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ITT we make abilities; I'll start. Juggernaut: If you K.O

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Thread replies: 53
Thread images: 10

ITT we make abilities; I'll start.

Juggernaut: If you K.O a Pokémon with a move that requires you to recharge afterwards the recharge is removed.
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Swip Swop Patty Wop, Play it 'Till Them Panties Drop: switch all stats with your opponents'
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>>33072971
So is it like Intimidate where it activates on switch in or what?
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Clingy Seeds: Applies Leech Seed to the enemy upon contact.
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Accelerando: Speed Boost, except it activates at the beginning of the turn.
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Quick Charge

Moves that require a turn to charge can be used immediately at the cost of 2PP
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>>33072989
yes
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>>33072992
I like this, anon. Very nice
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Ambush: When attacked by a Wild Pokémon, this Pokémon's first attack deals 2x damage.
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Ironic Guarire: Instantly recover from any status affect at the cost of 20% HP
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Anchor Drop (the better Dhelmise signature): Lands anchor on enemy, high damage & increased critical chance at the cost of accuracy.
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Semen Demon: If pokemon's speed is higher, quickfucks the enemy pokemon, halving all enemy pokemon's PP
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>>33073105
Alimony: If enemy loses battle, take an extra 20%-50% of money on enemy (if you win $5K, you also get a maximum of $2500 or a minimum of $1000, depending on how many turns it took to finish the battle).
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Single Chamber: All ally Pokémon (including the one with this ability) deal 2.5x damage on the turn this Pokémon is sent out.

However, after this turn, for the rest of the battle, (regardless of how many times it is withdrawn or sent out again) this Pokémon deals 0.5x damage.
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>>33073133
could be dope with a dragon dancer
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Shinespark: Whenever this pokemon's speed increases, it lets out a speed burst that damages the enemy for 1/8th of their total hp
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Master Plan: This Pokémon's Special Attack increases one stage per turn.
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Infection: Enemy pokemon using contact moves against this pokemon have a 30% chance of becoming badly poisoned.
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>>33072914
Good Fortune : the pokemon will only get the beneficial side of everything
meaning it can run choice scarf/band/specs without getting locked in one move,only get the att boost from swagger but of course stuff that dont have benificial whatsoever nulifie this like status conditions
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>>33073133
>rattata used fake out!
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Magnetic Ore: All steel and rock moves used by this pokemon never fail to hit their target
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Hydra: Automatically regenerates 1/8th of its HP at the end of every turn unless hit by a Fire-type attack or Burned (stacks with any other form of recovery).
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>>33072914
>Unhappy Camper: When this Pokemon gets hit by a move that burns, paralyzes, poison, freezes, flinches, lowers its stats, and/or does a critical hit, this Pokemon will assualt the opponent for 25% damage.
>Tricky Steps: When Trick Room is actuve, this Pokemon's speed is halved
>Novice: This Pokemon ignores EVs, Natures, and IVs for itself and the opponent (all stats act like they have 15 IVs and 126 EVs with Docile nature)
>Engineer: All benefits and harms from an item are doubled if it has any.
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Livewire- Attacks and moves that normally paralyze will burn instead (Also grants burn immunity)

Heatshock- Attacks and moves that normally burn will paralyze instead (Also grants paralysis immunity)

Bubble Armor- The Pokemon, when attacked, ignores damage-augmenting abilities
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No idea for names, but two abilities that do the following;

Raises ATK & SP.ATK while lowering DEF & SP.DEF at the end of each turn

Raises DEF & SP.DEF while lowering ATK & SP.ATK at the end of each turn
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Ambidextrous: Allows the pokemon to hold two items
Force Field: Halves the power of all moves that hit this pokemon so long as they have a power of 80 or more
Radio Wave: Doubles the power of sound-based moves
Retribution: Maximizes the special and physical attack stats of a pokemon if all other pokemon on the team have fainted
Empty Cannon: This pokemon always goes first so long as it's not holding an item
Blind Fury: Maximizes the attack stat if the pokemon's accuracy goes down or if its opponents evasion goes up
Deceiver: Lowers the defense stat of all opposing pokemon by one stage when entering the battle
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>>33073095
Sauce for pic?
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>>33072914
This was glitch in Gen 1...
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>>33074784

First one: Kamikaze or Hot Blooded

Second One: Fortification

>>33074828

Maybe have Radio Wave also double damage both received AND dealt from sound-based moves and call Retribution ''Last Stand''.
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>>33072914
>freezerburn
>all ice type moves are super effective against fire types, and gain a boost by 50% when a fire type ally is on field
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Not abilities but moves.

>Neurotoxin

Poison type, 20 BP, 15 PP, 90 Accuracy, Physical

50% chance to inflict paralysis
50% chance to inflict Pain (works like Confusion but causes flinching)

>Cytotoxin

Poison type, 20 BP, 15 PP, 90 Accuracy, Physical

On hit, shuts down ALL healing on the target Pokémon until switch out and causes Poisoning.

>Purifier

Fighting type, 120 BP, 10 PP, 85 Accuracy, Physical

An attack filled with righteous anger. Deals super effective damage on Ghosts and Dragons in addition to the regular Fighting type strengths and weaknesses. Requires a turn to recover.

Thoughts?
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>>33072914
>Lone Wolf.
An ability for certain canine pokemon. 1.5x increase in move base power and speed(passive boost like Unburden, as opposed to a stat increase) when the user is either the last pokemon remaining on a team or is the only pokemon on a trainer's side of the field during a turn of doubles.

>Surplus
Delibird's Signature Ability, replacing the redundant Insomnia. It doubles the effect of the item given to Delibird. Alternatively, it could allow Delibird to hold two items.

>Oppression
Sets up the effects of Gravity when the pokemon is sent out and does not run out, but goes away immediately if the pokemon faints, its ability is replaced, or it is withdrawn.

>Food for Thought
Grants immunity to Psychic type moves and raises Special Defense 1 stage when Psychic moves are used on the user.
Stamina raises Defense, Lightningrod raises Special Attack, Motor Drive Raises Speed, and Sap Sipper raises Attack. There is no Special Defense raising ability

>Enfeeble
Inflicts any stat reductions, self-induced or used by the opponent, on the opponent, as well. Works like Synchronize.

>Guess of Honor
Will state a type corresponding to a move the opponent does not have upon switch in. Similar to Forewarn and Anticipation, it is meant to reduce guesswork on versatile pokemon.

>Retribution
Boosts the power of the pokemon's next move when it switches in after a previous ally has fainted. Works like Retaliate, but does not stack with it.

>Prediction
When hit by an attack one is immune to or resists, a typeless Future Sight-esque counter is placed on the opponent. It strikes in two turns following the move and always does 40 percent to its target. It becomes 60 percent if activated again and finally 80 percent if activated three turns in a row. who it targets in doubles is whoever activated the ability last, rather than both opponents.

>Cold Shoulder
For ice types. 1.25x increase in base power of all moves if the user has minimum friendship.
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>>33073037
>>33072992
Just saying I was in the auto-leech seed ability thread and IM the one who said it should work on contact. Please remember to credit anonymous with this idea in the future
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>unstable power core

The Pokémon has a 50% chance of losing 1/12th of its HP and it's turn, or a 50% chance chance of having it's move amplifier by 4 times and raise a random stat by 2 stages.
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>>33075091
I don't think the Japanese would be so keen on naming an ability Kamikaze
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>>33078186
Okay.
>t. original creator of the auto-leech seed ability
>>
Made these over a year ago

>Shard Bomb [Rock|Special] [BP: 100|ACC: 90|PP:5 (MAX:8)] [Effect: Upon damaging the opponent, Stealth Rock is set up.|Priority: -1|Ballistic]
>Cation Crash [Electric|Physical] [BP: 100|ACC: 100|PP:5 (MAX:8)] [Effect: No additional effects |Contact]
>Stigma [Ghost|Physical] [BP: 80|ACC: 50|PP:5 (MAX:8)] [Effect: No additional effects |Priority: +1|Contact]
>Ghost Breath [Ghost|Special] [BP: 70|ACC: 100|PP: 10 (MAX: 16)] [Effect: Combines Ice on its type effectiveness]
>Mystery Room [Psychic|Status] [BP: --|ACC: --|PP: 10 (MAX: 16)] [Effect: During 5 Turns all abilities and its effect are nullified]
>Shrapnel Shot [Steel|Special] [BP: 70|ACC: 95|PP: 10 (MAX: 16] [Effect: Consecutive hits on the same target will damage it for 1/16 for its health as extra damage|Ballistic]
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>>33073071
Let's make it better.
>Ambush: The Pokemon's first attack in a battle deals 1.5X/2X damage (Not sure if 2X is broken)
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Names not final
>Worldly Erosion
Deals 1/32 HP damage to all other pokemon in play at the end of turn. The damage doubles every time the same pokemon takes damage from this ability until either it is switched out, or it doesn't take Worldly Erosion damage on a turn. Also grants immunity to damage from Worldly Erosion

>One Mon Army
When sent out as the last remaining Pokemon, it gets +1 to all stats. Does not function if there are no other pokemon in the Party

>Resilience
Every time the Pokemon is attacked, its Sp.Def improves 1 stage

>Trapper
Moves that trap the opponent now last their maximum turn duration

>Do or Die
If the pokemon is KO'd by an opponent before it can act, it immediately uses its move, then faints. All forms of HP recovery fail

>3 Forms
When the pokemon's HP drops beneath 67% its Defence or Special Defence improves 1 stage. When the pokemon's HP drops beneath 33% its Attack or Special Attack improves 1 stage. If the pokemon's HP rises above a trigger point it can be re-triggered. If a Pokemon is knocked from above 67% to under 33% only the offense boost triggers

>Bodyguard
The pokemon will intercept lethal single-target attacks directed at an ally if not lethal to self

>Bloodhound
The pokemon's attacks all function as Pursuit, sans the damage boost

>Molten Surge
Being hit by a fire attack increases the pokemon's Special Attack by 2 stages

>Gaze of Fear
Contact moves used by pokemon moving before this one have a 30% chance of failing via flinch

>First Impression
The pokemon's HP and status completely recover at the end of its first turn. Only works once per battle

Grappler
The pokemon's contact moves have a 30% chance of trapping the opponent, and dealing damage every turn for 2-5 turns. Effect boosted by Binding Band

>Entrench
If the Pokemon has not taken damage from an attack since the beginning of the last turn, its attacks deal 10% more damage, and it takes -10% damage from the next attack to hit it. This effect stacks up to 5 times
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Doppelgänger.
Creates a substitute on switch in.
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>>33079430
A better Disguise, huh?
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>Energy Leech
Contact moves have a 50% to drain the opponents health by 1/16, and give it to the Pokemon with this ability.
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>Temporal Twist
Activates Trick Room on entry.

>Mind Games
Intimidate, but for Special Attack

>Called Shot
Reduces accuracy for higher crit chance and higher crit damage. Basically mixing various parts of Hustle, Super Luck, and Sniper. Might be too strong depending on tuning.

>Zephyr
Activates Tailwind on entry.

>Sticky
Pokemon that make contact with this Pokemon can no longer switch out while this Pokemon remains on the field.

>Perspective
The opponent's stat changes are reversed for calculations involving this Pokemon. A twist on Contrary and Unaware. For example, if this Pokemon attacked an opponent at +2 defense, it would deal damage as if it were at -2 defense. If it attacked an opponent at -2 defense, it would deal damage as if it were at +2 defense. If an opponent at +2 attack attacked this Pokemon, it would deal damage as if it were at -2 attack. If an opponent at -2 attack attacked this Pokemon, it would deal damage as if it were at +2 attack. This Pokemon's stat changes are treated as normal.
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>>33072914
Weapon Master:
Can use the signature items of other Pokemon (e.g. Thick Club, Light Ball, etc.)
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>>33075062
So what? It was fuckin' cool.
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>>33077087
>Purifier

this move sounds pretty cool, except it should be 65BP (fuck technician) regularly and 120BP against Ghost/Dragon, or else there would be no reason to use other fighting moves like CC
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Some really cool ideas in this thread

Top 3 would be
>>33079421
>Do or Die
>>33072992
>Clingy Seeds
>>33077559
>Lone Wolf

Although there are plenty more good ideas I don't want to (You) spam like a fag. Keep up the good work boys
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>>33079286
Abilities senpai
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>>33074513
>all steel and ROCK type moves never miss
This is really useful, considering the fact that rock type moves are usually inaccurate.
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>>33074513
>>33081891
>the Pokemon that has the ability doesn't even learn Stone Edge, Meteor Mash, or Iron Tail
You know it would happen.
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>>33081726

Makes more sense, I'm not good at balancing. I just loved the idea of ''good guys'' badass Fighting-types (Machamp, Gallade, Lucario, Hawlucha) triumphing over monstrous Ghost-types and Dragon-types. It fits the whole ''Knight in Shining Armor slaying the Dragon'' trope very well.
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Omen
Attacks that take multiple turns to execute deal an additional hit on the turn they are used.

Curse Totem
The enemy's stat drops are preserved when switching.

Luck Totem
Whenever a move's secondary effect triggers, restore 1/6 of max HP.

Improvise
Gain a secondary type depending on the held type-enhancing item.

Honorable
ATTACK increased by 50%, but cannot knock out opponents in one hit.
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Health Seeker: Restores HP equal to an opposing pokemon every time they heal

Cheap Trick: Switches out an opposing pokemon who has a STAB type advantage upon using a contact move

Queen Bee: An ability exclusive to a Vespiqueen, raises each stat +1 for every other bug pokemon on its team

Sand Screen: Evades all moves that have an accuracy of 80 or less but prevents moves that lower accuracy or increase evasion.

One in the Chamber: This pokemon is only able to use the first damage dealing move it uses when brought out but it deals twice as much damage, can reset by being switched in and out.

Lady Luck: Prevents secondary effects from any opposing pokemon appearing so long as this pokemon is out on the field

Spirit Force: All normal and fighting moves the user knows become ghost type

Target Practice: Raises accuracy by one stage every time an attack misses

Polluter: All poison type moves used by the user are super effective against water, ground, and rock types

Deep Cold: An ability exclusive to ice type pokemon, all ice type moves freeze the opposing pokemon when used during hail

Mad Fury: All attacks are critical hits against an opposing pokemon that has raised either its defense or special defense

Damage Dealer: Boosts the power of all fighting type moves used by the user by 50%
Thread posts: 53
Thread images: 10


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