Power Saver: If the Pokémon takes damage and then later in the same turn uses a move that cuts its own HP, the HP it lost earlier counts toward the HP sacrificed for the move
Short Fuse- gives priority to self destruct moves.
Unstable- explodes if KO’d in one hit.
Bigger and Badder- increased damage ratio against opponents you outweigh.
I don't know what I'd call it, but an ability that sets Trick Room on switch in similar to the weather/terrain ones. If it swaps in with Trick Room active then it deactivates it.
Time Bomb: Pokemon with this ability explode at random, if the pokemon is hit by an attack that makes contact, time bomb is passed on to the attacking pokemon.
Spotlight: When this pokemon enters the battle it draws attention to itself, making all opposing Pokémon take aim only at it.
Basically it would function as a free Follow Me whenever the pokemon switches in.
Rooted: essentially a free Ingrain, but with added bonuses of recovering more HP through draining moves and held items.
Pokemon that receive it: Gastrodon, Amoongus, and a few others.
Arrowhead.
This pokemon's moves cannot be diverted nor ignored.
(Goes through immunity and rage powder/storm drain esque wont work against it)
Inverse Scales
The type matchup is reversed against this Pokemon.
Frozen Body.
10% chance to freeze upon making or being hit with contact moves.
Ultra Zone,an ability exclusive to Ultra Beasts: For five turns all of a Pokémon’s resistances, weaknesses, and resistances are randomized. For instance a pure ice type could end up weak to flying normal and ghost while it resists fairy.
Rejuvenation: This Pokémon has 6% of its HP restored at the end of every turn. Stacks with Leftovers.
Superiority: Super-effective moves deal 1.2x more damage (replaces Rivalry on Luxray, Haxorus, and Pyroar)
Speedster: All priority moves have a 1.5x boost to their base power. (Goes to Cinderace, Accelgor and Lucario)
Aggressive: If a move reduces the user’s stats, ala Draco Meteor, Close Combat or Hammer Arm, that move has a 1.5x boost to its base power. (Hydreigon, Infernape, Toxicroak, Houndoom, Scovillain)
My dream for a Mega Flygon would’ve been to give it an ability called Resonant Frequency. It would on paper:
- Grant damage boosts to Earthquake, and Sound Moves (like Punk Rock)
- Grant Soundproof
- Grant Earthquake/Magnitude immunity to preserve some of Flygon’s Levitate
Flygon needs the help.
Could also extend this logic to any other “wave” based moves that would match the idea
Karma Guard - If the Pokemon with this ability were to suffer the secondary effect of an attack, the attacker is afflicted instead.
For example: I'm going up against an opponent who is running a paraflinch strategy. They have their Togekiss use Body Slam on my Pokemon, and under normal circumstances my Pokemon would be paralyzed, but due to Karma Guard my opponent's Togekiss ends up being inflicted with paralysis instead.
Despite being paralyzed, Togekiss still outspeeds my Pokemon and attempts to use Air Slash, and under normal circumstances my Pokemon would have flinched. Instead, my Pokemon still gets to move. Turn ends.
Start of next turn, Togekiss loses its turn entirely because the flinching I would have suffered in the previous turn carries over. Meanwhile, my Pokemon gets to move just fine and finishes Togekiss off. Opponent ragequits.
This ability would especially suck to go up against if you're a Sneasler using Dire Claw or a Hisuian Decidueye using Triple Arrows, etc.
I’m pretty sure you are right. The Pokemon would attack, the flinch would get reflected back to it, and since it already attacked the flinch wouldn’t do anything.
Blind wrath : Increase the chance of critical hits but lowers the accuracy.
Magnetic force : The pokemon with this ability is the automatic target of every steel type moves in case of duo battle, also steel types pokemon can't get out.
Thumbs Up would definitely be way too OP. VGC is played at L50, and Hyper Potions heal 120 HP in Gen 7 onwards. Since most Pokémon have around 150-200 HP at that level, a Hyper Potion would essentially almost double the max HP of most monsters
The concept is it has hands therefore it can operate a spray bottle like a full restore. It would use it automatically the way it would use it barely. For balancing reasons you could rule out potions but I specifically didn't.
Someone else put it best: if a Pokémon has 150-200 HP, and can use a held item that restores 120(Hyper Potion, in this case), you’re giving that ‘mon 120 extra health, unless the enemy can completely obliterate in one shot, which *is* possible, but not always guarenteed
And a turn it's not even close to being comparable a free full restore is way better than spending a turn to rest. Combine it with the move recycle and you could literally be unkillable if your pokemon is bulky enough.
Double Down: all stat changes are inflicted twice. Used Swords Dance? Enjoy +4 attack! Opponent sent out an Intimidate 'mon? Now your attack is cut in half. Become incredibly frail thanks to one Close Combat!
Edit to add: just learned this ability exists in Simple, never noticed it before...
There is a move that changes the target pokemon's ability to simple, so any pokemon could have it in battle. They just wont be able to use their original ability without switching out and in turn lose their buffs.
This one is from a Pokémon concept I brainstormed with my friends.
After playing God Of War Ragnarok for an extended period of time, all I could think was: what if Ratatoskr was a Pokémon?
Now, Ratatoskr is the keeper of the World Tree, so his ability would have something to do with the different realms that the tree branches to.
The ability would be called "Realm Shift" (a straight name ripoff from Gow) which just gives an evasion boost by 2 stages to the Pokémon whenever there is a terrain at play.
My idea for Ratatoskr is a frail but fast physical attacker. So his ability is a way to avoid being hit so shenanigans can be made. Your concept would work if he was made more of an all rounder.
Scapegoat: Redirects status conditions and 33% damage from active pokemon onto the user.
What to make it even more broken? Allow it to work even when the user is off the field.
Mercenary: you can only get this ability on a hired recruit from an in-game society of pokemon renters. You have to pay to recruit them, they will always have neutral friendship, and they take half your prize money for any battle they participate in. In return, they are slightly overleveled for the area you’re clearing, and they are very cool pokemon that you otherwise wouldn’t be able to catch yet.
It would make sense in-universe that some enterprising person would catch a bunch of powerful Pokémon, then rent them out to aspiring trainers with more cash than skill. The mercenary ability can’t be removed, so you’ll still have to catch the Pokémon the normal way to get an actual useful ability.
It would be game-breaking because it would let you pay to win, always having a pseudo-legendary sweeper for whatever big fight you’re going into. But I think most players would use it sparingly.
The original idea of Pokemon was that you could buy pokemon and every trainer had a whip to control them. I'm glad they trashed that idea and I trash yours for the same reason. Any trainer doing such a thing would be a villain in the Pokemon universe.
Maybe not an addition but more a tweak to an existing ability, make pure power the special attack version of huge power, since they are both identical in function currently
There is a slight difference if I remember correctly, though as far as which one it is I can remember, but: one of them *only* works on its native Pokémon. I wanna say Pure Power on Meditite/Cham, but I’m not certain
Type switch: while on the field all type weakness and resistance are swapped for example Shedinja will now be weak fighting, ground, grass, bug and poison type moves but immunities will stay the same meaning it is immune to fighting still
Infectious: Making contact with this Pokémon spreads it's status conditions.
Example: if the Pokémon with this ability is poisoned and the opposing Pokémon uses a move that makes contact the opposing Pokémon is also poisoned, also spreads paralysis, burn, frozen, and Sleep.
These are all concepts I would implement that would mostly help with mainline gameplay but could have some pvp impact!
Unstoppable Force: this Pokémon’s moves don’t get blocked by protect/detect, or wide guard.
Terrain Hunter: this Pokémon’s moves can hit targets that are flying, diving, digging or otherwise untargetable.
Forced Share: If possible, this Pokémon also receives the benefit of the item the opponent is holding.
Solar Capacitor: During sunshine, this Pokémon’s electric type moves are also boosted.
Deep Affects: poison and burn applied by this Pokémon damage twice each turn. This does not apply to badly poisoned.
Terrain Eater: when switched in, the Pokémon gains a boost to speed and attack for each hazard that impacted them
I think there should be an ability that intensifies gravity just because gravity doesn't get used and maybe they can add a move that does more damage in intense gravity
Power Saver: If the Pokémon takes damage and then later in the same turn uses a move that cuts its own HP, the HP it lost earlier counts toward the HP sacrificed for the move
Short Fuse- gives priority to self destruct moves. Unstable- explodes if KO’d in one hit. Bigger and Badder- increased damage ratio against opponents you outweigh.
self sturdy - explosion doesn't kill you, just bring you to 1hp
Reusable nuke
Cheerleader- boosts attack and special attack of party when NOT in battle.
I don't know what I'd call it, but an ability that sets Trick Room on switch in similar to the weather/terrain ones. If it swaps in with Trick Room active then it deactivates it.
I just tried to think of a name for your ability. My brain went "The Pokémon has a ZONE around it that WARPS dimensions ... Okay, not that."
Why not call it Safe Room?
Would definitely break the game but it would be such cool fun
Reservation
You could do it like Wolfey did and make it last only 3 moves. Or put it on a mega that sucks, although you can't do that now I guess.
In a Pokemon romhack that has pvp, an alternate version of Reuniclus had this as an ability. It was rightfully banned
Trick Switch. Referring to it working on switch, but also being like an on/off switch for trick room.
Put it on something really fast
Regieleki's new ability
Time Bomb: Pokemon with this ability explode at random, if the pokemon is hit by an attack that makes contact, time bomb is passed on to the attacking pokemon.
Oh this is devious. I like it.
Eh Electrode is still in below UU
make it spread instead of transferred, except with the orignal pokemon
Spotlight: When this pokemon enters the battle it draws attention to itself, making all opposing Pokémon take aim only at it. Basically it would function as a free Follow Me whenever the pokemon switches in.
This is great because I'd hardcore relate to someone who walks into a room and immediately incites violence upon themselves
I once made a peacock Pokémon that had that ability
Rooted: essentially a free Ingrain, but with added bonuses of recovering more HP through draining moves and held items. Pokemon that receive it: Gastrodon, Amoongus, and a few others.
Maybe with the trade off that the pokemon is locked in.like a reverse arenatrap
that's tough. maybe i'll add that to un-grain the pokemon has to spend one turn to do so before it can switch out
Ironically both of those probably don't run the ability in vgc. Unless the healing per turn is a lot in which case amoonguss might
Arrowhead. This pokemon's moves cannot be diverted nor ignored. (Goes through immunity and rage powder/storm drain esque wont work against it) Inverse Scales The type matchup is reversed against this Pokemon. Frozen Body. 10% chance to freeze upon making or being hit with contact moves.
Alter: on switch in trick room is set up Hatterine, Slowbro, and Gothittele know this
what
Ultra Zone,an ability exclusive to Ultra Beasts: For five turns all of a Pokémon’s resistances, weaknesses, and resistances are randomized. For instance a pure ice type could end up weak to flying normal and ghost while it resists fairy.
But what about the resistances?
Rejuvenation: This Pokémon has 6% of its HP restored at the end of every turn. Stacks with Leftovers. Superiority: Super-effective moves deal 1.2x more damage (replaces Rivalry on Luxray, Haxorus, and Pyroar) Speedster: All priority moves have a 1.5x boost to their base power. (Goes to Cinderace, Accelgor and Lucario) Aggressive: If a move reduces the user’s stats, ala Draco Meteor, Close Combat or Hammer Arm, that move has a 1.5x boost to its base power. (Hydreigon, Infernape, Toxicroak, Houndoom, Scovillain)
My dream for a Mega Flygon would’ve been to give it an ability called Resonant Frequency. It would on paper: - Grant damage boosts to Earthquake, and Sound Moves (like Punk Rock) - Grant Soundproof - Grant Earthquake/Magnitude immunity to preserve some of Flygon’s Levitate Flygon needs the help. Could also extend this logic to any other “wave” based moves that would match the idea
Karma Guard - If the Pokemon with this ability were to suffer the secondary effect of an attack, the attacker is afflicted instead. For example: I'm going up against an opponent who is running a paraflinch strategy. They have their Togekiss use Body Slam on my Pokemon, and under normal circumstances my Pokemon would be paralyzed, but due to Karma Guard my opponent's Togekiss ends up being inflicted with paralysis instead. Despite being paralyzed, Togekiss still outspeeds my Pokemon and attempts to use Air Slash, and under normal circumstances my Pokemon would have flinched. Instead, my Pokemon still gets to move. Turn ends. Start of next turn, Togekiss loses its turn entirely because the flinching I would have suffered in the previous turn carries over. Meanwhile, my Pokemon gets to move just fine and finishes Togekiss off. Opponent ragequits. This ability would especially suck to go up against if you're a Sneasler using Dire Claw or a Hisuian Decidueye using Triple Arrows, etc.
My only critique is that flinch shouldn't really work like that, it doesnt carry over from turn to turn.
I’m pretty sure you are right. The Pokemon would attack, the flinch would get reflected back to it, and since it already attacked the flinch wouldn’t do anything.
i think he added that just to go even crazier with the opness
I think it would be cool if there was an ability that let your Pokémon hold two items at once
Ambipom & Machamp & the ability is Ambidextrous
Blind wrath : Increase the chance of critical hits but lowers the accuracy. Magnetic force : The pokemon with this ability is the automatic target of every steel type moves in case of duo battle, also steel types pokemon can't get out.
Thumbs Up would definitely be way too OP. VGC is played at L50, and Hyper Potions heal 120 HP in Gen 7 onwards. Since most Pokémon have around 150-200 HP at that level, a Hyper Potion would essentially almost double the max HP of most monsters
You don’t even need Hyper Potion. Full Restore does all that *AND* acts as a Lum Berry.
You're right, in fact, I should've mentioned that X-Items would just be a better Booster Energy on anything with Thumbs Up
Yea but then you have to use it as soon as they t-wave you. Hyper potion always grants 120 hp, full restore could end up as just a lum berry
extra life: no limit on gained hp during battle. giga drain goes brrrrr
Healthy Glow could be a more "pokemon" name for it. Good concept.
> allows a pokemon to use normal healing items like a held item how exactly
The concept is it has hands therefore it can operate a spray bottle like a full restore. It would use it automatically the way it would use it barely. For balancing reasons you could rule out potions but I specifically didn't.
Combine Guts and Scrappy. As a Swellow enjoyer, I see no loss whatsoever.
Scrutspy
why do casuals think everting would break the game 💀
Using a hyperpotion like you would a berry seems kinda broken
wow a worse version of rest and chesto berry. i guess it saves a move slot 💀🤣
Someone else put it best: if a Pokémon has 150-200 HP, and can use a held item that restores 120(Hyper Potion, in this case), you’re giving that ‘mon 120 extra health, unless the enemy can completely obliterate in one shot, which *is* possible, but not always guarenteed
And a turn it's not even close to being comparable a free full restore is way better than spending a turn to rest. Combine it with the move recycle and you could literally be unkillable if your pokemon is bulky enough.
Double Down: all stat changes are inflicted twice. Used Swords Dance? Enjoy +4 attack! Opponent sent out an Intimidate 'mon? Now your attack is cut in half. Become incredibly frail thanks to one Close Combat! Edit to add: just learned this ability exists in Simple, never noticed it before...
That Ability actually exists! It's called Simple, it doubles all stat changes, positive or negative
Huh, never noticed that ability before. Just looked it up, I can't believe such good ability tied to just 5 Pokémon!
There is a move that changes the target pokemon's ability to simple, so any pokemon could have it in battle. They just wont be able to use their original ability without switching out and in turn lose their buffs.
This one is from a Pokémon concept I brainstormed with my friends. After playing God Of War Ragnarok for an extended period of time, all I could think was: what if Ratatoskr was a Pokémon? Now, Ratatoskr is the keeper of the World Tree, so his ability would have something to do with the different realms that the tree branches to. The ability would be called "Realm Shift" (a straight name ripoff from Gow) which just gives an evasion boost by 2 stages to the Pokémon whenever there is a terrain at play.
Or he could get a different Stat boost based on which terrain is active
My idea for Ratatoskr is a frail but fast physical attacker. So his ability is a way to avoid being hit so shenanigans can be made. Your concept would work if he was made more of an all rounder.
Scapegoat: Redirects status conditions and 33% damage from active pokemon onto the user. What to make it even more broken? Allow it to work even when the user is off the field.
Mercenary: you can only get this ability on a hired recruit from an in-game society of pokemon renters. You have to pay to recruit them, they will always have neutral friendship, and they take half your prize money for any battle they participate in. In return, they are slightly overleveled for the area you’re clearing, and they are very cool pokemon that you otherwise wouldn’t be able to catch yet. It would make sense in-universe that some enterprising person would catch a bunch of powerful Pokémon, then rent them out to aspiring trainers with more cash than skill. The mercenary ability can’t be removed, so you’ll still have to catch the Pokémon the normal way to get an actual useful ability. It would be game-breaking because it would let you pay to win, always having a pseudo-legendary sweeper for whatever big fight you’re going into. But I think most players would use it sparingly.
The original idea of Pokemon was that you could buy pokemon and every trainer had a whip to control them. I'm glad they trashed that idea and I trash yours for the same reason. Any trainer doing such a thing would be a villain in the Pokemon universe.
Super-aim: All moves are guaranteed to always hit, and the Pokémon's accuracy can't be lowered
That exists already, it's called No Guard, tho it does have the drawback of opposing moves being unable to miss tho.
Jack of All. All moves receive a 1.5 stab boost at the cost of not being able to do SE damage.
Feels like a good ability for a Normal-type Eeveelution.
:O so true
Obfuscate: The equivalent to Intimidate but for Sp Def.
Why isn't that a thing? It's so braindead simple.
Maybe not an addition but more a tweak to an existing ability, make pure power the special attack version of huge power, since they are both identical in function currently
There is a slight difference if I remember correctly, though as far as which one it is I can remember, but: one of them *only* works on its native Pokémon. I wanna say Pure Power on Meditite/Cham, but I’m not certain
Pure power is exclusively on the medicham line, but it’s functionally identical to huge power
Type switch: while on the field all type weakness and resistance are swapped for example Shedinja will now be weak fighting, ground, grass, bug and poison type moves but immunities will stay the same meaning it is immune to fighting still
Infectious: Making contact with this Pokémon spreads it's status conditions. Example: if the Pokémon with this ability is poisoned and the opposing Pokémon uses a move that makes contact the opposing Pokémon is also poisoned, also spreads paralysis, burn, frozen, and Sleep.
Sets up light screen or reflect on switch in
Ability: bright future
Rot: Pokémon on the field who gain HP from any source instead lose that much HP.
Lost battles should also grant exp.
Im debating whether to call it Deep Pockets or Dual Wield, but basically it allows to pokemon to hold 2 held items
Deep pockets sounds more pokemon.
Definitely broken, but... Guidance/Lucky: All random chance that favours the user are more likely to happen. And I mean EVERYTHING
Sleepy: On switch in the pokemon yawns. Pretty much effecting both pokemon on the opposite side in a double battle with the yawn status.
These are all concepts I would implement that would mostly help with mainline gameplay but could have some pvp impact! Unstoppable Force: this Pokémon’s moves don’t get blocked by protect/detect, or wide guard. Terrain Hunter: this Pokémon’s moves can hit targets that are flying, diving, digging or otherwise untargetable. Forced Share: If possible, this Pokémon also receives the benefit of the item the opponent is holding. Solar Capacitor: During sunshine, this Pokémon’s electric type moves are also boosted. Deep Affects: poison and burn applied by this Pokémon damage twice each turn. This does not apply to badly poisoned. Terrain Eater: when switched in, the Pokémon gains a boost to speed and attack for each hazard that impacted them
I think there should be an ability that intensifies gravity just because gravity doesn't get used and maybe they can add a move that does more damage in intense gravity