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RaZoR LeAf
13th October 2006, 01:53 PM
Lets move the abilities discussion out of the Cafe thread and into a topic of it's own. I've now finished writing up a list of current (RSE only) abilities. There are some gaps which you'll find look like this which either I couldn't think of adapting very well, need to be worded a particular way, or need to be reconsidered or added to. This list was originally partially compiled by Chris Watarimono, so credit goes to him too for starting it.

Just so everyone is absolutely sure of it, Abilities are NOT in use. Glad we got that out of the way. Here we go.

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Air Lock - User seals off outside air, encasing everyone within in a closed air space. Weather moves such as Hail and Clear Skies are completely ineffective, as well as their effects on any of the Pokemon, including the user. No Pokémon in the ASBL is actually capable of getting this trait since the only user is Rayquaza.

Arena Trap - The user is able to create a ditch, or disrupt the ground at the start of the battle. This would count outside the battler's regular allotted actions. The ditch or disrupted ground would act as a means to trip up or cause difficult movement to other pokemon be they large or small.  Should the ground be heavily fortified, this trait will be more difficult to perform.

The user can opt not to create an Arena Trap at the start of the battle. If so, they can use an action later in the battle to create it. This will then count as one of the battler's allowed slots.

Battle Armor - Pokémon is completely amassed in armor, from head to toe. Any blow, no matter how direct and powerful it may be, can ever cause a wound.

Blaze - Once activated, all Fire moves become twice as powerful. Can only be used when the user is at a definite disadvantage or desperation spot (not necessariy health-wise). What this point is up to the interpetation of the referee. With regards to health, when the user drops below 25% the boost becomes active.

Chlorophyll - User will be able to recover amounts of energy (not health) depending to how much sunlight is available per action sunlight is in play. Greater amounts of sun will speed up the recovery process. This occurs automatically.

Clear Body - The Pokemon's body is covered in millions of tiny cells that adapt to changes in the pokemon's stability. If the pokemon is targeted by an attack that alters it's stability, the cells will quickly adapt themselves to counter the change. This includes reinforcing defences, or re-sharpening attack.

Cloud Nine - User seals off outside air, encasing everyone within in a closed air space. Weather moves are completely ineffective, as well as their effects on any of the Pokemon, including the user.

Color Change - The pokemon has special cells just under it's skin that change both their colour and density based on the type of attack that strikes them. The user will be able to change it's type to match that of the last attack dealt to it. For example, being hit by Flame Thrower will turn the pokemon into a fire type. When it changes type, the pokemon gains all strengths and weaknesses of that type. The change takes place AFTER the attack has finished, as the cells require a space in which to change completely.

Compound Eyes - Any pokemon with this ability has a complex set of eyes. this makes lowering their visibility is very difficult, and takes more effort than it would for other pokemon.

Cute Charm - User is endowed with greater charm and allure than other Pokémon, and moves that depend on the user's charisma with work with greater accuracy and proficency. Such moves are not limited to Attract, Charm, and Sweet Kiss. Furthermore, monsters of the opposite sex may react differently with the user, such as a male pokemon may be hesistant to deal a direct blow with a Focus Punch to a Female pokemon with Cute Charm, or a Female pokemon may use Helping Hand with greater vigor to a Male pokemon with this trait as well, even if not affected with Attract.

Damp - Area around user is extremely wet, which can significantly reduce the power of Fire moves and Fire-based moves in the area. Also, explosions are much significantly reduced in power as well.

Drizzle - User is able to summon rain right off the outset without spending an action. Rain continues to fall while the pokemon is out, and it cannot be dispelled by means of other weather altering moves such as Clear Skies or Sandstorm. The rain can only vanish once the user has been knocked out or by means of the trait Air Lock. Also, it can only be replaced with another weather condition by the traits Sand Stream and Drought. The user of Sand Stream, Drought, or Drizzle with the highest Health percentage (if they are both equal, then the one with the highest Stamina percentage) will have their trait activated and the others will be negated. No Pokémon is the ASBL is capable of actually picking this up, since the only user is Kyogre.

Drought - User is able to summon clear skies right off the outset without spending an action. The weather shall remain sunny while the pokemon is out, and it cannot be dispelled by means of other weather altering moves such as Rain Dance or Sandstorm. The sunshine can only vanish once the user has been knocked out or by means of the trait Air Lock. Also, it can only be replaced with another weather condition by the traits Sand Stream and Drizzle. The user of Sand Stream, Drought, or Drizzle with the highest Health percentage (if they are both equal, then the one with the highest Stamina percentage) will have their trait activated and the others will be negated. No Pokémon is the ASBL is capable of actually picking this up, since the only user is Groudon.

Early Bird - The user is an early riser, so sleep duration will be cut by 2/3, so the user only stays asleep for only one-third of the time than other Pokémon without this trait. The only exception is Rest-induced sleep, where the sleep duration is only cut by 1/3, so the user stays asleep for only two-third of the time than other Pokémon without this trait. The user is also a light sleeper, and can be waken easily.

Effect Spore - Any blow dealt on the user will release multicolored powders from its body. The greater the force of the attack, the greater the amount of powder and the range they will travel. The powder can Poison (50%), Paralyze (30%), or Sleep (20%). Do know that light amounts of force will only release tiny grains that only circle its skin, while immense amounts of force can release gobs that may travel halfway across the arena. These powders cannot be ordered to travel a specific direction since they're just released from the user's pores.

Flame Body - User's body is covered in thick flames. Attempts to use contact moves or actions (such as grabbing) on the user may cause Fire-type damage and burns depending on the extent of the contact move.

Flash Fire - When struck by a Fire-move, the user will absorb the fire energy and in turn, use those same energies to increase its power of Fire attacks and Fire-based abilites. 25% of the attack strength will be allocated to charge up the user's Fire strength. This is dependent on the kind of attacks used. A Fire Blast will cause greater increase than a mere Ember.

Forecast - User's body and type mutates according to the weather. The type of the user is based on the "element" of the weather at hand. Rain will make the user into a Water type, Clear Skies will make the user into a Fire type, a Sandstorm will make the user Rock, and Hail will make the user Ice.  Do note that the weather has to be extreme for the type and bodily changes to take effect, so regular sunshine or a hefty water attack or ice attack will not count. Also, the user has to be directly exposed to the weather in question. A Castform with Forecast that's in a closed, air-tight dome, cannot mutate into a Fire type since it cannot directly receive the sunshine that is outside.

Guts - Should the user get struck by a status infliction, their physical strength shall be doubled, thus doubling the damage done by their physical attacks, with a slight increase in energy loss. This power and fatigue increase lasts for five turns after the last status effect struck on the user. Status effects that trigger this special ability are Poisoning (both types), Paralyziation, Burns, and Freezing.

Huge Power - The Pokemon's body is very dense, making any physical attacks that use the full brunt of it's body, harder, causing more damage on impact. This does not extend to attacks done with just it's arms, legs or tail however, s they are not bulked up enough.

Hustle - User's movements and actions are much more erratic, causing the user to blitz into the opponents, which allows the user to jam and ruin their opponent's attack plans and strategy, especially if the actions in question are powerful and time-consuming, such as Solarbeam. However, because of this erratic nature, the user is much more prone of having their attacks missing, as well as being more vunerable to all kinds of attacks since the user is solely focusing on offense, with no form or discipline involved.

Hyper Cutter - User has an affinity with their inscisors and will gain attack boosts by using attacks that involve these appendages, such as Slash, Cut, Crabhammer, etc. Do note that the range of effects of this boost can include greater ability to draw blood, lay more direct blows, and being able to break through defenses. The user can gain bonuses for moves and abilites they use through these inscisors as a medium as well, such a Krabby with this trait using Rock Smash can gain bonuses via Hyper Cutter for using its inscisors, although you must specify the attacking medium used.

Immunity - User's immune system is execeptionally strong, making them immune to all types of Poison, including Toxic.

Illuminate - causes the wild Pokémon encounter rate (to) increase.

Inner Focus - User is totally focused onto the battle on hand. No attempts to startle, scare, or flinch, will have any effect. This grants protection from moves Scary Face and Roar, as well as distraction attempts, such as making a loud noise to disrupt the user's concentration. This ability will not grant protection from attraction, since although it is a distration, the user is still totally focused on its opponent, as well as any actions they may try to pull off, including attempts to flirt.

Insomnia - User cannot fall asleep by any means. Cannot use the move Rest, as that would require the user to fall asleep.

Intimidate - User's prescence will cause fear. This will make it less likely for the adversaries affected to be able to deal direct blows, especially contact moves that involve the user to run up close to the user. Attacks meant to intimidate, such as Mean Look, Scary Face or Roar have more effect.

Keen Eye - The pokemon's eyesight is incredibly sharp, and attempting to obstruct it's vision will lead no where. It would take a hefty amount of mud or sand in it's eyes to blind it, or a very close very brilliant flash of light. Nothing short of totally covering it's eyes will lower it's accuracy. This doesn't mean the enemy can't confuse it will increased evasion though.

Levitate - The user, with its own devices and mechanisms, is able to float off up to one full meter off the ground. Due to this, the user is able to avoid any attacks involving the ground as a medium, such as Earthquake, or any hazards on the ground, such as lava. The user is also better resists attacks that "spike" up from the ground, such as Rock Tomb, since the user is off the ground. Furthermore, this trait does not affect type advantages in question. A Koffing that gets grounded still takes greater damage from an Earthquake as a result of being a Poison type, although Thunderbolt will hit for normal effectiveness for the same reasons described. Pokemon can be commanded to float higher, or to land, this costs one action to do. Any pokemon that possesses the ability 'Levitate' constantly does so at no fatigue cost.

Lightning Rod - User's bodily properties make this Pokemon into a superconductor. All Electric attacks as well as other type of electrical energies that are up to five meters from the user will all indefinitely strike the user, whether those electrical energies are targeted to the user or not. All other type effects are still in effect. For example, a Marowak with this trait that gets hit by a Thunderbolt intended for a Starmie will still have its Ground typing factored in, so with the above example, the Marowak can nullify the attack. In the case of two Pokemon with this trait, then the electrical energies will distribute themselves evenly to all the affected Pokemon.

Liquid Ooze - User's circulatory system carries acidic and corrosive properties. Should the pokemon become a victim of an energy draining attack, the energy drained will be 'bitter'. The drained energy will then be converted into damage equal to the health that would have been restored.

Magma Armor - The body of the pokemon is made up of magma, albeit with a semi-solid outer crust. There is a large amount of heat beneath the outer crust, meaning any ice that lands on the pokemon will be almost instantly melted away and evaporated. The pokemon will also dry quickly if wetted.

Magnet Pull - The pokemon produces a field of magnetism, that will put a force of attraction onto Steel types. The nearer the pokemon, the greater the pull. This can cause the pokemon difficulty in evading and attacking, as it will be pulled in different directions depending on how the user moves. The Magnet Pull is always in effect.

Marvel Scale - Should the user be struck by a status move, the user will produce a force field around its monster, cutting down all damage by 25%. This force field lasts for five turns after the last status move inflicted on the user. Status effects that trigger this special ability includes Poisoning (both types), Paralyziation, Burns, and Freezing.

Minus - User's bodily composition is full of negative ions. When paired up with something full of positive ions, an electrical discharge will occur, increasing the electrical output signficantly of both beings in question. This can improve both the user and the other being's damage dealt with both electrical and some regular attacks. Do note that the increased electric power will not cost more fatigue to execute. Two negatively charged pokemon near to each other may be repelled.

Natural Cure - User's bodily recovery system works at a exponental rate, and all abnormal bodily processes will be cured from the monster a few (no less than 4) actions after affliction. Such bodily status effects include Burns, Poisoning (both Types - Normal and Toxic), Paralysis, Freezing, and Confusion. Sleep does not count since it is not considered an abnormal body process, and neither is Attraction, for the same reasoning for Sleep.

Oblivious - The pokemon really does give a damn about the opposite sex. They don't have any interest in flirting, they don't really care for mating, they might even be gay. In any case, there's no way they're going to get infatuated, no matter what the opposite sex does to grab their attention. Charm and Sweet Kiss wont do much either.

Overgrow - Once activated, all Grass moves become twice as powerful. Can only be used when the user is at a definite disadvantage or desperation spot (not necessarily health-wise). What this point is up to the interpetation of the referee. With regards to health, when the user drops below 25% the boost becomes active.

Own Tempo - User is always acting at its own preset rhythm, so all attempts to disrupt this mental concentration, such as Slow Wave and Confusion attacks, are negated. The user is still vunerable to other status, such as Paralysis and Attraction, so keep this in mind.

Pickup - may pick up items

Poison Point - User is covered in poisonous barbs. Coming into contact with these barbs will cause regular poisoning. If the victim is already afflicted with a Poisoning status, then contact with a poison barb will increase the amount of poison in their body. This is regular poison, as oppose to the toxic sort.

Pressure - User's presence creates a shadow veil akin to Mean Look. This will cause the their adversary to get fustrated and execute actions with greater anxiety, burning up greater fatigue in the process.

Plus - User's bodily composition is full of positive ions. When paired up with something full of negative ions, an electrical discharge will occur, increasing the electrical output signficantly of both beings in question. This can improve both the user and the other being's damage dealt with both electrical and some regular attacks. Do note that the increased electric power will not cost more fatigue to execute. Two positively charged pokemon near to each other may be repelled.

Pure Power - raises Attack

Rain Dish - User will be able to recover amounts of energy (not health) depending how much rain water it receives per action rain is in play. Greater amounts of rain will speed up the recovery process. This occurs automatically.

Rock Head - User has an affinity with their skull and gains bonuses with attacks ultimately dealing with their head, including Headbutt and Skull Bash. Extents of this ability can include the ability to deal greater damage, pierce through defenses, fracture limbs, etc. The user also gains attack bonuses for attacks and moves that may also use their head, such as Rock Smash, Tackle, and Double-Edge, although you must specify the attacking medium. Furthermore, the user's skull is highly resistant to physical blows and damage, and the user can use their skull to reduce the full impact of a physical attack coming their way, as a kind of block (not the move, the action).

Rough Skin - User's body is covered in thick and coarse scales. Any kind of bodily contact with the user will cause scratches as a result of coming in contact with these rough scales, which will cause injuries to their health as well as greater fatigue when performing actions due to the irriation caused by these rough scales. Further contact with the rough scales will increase these effects. The injuries are caused only when the pokemon is struck, not when it performs it's own physical attacks.

Run Away - The pokemon in question gains the ability to leave the battle of it's own free will and return at any time. This counts as an allowed switch out.

Sand Stream - User is able to summon a sandstorm right off the outset without spending an action. The battler can choose not to summon a sandstorm if they so wish. The sandstorm continues to rage while the pokemon is out, and it cannot be dispelled by means of other weather altering moves such as Rain Dance, Hail or Clear Skies, though such effects will have some effect through the storm, as dictated by the ref. The sandstorm can only vanish once the user has been knocked out. The user is directly in the "eye", or the center of the sandstorm and the storm emits itself from there. The nearer the eye of the storm, the more powerful it becomes.

If the storm has not been started automatically, doing so later in the battle with cost 1 slot of the battler's allotted actions.

Sand Veil - In a sandstorm, the user is able to blend itself in the raging sands, increasing its evasiveness against attacks. Greater amounts of sandstorm will increase the user's evasiveness and this effect lasts until the sandstorm can be dispelled by some means.

Serene Grace - promotes added effects. It doubles the probability of an attack's side-effect

Shadow Tag - prevents the foe's escape

Shed Skin - When struck by a status condition on the body, the user is able to molt its body, relieving itself from the status effects in question, similar to the move Refresh. The molting process occurs three actions after the affliction, and it protects the user from Poison (both types), Burns, Paralysis, and Freezing. However, after every molting, the user's empidermis is vunerable, and the user will take greater damage for additional three actions while the upper layer of the skin is replinished. Furthermore, if the user is struck by another status condition while the skin is replenishing, the user can molt off that status, but the user will take even more damage and the skin replenishment progress will be stalled for another three actions.

Shield Dust - The pokemon's body is covered in a fine dust of unknown origin. Though the dust has no effect on the pokemon or it's enemy it does provide a secondary line of defence. Any attack on the pokemon that has added effects such as causing paralysis or burn (a good example is Secret Power), the effect will be blocked by the dust. This does not extend to attacks that only cause effects without damage.

Shell Armor - Pokémon is completely amassed in armor, from head to toe. Any blow, no matter how direct and powerful it may be, can ever cause a wound.

Soundproof - User has built-in sound filters, which protects it from all kinds of sounds attacks, effects, and abilites, yet the user is able to hear the orders from its trainer. This trait grants immunity not limited to: Screech, Roar, Hyper Voice, and Sing. The user is also proteced to sound attacks, moves, and abilites not directly targeted to the user, so a loud crash nearby won't startle the user, but the user is also immune to the effects of Heal Bell, no matter how soothing in may be, since it is a Pokémon sound attack that is filtered out by this trait.

Speed Boost - User is always in a constant tailwind, so its speed, reflexes, and agility will gain a slight increase after every round, unless the user is incapitated in some manner that prohibits its movement, such as freezing or mass paralysis.

Static - User's body is covered in atomic ions. By continuos use of Electric attacks, the user is able to increase the positive and negative charges in its body up to frightening amounts. Any body contact with the user with these immense ionic amounts can range from a mild shock to mass paralysis. The damage can be greater for victims who are weak to electricity, such as Flying and Water types, although it can nullified for insulators of electricity, such as Ground and Grass types. However, after contact with the selected target, or being struck with a conductor, the amount of ionic charges in the user's body is reset to standard levels, and the user must delevop the ionic charges again. 

Stench - User emits a horrific scent. This scent can be felt by all Pokémon - friendly or foe - extending for a 8 meter radius. All Pokémon that are able to smell this scent will suffer from greater anxiety and irriation from being able to pull off anything. The afflicted may also be more suspectable to flinching and stalling their action process as they struggle to fight through the horrid odor. This trait has no effect on Pokemon that cannot smell, or any Pokemon with this trait. Any pokemon with this ability  reduces the effect of Aromatherpy's nearby use.

Sticky Hold - User's body is composed of a vicious adhesive substance. Any body contact will cause the victim to get stuck in the user, incapitating the use of that limb or body part until forfeiting an action to break free. Even then, the victim will be covered in that adhesive substance, making that body part heavier and slower, as well as interfering actions dealing with that body part. The substance can only be totally removed until it naturally decays over time (up to discretion of the referee). Pokémon with this trait cannot be Sticky Holded by other Pokémon with this trait for obvious reasons. The pokemon also sticks to the floor, resulting in excellent but not indefinite, traction.

Sturdy - The pokemon has sure footing and is very resilient to shock or sudden jarring movement. As such it can greatly resists attacks that would normally throw it around or cause situations that would normally be inescapable. Such situations are not limited to "1 Hit KO" moves, which are destructive but would do little to worry a Sturdy pokemon, but also powerful attacks that might throw a pokemon backwards, such as a super effective attack (say a Hydro Pump striking a Golem).

Suction Cups - User is held down to the ground by means of suction cups, and the user's speed on land will be cut in half. However, the user cannot be knocked back or away very easily due to being held down by a force. The user is also capable of climbing up smooth walls and slopes without falling off (unless the user gets hurt really severely or if the user steps on a hazard on the wall, such as needles).

Swarm - Once activated, all Bug moves become twice as powerful. Can only be used when the user is at a definite disadvantage or desperation spot (not necessarily health-wise). What this point is up to the interpetation of the referee. With regards to health, when the user drops below 25% the boost becomes active

Swift Swim - As long as the rain is out, the user's speed will rise to greater levels. Furthermore, the user is much more capable of manuevering in storms, raging currents, whirlpools, etc.

Syncronize - passes on status problems

Thick Fat - User's body is heavily insulated with blubber. The user has high resistances towards humidity and cold, as well resisting Fire and Ice attacks more than usual. Such protection stretches towards extreme weather effects (such as a harsh snowstorm), elements of nature that apply heat or cold, and other events with similar properties.

Torrent - Once activated, all Water moves become twice as powerful. Can only be used when the user is at a definite disadvantage or desperation spot (not necessarily health-wise). What this point is up to the interpetation of the referee. With regards to health, when the user drops below 25% the boost becomes active

Trace - Copies any kind of trait of any Pokémon in the vincity. In a single battle, it automatically traces the opponents type. If there is more than one pokemon on the field, the ref chooses an opponent to trace. This happens automatically before the battle has started. This new trait is a special condition, and can be Baton Passed and Psyched Up to other Pokemon. Also, because of this special condition property is in effect, it can Hazed off, vanishes upon switch-out, etc. Wonder Guard and any Legendary Pokémon exclusive traits cannot be Traced for obvious reasons. After the Traced ability is removed, the battler may use one of his or hers allotted 3 actions to choose to Trace again, this time with the ability to choose their target.

Truant - Pokémon is always in a trance, akin to the move Slow Wave (Curse). While in this trance, attacks are executed with much less speed, yet they occur with greater fluidity and accuracy, causing opponents without rhythm to trip over and fall helpless at their mercy.

----OR----

The pokemon is lazy, enough so that it concerns itself little with the battle going on around it. While in this state, it's attacking ability is limited to only two attacks in a round. But as such, when performing it's attacks it does so slowly, and with greater accuracy and attention.

Vital Spirit - User is hyperactive, and any attempts to prolong stamina strain on user's actions will be negated, such as the Pressure trait and the move Spite. The user will also gain back stamina back at the end of each round for every time it relaxes, if not more stamina for breaks than other Pokémon without this trait. The pokemon is also unable to put to sleep, or to go to sleep on it's own accord.

Volt Absorb - When struck by an Electric-type move, the user will absorb the attack, and in turn, use those same energies to recover its energy. The user will use 25% of that attack strength to replenish its energy. The amount of energy recovered is dependent on the attack used. A Thunder will carry greater energy amounts than a mere Thundershock.

Water Absorb - When struck by a Water-type move, the user will absorb the attack, and in turn, use those same energies to recover its energy. The user will use 25% of that attack strength to replenish its energy. The amount of energy recovered is dependent on the attack used. A Hydro Pump will carry greater energy amounts than a mere Bubble.

Water Veil - The body of the pokemon is covered in a constant veil of water. The water is almost constantly moving, making their skin very wet. Any fire attacks that lick at their skin will be quickly extinguished, and even if they were to get burned, it would be quickly soothed by the water and it's effect forgotten. The pokemon will also feel little discomfort during spells of hot weather (Sunny Day).

White Smoke - The pokemon is almost constantly surrounded by a dense white smoke. The smoke protects the pokemon from all attacks that target it's stability such as Defence, attack or speed. If it is targeted, the smoke will either act as a buffer and repel the attack, or be absorbed by the pokemon to damped the effects.

Wonder Guard - The pokemon projects an ethereal shield around it's entire body. The shield acts as a buffer that repels any attacks that the pokemon does not fear. Anything that the pokemon will not suffer greatly from is absorbed or simply dissipated by the barrier. Attacks that the pokemon is weak to however, will not only pass through the barrier, but will be increased in strength almost double. This includes non-directional attacks like Sandstorm, or the effects of a burn. The barrier has a second feature that prevents it from being copied in any shape way or form.

Chris 2.1
13th October 2006, 02:22 PM
With regards to red ones these are ideas I have about what the abilities could be.


Battle Armor - Maybe just something about that Pokemon having a natural defence. Penetration of the skin is harder perhaps. Physical attacks could be slightly reduced in power.

Hyper Cutter - A boost in blade or claw-related attacks.

Illuminate - Effects of the arena are emphasized (ie: if battling in a field, and there is a chance of wild Pokemon attacking, this is increased; if there is normally an earthquake occuring every 5 rounds, the chance of this becomes more frequent)

Pickup - may pick up items - Could we incorporate this into the Safari Zone somehow perhaps?

Pure Power - Stat-boosting moves go up two stages instead of one (only applies to moves that increase a stat one stage)

Run Away - The Pokemon can be recalled as an allowed switch out OR evasion is naturally higher

Serene Grace - Attacks added effects are doubled

Shadow Tag - Foe's evasion is lowered. They cannot be recalled.




Just a few thoughts. Regarding Pickup, I wondered if it could increase the chance of finding discarded Pokeballs in the Safari Zone or something.
Shell Armor - The user has a naturally high defence (similar to one defence curl or withdraw)

Syncronize - if the user is hit with a status condition, the foe also suffers it.

DarkTemplarZero
13th October 2006, 04:30 PM
To me, Effect Spore, Flame Body, and Sticky Hold seem rather overpowered. I mean, think about Effect Spore; 100% chance of a status effect any time the opponent uses a close-range attack or a sufficiently powerful distance attack? Pain. Ditto for Sticky Hold; any physical attack on either side results in a massively unfair advantage for the pokemon with Sticky Hold, i.e. it's not able to move for at least 1 turn and it's opponent is able to just bust off the strongest attack in it's arsenal at point-blank range. I suggest that for these three activating the ability should take 1 action and the effects last for say 3 actions. And finally Speed Boost, what the? speed & dodge++ every round? Extremely abusable much?

Illuminate - All Dark and Ghost-type attacks are slightly weakened.

Serene Grace - Doubles the chances of an attack effect. What's wrong with that?

Battle Armor & Shell Armor - Defense is naturally higher than normal, equal to performing harden or withdraw, slashing attacks are reduced in effectiveness.

And either way, I don't see why abilities are so much different than sig moves, except for they require no creativity and many of them are way more unbalanced than any sig move ever could be.

Blademaster
13th October 2006, 04:57 PM
Battle Armor - Pokémon is completely amassed in armor, from head to toe. Any blow, no matter how direct and powerful it may be, can ever cause a wound.

In the game, this blocks Critical Hits, so I vote it either negates the boosts of Super Effective moves or the boosts from moves pumped up by Calm Mind, Swords Dance, Belly Drum, etc.

Hyper Cutter - User has an affinity with their inscisors and will gain attack boosts by using attacks that involve these appendages, such as Slash, Cut, Crabhammer, etc. Do note that the range of effects of this boost can include greater ability to draw blood, lay more direct blows, and being able to break through defenses. The user can gain bonuses for moves and abilites they use through these inscisors as a medium as well, such a Krabby with this trait using Rock Smash can gain bonuses via Hyper Cutter for using its inscisors, although you must specify the attacking medium used.

In the game, this prevents Attack power from being lowered. That should work in ASB, too.

Illuminate - causes the wild Pokémon encounter rate (to) increase.

In the game, this does just what you said... hmmmm... how about it illuminates the opponent, making the Illuminater's attacks more likely to hit.

Pickup - may pick up items

Get rid of it. That's the only answer I can think of - Pickup means Items, and Items will lead to other stuff, like TMs, HMs, and everything else that destroyed the old ASB. The only Pokemon that have Pickup anyway are Zigzagoon, Rattata, and the like; they could just as easily have

Pure Power - raises Attack

It increases Attack power... I'd say in the sake of fairness, it gives all the Pure Powered Pokemon's (Try saying that five times fast!) STAB attacks a small boost.

Run Away - The pokemon in question gains the ability to leave the battle of it's own free will and return at any time. This counts as an allowed switch out.

Pretty self-explanatory. I'd say it works as an allowed switch, like with Baton Pass.

Serene Grace - promotes added effects. It doubles the probability of an attack's side-effect

Status effects caused by attacks (not used alone, like Thunder Wave) are more likely to work if/when the attack hits.

Shadow Tag - prevents the foe's escape

I suggest it prevents the opposing Pokemon from switching out in any way (including Baton Pass) until defeated.

Shell Armor - Pokémon is completely amassed in armor, from head to toe. Any blow, no matter how direct and powerful it may be, can ever cause a wound.

Again, an anti-Critical Hits move... still, two identical Abilities is a stupid idea, so I suggest Shell Armor negates either Super Effective strikes or stat-boosted stikes. Shell Armor can prevent one; Battle Armor can prevent the other.

Syncronize - passes on status problems

If the Pokemon with this Ability is afflicted with Sleep, Burn, Poison, Attraction, etc., so is the opposing Pokemon; if the Pokemon with this Ability is cured of said effect, so is the opposing Pokemon.

That's my two cents.

Chris 2.1
13th October 2006, 05:41 PM
The issue with things like Hyper Cutter - who can say they've ever lowered the foes attack in ASB? Will that be useful? Dark Templars Illuminate idea is very good to me.

Honestly I'm not thrilled about abilities and think they're going to make things a lot more challanging for Refs. Not to mention battlers will have to be aware of what their Pokemon can do and what the opponents can, too; this is going to be a challange.

We'll most likely run a test section where we will test the more complex abilities and see how they do. I think TBA Dan and Myself could do this quite easily and we could all report on how we feel it is going easier.

More thoughts on abilities please!

Charles Legend
13th October 2006, 08:50 PM
The simple Awnswer is just keep Abilities banned...

on the other hand could not we just make it so that Abilities only work in the Safi zone?

that way no one well be complaning about the Chap facter in trainer battles....

~Charles Legend

Blademaster
13th October 2006, 09:07 PM
(hits Charles with a foam-rubber sledgehammer)

Hey, we deserve the right to have Abilities in ASB. They're going to be optional, anyway - it's not like they're in every battle! How fair is it that people who probably won't even use Abilities get to decide that the rest of us can't have the option of using them?

frylock
13th October 2006, 10:09 PM
With pickup, maybe the pokemon could spend an action looking for a berry or something to recover health.

The pidgey line gets air lock in D/P, does airlock block surf?

Here's some ideas for the red ones:

Battle Armor- the pokemon would have some sort of way of keeping a foe from striking it's Vital spots, like some manuever or martial art-thing.

Serene Grace- I read somewhere that the Japanese name for serene grace is something closer to "heaven's blessing." The pokemon is sort of blessed with good luck, maybe?

Synchronize- The pokemon forms a sort of psychic bond with it's opponent, making it feel what it feels. THat's all I can htink of, and I don't think it's very good(Alakazam, jump off the cliff!)

Shadow Tag- The woboffuet affixes a tag to the pokemon, as it isbrought into play, trapping it there.

I like the Illuminate idea where it weakens ghost & dark attacks.

Pure Power- The pokemon is completeluy focused on battle, almost like a super Inner Focus.

Ace64
14th October 2006, 03:51 AM
I can definitely see this being a bit of adjustment for refs. I don't really factor critical hits into my reffings- critical spots like the eye or joints are different. Attack power boosts are also a touch-and-go kind of thing- everyone refs damage differently, so how much of a boost IS a boost? I still need to read over more of the list, so I'll prolly come up with a few opinions there...

Chris 2.1
15th October 2006, 06:39 PM
The pidgey line gets air lock in D/P, does airlock block surf?

Apparently they get Keen Eye and Unstable Gait. I did see SPP had Air Lock up there anyhow, but it must have been incorrect information.

In related news, Air Lock is now called Cacophony.

Charles Legend
15th October 2006, 08:40 PM
(hits Charles with a foam-rubber sledgehammer)

Hey, we deserve the right to have Abilities in ASB. They're going to be optional, anyway - it's not like they're in every battle! How fair is it that people who probably won't even use Abilities get to decide that the rest of us can't have the option of using them?

*uses his male snorlax Lax as a sheild then orders him eat Blademaster's foam-rubber sledgehammer...*

frist of all Blade I never said I don't like Abilities, in fact I find some such a Snorlax that has the Immunity Ability to be quit useful, I mean I know they have shown a few Abilities in the Anime such as the pick up abbility in the filller Show down at Linoone... however it seems like the wrriters dont bother with most of the Abilties anyways...

~Charles Legend

Blademaster
15th October 2006, 08:46 PM
(mourns the loss of his foam-rubber sledgehammer)

Poor Foam-Rubber Sledgehammery... :cry:

OK, OK, I see your point - this is Anime Style Battling, and the anime was never too big on Abilities... still, I think we should at least give them a fair shot before deciding.

And with all due respect, none of the Mods seem particularly excited about the idea, so if they're the ones who're gonna be doing a lot of the beta-testing...

Saffire Persian
15th October 2006, 10:01 PM
Well, you could do something like this for Pick UPL

Pick Up: When the ASB match is concluded, the person who had the Pokémon with the Pick Up ability gains 1 extra point out of the battle, instead of the usual number.

Plus, the only Pokemon that know this are Meowth, Zigzagoon/Linoone, Teddiursa, and Phanpy so far... excluding DP generation.

Andrew
16th October 2006, 01:02 AM
Personally, I don't feel that Abilities will do anything but frustrate Refs in ASB more.... I personally feel my life is complete without them...

Chris 2.1
16th October 2006, 06:11 AM
I'm not a fan of abilities either. Should we run a poll like for the battle slot?

The Blue Avenger
16th October 2006, 07:21 AM
I'm not a fan either, but if enough people want them, then we probably should implement them. So, yeah, poll.

Elec Man EXE
16th October 2006, 01:15 PM
Well just off the topic, it seems more people are against them than for them... too bad, I really like the idea of abilities. I really don't see the problem though. Like Blade mentioned, isn't it better to have the option for abilities (and you can easily ban them if you don't like them) rather than just outright ban them for everyone? Besides, there's clearly been a lot of work put into these descriptions, and it'd be a waste to just throw all that away.

Anyway, here are my thoughts on the red abilities...

Battle Armor - The pokemon's natural armor is well developed. Giving critical wounds to a pokemon with this ability is nigh impossible, and as such its performance will never be comprimised by such actions. This includes such things as crushing a shoulder to prevent arm use, and other crippling attempts at the discression of the ref. Even psionic or energy based attempts at wounds are highly resisted by a pokemon with Battle Armor.

Hyper Cutter - Good as is, though you might make a mention (or maybe its be common sense) that with Trapinch it will increase attacks with his jaws, since he lacks any other cutting device.

Illuminate - Pokemon with this ability are naturally gifted with luminescence. This natural affinity grants a greater effect to light-based attacks, such as Flash and Confuse Ray. The pokemon also emits a glow constantly (unless ordered to stop, which does not require an action), making pinpoint attacks against a pokemon with this ability more difficult thanks to the constant disruptive light. It also obviously serves to light up dark areas.

Pickup - Agree with whoever said that it should just not be used, and give pokemon that should have it another ability. Items in battle would be overly complicated. But as mentioned before, Safari Zone applications (and maybe even Battle Frontier applications for stuff like the Pyramid) could still be added.

Pure Power - Can't really think of anything ATM, increased attack just seems overpowered to me.

Run Away - Agree with it granting a switch, but with no transfer of status effects (Baton Pass).

Serene Grace - Pokemon with this ability are a naturally calming force in and of themselves. All pokemon in the vicinity of the user will be much more relaxed over the course of battle, and it will be more difficult (though not impossible) for any pokemon nearby to become enraged. The calming effect also serves to decrease the natural defenses of other pokemon, which effectively makes secondary effects of attacks launched against calmed pokemon more effective.

Shadow Tag - Those with this ability emit a strange dark force across the arena. The darkness makes all phasing abilities, including but not limited to Teleport, Faint Attack, and Ghost type's phasing efforts, much more difficult. Effected moves will burn much more fatigue than usual, as well as taking a longer period of time perform.

Shell Armor - This pokemon has a hard shell covering its body. A pokemon with this ability will attempt to automatically defend against physical attacks launched at them using this natural defense. Unless caught by suprise, physical damage will be reduced slightly against these armored monsters. However, because of their concentration on defense, they tend to take action only after the opponent does regardless of speed, making it exceedingly difficult for them to counter their opponents attacks with their own before the opponent completes his strike.

Syncronize - Makes a psionic connection with its opponent naturally. When this pokemon is sent out, it will "connect" with its opponent via psychic ability automatically. If there are multiple opponents, it will connect with 1 at random. This psychic link will transfer status effects, so that if the pokemon with Syncronize is inflicted the opponent will be infliced with the same status effect. If the opponent is immune to said status effect, the transfer will fail. The link works both ways, so if the opponent is inflicted the effect will transfer to the Syncronizer as well. The link can be broken at the cost of 1 action, and by using 1 action the link may also be reastablished (and can choose who to link with). Note that the link will only transfer if it is active at the time of infliction, so if either pokemon already has a status infliction before the link is made, nothing will happen.

Also, you completely left off 1 ability... Limber.

Limber: This pokemon possesses a very lithe body. This makes the pokemon immune to paralysis in any form, though the pokemon can still be temporarily restrained by psionic force or physical grappling.

Now that the red abilities are handled, I have a few comments on some of the other abilities. First off, Shed Skin and Natural Cure.

Both are roughly the same, but Natural Cure is MUCH better. Heals status in a slightly longer time, but with no negative side effects and also handles Confusion. Shed Skin, on the other hand, is no where near as good (and in fact, I might consider it more hurtful than helpful). It happens slightly faster, but 3 turns of vulnerability is no where near worth it. My recommendation would be to decrease the vulnerable period to a single turn for Shed Skin, if not getting rid of it completely. It would be extremely abuseable at 3 turns, especially since the opponent could just keep slapping on a status effect and keep you vulnerable (and gradually more and more vulnerable) forever. Also, getting another status effect should not stall the skin "replenishment" process, but rather the 3 turn count for Shed Skin activation should only start AFTER the skin is restored. I would also recommend Natural Cure not healing Freeze, since I can't see how increased body healing would help to get rid of ice thats outside the body.

So something like this would be much better, IMO.

Shed Skin - When struck by a status condition on the body, the user is able to molt its body, relieving itself from the status effects in question, similar to the move Refresh. The molting process occurs three actions after the affliction, and it relieves the user from Poison (both types), Burns, Paralysis, and Freezing. However, after every molting, the user's empidermis is vunerable, and the user will take greater damage for an additional action while the upper layer of the skin is replenished. If the user is struck with another status effect during the vulnerable period, the shedding process (3 turn count) will be stalled until after the skin is restored to normal.

Another series that seems rather imbalanced is Vital Spirit / Insomnia.

Vital Spirit is clearly superior, granting both immunity to sleep as well as an additional positive effect, and making Insomnia completely worthless. Personal opinion (despite the games) is to just remove the sleep immunity from Vital Spirit completley. Additional energy recovery and the resistance to fatigue increases are already plenty good enough, adding in the sleep immunity just makes it overpowered IMO.

Compound Eyes and Keen Eye seem too similar to me. IMO, Compound Eyes should actually increase accuracy, in the form of allowing more pinpoint attacks (can aim for specific spots more easily). For one thing, thats how it is in game (CE increases, KE prevents lowering), plus I don't like the idea of having identical abilities if possible for them to be different.

Speed Boost granting increased agility every turn is overpowered (even in the game it is). Simply harnessing a constant speed increase would be perfectly sufficient (not like either pokemon that has the ability needs it, but its there). Something like an ever-present Agility, but to a lesser extent.

Guts seems overpowered as well, especially in a double battle. Have your partner slam you with a minor threat status effect and you get double damage attacks for a whopping 5 turns. You could kill a fresh pokemon in that time using attacks like Earthquake (11% damage, doubled to 22% x 5 attacks). Make it 50% more powerful at most, and even that seems overpowered. IMO, give it a 25% damage increase for 5 turns, along with a 25% energy use increase.

Sticky Hold should have one effect or the other. Either have the pokemon get stuck, but then once they free themselves no leftover gunk remains, or just have the gunk on the pokemon on contact but no getting stuck. Personally, I'd go the later. Getting stuck and requiring an action just to get free seems a bit cheap, not to mention I doubt any pokemon could be so gunky that a pokemon would actually get stuck. If the pokemon is strong enough to use a good physical attack, its strong enough to get free with little effort, though some gunk would still remain on them. I'd go ahead and ditch the whole stuck to the ground effect while your at it, since thats what Suction Cups is for. And if you keep it, give the pokemon with Sticky Hold a similar movement penalty as Suction Cups.

Thats all I got right now, I'll read them over again and see if I catch anything else. Overall a good start for abilities though.

RaZoR LeAf
16th October 2006, 02:41 PM
And with all due respect, none of the Mods seem particularly excited about the idea, so if they're the ones who're gonna be doing a lot of the beta-testing...


I wouldn't have written them if I had no interest in them.

Silencer
16th October 2006, 03:15 PM
I don't really care if they are implemented or not. Depending on what pokémon I'm planning to use I'll ban abilities or not.

Chris 2.1
16th October 2006, 04:02 PM
I think we should put them into the ASB - I'm just going to be geared slightly towards not using them as often. They were introduced in Generation 3 and with Gen 4 now on the horizon it makes sense to bring it into effect. If it proves too complicated then we can get rid of them.

Pure Power - This isn't so overpowered since only the Marill line and Medicham line learn it. Not two of the most common Pokemon, or the most aptly-armed attack-wise.

Keep opinions coming but if you can, try to be brief and not go through every one - if we look at the difficult ones we can all reach an agreement but if we talk about the same ones over and over then we'll get nowhere.

Blademaster
16th October 2006, 04:04 PM
I wouldn't have written them if I had no interest in them.

No, you wouldn't have, but that wasn't my point.


Personally, I don't feel that Abilities will do anything but frustrate Refs in ASB more.... I personally feel my life is complete without them...


I'm not a fan of abilities either.


I'm not a fan either


We'll most likely run a test section where we will test the more complex abilities and see how they do. I think TBA Dan and Myself could do this quite easily and we could all report on how we feel it is going easier.

Whoop-de-****ing-do.

EDIT: OK, looking at Chris's post right up above mine there, I feel a little better now.

The Blue Avenger
16th October 2006, 04:52 PM
I feel I should clarify my position as well. I am not a fan of Abilities, but that does not mean they shouldn't be implemented - I just probably won't be using them often.

Dragonis
16th October 2006, 05:20 PM
I think Intimidate should only work if the pokemon using it is bigger than the victim. I was never to fond of the idea that a little 2' Mawile using it on a Heracross that's twice it's size.

Metallixs Girl
17th October 2006, 10:49 AM
[color=mediumpurple]I'd just like to say that I am a fan of Abilities and I agree with Elec that those of us who want to should have the option to use them if all the kinks get worked out of course. ^_^ I don't really see any complications with most of them.

MeLoVeGhOsTs
17th October 2006, 01:25 PM
I'm not fan of abilities as I have been of the 3rd generation, but that doesn't mean that they don't have to be implented. I'd love the idea of doing at least one ability battle, just to test the abilities on my 'old' pokemon. Option to use them is the way to go.

Good work Dan, you did a good job, they look nice.

DarkTemplarZero
17th October 2006, 06:20 PM
I say abilities are difficult to implement, unbalanced, and would make ASB a mess. If you want something new, why not just bring back sig moves? Those rocked back in the good old days and they're much easier to implement and keep balanced if you don't nitpick about the details. Plus, there's lots of precedent for sig moves and people know how they work, abilities are just out of nowhere and it'll be quite a while before you can work out the kinks, and in the meantime people will abuse every overpowered ability to no end, although I could use a few easy victories by getting myself a Grimer and take full advantage of Sticky Hold.

Blademaster
17th October 2006, 06:52 PM
I say abilities are difficult to implement, unbalanced, and would make ASB a mess. If you want something new, why not just bring back sig moves? Those rocked back in the good old days and they're much easier to implement and keep balanced if you don't nitpick about the details. Plus, there's lots of precedent for sig moves and people know how they work, abilities are just out of nowhere and it'll be quite a while before you can work out the kinks, and in the meantime people will abuse every overpowered ability to no end, although I could use a few easy victories by getting myself a Grimer and take full advantage of Sticky Hold.

...

Um, I wasn't around in the 'good old days,' but I think you may have this argument backwards. Sigs are 'difficult to implement, unbalanced, and would make a mess,' and they have before - there was no list, no certainty, no definite numbers of how many there were even. Sigs are 'just out of nowhere and it'd be quite awhile before the kinks would be worked out,' especially since so many different styles of reffing and battling are used. And people 'will abuse every overpowered Sig to no end,' and they have before - check around the Archives for a match between Vaporeon something-or-other and some other guy if you don't believe me.

Abilities, on the other hand, have already been put into a the form of a quite effective list with virtually no complaints, so I'd say they are 'much easier to implement and keep balanced,' since nobody seems do be doing any 'nitpicking' anyway. Also, the list will show people 'how they work,' and since almost all of us seem to have at least some experience in the games, I'd say there's 'lots more precedent' for Abilities than for Sigs, which can just be created off the top of your head and made as broken as you want - and back in the old ASB, they were.

Yeah... I just didn't get what you said at all. I was all for Sigs awhile ago, but if Sigs were 'the last straggling reminder of ASB's Dark Ages' (paraphrased from the Archives when Sigs were finally eliminated altogether), then I just can't see the good in bringing them back.

Elec Man EXE
18th October 2006, 10:38 AM
Sig moves, while awesome (I was there and loved them) are much more random than Abilities.

Never has a sig move been used in the Anime. The only thing remotely close to sig moves are a few attacks that are mostly combos of other moves. And for that matter, there are no sig moves in any of the Pokemon games, either.

Abilities, while not mentioned often, have been mentioned in the Anime. I remember one episode in particular (I've only watched a few recent episodes), called Rough Tough Jigglypuff or something to that effect. Both Jiggly's Cute Charm, and Loudred's Soundproof were mentioned in that episode.

DarkTemplarZero
19th October 2006, 07:06 PM
Sig moves were actually very well done before some morons took over the approval tower, and the result is what you see in the archive, but enough about that. And secondly, ASB is way way different from any game you'd play on your gameboy, it's a challenge to get them to fit ASB.

Ultimate Charizard
25th October 2006, 03:07 PM
Well i did kinda enquire about sigs but was shot down.
As i tried to say back then if you put a couple of sensible approvers in charge of the Sig approval (ie a seperate Sig Approval tower rather than waiting to get the sig just right before you can use the pokemon) then it is very possible and extremely easy to implement not to mention take the extra responsibility and effort away from the current team approvers.
Make them optional in battles. Thats what everones been saying about abilities. How is it fair to ban them altogether for everyone just because a few people dont like the idea?

Anyway, back on topic....
Ive pretty much worked out from my time with the ASBRPG that when implementing anything, simplicity is the key.

The two protection abilites, Shell Armour and (forgot the other after writing the sig stuff) should simply add some sort of defensive power such as STAB bonus doesnt count against pokemon with those abilites.

Hyper Cutter is another easy one. Any attack involving a blade or claw weapon receives an attack boost.

Illuminate. The best idea so far is the reduction of Dark/Ghost attacks.

Static/Flamebody/effect spore should all be as they are in the game but with maybe a 10% chance.

Synchronise should be as it is in the game too. Maybe we'll see people less eager to use Toxic from now on.

As for 2 abilities with the same effect (which someone called silly) it isnt that bad. Since i dont think there is a Pokemon that has a choice of 2 abilities with the same effect i dont see a problem.
The only problems may arise when people who ban moves discover that the pokemon theyre facing doesnt need that move to accheive the same effect.
Such as Banning Attract only to face a Clefairy with Cute Charm.