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Improve a bad ability

Ace Trainer 188

Sea what I did there?
  • 13,028
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    Basically what the title says. There are some rules, though:

    - Your ideas don't need to have grounded logic. You can say something like 'Stall now lowers the opponent's attack every turn' or something and it's fine.

    - No making overpowered abilities. The point of this is to make weaker abilities more usable, not create broken stuff.

    - No need to look up to see if there is another ability that does the same thing as your idea. If you think it's good, just go with it. And besides redundant abilities are a common thing anyway.

    - Follow the basic forum rules, no insulting other people's ideas if you don't like them.

    - That's all! Just have fun posting ways you can better otherwise inferior abilities.

    For me:

    Illuminate: All light based attacks (eg. Dazzling gleam) and Electric attacks have a boosted crit ratio (let's not make it anything too useful, increasing encounter rate is already a good thing. Just use repels if you don't want more encounters)

    Run away: The user's quick reflexes makes it easier to land hits. It is now a No guard clone, but can only work in trainer battles and the ability wears off it the user's accuracy drops or the opponents evasiveness increases by at least 1 point.
     
    Magnet Pull - Not only traps but now also reduces the evasinveness of Steel-type Pokémon, so it's not just a weaker Shadow Tag. Then remove the Ghost-types' immunity to Magnet Pull and Arena Trap.

    Also make some Pokémon have the ability "Winged" instead of "Levitate"; Winged would have the same effect as Levitate, but also could not be suppressed. Pokémon like Flygon, Latios/Latias and Hydreigon that are flying but already have two other type that take the Flying-type's place would then get Winged instead of Levitate; I mean, Flygon obviously isn't "levitating", and "suppressing" the wings of a Pokémon doesn't make sense either.

    And finally make the barrier for Blaze's, Torrent's, Overgrow's and Swarm's activation jump from 33% to 50% to make them at least somewhat reliable to use.
     
    Big Pecks: In addition to preventing attack drops, will now slightly boost the power of physical flying type attacks.
    Honey Gather: Every turn, a chance to have your HP healed will occur. There's a higher chance for the amount Leftovers heals, and a far lower chance to heal 50-75% of your health (Like 10%).
    Snow Cloak: Will also boost your defense a little whilst in hail, as well as an increase to evasion.
    Truant (My take): The opponent now has a 50% chance not to act the next turn.
    Rattled: Will boost speed by two stages instead of one, and give it to Pokemon like Mr Mime.
     
    Run Away: you can also switch out even if you're trapped by shadow tag or something.
    Stench: replace the 10% chance to flinch a target with lowering the opponent's accuracy by 10% (like the item bright powder)
    Illuminate: lowers the opponent's accuracy by 10%
    Pastel Veil: replace the prevention of poisoning with powering up the power of the Pokémon's attacks by 20% in Misty Terrain
    Keen Eye: also ignores Follow Me/Rage Powder
    Oblivious: make it block everything that a Mental Herb cures (encore, torment, etc.)
    Corrosion: in addition to being able to poison Steel and Poison types, it should let you hit a Steel type with Poison type moves.
    Mega Launcher: it should power up Hydro Pump and other moves that the ability Bulletproof blocks.

    (It's a bit of a long list, sorry)
     
    Gale Wings: remove the nerf that generation 7 put on it, enough said.

    Illuminate: Maybe if hit by a physical attack, the Pokemon's accuracy drops one stage. Or, instead, when this Pokemon is on the field for the first turn, the Pokemon's accuracy drops one stage? It'd make it more useful, if you ask me.
     
    Ooh, I like this! Let's see...

    Zen Mode (for regular Darmanitan): keeps Darmanitan in Zen Mode if it is above 50% HP. Now it could be actually useful, like its Galarian version.

    Color Change: becomes the same as Protean and Libero. Kecleon could really do with that.

    Klutz: Immune to all item effects, not just its own item. So clumsy it disregards opponent's Choice Band or Focus Sash, for instance...

    Aura Break: Reverses all abilities, if applicable; not just Dark and Fairy Aura.

    And a deservedly overpowered one - Multitype: changes type to match that of the move it uses, and also changes type to best resist the move targeting it (kind of like Protean + Conversion 2). Judgement is still the same type as the held plate.
     
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    Color Change: becomes the same as Protean and Libero. Kecleon could really do with that.
    I like this idea. But doesn't Kecleon already have Protean as hidden ability?

    Anyway, my ideas:
    Truant: Every turn the pokémon doesn't move, a random stat increases. (Is it overpowered?)

    Sand Veil: Nothing much, it'll be better if more pokémon have access to this ability. Evasion during sandstorms is awesome, but the part of it that allows immunity to them is wasted :/

    Defeatist: If the pokémon's attack is higher, raises attack and reduces Sp.Atk, and vice versa.

    Illuminate: Decreases opponent's accuracy sharply upon switch-in.
     
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    I like this idea. But doesn't Kecleon already have Protean as hidden ability?

    Yes, it does. Didn't want to just overwrite it since it's Kecleon's signature ability. Just imagine it had no hidden ability in this scenario.

    Your Traunt does seem a bit overpowered, Slaking with BST 670 and any kind of boost... My, that's a lot.

    Idea: a double battle with my version of Aura Break and Slow Start. It's reversed so that it boosts Speed and Attack for the first 5 turns, ending up with Regigigas and Zygarde demolishing everything in front of them.
     
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    Pickup: When switched into battle pickup will cause damage to enemy Pokemon. If opponent is holding an item pickup does increased damage, and removes the item. It's pretty much a free knockoff on your first turn of battle.
     
    Another one!

    Stall: the user always moves last in its priority bracket, but gets a 50% boost to its defenses.
    Essentially Sableye moves last but gets a free Eviolite.
     
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