If you could create a pokemon ability, what would it be?

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Kleptomaniac: This Pokémon swaps hold items with its opponent upon switch-in. (i.e an automatic Trick) Takes double damage from Arceus' Judgment. (XD)

Quantum Physicist: While this Pokémon is in play, all moves used by the opponent have a 25% chance to act as though Metronome were chosen instead, and Pokémon with the Simple ability have their accuracy lowered by two stages.

I LOL'd when I read about those abilities.

I created a whole bunch of abilities. Here are some of my favourites:

Adorable: Lowers the foe's Special Attack at the start of the battle.

Big Voice: Powers up sound-based moves and negates the Soundproof ability.

Brace: Cannot be KO'd on the first turn of a battle.

Clairvoyance: Lets you know which attack the foe will use each turn, and if they're using an item or switching as well.

Clear Focus: Sharply increases the accuracy of the user's first attack in a battle.

Drowsiness: Makes sleeping foes stay asleep longer.

Even Match: If any of the foe's stats are higher than the user's, the user gets a boost in that stat(s) at the beginning of the battle.

Gamble: Every time the user wins a battle, you receive 10 coins. Every time the user loses a battle, you lose 10 coins.

Love Spell: Allows the user to infatuate same-gender or genderless Pokemon.

Vengeance: If the user is KO'd on the first turn, the foe faints as well.

Regenerate: Restores user's PP after a battle.

Sneak: If user is first in the party, it prevents you from encountering wild Pokemon at night.

Necromancy: Allows you to revive a fainted Pokemon to 1HP. Can only be used outside of battle.
 
Love Spell: Allows the user to infatuate same-gender or genderless Pokemon.

There's already Cute Charm, which infatuates on contact.

Sand Armor; negates Sandstorm damage
 
There's already Cute Charm, which infatuates on contact.

Sand Armor; negates Sandstorm damage


But doesn't that only affect pokemon of different genders?

And Sand Armor is great! Tyranitar would be sad D; but what kind of pokemon would have it? I only see ground pokemon having it, but they don't get damaged.



Brace: Cannot be KO'd on the first turn of a battle.

--

I like that :)




And Scrappy is already there so normal can hit ghost types, and Dark. Don't they do neutral damage already?
 
Bump :)

Any more abilities? ;3
 
Teeter: One turn after being sent out, this pokemon is automatically returned to it's pokeball. Arena Trap, Mean Look, Shadow Tag, and other trapping methods are negated. (learned by Spinda of course. Giga Impact CB Spinda will maul everyone)

Cute Wave: The owner's overwhelming cuteness lower's the foes special attack upon the switchin. (special intimidate) (learned by female onlys [barring Happini line] and Gardevoir)
 
Rickroll : Beeping sound while near-fainting is replaced by Rick Astley's song Never Gonna Give You Up. Never Gonna Let You Down (enemy pokemon falls down)
 
Teeter: One turn after being sent out, this pokemon is automatically returned to it's pokeball. Arena Trap, Mean Look, Shadow Tag, and other trapping methods are negated. (learned by Spinda of course. Giga Impact CB Spinda will maul everyone)

Cute Wave: The owner's overwhelming cuteness lower's the foes special attack upon the switchin. (special intimidate) (learned by female onlys [barring Happini line] and Gardevoir)

Hydro Armor: Pokemon with this ability do not take Sandstorm, Hail, or Burn damage. (Water types like Blastoise and Lapras get this)

Boiling Skin: This pokemon does not take damage from Hail or Ice type attacks. (Learned by: Moltres, Rapidash, Charizard, ect.)

Fall Colors: Attacks with "Leaf", "Drain" (aside from drain punch), and "Grass" in their name are powered up (like Technician) (Learned by: Venusaur, Leafeon, Shiftry, ect.)

And of course, some obligatory jokes.

DEATH WATER!: The second this pokemon comes out, a screan with Protonjon playing through a Mario hack appears on the screan. (Learnable by: Any pokemon with the name "ProtonJon", "PJon", "PJonSA", "DeathWater", or "Burgerking")

Chaos End: This pokemon is not harmed by Aura attacks. (Learned by: ...a fifth gen pokemon, and Shadow the Hedgehog. Usewatididthar?)
 
Not sure but I've always thought it'd be interesting to see a Pokemon have the ability to hold 2 items. (Kangaskahn maybe?) That pouch HAS to be good for something other than carrying that baby around. =)

Sure the Pokemon would need to then be handicapped somehow though...maybe limited to 3 moves?
 
How about this?

Firestarter: All fire-type moves in battle get a 20% increase. This also increases the chance of the opponent getting burned. In the field, repels wild Pokemon from battling you.

Example Pokemon would be Magby's evolutionary line.
 
I like all of your abilities :3

I know right? The ingame trainer should be allowed to give 2 items to pokemon :)
 
No more? That stinks ~

I loved reading your ideas :)
 
in the real world, pure water actually does not conduct electricity. it's the imperfections in the water that conduct the electricity. so mine is:

Pure Water:

flavor text: makes electric type moves useless.
function: causes eclectric type moves, while normally super effective against water types, not cause any damage.
 
Superspeed you know the places that you can't fly to and need to get to FAST but all these stupid pokemon and trainers keep on geeting in your way and even though they are weak you must battle them now you may run at sond speed and only pokemon and trainers who are fast and strong enough to catch you can battle you, downside lowers hp

Hydro Armor: Pokemon with this ability do not take Sandstorm, Hail, or Burn damage. (Water types like Blastoise and Lapras get this)

Boiling Skin: This pokemon does not take damage from Hail or Ice type attacks. (Learned by: Moltres, Rapidash, Charizard, ect.)

Fall Colors: Attacks with "Leaf", "Drain" (aside from drain punch), and "Grass" in their name are powered up (like Technician) (Learned by: Venusaur, Leafeon, Shiftry, ect.)

And of course, some obligatory jokes.

DEATH WATER!: The second this pokemon comes out, a screan with Protonjon playing through a Mario hack appears on the screan. (Learnable by: Any pokemon with the name "ProtonJon", "PJon", "PJonSA", "DeathWater", or "Burgerking")

Chaos End: This pokemon is not harmed by Aura attacks. (Learned by: ...a fifth gen pokemon, and Shadow the Hedgehog. Usewatididthar?)
Useing Shads as pokemon that I whould have fun with Quick call sega and nintendo
 
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in the real world, pure water actually does not conduct electricity. it's the imperfections in the water that conduct the electricity. so mine is:

Pure Water:
flavor text: makes electric type moves useless.
function: causes eclectric type moves, while normally super effective against water types, not cause any damage.



Cool! I <3 that one :)


And Sonica - I know right? It's horrible. Those weak trainers. But some give good experience for training :)
 
Abilities

Petrify Shield: When user is paralyzed, defense raises by 1 each turn.
Scare: Foe's attack drops by 1 every turn when user has a status affliction.
Plan B: When a Pokemon's move fail, another random move is used.
Slow Poison: The opponent's Pokemon will be poisoned after 3 turns in battle.
Dual Core: This Pokemon can hold 2 items at the same time.
Trojan: This Pokemon has a 40% chance of passing a status condition to the opponent.
Stress: Opponent's Pokemon is forced to use only stat alteration moves.
Meltdown: Changes opponent's ice type into water type.
Open Flame: Opponent's ice type moves become water type.
Extract: Hold items double in power.
Hyperactive: This Pokemon will not be confused, paralyzed, or asleep.
Depression: This Pokemon has double speed and defense, but will stay asleep for longer turns and will not snap out of confusion.
Timed: The foe's Pokemon cannot use moves that take 2 turns. (ex: fly, bounce)
Standardize: When the opponent's stats raise, your Pokemon's stats raise with it.
Extra Work: More recoil damage is taken but moves with recoil damage are increased by 150%
Relief Work: Your Pokemon don't take recoil damage but the moves are weakened by 15%. (Power 100 becomes 85)

Moves

Roots
Power: 65
Accuracy: 100
PP: 15
Normal Move, attack doubled after Ingrain is used.

Hydraulics
Power: 200
Accuracy: 75
PP: 5
Attack damage halves if opponents doesn't have a status condition.

Abilities

Petrify Shield: When user is paralyzed, defense raises by 1 each turn.
Scare: Foe's attack drops by 1 every turn when user has a status affliction.
Plan B: When a Pokemon's move fail, another random move is used.
Slow Poison: The opponent's Pokemon will be poisoned after 3 turns in battle.
Dual Core: This Pokemon can hold 2 items at the same time.
Trojan: This Pokemon has a 40% chance of passing a status condition to the opponent.
Stress: Opponent's Pokemon is forced to use only stat alteration moves.
Meltdown: Changes opponent's ice type into water type.
Open Flame: Opponent's ice type moves become water type.
Extract: Hold items double in power.
Hyperactive: This Pokemon will not be confused, paralyzed, or asleep.
Depression: This Pokemon has double speed and defense, but will stay asleep for longer turns and will not snap out of confusion.
Timed: The foe's Pokemon cannot use moves that take 2 turns. (ex: fly, bounce)
Standardize: When the opponent's stats raise, your Pokemon's stats raise with it.
Extra Work: More recoil damage is taken but moves with recoil damage are increased by 150%
Relief Work: Your Pokemon don't take recoil damage but the moves are weakened by 15%. (Power 100 becomes 85)

Moves

Roots
Power: 65
Accuracy: 100
PP: 15
Normal Move, attack doubled after Ingrain is used.

Hydraulics
Power: 200
Accuracy: 75
PP: 5
Attack damage halves if opponents doesn't have a status condition.
whew, this is good!!! i like this. except the moves.
 
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Abilities Part II (I want to keep this thread alive.)

Zero: There is a 15% chance that when a move is used, it will use 0 PP.
Swift Motion: There is a 35% chance that the Pokemon will move first even if the Pokemon used a move last attack or an item like Lagging Tail.
Distraction: There is a 50% chance that the opponent will be confused if this Pokemon is in battle.
Solar Flare: When using a move requiring recharging, the opponent will be burned if it misses.
Guaranteed Blow: Punching and Kicking moves will always hit the opponent.
Countdown: The opponent will suffer damage every 2 turns when the user is affected by a status condition.
Catchy: The foe will be confused when the user used a noise move. In the field, there is a 20% higher chance to capture a Pokemon that can have 2 abilities.
Pentadodge: The foe's consecutive hit moves will always fail.
NaturalShield: Grass-type moves will never affect this Pokemon.
Upload: The opponent has to sacrifice 5% of his HP every time it makes a damaging move. After 4 turns, the damage is recovered, and it starts again.
Reload: There is a 30% chance that the PP of a move will be automatically healed each turn.
Steel Burst: Steel-type moves will always attack first.
Leaf Shard: If the opponent attacks with a physical move, it will suffer damage from a 40 power grass-type move.
 
Wouldn't Stress practically make a Pokemon invincible?
 
Charge: Charges the DS w/o plugging it in. (If only it worked like that) :disappoin

You can get alot of things for your DS to charge without a plug...

Reform: Selfdestruct and Explosion deal (1/2 or 1/3 or 1/4) of its damage, but the user doesnt take any damage.
For: Basic Destruction Users....

Weather Manipulation: When this pokemon uses a type move the weather will change to that type (Grass and Fire = Sunny Day, Ice = Hail, etc)
For: Castform

Transparent: Pokemon has a 1/3 chance for physical attacks to do nothing.
For: All Ghost

Freeze: Opponent's Water moves become Ice moves on contact.
For: Ice? Fire? IDK

Elemental Change: Opponent's move types are random on contact.
For: Kecleon, Porygon, Porygon 2, Porygon Z

Altered Wind: User's Wind Based Moves (IE Gust) become the a different type depending on weather. (Sunny Day = Fire, Hail = Ice, etc)
For: Evolved Forms of Flying Pokemon

Masterpiece: Sketch now allows you to pick any of the opponent's moves or pick Sketch again to cancel (doesnt give the turn back).
For: Smergle

Crazy Dance: User always has Confusion/Isn't effected by Confusion. When user is Confused opponent's moves with more then 50% accuracy become 50% accurate and cannot be lowered.
For: Spinda

Leekspin: User inflicts random status condition to opponent whenever it is switched in/out.
For: Farfetch'd

Ninja: Opponent is badly poisoned whenever user uses a smoke based attack (IE Smokescreen)
For: Smokescreen Users.

Jack of All Trades: User can have 2 other abilites excluding this one.
For: Pokemon that don't evolve, (IE Spina, Farfetch'd, Smergle, Castform, etc)

and for the LAWLs

Leekspin 2: User spins Leek and sings a certain song until the opponent faints from earpain.
For: Farfetch'd

Stress wouldn't work as its too OP causing someone to not be able to fight...maybe have a chance each turn and it will tell you before the move is selected.
Relief Work isnt needed because of Rock Head
Guaranteed Blow should be Master Puncher and Master Kicker for Hitmon Brothers...Maybe one for Mr. Top
Catchy should be more clear as no pokemon can have 2 abilities at once i assume you meant that they have the chance to get 2 different abilities
Pentadodge should have a chance effect.
If Reload means healed to 100% of PP it should have a lower %.

-TheZeide
 
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