STAB on Ground-Type attacks (Similar to Dhelmise's Steelworker), and prevents Earthquake from damaging it while it uses Dig.
??? - After activating entry hazards, all entry hazards are moved to the opponent's side.
name: preparation time
effect: if the user attacks last the move never misses
Stumbling: the user has a 50% chance each turn after moves are selected but before they are used to switches places with adjacent friendly pokemon.
That's a doubles only ability then huh? Can you come up with an effect for singles too?
@@dhruvcv9771 15% chance to switch to a pokemon in your party after moves have been completed. Mutually exclusive with the double battles effect.
@@dhruvcv9771there exist real pokemon abilities that only do anything in doubles
@@lurkathon I know. Just wanted to see if they could come up with an effect for singles as well.
Wanted to leave some ideas:
Special place: The pokemon creates a Wonder Room when switching in.
Klutzy aura: The pokemon's klutzyness generates a Magic Room when switching in.
Uncanny: Due to the pokemon's incomprehensible nature the pokemon is inmune to psychic type moves and deals increased damage (STAB) whith dark type moves.
Mindfull: The pokemon can not trigger the target's items or abilities whith its moves.
Improv: When performing a move with a secondary effect and the effect doesn't trigger, the pokemon's speed is increased by one stage.
Cautious retreat: When switching out this pokemon leaves the area ready for the pokemon that switches in, this increases the pokemon highest defense by one stage.
Spectacle: When being switched in redirects the opponents moves towards it.
Readyness: The pokemon dodges the first move that target it each battle.
Unique: Applies Imprison on switch in, the user can not use the same move twice in a row.
Public figure: All stat changes it recieves are applied to everyone on the field.
Plaigirist: When attacking or being attacked treat the relevant stat as the same value as the highest of that stat on the field, if the user has the highest stat treat it the same as the lowest on the field.
Brilliant exit: When defeated lower the oppents side of the field's accuracy by one stage.
Storming out: When the pokemon is knocked out it's rage brings forth rain and boosts it's ally's next attack by 20% in revenge.
Turn tables: The pokemon switches the court in a fit of rage the first time it switches in.
Just deserts: Whenever a pokemon on the field lands a critical hit it loses 1/10 of it's HP, ground type pokemon heal that ammount instead
Ability : Vessel/Posessed
When asleep, it can use the moves of the next ghost type pokemon on the team.
Oh boy, time to play “IS IT PACKING RAGE FIST?”
Calculated Approach
If a Pokémon with this ability uses a attacking move that will faint it, it doesn't faint if the target protects or is immune.
Temper Tantrum: When this pokemon wakes up from sleep it loses half it's current health then gains +6 atk
Provoke:
Lowers opposing pokemons Special Attack stats by 1 stage when switching in.
Ingenious: the pokemon is capable to understand and use man made items
It can use potions or x items either on itself or its allay depending on the situation. Also i imagine you can give the mon a pokeball and throw it on switch in during the adventure
If we're suggesting our own abilities...
Remote Detonation: When this pokemon would use a move that instantly faints itself (such as Explosion or Memento), it switches out to an ally instead. Then, the allied pokemon uses the move.
like random? cuz that’d be fucking funny using explosion only to blow up ur restricted
@@conrad-ft2dk As funny as that would be, no. It'd be like Emergency Exit - you choose who comes out next.
It would, however, ignore Sleep/Freeze/etc. on the receiver.
That would be hilarious!! 😂
Honestly, the more I think about it, the more I feel like that could be completely broken too! I'm not nearly competitive enough to figure out the right combination to truly break it, but there's gotta be some kinda crazy combo.
I’m assuming it wouldn’t take into account the item the detonated mon’s holding, right?
Cuz’ uhhh…
252+ Atk Choice Band Snorlax Explosion vs. 252 HP / 252+ Def Arceus: 199-235 (87.6 - 103.5%) -- 25% chance to OHKO
Center Stage: soon as the Pokémon enters the battle, the crowd demands an encore, causing the opponent to repeat their last move.
Ability: Assigned Target
The pokémon switches out after KOing an enemy on its first turn on the field (after the opposing trainer sends their next mon)
Ability: Weakness Exploit
Super effective moves do 3x/6x damage instead of 2x/4x
Rock Dropper:
-User drops stealth rocks when hit with any attack.
-Hurts the opposing Pokemon via contact (like iron barbs for example).
So Toxic debris?
Flow state:
In the beginning of every turn the Pokémon has a 10% chance to enter flow and increase by a 10% every turn without flow. (Resets back to 10% chance after a turn with flow)
Flow state allows the next attack to hit for 1.25 damage
(Lowers regular crit rate)
So… Random crits that stack with actual random crits
@@Aaa-vp6ug ya that was too op so I needed it
Umpire: Critical hits from special attacks deal no damage instead
Randomly found this, might as well give my own ideas.
Ice Influence - "Replaces the Normal type for all Pokemon and moves on the field with Ice."
So like a pure normal type would become pure Ice, or a Normal/Flying type would become Ice/Flying. You could apply this concept to any type you want, I just went with Ice for the example. And yeah, this effects both allies and enemies.
I love the ice type and this could give them a chance. But it should be only your side so on snow teams you aren't boosting your opponent
@@IsaacRose-v6j To be fair, it could be paired with a partner that beats Ice types like a Fire or Steel type. Plus, again, Ice was just the example, this ability could be made with any type as the focus, not just Ice.
MY ABILITY GOT INTO THE VIDEO AND GOT 5 STAR LETS GO!!!
:)))
Salvation: Increases the power of healing moves by 20%, removes all status conditions and breaks free from all trapping moves and abilities.
(This is also a move used in another JRPG game)
ability idea:
Momentum:
(when the pokemon uses any stab move (includes status moves) their speed is raised by 1 stage)
i think it'd be cool to have more ways for the type of status moves to matter, and this would kinda bring that up a bit. Btw you should totally do this for moves!
Jungle's Law:
This Pokemon does 20% more damage against Pokemon shorter than it.
Unknown Art:
This Pokemon does 20% more damage with moves not known by any member of the opposing team.
Sacred Shield:
This Pokemon is immune to piercing moves.(Non-signature examples include Horn Leech, Icicle Spear and Stone Edge, signature examples include Dragon Darts, Glacial Lance and Precipice Blades)
Ability Ideas
Spellsword: All Special attacks are physical and deal 1.2x damage
Magical Fists: All Physical attacks are Special and deal 1.2x damage
Conductivity: this pokemon's electric type moves do 2x damage in rain
Last Stand: at 20% hp or less, this pokemon gets a 2x omniboost, once per battle
Seal Transfer: 30% on contact, Traps the opponent, and deals 1/16 damage to that foe every turn.
Hyper Guard: Quarters all direct damage, but nondirect damage and self inflicted damage are multiplied by 2x
Hyper guard is broken. Yeah, poison and sandstorm might do double damage, but many items can counter that. It would be crazy on a tank
I like last stand
Magical fists would be cool on a fighting type. Give it close combat and fire off special close combats.
@@robinsr4745 no, because most fighting types are physical attackers, and i'm sure they meant that the moves become special, using the special attack instead of physical attack
@@Ezecool-3105
Just make them have a high special attack. This works for a mon like Lucario who could now use his higher special attack stat.
Fast Lane: If the Pokemon is sent out on the left side, its Speed is boosted.
Left relative to who?
I have one for Trubbish/Garbador. Pollution:converts any, water or grass type moves into poison type when used. (It’s still the same move it’s just super effective and not very effective changes depending on the opponents weakness, also any status conditions that can be inflicted by the ability turns into poison, so the same chance, but poison instead)
Powdery Scales: When this Pokémon uses a wind based move there is a 30% chance the opponents hit are inflicted with Powder.
Spirit Link: Gain the opposing Pokemon’s type, avoiding overlap if possible. A quarter of the damage dealt to this Pokemon will reflect back onto the enemy if it lives.
(This ability is given to a mon based on voodoo dolls.)
-Armor Plating: Adds all of steel type's weaknesses, resistances, and immunities but does not give steel type STAB
-Promiscuous: A Cute Charm variant with a chance to infatuate Pokémon of the same gender or genderless Pokémon. However this Pokémon is also capable of being infatuated by any other Pokémon.
-Impatient: Uses the move from its first move slot immediately upon switching in, then lowers defenses
-Poison Tipped: Gives all physical moves a chance to poison the target
-Boring: All moves become the same type as the user. This does mean that moves switch typing upon terrastalization or can do multiple types of damage at once if Soak or Trick or Treat are applied or if a Pokémon with multiple types copies this ability.
-Playing With Fire: Every turn there's a 50% chance for a special attack boost or to receive a burn. If the user is burnt already, the burn damage will stack
Some abilities I came up with for a pokemon fangame I'm working on, here are some:
Molten wings: Using a flying type move changes the second type of the user to flying, and using a steel move changed the user's second type into steel.
Exoskeleton: works like filter, but for every type, not just ones the target is weak to (crits and status completely ignore it)
Piercing flame: Fire attacks do 1.2x damage and go through protect and exoskeleton (ONLY protect is affected. spikey shield, king's shield, detect and all the others still work fine)
Powerful Mind-Psychic type moves used by this pokemon deal 30% more damage and ignore Dark type immunity to psychic attacks.
Soul Reaper- Takes no damage when hit by a Ghost type attack and instead it raises its own Special Attack by 1 stage(Dusknoir signature ability)
Equilizer- When this pokemon enters the field all stat changes are negated. For ex if the opponent used Swords Dance and you switched to this pokemon that attack boost is negated. This applies to both positive and negative stat changes. In a double or triple battle every pokemon on the field is affected by this including this pokemon as well as its allies and of course the opposing pokemon/pokemons as well. In other words as long as this pokemon is on the field you cant use stat changing moves at all(you and your opponent of course).
Hive Mind- This pokemon is immune to Psychic type attacks as well as being immune to confusion. Also its attacks do 20% more damage to a Psychic type pokemon.(Combee and Vespiqueen signature ability)
Quick Reflexes- Moves used by this pokemon have +1 priority. So 0 priority moves become +1. +1 priority moves becomes +2 etc.Moves used against this pokemon have -1 priority. So 0 priority becomes -1 priority. +1 priority becomes 0 etc. This only affects attacking moves(for ex Quick Attack Mach Punch even Tackle etc).
Bug Zapper- Electric type attacks used by this pokemon deal super effective damage to bug type pokemons.
Rusted Metal- Steel type attacks used by this pokemon have a 30% chance to poison the opponent.
Vampiric- Regains 30% HP of the damage inflicted to the opponent if this pokemon used a bitting move(so Thunder Fang Poison Fang Fire Fang Bite Crunch etc). So basically Strong Jaw variation but instead of dealing more dmg you heal hp instead. Also this would be limited to vampire or vampire like pokemons only. Initially it was Zubat line signature ability but this can be given to other pokemons as well.
Sadist- Deals double damage to a pokemon suffering from a status condition( I imagine mostly dark type pokemons would have this ability)
Soul Absorber- Increases the highest stat of this pokemon by 1 stage for each fainted ally. So if 4 of your pokemons are fainted that would be +4 in whatever stat is the highest for that pokemon upon entering the battle.
Equaliser: it essentially spams haze as a passive?
@@Aaa-vp6ug Yeah you can say that and given how stat boosting moves are in evey team if a good pokemon has this ability it will become popular fast simply because of the ability itself.
I'm gonna try to turn sidestep into something comprehensible: The user has a 1 in 3 chance to sidestep and dodge ALL attacking moves regardless of accuracy or evasion. This also means regardless of the move's accuracy it would have a 2/3rds chance to connect, whether it be something like brick break (100%) or Dynamic punch (50%)
Excavate: When the opponent uses a move that affects the floor, like spikes or grassy terrain, the user clears the ground, making the effects of the opponent's move disappear. It's like Psyduck's cloud-nine, but for ground-based moves. I don't know if an ability like that already exists or not, though.
Sad Earthquake noises
Inspector: ignores immunites allows no effect types to deal damage example electric on ground or normal on ghost etc and will be treated as effective
Overworld effect reveals hidden items and icreases the chance of a wild pokemon holding a item depending on the level of the pokemon with this ability
If level 5 to 20 the wild pokemon will have various berries
Id 25 to 30 the pokemon will have weak healing items like potions and super potions
If 35 to 50 the wild pokemon will have stronger healing items and rare candies
51 or more has no effect
Last Stand:
The Pokemon gains an attack and speed buff upon being brought to below 50% HP
What archeops was meant to be
Controversy: Inverts foes stat changes when attacking or being attacked
Kind of a combination between contrary and unaware. Basically if your opponent hits you with a mon with this ability with sword dance boosted attack, it will be treated as if coming from -2 atk. You attack something with +2 def , your attacks will be treated as if you hit -2 def. It still has drawback that your intimidates will boost opponent attacks on your mon with this ability and moves like draco meteor and overheat will keep getting stronger.
Geokinesis: Flying type Pokémon are no longer immune to your ground type moves.
(Pokémon with Levitate also no longer benefit from immunity. Flying type Pokémon with Levitate are still immune to your ground type moves, because I feel bad for Fan Rotom.)
Literally a worse version of Mold Breaker.
@@paulsus914 Mold breaker does not get around flying type Pokémon being immune to ground type moves
@@thenarwhalmage Oh. Well, I guess that's a little better.
Cool video! Here are couple of mine!
>Pursuiter - The user always executes its move on a switching out opponent. The move pursuit is boosted by additional 25%
>Scavenger - the user heals 20% hp from any fainted pokemon in its presence (20% of the fainted pokemon's total hp)
>Winds of change - on switch the user sets up tailwind
>Petrify - on switch the user lowers opponents' sp atk by one stage (like intimidate for atk)
>Sun force - the user's attack is boosted by 50% when sun is active, but the user looses a bit of hp each turn until the sun goes out (like solar power for sp atk)
>Solar boost - atk, sp atk and speed are boosted by 25% when sun is active (I would give this ability to Meganium)
>Deterrence - if the user with this ability stays alive at the end of its first turn on the battlefield - all opponents are forced to switch out (once per battle)
>burst-fire - all attacking moves hit three times, but each hit has 35% of the move's total power. Multi-hit moves always hit a maximum number of times.
> Demotivator - on switch lowers opponents' speed by one stage (like intimidate for the atk.)
> Aggravating - the user forces enemies to use attacking moves only, for as long as it stays on the battlefield. Foes' moves have 25% chance to be redirected at the user.
> Vacuum cleaning - on switch the user clears all entry hazards underneath it (it has a 50% chance of getting affected by them)
I think it would be interesting to hear you rank the ability not just on how viable you think the ability is, but also on how interesting of a concept it is. Something like "Giga power: Your attack and special attack gain a x1000 bonus," is a very powerful ability, but is also just boring conceptually. Two separate scores could address that.
Got a few:
Equal Footing
While this Pokémon is on the field, all moves with a priority above 0 become priority 0.
Short Temper
Missing an attack due to accuracy causes the Pokémon's attack to rise by one stage.
Awkward
Excluding itself, all Pokémon in the field's stat increases will be decreases and vice versa (basically reverse Contrary)
Influenceable
If a Pokémon on the field switches out by using a move, the user does as well (after the new Pokémon has already hit the field)
Resourceful
Moves with a BP lower than 60 have +1 priority.
Does awkward act as an on-switch-in effect? This could be NASTY.
Until you realise you’re getting wrecked by boosted Draco Meteor.
But it’s still really cool tho.
@@Aaa-vp6ug Switch in on a sword dance and make your opponent rethink their life choices
@@IsaacRose-v6j oh god.
I think an on-switch-in effect would be perfect for a gambit and prediction themed Pokémon tbh. Not the Kingambit though.
Bloodsucker: all biting moves heal 50% of the dealt damage
Absorbant: all draining moves heal +50% (making these heal 100% of the dealt damage)
oh got big root
@@conrad-ft2dk big root makes these heal 30% more i think or made these stronger
@@Ezecool-3105 misspelled god with got, MENT stacking big root with it
@@conrad-ft2dk wanna know something? This ability comes from a hackrom and it's better than this
Someone asked me to create a broken ability for a Pokémon I like:
I chose Vileplume.
The pokedex entry says that Vileplume can burst its petals into bloom and violently releases spores in the process.
Unique ability: Sinister Bloom
Whenever Vileplume is sent out, 75% chance to inflict poison, paralysis, or sleep on a foe.
If you want it to not be super broken, just power the chance to 30%.
I forgot to mention, this targets BOTH foes, so lower the chance to 50% in doubles. And maybe 20% on the non-broken version.
I have a few, since i am working on a game:
Hydra: All of the users attacks hit all opponents
Cheapshot: Attacks opponents when they are switched in. (smth. Like 1/16th or 1/8th of HP)
Ricochet: If a non-status move misses, it will still hurt the opponent for 1/8 of their HP
Wingshield: Halves all damage taken
Scarecrow: Full immunity to all flying type moves
Make a Ground & Psychic pokemon with the Ability Gravity Well. When the pokemon enters the battle, it automatically sets up the gravity effect. All flying or levitating mons are grounded, and everything gets accuracy buffs. Being a ground type, its guaranteed to hit Earthquakes or Earth powers, and you'd never miss a focus blast with it either.
Windshield better be on a weak mon or it’s essentially pure power for BOTH defences but even better.
Multiscale is good enough as is, don’t make a far more OP version please
Dexterous - This pokemon can use 2 held items
4:38 rock slide
Volatile: 10% chance to explode if made contact with. Not practical but pretty funny lol
Regurgitate: When using an item, the item is restored. Once per item.
Intimidate 2: lowers opponents attack by 2 stages on switch in (signature ability of Incineroar only)
🤣🤣🤣
...
Omg xD
Malamar: I am a GOD- *(sacked by Chien Pao Ice Spinner.)*
Stalemate: increases def and spdef for every fallen ally. Opposite of Supreme Overlord
Audacious Challenger: If an opposing pokemon switches out while the user of this Ability is present, that pokemon has all of its stats reduced by 2 stages the next time it enters the field (this tracks like Tera does, so even if the pokemon with this ability is KOed or not in play, the stat reduction still happens)
Frostmaker: if afflicted by freeze increase damage by 25%, be able to use moves freely and all moves without a chance to freeze gain a 12.5% chance to do so. A very powerful effect locked behind a niche status effect.
Give underdog to Mega Rayquaza 🔥🔥🔥
AYOOO
I dont wanna imagine blazing spirit + eruption
👀👀
Bro just said HADES 💀
bro said hades instead of hades
it's more a rework but still, Color Change:instead of changing types after it get hit, the type changes before being it, this ability has no cooldown like protean
Cold distraction: If the user is frozen it gets a passive 25% boost in Defense and Special Defense, Sets a passive Follow me in the firts turn of being frozen, the effect goes away once the user gets free from the status,hit by a fire type move or sun is set up. (Please Gamefreak stop doing defensive ice types.)
Here are some Ive had for a while. The more OP ones are signature to special mons kinda like wonder guard.
Elementalist - This Pokemon has its stats raised when hit by an elemental attack. Immune to elemental attacks. (Fire boosts attack, Grass boosts defense, Electric boosts special attack, water boosts special defense.)
Hollow Ear - This Pokémon is immune to sound based moves. It cannot be confused
Evasion Stance - When at full HP, this pokemon will dodge all moves without 100% accuracy.
Critical Stance - When at full HP, all of the user’s moves will Crit.
Vexing Spirits - The Pokemon directly across from this Pokemon is unable to switch out naturally. At the end of each turn, that Pokemon has a 50% chance to become confused.
Careful Guard - This Pokemon will be protected from all contact moves before it moves each turn. Doesn’t work on switch in.
Caged Reality - After being hit, this Pokemon summons a reality cage, trapping itself and the attacker inside. Once inside, they can only target and be targeted by each other. The cage lasts 3 turns. Not triggered when hit by a partner.
Charge Time - This Pokemon’s attacks have 1.5x power if they are the last on the field to move.
Psyche Out - On switch in, opposing Pokemon’s special attack stats are lowered by one stage.
Preparation - This Pokemon is immune to multi turn attacks. (Solar Beam, Fly, Phantom Force) Not immune if the move is charged early.
Versatility - This Pokemon will always have equal attack and special attack stats when it switches in. Its stats will default to whichever stat is higher.
Lagging Illusion - On switch-in this Pokémon sets up trick room.
Toxic Blood - If this Pokemon is hit by a draining move, the attacker will faint.
Demotivated - This Pokemon will always move last in its priority bracket.
Knowledge Over All - This Pokemon always has access to protect and recover, along with 4 other moves.
Royal Command - Each turn, this Pokemon(commander) will summon a member of its family. (Each member acts independently of the commander. Maximum of three members active at one time. Each member acts as a new Pokemon that can be targeted by the opponent. Every member attacks a random opponent each turn with an attack stat of 50, with a 50 power typeless move every turn. Members have 1 HP and the same speed stat as the commander. If the commander faints, all members do as well.)
Strong Armor - This Pokemon is immune to damage from all damaging moves under 80 base power. (Secondary effects still apply)
Pure Rage - If this pokemon attacks and does no damage, its attack is raised by 1 stage.
Photosynthesis - This Pokémon is immune to Light Based Moves. It heals 50% of its maximum HP if hit by a Light Based Move.
Veiled Eyes - This Pokémon is immune to Light based moves.
Radiant Glow - The power of Light Based Moves is increased by 1.5x.
Blazing Glare - All Light Based Moves are converted to Fire type.
Trickster - All supereffective hits are now resisted, all resisted hits are supereffective, all immune hits OHKO, and all OHKO moves do no damage. Only works on defense.
Clear Focus - This Pokemon can know 5 moves at any one time.
Sound Sleeper - This Pokemon always sleeps for 3 turns. Each turn asleep, this Pokémon heals 25% health.
Sluggish Scent - All Pokemon on the field besides the user have their evasion cut in half.
Alter of Ruin - All Pokemon on the field besides the user have their speed reduced by 25%.
Risky Stance - All users moves will crit, and the user will always be crit.
Sore Loser/Auto-Bomb - When this Pokémon would faint, it instead uses self destruct
Magic Shell - This Pokémon takes 50% less damage from fairy and dragon attacks.
Bad Sport - When this Pokemon attacks, the target becomes taunted
Vampiric - This Pokemon’s biting moves heal the user for 50% of the damage dealt.
Chatterbox - This Pokemon gains +1 priority on sound based moves.
So many of these are broken as hell. Wtf.
Also 2 extra move slots is INSANE man
Charge time is just analytic though😅
Oh do I have a lot of abilities if you want to have a look at them. I'm skipping ones that are reskins (e.g. a rename of Punk Rock) or alternate versions (e.g. a Fire-type version of Pixilate or a Psychic-type version of Blaze) of actual ones, though.
*Platformer*: The Pokémon's HP is slowly but steadily restored throughout every battle. The more the Pokémon's speed is boosted, the greater the restoration.
Note: I'd put this at 1/32 for when speed isn't raised (so base or lowered speed), and an additional 1/64 for every speed boost (so 1/16 at +2, 3/32 at +4, 1/8 at +6). I made this the hidden ability of a Grass-type starter (that eventually becomes Grass/Electric-type), which has a signature move that is 30 power, raises speed and has a 50% paralysis chance.
*Unobservable*: The Pokémon has a random ability every time it is sent out.
Note: This would exclude the abilities you can't get outside of being a specific Pokémon, such as As One, Comatose, Disguise, Imposter and so on.
*Frostproof*: Through power provided by Festania, the Pokémon receives full immunity to all Ice-type moves and a defence boost in snow.
Note: Festania is a legendary box Fakemon I came up with. The Pokémon I gave this ability to is a pure Grass-type.
*Ostinato*: Boosts moves used consecutively but only until a different move is used.
Note: This would work just like the Metronome item.
*Psychedelic Skin*: Contact with the Pokémon may cause confusion.
*Purifying Tears*: Whenever the Pokémon uses a Water-type attack, the Pokémon's allies have small amount of their HP restored.
Note: The Pokémon I gave this ability to is a Rock/Water pseudo-legendary. This would also prevent the Pokémon's allies from taking damage when the Pokémon uses Water-type spread moves such as Surf.
*Ruler of Petals*: Powers up Grass, Fairy and Flying-type moves.
Note: The Pokémon I gave this ability to is a Grass/Fairy box legendary Pokémon.
*Ruler of Snow*: Powers up Ice, Dark and Rock-type moves.
Note: The Pokémon I gave this ability to is an Ice/Dark box legendary Pokémon.
*Sparks of Life*: The Pokémon's remaining latent electricity causes all of its moves to have a 10% chance of paralysis in addition to any secondary effects.
Note: I gave this ability to a Fighting-type regional form of the Luxray line.
Bird is basically a free boost in singles minus tera and giving the opponent the option of switching out
Trueee
Sweet Aroma: when switching in, all enemy pokemon moves will be redirected to the pokemon with this ability.
I think this would be good for lesser used pokemon like carnivine and vespiquen
This is a fun idea! I guess I can throw in some random ideas which might not be op but are hopefully interesting.
Altruistic: In doubles, if a teammate is about to take a killing blow, redirect it to yourself (once per ally switch in).
Tunnel Vision: The user focuses on the first pokemon it attacks. The user then gains a 50% attack boost but can only target the pokemon it’s focused on until it faints or switches out.
Successor: If the user switches in after an ally faints, adapt the fainted ally’s ability.
Demoralizing: After landing a single target attack, the target pokemon has a 1/4 chance of having a random stat lowered.
Nuke:
Explosion based moves deal x3 damage and the user survives at 1 HP
OOO 👀👀👀
For Foodie, I think you could have it interact with two other abilities in an interesting way. Cud Chew would have the Foodie eat it one turn and the Cud Chewer the next turn. And Gluttony Pokémon could ignore Foodie altogether thanks to their ravenous nature.
OOO 👀 actually interesting
Bad Roomate: This pokemon's room moves can not naturally expire and no pokemon can leave the room(switch out).
Honestly great quality and editing for a smaller channel. Keep on going brother
Thank youu soo muchh :))
Emergency Shield (feel free to call it something better this was the best I could come up with): If hit with a contact move, speed drops by one while defense rises by two
Here are some of mine
Hit and Run: This pokemon's attacking switching moves get a 1.3x increase in Base power, so U-turn, flip turn volt switch etc are boosted.
Speed Demon: This pokemon's priotity moves gain and additional +1 priortity to them.
(Meganium exclusive) Herbal Healing: All ally pokemon take 0.9x damage as long as Meganium has not fainted(works when meganium is not on field as well), in doubles it also heals its partner for 1/12 of its health.
Black Leg: This pokemon's "kicking" moves gain a 1.5x boost in base power (you should get the reference haha).
Meltdown
If this pokemon uses a fire type move or is hit by a fire type move, increase its attack and special attack by one stage and decrease its defense and special defense by one stage
If this pokemon uses a water or ice type move or is hit by a water or ice type move, decrease its attack and special attack by one stage and increase its defense and special defense by one stage
If the pokemon's attack and special attack are increased by this effect, there is a 25% chance the pokemon uses a 250 power physical fire type move on the opposing pokemon and faints after the attack.
technician but instead of a power boost it adds +1 priority
a combo of rock head and reckless
Translation for Sidestep (as best as I can figure)
Sidestep - Gives the pokemon either a 1/3rd or a 50/50 chance to dodge any attack. Intended to be on a monk-like pokemon with a move called Karma, which sends the attack back at the user using the attacker's stats.
So… better foul play but for free, as an ABILITY. That’s too strong
Even as just the dodging that’s OP, cutting accuracy by as little as 5% can change the course of a set, imagine what a whole 50% could do! (Not exactly that, but still BONKERS)
I am making a fangame myself
Ill send a few abilities here (all codes abilities)
Trickster: all moves crit, move power is weakened. Rn it's tentatively 80% move power.
Play dead: multi hit moves hit this mon once, it 'protects' after getting hit once.
Snow wings: when in snow, your moves cannot miss.
Rainbow barrier: when in rain it and it's allies take 33%/25% reduced damage (singles/doubles)
Prepared: protects on switch in.
And finally
Pixie scale: dragon moves hit it at 50% power, it's own fairy moves get 1.3x power.
Feel free to ask questions about any of them, these are also only CODED abilities
I have way more Im working on
This is gonna good for the next one 👀👀
@@NikkeiVGC prepared is on a mon worse than Chimecho just so you know, it's an op ability and Im aware if it and mostly just a gimmick mon.
Although it does work with skill swap
Trickster's too weak for only ignoring stat changes (especially when weak guaranteed crit moves don't have a chance to do extra damage like all other moves, because they always crit already). I would do 95%, still lower, but much less. If you really want to decrease it, make it 90% minimum.
If I was already intending on using fairy moves on my mon with pixie scale, isn't the ability just a straight up boost? There could be some incentive to use moves of other types or something like that. Of course, I have no idea of what mon will have the move, but it just seems like a boost with non significant drawback.
@@tpfoxCastro tricksters boost is effectively 20% that's pretty significant.
The base power is multiplied .8 but you still CRIT making you deal 1.5x more than base. 90% means youre effectively dealing more than a life orb while also ignoring effects like intimidate and sta drops from moves like draco meteor.
Pixie scale is just a pretty nice boost. Overall though it's not as powerful as abilities like steelworker as far as damage, and as you can assume it's not on a fairy type. It's on 2 mons the route 1 bug and a mid game dragon
Here's my own ability:
Mega Armor: Boost the user's defense and special defense by 40% while blocking critical hits
Op ashell
That sounds like a mega evolution ability
I have a load but some of its more singles focused.
Versitile: boosts damage by 30% but prevents the Pokémon from using the same move twice in a row.
Hyperactive: boosts speed by 30% but prevents the Pokémon from using the same move twice in a row.
Basically the opposite of choice items.
Wrecking Crew: removes any entry hazards this Pokémon takes damage from.
Singles focused. Heavy duty boots prevent the ability from working because you are not taking damage.
Special: uses the higher special stat for both special attack and special defence.
Reference to gen1.
Vanguard: all non damaging moves go last for every Pokémon on the field.
The anti pranksters.
Magic link: when a Pokémon takes damage from anything but an attacking move. The opposing Pokémon takes equal damage.
In doubles it affects the pokemon in the same collumn. Recoil moves might be completely busted.
Aggro: the Pokémon in the same collumn can only target this Pokémon.
A permanent follow me on the Pokémon in the same collumn
Foodie would be busted in doubles i feel. Belly drum eat yours and your partners. Then your partner could use thief on your opponent.
@@OniBoiXD That would require the ally to want to use a berry after Belly Drum is used, but that's probably not too difficult.
Mindgames. Special attack version of intimidate; additionally, if any pokemon on the other side of the field have been boosted by the effect of Calm Mind, those boosts are wiped out. Unnerve would also get the calm mind wipe effect.
Pretty sure the first ability is in radical red, specifically for kantonion rapidash and typhlosion
bioartillery: launch moves (hidro pulse,dark pulse,aura sphere) , no matter what typing they have have,become poison type and gain the following effects:ability to damage and poison steel types(with a 25% damage nerf),ignore abilities that nullify poison damage or moves, and extra damage against resistances (0.5x resistance would get 0.8x damage instead, and 0.25x would get 0.5x)
sidestep: 33% chance of executing Ally Switch at the beginning of a turn. No effect in singles, can't proc two turns in a row.
Sounds frustrating as hell.
Tricky twister: turns on trick room +normal trick room lasts 8 turn
Just make belly drum an ability
I like Ariados so here's one for it: Tangling Terror: When an opponent makes contact with this Pokemon it has a split 50-50 chance of getting its speed harshly lowered or getting paralyzed. (Based on the idea of spider webs combined with aracnophobia)
Imagine a Pokémon with Foodie using
- Rest
- Belly Drum
- Thrash/Outrage/Petal Dance
- Burn Orb/Poison Orb with Facade
Meta altering pick
Frrrrl
Way too strongg
Soulsucker: If this Pokemon would faint, you can lower one Pokemon in your party's HP to 1, then fully restore this Pokemon's HP. If you have no other Pokemon with an HP of 2 or higher, your Pokemon faints.
Maybe it heals same amount of health as pkmn you take health from
@@soap6264 I just think it'd be fun on hyper-offence teams, and the most broken ability ever in singles.
@ashblossomandjoyoussprung.9917 yeah it'd be fun but I think if it only gained as much health as it took (number wise) it could be more interesting to build with
An ability like Remodelling was given to a fangame's Mega Reunicles which i think is a very fair way to use it as you have to dedicate your tera to it. With PLZA coming up, they could legitimately cook this up.
Okay, this is an entire Pokémon idea but idc. It’s a convergent form of Talonflame. Starts with Jetling, fast frail and hits hard. Jetlinder is the same thing but stronger. But then Talonplane is VERY slow, hardhitting and very bulky. Is has a signature move called something idk yet that is 85 base power flying type priority. Talonplane’s only ability (signature) , Slow Cruising, makes all of its priority moves go last (-1 priority) and deal either 1.5x or 2x damage (idk yet)
I just take the second ability as "all pokemon on the field have [percentage] less health. Add health to ability user". It would be likely 1/16, maybe 1/12 or /10
Multi-blooded: raises one of the users stats by one stage per turn, depending on the weather.
Absorption: The Pokemon restores 1/8 of its total health every time it is hit by an attack (multi-hit moves heal multiple times)
Mystical Force: The Pokemon deals 30% more damage in misty terrain
Blockade: The target can't switch out if they have less than 1/2 hp remaining
Initial Strength: The Pokemon deals 50% more damage but only on its first attack on the battlefield (Switching out resets this)
Rage Boost: The user deals more damage proportional to the damage the user has taken (Like if the user has taken 80% damage, their attacks do 40% more)
Synchro Charge: The user deals 30% more damage to Pokemon that are the same type as the user (60% if the user is dual type and the target shares both types)
Helpful: On switch in, the allied Pokemon have their negative stat changes converted into positive stat changes
Versatility: The Pokemon deals 20% more damage but only on moves that don't share a type with the user.
High IQ: Doubles special attack(Special Huge power)
Let's go my ability is a 5 stars
YESS :))
I think Bird should be renamed to Insectvore
🤔👀👀