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New Ability Ideas

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    I'm unsure if this is a PGC or PG thread, so mods feel free to move this wherever. But I wanna ask y'all for ideas for new abilities. It's just something I find fun to think about. I wanna make sure they're unique and useful, while also not being outright broken. I've been making a list for no reason lol. Here's what I've come up with, and feel free to share some of your own if you have!

    Prideful - Boosts attack when facing higher-leveled foe
    Grand Entrance - Random stat is boosted when entering battle
    Recompose - Boosts accuracy when user misses
    Flytrap - Bug types cannot escape user (feel like Carnivine should have this ability, but it wouldn't be beneficial for it lol)
    Static Fangs - Biting moves have a chance to paralyze foe
    Lovesick - User can be infatuated by any gender foe
    Street Sweeper - Removes entry hazards when entering battle
    Dizzying Fumes - Hitting the user with physical attacks may confuse foe (feel like this would be perfect for a mon like Weezing)
     
    A special attack variant of Intimidate. Lowers Special Attack stat of opposing Pokemon by 1. I don't know why they haven't made this yet.
     
    Quick Start - User starts out really fast, but Speed diminishes over time/turns. Better swap out after 5 turns =p
    Inability - User can only use each move it knows once every 4 turns forcing you to cycle through your moves. Moves' accuracy is boosted.
    Berserker - Can only use physical moves, but their damage is increased.
     
    Challenger - If the foe has higher stats than the user, the difference between the two stats is calculated, doubled, and added to the user's stats.
     
    Renevant - If this Pokemon faints, all opposing Pokemon recieve the Curse effect, as if a Ghost type used it.
    Lit Fuse - This Pokemon triggers Self-Destruct if KOd by a contact move, or any Fire-type move.
     
    Power Fluctuation: The Pokémon swaps its Attack and Special Attack stats at the beginning of each turn.
    Flame Curse: The Pokémon is allways Burned, but takes half damage from Fire, Water, and Ice type moves. This status condition can't be replaced with any other.
    Food Stealer: The Pokémon can steal and eat food items such as Berries and Leftovers upon hitting the opponent with a contact move.
    Demolition Expert: Boosts the power of Ball and Bomb moves (those that don't affect Pokémon with Bulletproof) by 30%, and halves damage taken from Selfdestruct and Explosion.
     
    Last edited:
    Quick Start - User starts out really fast, but Speed diminishes over time/turns. Better swap out after 5 turns =p

    This seems really fun! As broken in competitive as I can see it being lol.
    Demolition Expert: Boosts the power of Ball and Bomb moves (those that don't affect Pokémon with Bulletproof) by 30%, and halves damage taken from Selfdestruct and Explosion.

    Super unique - love this one!

    Prepared: Halve damage received when switching in.
    Toxic Bites: Bite/fang-based moves have a 10% chance to Poison the target.
    Irresistible Voice: Voice-based moves get a 10% boost in power and accuracy.
     
    Permanent Peril: Always acts like it is at 10% of its total hitpoints. (Boosts moves like Flail. Improves Pain Split and Endeavor. Makes moves like Eruption bad. Prevents Substitute and Belly Drum. Becomes weak to Brine. Eats "in a pinch" berries immediately.)

    Last Gasp: Automatically uses a random move when this Pokemon faints. Deals half its normal damage. Targets the enemy Pokemon that fainted it, if a target is needed. Does not trigger if the Pokemon faints itself. (Considers this a better Innards Out or Aftermath.)

    Type Matchup: Copies two random types from your party's Pokemon at the start of battle. Enters as a Normal type if no other Pokemon are in your party. Treats it as a Normal type for the purposes of other Pokemon with Type Matchup.

    Counterweight: Adds 15 power to moves for every stat decrease on this Pokemon. (Cannot let this Pokemon learn Shell Smash. Might be more balanced at 10 power or a percentage of the move's power. Depends on its moveset. Could pull off nasty priority moves, in theory.)

    Even Out: Reduces the damage taken and received from "super effective" attacks. Increases the damage dealt and received from "not very effective" attacks. (Describes it like Tinted Lens. Winds up with a weaker effect, but with a wider reach. Some specifics: Double not very effective: 25% to 37.5%. Not very effective: 50% to 75%. Super effective: 200% to 150%. Double super effective: 400% to 300%.)
     
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