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Itt: We come up with new abilities

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Thread replies: 109
Thread images: 8

File: DIO!.jpg (96KB, 1280x720px) Image search: [Google]
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New ability:
Effect:

Time Glitch
On switch in, opponent's turn is invalidated (can't attack or switch); does not work back-to-back
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>>33140122
Murk
Pokemon summons mist for five turns.
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>>33140135
fuck, I meant 'fog.'
>>
>>33140122
New Ability: Godmode
Effect: When this Pokémon enters the battle, the whole opposing team faints instantly.
Arceus gets it, right now it's just to weak to be a god.
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>>33140157
What if two people lead with God Arceus

You could give it something like a Destiny Bond ability. That way it still really fucking broken, but playable
>>
Perish
If this pokemon lives through six turns, the player wins the battle.
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>>33140177
As usually, the ability of the faster one activates first. In case of speed tie, 50/50 random winner.
>>
Threatening
The target flinches whenever the user doesn't land its attack.

Instead of
>"[target] avoided the attack!"
It'll say:
>"[user] intentionally missed. [target] is scared stiff!"

Rev up those Sand Attacks.
>>
New ability: Blockage
Effect: While this Pokemon is on the field, prevents the foe from using its held item. Its Trainer is also prevented from using items on it.

Something that Unnerve should have done two gens ago.
>>
Tracker
>All damaging moves now work like pursuit

Could create a fairly decent revenge killer with this
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Ability:HYP
Opponent's accuracy is increased +2, user's Fire/Normal/Fighting type moves crit, but user's accuracy is lowered -3.
>>
>Scavenger
The Pokemon takes the foe's held item when switching out if the opponent was attacked/picks up knocked off items

>Proficiency
Not very effective moves secondary effect will always activate

>Second Wind
Raises attack and accuracy when cured by statuses

>Tidy up
Removes field effects when switching out

>Gambler
Raises highest stat if both opponents switched out the same turn

>Greed
If the Pokemon and opponent have the same item, the opponents item is nullified while they're on the field
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>Hit and run
Pokemon switches out after making a move

>Telekenisis
All physicals moves are calculated using the special stat

>Fall guy
Double/triple battle only. This pokemon will take the otherwise lethal attack directed to another pokemon on your team.

>Bloodsucker
Regains a small amount of health based on damage you inflict on the opponent.
>>
> Moisturized
SE are not effective when raining.

> Foil
Weight is halved. Steel type attacks gains priority

>Hunter
(Works when no item is held)
Sp.Attack and Attack is sharply increased when foe is holding an item. Takes opponents item
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>>33140352
Give Hunter to Weavile please
>>
Piercing: Every time an opponent raises their Defense or Sp. Defense stat, the opponent loses 1/10th of their original HP.
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>stone caller - automatically use stealth rock upon entering battle
>apex predator - crits heal by 50% of damage done
>indomitable - raises attack each turn
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Vitality: All moves used by this Pokémon perform as though the user is at full HP.
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Dire-Hard
The Pokémon who has this ability has its Attack and Special Attack doubled, and any Pokémon with its HP, Defense and/or Special Defense higher than 100, it will triple its Attack and Special Attack, however, after 5 turns, even after switching out, it will faint.
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>>33140352
Don't give GF ideas with Hunter
>>
>Wet dream
This pokémon become Water type when Asleep
>Morning Wood
This pokémon becomes Grass type for three turns after waking up
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>>33140122
>Outcry
When this Pokémon looses 50% health, it summons an ally(It's pre evo) That's the same level as it
>>
Guess what this one is from

Ability: Wubb-*buuurp*-a Lubba Dub Dub!
Effect: Can attack first every turn
Give it to Empoleon or Swampert something else cool.
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>>33140235
i like
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>>33140273
howbout for balance it works like technician and only effects 60 bp and under moves?
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Oppai
>Pokemon uses Milk Drink every 3 turns
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>>33140122
This was an ability I thought of based on a legendary I was making up, designed after the Nuckelavee. Of course, it is a Poison/Fairy type.

>Miasma
Upon entering battle, the user generates a thick poisonous fog that floods the area. Every turn, both parties are dealt damage, if neither has a status ailment, they're afflicted with Poison. If one already has Poison afflicted, it is aggravated into Toxic status. Poison, and Steel types are immune to this effect, Fairy types are particularly susceptible to just skipping straight into Toxic status. It will not afflict anyone already affected with a status ailment, although damage still accumulates regularly.

>Inferiority Complex
Raising stats seem to work less effectively on the user. Lowering stat moves seem more effective on them. It doubles lowering status moves and halves the ones that raise them.

>Superiority Complex
The opposite of Inferiority Complex.

I figure it is akin to what Wimp-Out, Slack Off, Defeatist, and Wonder Guard are like. Inferiority Complex is given to a Pokemon with great moves and stats, but it makes them less effective at times. While Superiority Complex is given to a Pokemon with lower stats, but they seem to have an emotionally higher view of themselves. Although, I would imagine they would have moves that would show their own complexes at play.
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>>33140456
The only use i see for this is Water Spout/Eruption and getting fucked by Wring Out. It also can't use Recovery moves.
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>>33140122
So it's like an auto-flinch?
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>>33140235
So basically a ghetto no guard
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>>33140299
Proficiency is broken unless you put it on some no movepool shitmon.
>>
r8 and h8

>Soprano
Boosts power of sound-based moves by 30%

>Heavy Smoke
Physical contact with this Pokemon has a 50% chance of lowering accuracy. (sig ability of a new random mon without any crazy stats)

>Bloodthirst
Raises amount of HP earned by draining-moves by 30%.

>Reaper
Upon KO’ing an opponent, steals all their stat boosts. (another sig ability)

>Sand Therapy
Regains 1/16th of total HP each turn during Sandstorm.

>Swindler
: Upon KO’ing an opponent, may learn their last used move. Learnt move is also announced to opponent. (aaand another sig)

>Telaethesia
All stat changes made while this Pokemon is in battle are applied to all Pokemon on the field. (again, sig)

>Reflective
Uses Reflect upon entering battle. Lasts 2 turns. (Can be extended to 6 if holding Light Clay) (last signature)

>Fluster
Lowers opponents’ SpA by 1 stage upon entering battle.
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>>33140983
I rated them individually, but I didn't like them, so I'll just tell you the average is 3/10, and thats being generous and rounding up instead of down.
Reflective is the best one IMO, aside from the obvious Fluster.
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>>33140122
Persistence
Failed moves get stronger

(example: If you use Stone Edge and it doesn't connect, attempting the move again (consecutively) will do more damage if it connects. This effect can stack, however if you choose a different move, before returning to the move that failed in the previous turn, you'll lose that power.)
>>
>Genius
Pokemon is able to use man-made items like Potion, Ether, etc when in a pinch
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Ability: French Exit

Upon switchout, the next Pokemon to switch in is granted 1 stage of Speed
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>Comeback- Pokémon gets +6 to all stats at 1 HP
>Double Time- Doubles All stat changes received
>Meltdown- Locks Pokémon into moves that require recharge, no recharge needed, faints in 3 turns
>Over Clocked - Pokémon speed doubled when burned
>Haunted - Physical Contact might curse the foe -1/4 health each turn
>Glass Cannon - The Pokémon delivers and receives 2x damage
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>>33141269
comeback is broken unless given to an utter shitmon or something without endure/priority. the second one is literally simple, meltdown is ok I guess but seems awkward, over clocked is just a more specific quick feet that would only work on a special attacker, haunted would have to be on some frail mon or else it would be too easy to just recover and fish for the effect, glass cannon is stupid. the idea should be achieved through stats like with pheromosa.
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>Provoke
Auto taunt ability. Give it to a new utility/defensive fighting type
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>Splitting Soul
Creates a Substitute at the start of the user's turn when possible. Said Substitute costs half of the user's life.
>Cheap Shooter
If the user is fainted by an attack after a switch in, the attacker faints too. Does not apply to teammates attacks.
>Data Transfer
If the user switches in after a faint, the user's type changes to a type resisting the last move used. Only works if the faint was due to a damaging move.
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>>33140211
this is stupid but I do like the idea of alternate win conditions in pokemon as it's mostly unexplored
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>>33140419
indomitable sounded dumb at first but it isn't too different from huge power. I like this
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Preperation: Can use status moves while the opponent is switching
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>>33140366
no
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>Gusty Landing
(for Flying types / birds)
When this pokemon enters battle, all entry hazards on both sides of the field are blown away / removed.

>Flycatcher
(for Carnivine / Victreebel)
Pokemon regains HP if hit by a Bug-type move.

>Amplify
(for the 'sound' mons like Exploud)
Sound moves are boosted by 30%

>Rusty Edges
(for Steel-types like Skarmory, Doublade or Bisharp)
Physical steel-type moves have a 20% chance to inflict Badly Poisoned status
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>>33140235
>Threatening
>>33140299
>Second Wind
>Tidy Up
>>33140345
>Telekinesis
>Fall Guy
>>33140811
>Miasma
>>33140983
>Soprano
>>33141038
>Persistence
>>33141060
>Genius
>>33141269
>Overclocked
>Haunted
>Glass Cannon (though dial this one down a bit, maybe something like 1.3 on each)
>>33141548
>Provoke
>>33141583
>Splitting Soul
>>>33141752
>Flycatcher
>Amplify

Good stuff
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>Disrespectful
User throws berries at the opponent after use. Does damage equal to 1/8 of the target's full HP.
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>Natural instinct
Pokemon of the opposite gender have a chance of being infatuated when switching in or on it's first encounter
>Alpha
Increase attack and a chance to go first every turn
>Beta
Sharply increase SP attack and SP defense and Sharply decrease accuracy every turn
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>Sharpshooter
Special attacks can hit any target (unless underground/water)

>Wonky Minded
All attacks used work on inverse battle match-ups.
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>>33140299
>GF gives Second Wind to a mon without access to Heal Bell or Aromatherapy
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>>33140345
>Fall Guy
I like it. If it were real it would lead to so much ragequitting on Showdown.
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>Flock
Flying type version of Schooling.
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>Echo
Opponent's sound based attacks are returned to them
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Toxic shock
If the opponent makes contact with this Pokemon, they have a 40% chance of being paralyzed. If they become paralyzed, they take poison damage if they remain paralyzed from this ability
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>>33140122
>kamikaze
>Pokemon with this ability auto use explosion at the end of the turn when below half health in order to preserve honor
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>>33140122
>Rebel
A debilitating ability for pokemon like Slaking and Regigigas. The Pokemon has a lesser version of disobeying on them at all times, but won't invoke actual disobeying if overleveled in-game.

>Feedback
Instead of giving health to the user, draining moves inflict the amount of health gained as extra damage. Can be powered up by Big Root. For balancing, nobody that gets this can have Leech Seed.

>Melted Mettle
An ability for ice types. When hit super-effectively, water moves' BP are boosted by 2x.

>Accelerator
Removes priority from +priority moves, but gives you +1 speed every time you use them. Swtiching still has priority and negative priority moves like Counter and Vital Throw remain unaffected.

>Double Shot
Two-Turn moves like Fly get a 1.5x boost in BP. If a Power Herb is used, the boost is not applied. Does not affect Geomancy.

>Blind Rage
If this pokemon has Taunt, Torment, or Swagger used on them, they get a stage of Attack, Special Attack, and Speed.

>Boiling Point
If hit by Scald or Steam Eruption, the pokemon will not be burned and its fire and water moves get a 2x BP boost, effectively eliminating the resistance on the Scald user.

>Beauty Sleep
When inflicted with Sleep, this pokemon gains 1/16th of its HP every turn. However, it is asleep for longer, the opposite effect of Early Bird.

>Pipsqueak
Deals more damage on taller opponents, increasing move power by 1.5x.

>Hue Crew
Doubles the power of a partner's moves in doubles if they're listed as the same color as the user in the Pokedex.

>Seismologist
Senses if the opponent has a Ground move.

>Aerosion
This pokemon's flying moves are super effective on Rock Types.
>>
Most of these were meant to be signature abilities for some fakemons I did a while ago, so they are thematically related with them and might not have much sense without knowing the mons. Anyway:

-Bottom Feeder:
In double or triple battles, if the user has no item, it can use any single-use item that its partner on the field are holding.

-Unmeasured Anger:
When using "more than one turn" movements like Outrage or Rollout, the pokemon raises its attack by 1 stage for each consecutive hit.

Pain Eater:
The pokemon is inmune to any damaging status condition, and status-inflicting moves (WoW, Toxic..., not applied to damaging moves with certain chance of causing it) will recover 1/8 of its HP.

Punisher:
Gets a 1.2x damage boost for each negative stat change that the enemy has (doesn't matter how many levels, only one modifier per stat)

Nutrient Assimilation:
Held berries restores 1/4 of its wielder HP plus their usual effect. If it's a recovering berry, it doubles the amount of HP restored.
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>>33140544
Kek
>>
Rhythm Shooter
The first use of a move misses in return for all other uses being guaranteed to hit. This effect gets reset when switched out and any mon with this ability won't learn OHKO moves.

Resolve
Moves deal twice as much damage if the users HP is a stage below its foes. In other words if the user's HP is in the yellow while his foe's is in the green moves deal twice as much damage, same if it were red against yellow or red against green.

Combo breaker
Multi-hit and multi-turn moves miss after teh first hit. Basically attacks like Fury Attack and Rock Blast will always hit only once, a move like Rollout will always miss after the first turn if used on this pokemon, and moves like Fury Cutter and Outrage also apply to this. This doesn't effect moves like Fly or Dig.

Blackout
Puts a pokemon to sleep after landing a critical hit

Heritage
Pokemon gains the stat changes of a pokemon that this pokemon switches in to, does not apply if this pokemon is sent out after a fainted pokemon.

Despicable
Healing moves do damage instead, this applies to eating berries as well. Using rest against a pokemon with despicable is basically a OHKO.

Swamplord
Water type moves used by this pokemon have a 10% of inflicting poison.

Snowball Effect
All ice type moves used by this pokemon get 20% more powerful with each repeated use. Caps after 5 times.

Deep Cold
Nullifies the effects of Sunny Day and Fire Terrain, prevents them from coming into effect as long as this pokemon remains out.

Hypothermia
All non-ice type pokemon lose 1/4th of their health every turn as long as it's raining and this pokemon is out

Wanted to make some abilities that buffed ice types with the last ones.
>>
>>33140122
>Combat Superiority
Attacks with a base power lower that 60 or that are not very effective against used against this Pokemon do no damage to it. (for a legendary or pseudo pokemon)

>Skilled Operator
This Pokemon gains no negative effects of items that it holds, but retains positive effects.

>Soprano
This Pokemon restores 1/12 of its health whenever it uses a sound based move. Sound based moves used by this Pokemon have an increased critical hit ratio.

>Unyielding
If this Pokemon faints, it will revive itself with 10% of its hit points in 5 turns unless it was KO'd by a super effective move, a critical hit or an OHKO move.
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Staccato:
Sound-based moves are reduced in power 50%, but can hit 1-5 times

Marcato:
If you use the same sound-based move twice in a row, the power is increased 50% on the second use.
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>>33144377
>Nutrient Assimilation
That's literally cheek pouch, just weaker
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>>33144265
the only question I got is would beauty sleep stack with rest and leftovers?
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Accumilator: lowers speed for Defense(s)
Big Shield Gardna: when switched in, takes no damage, 2nd turn can't attack/can't switch out (literally the opposite of switching/recharge/load around) items don't work either
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>Rush in
The pokemon can attack the turn it switches in, but it gets -1 in attack and special attack on that turn only
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>>33140235
>Threatening
>The target flinches whenever the user doesn't land its attack.


>Horn Drill scarf
>mfw
>>
>>33140122
>Switch breaker
Super-effective moves will always hit the target before it switches out
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>>33140122

>Wonder scope
Moves hit opponent even if they switch out. Think of it like pursuit but with every move.

>Dropdown
The Pokemon is immune from all attacks and status moves until it makes a move (even status). Once it makes a move, it will drop down and be vulnerable to attacks. Ability resets when switched.

>Speed Buster
Priority moves have double the power.

>Glucose
Essentially a leftovers ability. Heals 1/16th every turn, heals 1/8th with sunlight. Can stack with leftovers.
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If you can't sum up your ability in the ingame description box it's too fucking complicated
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>>33140122

>Aura Shield
The Pokemon is immune to all attacks lower than 70 base power (includes multi-hitting moves and moves buffed by technician)

>Veteran
Super effective hits will do 1.5x the damage.

>Skill Thief
The Pokemon steals the opponent's ability upon entry, the opponent will have no ability.
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>>33141269

focus sash is a thing
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>>33146942
Well to be fair, Water Bubble is a pretty complex canon ability.
>>
>>33146953
My mistake, Veteran does 3x.
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>>33146170
Yes. The catch is relying on Sleep Talk. That's also why it's 1/16 instead of 1/8. Also means you can get gimped by opponent-inflicted sleep if you're relying on Rest.
>>
Some signature ones:
>Celebi: time travel
Now has three options to make a move each turn:
1-it can do a normal move
2-it can make a move that will have effect in the next turn, for example: if you choose use energy ball Celebi will disappear at its turn for a moment and nothing more but in the next turn it will appear during your turn to make the move, something similar to future sight (also it can learn grass pledge now), and can't use certain moves like recover or nasty plot with this option
3-it can make two moves per turn but it will be "locked" the next turn "traveling in the time" to the make the move that it used in the last turn, it will have certain restrictions: if Celebi were to faint in the first turn even using the two moves (also considering status, weather, abiities, etc.) it will only make the first one, u-turn will only hit and Celebi will not switch, it can use recover but only once per turn and it will be the Celebi is in the field, the same with Nasty plot. The "time traveling" thing will happen with a +4 priority in the next turn to avoid that Celebi faints before help itself.
> Tapu Koko or some dark type, I can't think in a good name
In the presence of one Pokémon with this ability the foes only want to fight and can't use non damaging moves.
I know the Celebi one is complicated but i would like to see things like this, maybe the next gen.
>>
>>33140122
Marching Band.
Every switch from it passes all positive boosts but it will always switch based on it's own speed (no switch priority)
>>
>>33140122
>strategist
if this pokemon has recieved an attack on battle, the damage of said attack will be halved if used against said mon again

give it to mixed mons and some onf them are now viable, but please, not to walls with roost/recover
>>
>>33140122

> Melter
This Pokemon loses Ice or Steel typing when hit by a Fire type move. Then becomes its other typing
*Keeps it's Ice or Steel STAB
*Becomes Normal type if original typing was Ice,Steel or Ice/Steel

> Extra Antibody
When this Pokemon is poisoned,burned or badly poisoned it gains health instead.

> Panic
When this Pokemon is health is at or below 25% it's stats increase by 1 stage

> Long Tail
Increases this Pokemons range and attack of "tail" moves
>>
Have-it-all.
Gain the stat boost/heal quality of any item the opponent has in addition to whatever item the ability older has.
>>
>Inverter
pokemon take inverted damage from supereffective and non effective moves
>>
>True Legend
Dragon type moves hit fairy pokemon

>Overload
Electric type moves hit ground pokemon

>Poltergeist
Ghost moves hit normal pokemon

>Time Twister
Generates a trick room upon entering battle

>Space Twister
Generates a wonder room upon entering battle

>Peaceful Earth
Negates terrain effects

>Harmonious balance
Boosts this pokemon's lowest stat upon entering battle
>>
>>33140273
This should be a part of Stakeout for Gumshoos
>>
Posted this in an earlier thread.
>Weapon Master
Can use signature items of other Pokemon (eg. Quick Powder, Light Ball, Thick Club etc).
>>
>>33140122
Hydrophobia

All weaknesses of this Pokémon are replaced with one singular 4x weakness to water

Give it to Sudowudo
>>
>Ice Body

Pokemon with this ability, during Hail gets their defense and sp defense boosted by 1 stage. Their HP also gets restored by 1/8 HP every turn Hail is activated.
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>>33144265
>pipsqeak kartana
M-MUH DICK
>>
>>33140122
>Unbreakable
the pokemon negates SE moves added power however critical hits land easier
>Unstoppable
the pokemon negates resistences of opposing pokemon at the cost of losing all its resistences aswell
>>
Ive thought a lot about the abilities but not the names so i just threw some random shit in for the names


>all or nothing
Type effectiveness is doubled when this pokemon is on the field

So x2 x4 weakness/effectiveness becomes x4 and x8. All neutral hits are now x2 except for anything thats neutral due to cancelling out (so swampert would still be neutral to ice for example)

>Niche
Accuracy of stab moves increased by 30%, all other moves decreased by 10%

>Strong Memory

Pokemon retains all stat changes after being switched out
>>
>>33149228
Makes me want to make a pokemon for it

Fighting/Fairy
HP 60
Atk 90
Def 60
SpA 110
SpD 70
Spe 110

Mostly learns special moves, but also learns sacred sword, predominantly male, appearance based off of a stylised version of Guan Yu
>>
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>>33140811
>Miasma Hex Gengar
>>
Dark Glare
Lowers opponent's speed when it switches into battle.

Melting
Ice-type moves are super-effective against fire-type.

Gelid Force
Powers up Ice-type moves in a hailstorm.

Ethereal Body
Immune to any physical move, but can't hold items.

Raising Fury (Primeape)
Gives priority to all Fighting-type moves when Hp is half or less.

Spiked Armor (Sandslash)
Protects the user from any kind of move, ability and entry hazards when it switches into battle.

Megaphone
Increases the power of sound based moves by 50%.

Sub-Zero
Increases the chance to inflict the frozen status.

Envenom
Poisons opponent with any contact move.

Slow Down (Grumpig)
Sets up Trick Room when it enters into battle, disappears when it switches out.

Divine Aura
Receives less damage from effective and non-effective moves.

And an ability that sets up Reflect/Light screen when the pokemon enters into battle.
>>
>Hype Man
The user shares its stat boosts with the adjacent ally pokemon in doubles/triples.
In singles it gives its boosts to the pokemon it switches with. A perma-Baton Pass.
>>
>>33140122
Weakness Lawsuit:
If hit by a super effective attack, this Pokemom has all its stats raised by one stage. If the user has a Weakness Policy, it has all its stats raised by 2 stages.
>>
>>33152015
Probably not. I was actually thinking of giving a route 1 rodent that ability so the pun works.
>>
>>33141837
Stupidest fucking thing I've read all day
>>
Trumped:
Wall moves (Light Screen, etc) cannot be broken, ie Brick Break.
Protect gains 100% blocking to all moves and gains max priority.
Moves like Barrier and Reflect raise stats by an additional +1.
>>
>>33145922
>Despicable
>basically fucks over any stall mon
It's beautiful.
>>
>>33152339
that would be beyond broken with a light ball
>>
>rapid fire
All attacks used by this pokemon do 70% less damage, but they can hit 3-5 times

Can this be broken?
>>
>>33156954
well on average it does more damage, but since it's 150% at most, it should be fine.
>>
>>33140811
>Miasma with Life Orb Zangoose
>>
>>33157042
well then it would lose toxic boost / quick feet
>>
Can't think of a good name but an ability which lets you use charge moves (sky attack, skull bash, etc.) on the first turn at the cost of either mediocre offensive stats or secondary effects depending.
>>
"True Ghost"
The pokemon can only be hit by special moves.

"Concrete"
The pokemon can only be hit by physical moves.
>>
>>33157061
the ability fine, no nerf needed, it just has to be the selling point of it. I'd make it just slow enough so it depends on a scarf, but is still usable
>>
>>33157069
in a hazard centeered meta, this forces way too many switches imo. you'd have to give it to shitmons only.
>>
>>33157078
they are the second and hidden abilities of shedinja

you now never know which of the three abilities it has
>>
>>33157081
that'd be fine honestly, I almost always kill it with weather, hazards or status
>>
>>33147404
The celebi one is cool but painfully convoluted and while I don't remember what notable moves it gets from the top of my head, I would bet someone would find a way to put that ability to enough use to break it.

In my opinion, time travel would have better place as a move, like an auto-instruct of sorts, than as an ability. Wouldn't be broken by mere need of having to dedicate a moveslot to it to begin with, limiting the number of things you can do with it. But basically, imagine time traveling turn 1, then use recover turn 2, but celebi from the past turn also uses recover so it gets to full HP. Or a psychic/giga drain STAB hitting at double bp (180, 150) and breaking subs and sashes, not to mention hitting extremely hard, specially now that tapu bulu and lele exist. Wouldn't be the most practical move but it woukd be fun.


As for your other ability, I think the names trigger or incitation are fitting.
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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