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I have created some new abilities for my game (wow I have more than I thought), and I thought I'd share some of the more interesting ones:
Second Wind: Heals the Pokemon for 25% of its maximum HP whenever it takes a hit that drops its HP below half.
Bodyguard: Redirects attacks of Pokemon moving after the Pokemon with this ability at the Pokemon with this ability.
Motivation: When the Pokemon knocks out a Pokemon, attacks another opposing Pokemon with the same attack.
Confidence: When entering battle, raises Defense of allies by 2 stages.
Combustion: Whenever the Pokemon takes a fatal hit, it deals a 50 power Normal physical attack to all adjacent Pokemon.
Life Force: Heals 1/32 max HP of the Pokemon at the end of each turn.
Medic: Heals 1/8 max HP (of the Pokemon with this ability) to an ally at the end of each turn.
Power Nap: When taking a hit that knocks the Pokemon below 25% HP, it falls asleep (for 2 turns) and restores 75% HP if it isn't already sleeping.
Sequence: Raises a random stat one stage for each Pokemon on the field that shares a type with it when entering combat.
Shackle: Wide Guard as an ability.
Sponge: When attacked by an ally, restores the amount of damage that would've been dealt.
Thrust: When the user moves after the target, 50% chance to make the target switch out if the move makes contact.
Vanguard: When in play, the Pokemon that moves first each turn deals 5/4 damage.
Crusher: When the Pokemon's HP is above the target's HP, attacks against the target deal 5/4 damage.
Quip: Reduces a random stat by one stage on a target when hitting it with a sound-based move.
Overlord: 50% chance to raise attack 1 stage when hit with a contact move.
Sneak Attack: When hitting with a Critical hit, causes the target to flinch. (Guaranteed crits don't activate this ability)
Flame Spiral: When a Fire attack is used by the Pokemon, the target(s) receive extra damage equal to the Pokemon's Special Attack/4.
Dual Wield: When using a multi-hit move, the attack is always a Critical hit.
Attentive: Moves that would usually require a cooldown don't, and two-turn moves hit on the first turn.
Merciful Heart: When using a move on yourself or an ally, a random stat of an ally increases one stage.
Pure Lethality: When the user switches in without an item, raises a random stat sharply.
Last Bullets: Deals more damage the less PP the user has left. ( multiplier=(1+(1-pp/totalpp)/2) )
Alphabetization: Signature ability of Unown, has a different effect for each form (effect for each form listed in spoiler)
I would appreciate feedback on abilities that seem really broken if people feel inclined. I have already coded most of these abilities, so if you want to implement some of these into your game and you're having trouble, I can explain what I did.
Second Wind: Heals the Pokemon for 25% of its maximum HP whenever it takes a hit that drops its HP below half.
Bodyguard: Redirects attacks of Pokemon moving after the Pokemon with this ability at the Pokemon with this ability.
Motivation: When the Pokemon knocks out a Pokemon, attacks another opposing Pokemon with the same attack.
Confidence: When entering battle, raises Defense of allies by 2 stages.
Combustion: Whenever the Pokemon takes a fatal hit, it deals a 50 power Normal physical attack to all adjacent Pokemon.
Life Force: Heals 1/32 max HP of the Pokemon at the end of each turn.
Medic: Heals 1/8 max HP (of the Pokemon with this ability) to an ally at the end of each turn.
Power Nap: When taking a hit that knocks the Pokemon below 25% HP, it falls asleep (for 2 turns) and restores 75% HP if it isn't already sleeping.
Sequence: Raises a random stat one stage for each Pokemon on the field that shares a type with it when entering combat.
Shackle: Wide Guard as an ability.
Sponge: When attacked by an ally, restores the amount of damage that would've been dealt.
Thrust: When the user moves after the target, 50% chance to make the target switch out if the move makes contact.
Vanguard: When in play, the Pokemon that moves first each turn deals 5/4 damage.
Crusher: When the Pokemon's HP is above the target's HP, attacks against the target deal 5/4 damage.
Quip: Reduces a random stat by one stage on a target when hitting it with a sound-based move.
Overlord: 50% chance to raise attack 1 stage when hit with a contact move.
Sneak Attack: When hitting with a Critical hit, causes the target to flinch. (Guaranteed crits don't activate this ability)
Flame Spiral: When a Fire attack is used by the Pokemon, the target(s) receive extra damage equal to the Pokemon's Special Attack/4.
Dual Wield: When using a multi-hit move, the attack is always a Critical hit.
Attentive: Moves that would usually require a cooldown don't, and two-turn moves hit on the first turn.
Merciful Heart: When using a move on yourself or an ally, a random stat of an ally increases one stage.
Pure Lethality: When the user switches in without an item, raises a random stat sharply.
Last Bullets: Deals more damage the less PP the user has left. ( multiplier=(1+(1-pp/totalpp)/2) )
Alphabetization: Signature ability of Unown, has a different effect for each form (effect for each form listed in spoiler)
Spoiler:
A: Anger- Sharply raises all stats when hit by an attack
B: Bear- Doubles damage dealt, halves damage taken, and attacks always land as Critical Hits
C: Chase- Prevents opposing Pokemon from switching out & using moves against Pokemon who have already taken damage hits for double damage
D: Direct- Directs all moves towards the Pokemon, but raises Defense & Special Defense 3 stages when entering battle
E: Engage- When the Pokemon is damaged by a move, raises all stats (besides Accuracy & Evasion) and uses the same move against a random opponent without using a turn
F: Find- Moves never miss the target, and inverts all stat increases on the target after hitting
G: Give- When using moves on allies, heals them for the damage that would've been dealt, and duplicates held item, giving one to the target (if not already holding an item)
H: Help- Allied Pokemon deal double damage
I: Increase- Copies the highest stat from opposing team as all of the Pokemon's stats besides HP upon entry
J: Join- Every time an ally uses a move, the Pokemon uses it as well without using a turn
K: Keep- Prevents the Pokemon from giving up its item, even by consuming it (doing so will replenish it at the end of the turn), & prevents the Pokemon from being forcefully switched out
L: Laugh- Infatuates all opposing Pokemon at the end of each turn and upon entry
M: Make- Inflicts a random status condition on the target upon a successful hit
N: Nuzzle- Paralyzes the target upon a successful hit, and paralyzes the attacker when being hit by a contact move
O: Observe- Copies double the stats of a random opponent as this Pokemon's stats besides HP upon entry
P: Perform- maximizes 2 random stats upon knocking out an opponent
Q: Quicken- Adds 1 to the priority of moves used by the Pokemon and increases Evasion by 1 stage at the end of each turn
R: Reassure- For targets who have already been damaged this turn, deals quadruple damage to them and inflicts a random status condition
S: Search- Upon landing a Super Effective hit, lowers all the targets stats to -6
T: Tell- Changes the target's highest increased stat stage to -6 after a successful hit (chooses randomly if there's more than 1)
U: Undo- Upon eliminating an enemy, restores to full HP and moves regain all PP
V: Vanish- Raises Evasion to +6 when entering battle
W: Want- Lowers all stats harshly on the opponent every time a move damages it
X: XXXXX- Disables the attack of an opposing Pokemon every time it hits the Pokemon
Y: Yield- Raises all stats to +6 (besides Accuracy and Evasion) upon entering battle but lowers them harshly each time an attack lands against the Pokemon
Z: Zoom- Raises Speed to +6 when entering battle, and makes all attacks land as Critical Hits
?: ?????- Sets all stats to a random increment between +0 & +6 at the end of each turn
!: !!!!!- Each attack used has a 75% chance of flinching the target
B: Bear- Doubles damage dealt, halves damage taken, and attacks always land as Critical Hits
C: Chase- Prevents opposing Pokemon from switching out & using moves against Pokemon who have already taken damage hits for double damage
D: Direct- Directs all moves towards the Pokemon, but raises Defense & Special Defense 3 stages when entering battle
E: Engage- When the Pokemon is damaged by a move, raises all stats (besides Accuracy & Evasion) and uses the same move against a random opponent without using a turn
F: Find- Moves never miss the target, and inverts all stat increases on the target after hitting
G: Give- When using moves on allies, heals them for the damage that would've been dealt, and duplicates held item, giving one to the target (if not already holding an item)
H: Help- Allied Pokemon deal double damage
I: Increase- Copies the highest stat from opposing team as all of the Pokemon's stats besides HP upon entry
J: Join- Every time an ally uses a move, the Pokemon uses it as well without using a turn
K: Keep- Prevents the Pokemon from giving up its item, even by consuming it (doing so will replenish it at the end of the turn), & prevents the Pokemon from being forcefully switched out
L: Laugh- Infatuates all opposing Pokemon at the end of each turn and upon entry
M: Make- Inflicts a random status condition on the target upon a successful hit
N: Nuzzle- Paralyzes the target upon a successful hit, and paralyzes the attacker when being hit by a contact move
O: Observe- Copies double the stats of a random opponent as this Pokemon's stats besides HP upon entry
P: Perform- maximizes 2 random stats upon knocking out an opponent
Q: Quicken- Adds 1 to the priority of moves used by the Pokemon and increases Evasion by 1 stage at the end of each turn
R: Reassure- For targets who have already been damaged this turn, deals quadruple damage to them and inflicts a random status condition
S: Search- Upon landing a Super Effective hit, lowers all the targets stats to -6
T: Tell- Changes the target's highest increased stat stage to -6 after a successful hit (chooses randomly if there's more than 1)
U: Undo- Upon eliminating an enemy, restores to full HP and moves regain all PP
V: Vanish- Raises Evasion to +6 when entering battle
W: Want- Lowers all stats harshly on the opponent every time a move damages it
X: XXXXX- Disables the attack of an opposing Pokemon every time it hits the Pokemon
Y: Yield- Raises all stats to +6 (besides Accuracy and Evasion) upon entering battle but lowers them harshly each time an attack lands against the Pokemon
Z: Zoom- Raises Speed to +6 when entering battle, and makes all attacks land as Critical Hits
?: ?????- Sets all stats to a random increment between +0 & +6 at the end of each turn
!: !!!!!- Each attack used has a 75% chance of flinching the target
I would appreciate feedback on abilities that seem really broken if people feel inclined. I have already coded most of these abilities, so if you want to implement some of these into your game and you're having trouble, I can explain what I did.
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