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6th Gen New Abilities Speculation Thread!

Ho-Oh

used Sacred Fire!
35,992
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  • Age 31
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An ability called "great learner"
All the attacking moves this pokemon learns through TMs get stab.

For meowth-persian

It has low attack (70) and special attack (65) so it would not be overpowering, and it could make sense, after all it is the only pokemon that managed to learn to talk like a human.

Well the only issue there is that would defy the entire battling system as it is. Making one Pokemon have STAB for everything as opposed to none would throw off the balance somehow, I think. Plus for the latter point only TR's was able to and that was in the anime, which is separate to the games.
 

Kiriyuuki Kasuna

<b><i><font color="#979C1F">Insert Purpose of Mean
387
Posts
11
Years
Hmm, aside from having new abilities, I wish for a few to be not brought back, in which my opinion were a pain in the neck, that would sort of ease the mind for people who tend to ragequit during a difficult battle, in which they have trouble trying to win.

My new ability for gen 6:

Holdage Booster: The item that the pokemon is currently holding in battle gets a power boost(like 15-20%), moves like switcharoo, trick, theif, knock off negate the item's effect (getting a new item through Trick or Switcharoo does not get it's power or effect boosted)

---------------^ I know it doesn't really kind of make sense, but, it's what I got.
 

Ho-Oh

used Sacred Fire!
35,992
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Okay so I wanted to bring up an idea for a new ability. Something like encore. Whenever this Pokemon comes into battle with this ability, the opponent can only use one move against it, and if said mon had disable daym it'd be awesome.
 

OmegaRuby and AlphaSapphire

10000 year Emperor of Hoenn
17,521
Posts
13
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Nooo, that'll be a pain...
I'll like to see an ability called Added boost, which ups another stat whenever the pokémon with it increases a certain stat.
 

Boilurn

Scald Pokémon
612
Posts
11
Years
Hopefully they get creative with the abilities if new ones are to be introduced. I made up a couple of my own that I think sounded kinda cool:

Priority Check - speed cannot be lowered, this pokemon takes half the damage from all priority attacks used against it.

Lockjaw - all biting attacks (Bite, Crunch, Poison Fang, the Elemental Fangs) have an increased critical hit ratio.

Dreamchaser - the user receives half damage from physical attacks while asleep. User's attacks do double damage on a sleeping pokemon.

Free Runner - speed is doubled when HP falls below half.

Cautious - user receives half damage from entry hazards when entering a battle. Hazards cannot be set while this pokemon is in battle.

I like these ideas! Especially the lockjaw ability. They're quite creative and I'm sure they'll come up in the new series.

I guess that there will be several of the abilities which are exclusive to signature Pokemon, but one ability I thought of is the Flame Coat ability. It raises Special Defense by 50% when the Pokemon is burned.

Another is the Strong wings ability which prevents Gravity and Smack Down from falling the Pokemon to the ground.
 

Ho-Oh

used Sacred Fire!
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Nooo, that'll be a pain...
I'll like to see an ability called Added boost, which ups another stat whenever the pokémon with it increases a certain stat.

But the benefit of my idea is that if the opponent switches in, or switches out, then they just use a super effective attack and mons with that have low defense/sdef stats obv!
 

Ho-Oh

used Sacred Fire!
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I'd like to see an ability like Intimidate in which Special Attack could be lowered instead of attack~! Just to check those special attackers and whatnot. Buuuuut, going into creative mode, this would be more or less idea, though call some overpowered if you will:

  • Rain Gun - Boosts special attack by 1.5x in rainy weather conditions(given how there's a similar ability for some Pokemon in sandstorm, I think having one for rain would be suitable as well, and probably sun, too!)
  • Black Belt - Boosts attack by 1.5x when hit by a fighting-type move
  • Rapid Shooter - Boosts power of moves that hit more than once(i.e, rock blast, doubleslap, those kinds of moves. Not sure if there's an ability like this, though).

...Actually, I think these are more or less useless. u__u I wish I could come up with something better, but I really couldn't think of anything that's already covered. I'd like something like No Guts that could probably raise accuracy to 100%, but be made available for more types of Pokemon, I suppose, it would be more interesting and fun that way.
Black belt could be good especially for psychic mons which couldn't otherwise try physical move sets :3 The spa one is good too imo.
 

dreamcatcher

Lump Appraiser
92
Posts
11
Years
Oh boy haha, I have a LONG list saved up xD


216 Absorbency Increases the amount of HP regain from HP-stealing moves.
214 Aloof Ignores stat modifiers on both sides.
197 Ancient Mind When the Pokémon's health is low, the power of special moves
increases.
187 Antagonist Raises Attack by one upon landing a hit, lowers defense by one
after taking a hit.
247 Artifice Attacks have a 10% chance of making the foe flinch.
175 Berserker Raises Attack one stage upon being hit by a direct move.
179 Big Jaws Raises the power of Bite moves.
257 Bloodsucker Increases the amount of HP regain from HP-stealing moves.
260 Bodyguard If an ally would be KOed by the foe's attack, the Pokémon will take
the attack instead.
263 Bonfire Increases attack when hit by a Fire-type move.
217 Bounty Maxes out speed if the Pokémon becomes trapped by a move or
ability.
176 Bracer Raises defense one stage upon taking a direct hit.
242 Brass Heart Reduces damage taken from Dark, Ghost, and Bug-type moves.
185 Brutalist Lower's the opponent's defense when the Pokémon hits them.
210 Burn Heal Restores HP when burned.
245 Cautious The Pokémon is unaffected by entry hazards.
212 Chaos Aura Contact with the Pokémon may cause burn, freeze, or confusion.
234 Clear Mind If the Pokémon gets the first hit after being sent out, it becomes a
guaranteed critical hit.
193 Cleric Status conditions are cured the turn after they are contracted.
189 Cloud Cover Summons fog upon entering battle.
225 Clutch Raises attack when HP is low.
170 Cold Body Has a 30% chance of freezing the opponent when hit by a direct
attack.
167 Cold Feet Boosts the Pokémon's speed in hail.
219 Cornered Increases the power of Normal-type moves in a pinch.
246 Crafty Increases the power of Dark-type moves in a pinch.
204 Crybaby Has 30% chance to lower foe Attack upon damaging the Pokémon.
261 Decoy Will take the first hit of all of the foe's Pokémon.
230 Desperation Powers up Fighting-type moves in a pinch.
199 Distortion Raises Defense when hit by a Special move and raises Special
Defense when hit by a Physical move.
218 Doppelgänger Each time the foe has its stats raised, the Pokémon gains the
same stat increases.
195 Eagle Eye The Pokémon's moves will always hit, regardless of accuracy or
evasion.
168 Escapeartist When hit by a OHKO move, the Pokémon retains 1 HP and
switches with an available party member.
275 ExplosiveGas When hit by a Fire-type move, damages both Pokémon for 1/4
total HP.
259 Ferocious Consecutive attacks do 1.1x more damage.
272 Fire Alarm If the Pokémon is hit by a Fire-type move or afflicted by a burn, it
may switch out with a waiting party member.
237 Fisticuffs Cancels out the effects of the foe's held item and ability. The
Pokémon's held item (if any) cannot be used.
186 Florist Increases Special Attack by one stage when hit by a Water, Fire,
or Ground-type move, although damage is still taken.
262 Frighten Lower's the foe's speed.
266 Generator Raises special attack when hit by a special move.
256 Greedy Doubles the amount of prize money won after a battle.
271 Hardheaded Boost the power of Headbutt moves.
165 Hibernator The Pokémon sleeps longer, but is woken up if hit by a Physical
move.
208 Huge Voice Raises the power of sound-based moves.
232 Humble The power of moves is increased, but the foe will always strike
first.
258 Iron Will Raises the power of Steel moves in a pinch.
207 Legendary Cancels out the foe's effect while the Pokémon is in battle.
240 Low Power Lowers attack and special attack when HP is below 1/3.
220 Magician Raises special attack by one when hit by a Psychic, Ghost, or
Dark-type move, but damage is still taken.
181 Materialist The Pokémon cannot have its held item removed except by using
it itself.
226 MeltingPoint When hit by a fire-type move or when afflicted by a burn, the
Pokémon's speed rises by 1, although damage is still taken
205 Migraines When confused, the Pokémon's attack stat maxes out.
215 Mind Synch Passes on sleep, freeze, and confusion to foe.
200 Mirage Skin The Pokémon may randomly gain Substitute-status.
177 Mischievous Raises speed one stage upon taking damage from an attack.
206 Mud Body Restores HP when hit by a Ground-type move.
253 Mud Shell When hit by a Water-type move, raises defense by 1.
224 Natural Oils The Pokémon is immune to Water-type moves and their effects.
192 Odd Vibes Contact with the Pokémon may cause confusion.
231 Onrush Increases the power of Tackle moves.
276 Phantasma Pokémon is immune to Ground-type moves and damage from all
entry hazards.
241 Pitcher Redundant moves have their power increased. (Ice Ball, etc.)
228 Poison Stow Poisons any foe who uses an HP stealing move on the Pokémon.
213 Power Engine Raises attack by one stage each turn.
251 Power Surge Raises attack and special attack when hit by an Electric-move.
184 Presence Disables the opponent from using its held item in battle.
183 Prescience Alerts the trainer of the foe's most dangerous move.
166 Prideful Raises the Pokémon's attack by one stage when hit by a physical
move.
191 Primal Power When the Pokémon's health is low, the power of physical moves
increases.
223 Purify Heals status conditions during hail weather.
173 Quickdraw Pokémon will always score the first hit on the turn it is sent into
battle.
274 Radiation Has a 30% of poisoning the foe upon contact from its direct attack.
270 Rage Mode Changes the Pokémon's shape when HP is halved.
198 Raincoat Boosts evasion in rainy weather.
208 Randomizer The power of the Pokémon's moves is increased but it's attacks
are chosen at random.
244 Reprisal Increases the power of Revenge moves slightly.
211 Rugged Body Restores 1/16 HP each turn in sandstorm weather.
174 Rust Molt Raises speed by one stage when hit by a direct attack.
267 Rustbucket Lowers speed when hit by a Water-type move, but raises attack.
221 Sand Refresh Heals status conditions during a sandstorm.
190 Scout Removes all entry hazards upon entering battle.
178 Sharp Claws Scratch and Slash moves have their power increased.
227 ShortCircuit When hit by a Water-type move the Special Attack stat increases
sharply, although critical damage is taken.
194 Slime Coat Prevents burn and protects against the residual damage of moves.
229 Spiky Body Damages foe upon being directly attacked.
188 Spongey The Pokémon absorbs Water-type and Poison-type moves,
taking minimum damage.
252 Steambelly When hit by a Water-type move, lowers the foe's Accuracy by 1.
243 Stimulator Increases the chance of the secondary effects of the Pokémon's
moves activating.
273 Stinkpot Lowers the foe's special defense by 1 when its attack knocks the
Pokémon out.
180 Strange Aura The power of moves that hit the Pokémon are decreased if they
are not the same type as the Pokémon.
202 Stun Boost Raises Attack to 1.5x when paralyzed.
235 Swordsman Raises the power of Blade moves.
196 Temperate Sometimes saves PP of a move.
249 Thick Fur Raises resistance to Fire- and Ice-type moves.
250 Thick Wool Restores HP when hit by an Electric-type move.
254 Third Eye Removes the foe's immunities to Psychic or Ghost-type moves.
169 Thrill Raises attack by one stage when the Pokémon damages an
opponent.
269 Timebomb After the fifth turn, the Pokémon will self-destruct, damaging the
foe, although the Pokémon still faints.
255 Toxic Smoke May poison the foe on contact.
171 Traitorous Super-effective moves have their power increased.
248 Tune Cloak Changes secondary type to resist the last-used move by the foe.
268 Tune Gears Speed will either fall by 1 or rise by 2 each turn.
236 Turbulence Speed boosts are doubled.
239 Typhlosis Pokémon is not affected by Sight moves.
201 Water Wheel Raises speed when hit by a Water move.
264 Vanguard If the Pokémon scores the first hit, the damage is increased by 1.1x
233 Vengeful Raises Attack by 1 if the foe knocks out an ally Pokémon or an ally
faints from the effect of a foe's effect or ability.
238 Warrior Soul Pokémon has a 25% chance to survive a hit by halving its HP
when HP is below 1/2.
209 Water Store The Pokémon does not take damage in sandstorm weather and
restores 1/16 HP each turn in sunny weather
203 Weak Willed Lowers attack, defense, and speed by one each turn.
222 Windmill Raises speed by 1 stage when hit by a Flying-type move.
 

Pinkie-Dawn

Vampire Waifu
9,528
Posts
11
Years
I can only think of a perma-trick room ability, a SpA version of intimidate, the prevention of the opposing Pokemon from using held items, and increased defense after half of the Pokemon's HP is gone.
 

OmegaRuby and AlphaSapphire

10000 year Emperor of Hoenn
17,521
Posts
13
Years
Oh boy haha, I have a LONG list saved up xD


216 Absorbency Increases the amount of HP regain from HP-stealing moves.
214 Aloof Ignores stat modifiers on both sides.
197 Ancient Mind When the Pokémon's health is low, the power of special moves
increases.
187 Antagonist Raises Attack by one upon landing a hit, lowers defense by one
after taking a hit.
247 Artifice Attacks have a 10% chance of making the foe flinch.
175 Berserker Raises Attack one stage upon being hit by a direct move.
179 Big Jaws Raises the power of Bite moves.
257 Bloodsucker Increases the amount of HP regain from HP-stealing moves.
260 Bodyguard If an ally would be KOed by the foe's attack, the Pokémon will take
the attack instead.
263 Bonfire Increases attack when hit by a Fire-type move.
217 Bounty Maxes out speed if the Pokémon becomes trapped by a move or
ability.
176 Bracer Raises defense one stage upon taking a direct hit.
242 Brass Heart Reduces damage taken from Dark, Ghost, and Bug-type moves.
185 Brutalist Lower's the opponent's defense when the Pokémon hits them.
210 Burn Heal Restores HP when burned.
245 Cautious The Pokémon is unaffected by entry hazards.
212 Chaos Aura Contact with the Pokémon may cause burn, freeze, or confusion.
234 Clear Mind If the Pokémon gets the first hit after being sent out, it becomes a
guaranteed critical hit.
193 Cleric Status conditions are cured the turn after they are contracted.
189 Cloud Cover Summons fog upon entering battle.
225 Clutch Raises attack when HP is low.
170 Cold Body Has a 30% chance of freezing the opponent when hit by a direct
attack.
167 Cold Feet Boosts the Pokémon's speed in hail.
219 Cornered Increases the power of Normal-type moves in a pinch.
246 Crafty Increases the power of Dark-type moves in a pinch.
204 Crybaby Has 30% chance to lower foe Attack upon damaging the Pokémon.
261 Decoy Will take the first hit of all of the foe's Pokémon.
230 Desperation Powers up Fighting-type moves in a pinch.
199 Distortion Raises Defense when hit by a Special move and raises Special
Defense when hit by a Physical move.
218 Doppelgänger Each time the foe has its stats raised, the Pokémon gains the
same stat increases.
195 Eagle Eye The Pokémon's moves will always hit, regardless of accuracy or
evasion.
168 Escapeartist When hit by a OHKO move, the Pokémon retains 1 HP and
switches with an available party member.
275 ExplosiveGas When hit by a Fire-type move, damages both Pokémon for 1/4
total HP.
259 Ferocious Consecutive attacks do 1.1x more damage.
272 Fire Alarm If the Pokémon is hit by a Fire-type move or afflicted by a burn, it
may switch out with a waiting party member.
237 Fisticuffs Cancels out the effects of the foe's held item and ability. The
Pokémon's held item (if any) cannot be used.
186 Florist Increases Special Attack by one stage when hit by a Water, Fire,
or Ground-type move, although damage is still taken.
262 Frighten Lower's the foe's speed.
266 Generator Raises special attack when hit by a special move.
256 Greedy Doubles the amount of prize money won after a battle.
271 Hardheaded Boost the power of Headbutt moves.
165 Hibernator The Pokémon sleeps longer, but is woken up if hit by a Physical
move.
208 Huge Voice Raises the power of sound-based moves.
232 Humble The power of moves is increased, but the foe will always strike
first.
258 Iron Will Raises the power of Steel moves in a pinch.
207 Legendary Cancels out the foe's effect while the Pokémon is in battle.
240 Low Power Lowers attack and special attack when HP is below 1/3.
220 Magician Raises special attack by one when hit by a Psychic, Ghost, or
Dark-type move, but damage is still taken.
181 Materialist The Pokémon cannot have its held item removed except by using
it itself.
226 MeltingPoint When hit by a fire-type move or when afflicted by a burn, the
Pokémon's speed rises by 1, although damage is still taken
205 Migraines When confused, the Pokémon's attack stat maxes out.
215 Mind Synch Passes on sleep, freeze, and confusion to foe.
200 Mirage Skin The Pokémon may randomly gain Substitute-status.
177 Mischievous Raises speed one stage upon taking damage from an attack.
206 Mud Body Restores HP when hit by a Ground-type move.
253 Mud Shell When hit by a Water-type move, raises defense by 1.
224 Natural Oils The Pokémon is immune to Water-type moves and their effects.
192 Odd Vibes Contact with the Pokémon may cause confusion.
231 Onrush Increases the power of Tackle moves.
276 Phantasma Pokémon is immune to Ground-type moves and damage from all
entry hazards.
241 Pitcher Redundant moves have their power increased. (Ice Ball, etc.)
228 Poison Stow Poisons any foe who uses an HP stealing move on the Pokémon.
213 Power Engine Raises attack by one stage each turn.
251 Power Surge Raises attack and special attack when hit by an Electric-move.
184 Presence Disables the opponent from using its held item in battle.
183 Prescience Alerts the trainer of the foe's most dangerous move.
166 Prideful Raises the Pokémon's attack by one stage when hit by a physical
move.
191 Primal Power When the Pokémon's health is low, the power of physical moves
increases.
223 Purify Heals status conditions during hail weather.
173 Quickdraw Pokémon will always score the first hit on the turn it is sent into
battle.
274 Radiation Has a 30% of poisoning the foe upon contact from its direct attack.
270 Rage Mode Changes the Pokémon's shape when HP is halved.
198 Raincoat Boosts evasion in rainy weather.
208 Randomizer The power of the Pokémon's moves is increased but it's attacks
are chosen at random.
244 Reprisal Increases the power of Revenge moves slightly.
211 Rugged Body Restores 1/16 HP each turn in sandstorm weather.
174 Rust Molt Raises speed by one stage when hit by a direct attack.
267 Rustbucket Lowers speed when hit by a Water-type move, but raises attack.
221 Sand Refresh Heals status conditions during a sandstorm.
190 Scout Removes all entry hazards upon entering battle.
178 Sharp Claws Scratch and Slash moves have their power increased.
227 ShortCircuit When hit by a Water-type move the Special Attack stat increases
sharply, although critical damage is taken.
194 Slime Coat Prevents burn and protects against the residual damage of moves.
229 Spiky Body Damages foe upon being directly attacked.
188 Spongey The Pokémon absorbs Water-type and Poison-type moves,
taking minimum damage.
252 Steambelly When hit by a Water-type move, lowers the foe's Accuracy by 1.
243 Stimulator Increases the chance of the secondary effects of the Pokémon's
moves activating.
273 Stinkpot Lowers the foe's special defense by 1 when its attack knocks the
Pokémon out.
180 Strange Aura The power of moves that hit the Pokémon are decreased if they
are not the same type as the Pokémon.
202 Stun Boost Raises Attack to 1.5x when paralyzed.
235 Swordsman Raises the power of Blade moves.
196 Temperate Sometimes saves PP of a move.
249 Thick Fur Raises resistance to Fire- and Ice-type moves.
250 Thick Wool Restores HP when hit by an Electric-type move.
254 Third Eye Removes the foe's immunities to Psychic or Ghost-type moves.
169 Thrill Raises attack by one stage when the Pokémon damages an
opponent.
269 Timebomb After the fifth turn, the Pokémon will self-destruct, damaging the
foe, although the Pokémon still faints.
255 Toxic Smoke May poison the foe on contact.
171 Traitorous Super-effective moves have their power increased.
248 Tune Cloak Changes secondary type to resist the last-used move by the foe.
268 Tune Gears Speed will either fall by 1 or rise by 2 each turn.
236 Turbulence Speed boosts are doubled.
239 Typhlosis Pokémon is not affected by Sight moves.
201 Water Wheel Raises speed when hit by a Water move.
264 Vanguard If the Pokémon scores the first hit, the damage is increased by 1.1x
233 Vengeful Raises Attack by 1 if the foe knocks out an ally Pokémon or an ally
faints from the effect of a foe's effect or ability.
238 Warrior Soul Pokémon has a 25% chance to survive a hit by halving its HP
when HP is below 1/2.
209 Water Store The Pokémon does not take damage in sandstorm weather and
restores 1/16 HP each turn in sunny weather
203 Weak Willed Lowers attack, defense, and speed by one each turn.
222 Windmill Raises speed by 1 stage when hit by a Flying-type move.

Wow that sure is a long list...
Also perhaps if they something like Vanguard it'll increase the power of quick attack and it's veriations, which would be deadly if the pokemon with it is strong (please don't give it to Scizor)
 

Ho-Oh

used Sacred Fire!
35,992
Posts
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Wow that sure is a long list...
Also perhaps if they something like Vanguard it'll increase the power of quick attack and it's veriations, which would be deadly if the pokemon with it is strong (please don't give it to Scizor)

But they already have Technician that boosts those attacks :( I guess an alternate for the other priority ones would be good that wouldn't benefit from Technician, though!
 
175
Posts
11
Years
  • Seen Oct 10, 2013
Sorry dude, I didn't read your whole list (which was an AWESOME list btw), so you might have already written this ability down. :nervous:
But here goes:
(I just thought of this in the shower :laugh:)

Assassin:
Drasticallyincreases the accuracy of one-hit KO moves. So basically, this changes the accuracy of moves like Guillotine from 30% to 80%.
(80% sounds a little too accurate, maybe it should be changed to 70%)

I even came up with a pokemon with this ability:
Zlythax. (Poison/Dark)
I thought it was a cool name, it's design sorta looks like a cross between the creature 'venom' from spiderman, and sableye. This creature has a long, furry tongue that hangs out from it's Sableye - like grin. It has blank, soulless blue eyes (like Sylveon), and has long, black scythes that replace it's hands (like Kabutops's blades - except longer and black).
Now it's stats:

Hp: 100
Atk: 15
Def: 80
SpAtk: 15
SpDef: 80
Spd: 150

Base stat total: 440

You are probably disappointed with it's attack stats, but when it has the ability 'Assassin', who needs attack? Zlythax can learn ALL the OHKO moves, including a new one called 'Death Slice', a dark type guillotine which is it's signature move.
Since Zlythax has a stunning 150 speed stat, it should OHKO everything in it's path, at least 80% of the time!
(Heh, all this text to explain one ability I came up with :P)

Sorry, that was a little off-topic. But I wanted to explain to you my creature in detail, and it's ability.
 

Altairis

take me ☆ take you
5,188
Posts
11
Years
There are so many possibilities! I actually really like a lot of the ones posted. :) What about an ability that makes Trick Room automatic when entering, but since it cannot be changed like weather maybe it fades away eventually?
 
50,218
Posts
13
Years
I like some of the ideas that have been posted, I really liked that one that weakens damage from entry hazards/prevents entry hazard usage but here's one I might think of.

I think we should have more of those Motor Drive-like abilities, maybe increasing Defense/Special Defense when hit by certain types. I'd also like more of those Hyper Cutter-like abilities, maybe one where you can't lower the foe's Speed.

Also, I'd like more of those type-boosting-in-a-pinch abilities, similar to Torrent/Overgrow/Blaze/Swarm but with different types.
 

Ho-Oh

used Sacred Fire!
35,992
Posts
18
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  • Age 31
  • Seen Jul 1, 2023
Also, I'd like more of those type-boosting-in-a-pinch abilities, similar to Torrent/Overgrow/Blaze/Swarm but with different types.

I would dislike that. :x Honestly I find them somewhat useless and there's so many greater abilities and... yeah if there were more it'd increase the chances of it appearing instead of some BETTER type of ability. :(
 
3,105
Posts
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  • Age 22
  • Seen May 23, 2023
I didn't particularly like the Blaze/Torrent/Overgrow abilities, I sort of found them useless in my opinion at least, so I'm not particularly fond of the same ability returning for different types. Also I would like to see something similar to Speed Boost except for different stats, it'd be interesting to see. Other than that, out of all the suggestions so far, I like the creativity I'm seeing! :3
 

Ho-Oh

used Sacred Fire!
35,992
Posts
18
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  • Age 31
  • Seen Jul 1, 2023
While boosts in different stats every turn could be awesome, it could be kind of scary, though. Like imagine Shuckle with Defence Boost ;_;
 

Jake♫

► My Happy Little Pill 
2,941
Posts
15
Years
I like the buff that Storm Drain was given Gen 5, so I'd love to see a physical version of that which boosts attack instead of SpA. Maybe something that takes a fighting attack and instead boosts your attack by 1.5x? No idea what it'd be called, but I'd love something like it!
 

OmegaRuby and AlphaSapphire

10000 year Emperor of Hoenn
17,521
Posts
13
Years
I was just looking at Serebii's entry of Archeops and remembered that thus far every generation has introduced a pokemon with a useless ability...think we'll get another one? What would it be called?

Personally I'm hoping they don't introduce another useless ability...and if they must at least have it's owner have Slacking and Regigigas stats...

I'm proably one of the few who actually like Overgrowth and it's different versions...however it could use a boost in power.
 

Ho-Oh

used Sacred Fire!
35,992
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  • Seen Jul 1, 2023
Well there doesn't always have to be useless abilities. Luckily in the past said Pokemon had access to Roost so it wasn't really an issue! But yeah, it might appear useless, but once the useless-ness is gone it can make a really strong Pokemon. :3 So those abilities are -okay- if the Pokemon are overpowered otherwise :x
 
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