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View Full Version : Abilities! Discuss!



DarkestLight
18th November 2009, 10:35 PM
See Topic title

Current Mode: Testing.

Currently finished!

This is where the Ability List will be moved. Probably not stickied.


Adaptability
Powers up moves of the same type.
The Pokémon knows its elemental type inside and out and is capable of drawing upon the true strength of that type. The Pokémon gets twice the usual STAB bonus for all attacks that share a type with it.

Aftermath
Damages the foe landing the finishing hit.
Whatever the last amount was that took this Pokemon out, that's how much hits the opponent is instantly struck for-IF the opponent hit the Pokemon.
Ex: Weavile hits a Drifblim that has 2 HP left. 2 HP gets taken off Weavile.

Air Lock
Eliminates the effects of weather for the user.
Simple as that. Weather effects don't affect this Pokemon as long as this Pokemon is out. Thank you Blade for clarification.

Anger Point
Raises Attack upon taking a critical hit.
The Pokémon is incredibly short-tempered and is prone to throwing fits when things don't go its way. If the opponent has the audacity to strike the Anger Point Pokémon with a critical hit, the Anger Point Pokémon will fly into a rage that drastically spikes its adrenaline levels, effectively increasing its Attack to the maximum level (+6 Attack, part of the normal 6 levels of stat increase and decrease).

Anticipation
Senses the foe's dangerous moves.
The Pokemon is constantly on guard, and as such, seems to have an uncanny sense when it comes to self-preservation. Whenever it finds itself within a battle where the opponent is using a super effective move, the Pokemon's guard goes up in order to deal with the incoming attack.


Arena Trap
Prevents the foe from fleeing.
The Pokémon is extremely comfortable in its home environment, much more so than most opponents. As long as its opponent is not flying or levitating, the Arena Trap Pokémon stands a good chance of outmaneuvering its opponent in its preferred environment; so, for example, it can close the gap between itself and its opponent fairly quickly if the opponent tries to get away.

Bad Dreams
Reduces a sleeping foe's HP.
The Pokémon wields a terrifying power over sleep and has the ability to induce horrible nightmares in sleepers simply by being present around them. If the Bad Dreams Pokémon's opponent is asleep, the opponent will be plagued with frightening visions and night terrors and will thrash around in its dreams, harming and exhausting itself. A Pokémon suffering from the effect of Bad Dreams takes moderate damage at the end of every round that it is asleep and the Bad Dreams Pokémon is on the field.

Battle Armor
The Pokémon is protected against critical hits.
The Pokémon is encased in formidable armor that protects it from head to toe, covering any particularly soft, weak or vulnerable spots; opponents cannot harm these spots any more than they would normally harm any other areas of the Battle Armor Pokémon's body and so the Pokémon is protected from critical hits.

Blaze
Powers up Fire-type moves in a pinch.
A flame burns deep inside the Pokémon, flaring up only when the Pokémon is in the direst straits. Whenever the Blaze Pokémon's health is at 33% health or lower, the base power of its Fire-type attacks gains an added STAB bonus. This boost goes away if the Pokémon's health rises above 33%.

Cacophony:
Blocks out ll sound attacks
The Pokémon is habitually loud and noisy and always makes a terrible racket wherever it goes. This din is so loud that it drowns out almost anything the Cacophony Pokémon would normally be able to hear. The Cacophony Pokémon is immune to the effects and damage of Bug Buzz, Chatter, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Roar of Time, Screech, Sing, Sonicboom, Supersonic and Uproar. The moves may still affect other Pokémon and the environment around them, if applicable, but the closer these other targets are to the Cacophony Pokémon the harder it will be for these moves to be heard.

Chlorophyll
Boosts the Pokémon's Speed in sunshine.
Specialized cells in the Pokémon's body convert strong sunlight into extra fuel, filling the Pokémon with a great deal of energy. When the sun is shining brightly, the Chlorophyll Pokémon's speed is doubled and it will almost always strike all but the absolute fastest opponents first.

Clear Body
Prevents the Pokémon's stats from being lowered.
The Pokémon's body has a strange translucent or reflective property that seems to cause all adverse ability changes to slip through or slide right off of it. The Clear Body Pokémon is immune to all stat reductions caused by an opponent, whether those drops are caused by status attacks (Leer), as the secondary effects of attacks (Energy Ball) or via an ability (Intimidate). Clear Body does not prevent stat drops that the Pokémon inflicts upon itself (Superpower), nor does it prevent stat increases of any kind.

Cloud Nine
Eliminates the effects of weather.
The Pokémon is surrounded by an aura of serenity and peacefulness so strong that it extends to the area around it, actually calming any inclement weather and lessening any intense sunlight in its immediate vicinity. Weather has no effect, negative or positive and for the player or the opponent, on a battlefield that is occupied by a Cloud Nine Pokémon. Cloud Nine does not force the weather effect to end; rather, the weather continues to carry on outside of the ability's effect radius for the rest of its normal duration and, if it has not already ended naturally, will move in to fill the area as soon as the Cloud Nine Pokémon is removed from play.

Color Change
Changes the Pokémon's type to the foe's move. Simple as that.
The Pokémon is extremely sensitive to its environment and external stimuli, so much so that it can actually adopt the attributes of elements that come into contact with it. If the Color Change Pokémon is hit by a damaging attack, its type changes to match that of the attack. If an attack of another type hits the Color Change Pokémon after that, its type changes to match the new attack. Non-damaging attacks are not powerful enough to cause the Pokémon to change. If the Color Change Pokémon naturally has two types and then is hit with an attack that does not match either type, the new type overwrites both previous types and the Pokémon becomes single-typed for the remainder of the battle

Compoundeyes
The Pokémon's accuracy is boosted.
The Pokémon's eyes are complex and many-faceted, able to see things from many different angles and focus in on targets with ease. All attacks made by the Compoundeyes Pokémon have a substantial increase in Accuracy than they normally would.

Cute Charm
Contact with the Pokémon may cause infatuation.
The Pokémon is so endearing and charming that opponents of the opposite gender sometimes have trouble bringing themselves to harm it. If the Cute Charm Pokémon is struck by a direct contact attack made by an opponent of the opposite gender there is a 30% chance that the opponent will immediately regret hurting such a precious creature and will become distracted by and attracted to it.

Damp
Prevents combatants from self destructing.
The Pokémon is constantly wet and slimy, and its very touch is often enough to douse fuses. A Damp Pokémon can stop an opponent from exploding simply by touching it, coating it with wetness and preventing the execution of moves like Explosion and Selfdestruct. The effect of Aftermath cannot be prevented by Damp, and the Damp Pokémon must make contact with the user of Explosion or Selfdestruct at some point before the move is executed in order to have an effect; it doesn't do any good if the opponent is perfectly dry and some distance away.

Download
Adjusts power according to the foe's ability.
The Pokemon is very keen when it comes to adjusting its strength to match its opponents strengths. If the opposing Pokemon uses a move that raises its condition above average, this Pokemon will raise its own condition to counteract that rise in ability-in order to continue the battle at an even standpoint.

Drizzle
The Pokémon makes it rain if it appears in battle.
The Pokémon holds sway over the elemental power of water and is able to bring on torrential rain at will, causing rain to fall as soon as it appears on the battlefield and keeping the rain going much, much longer than any normal Pokémon would usually be able to--even indefinitely. This ability does not activate in any arenas in which the move Rain Dance would have no effect. If the Drizzle Pokémon and a Pokémon with another weather-inducing ability appear on the battlefield at the same time, the Pokémon that was the last to receive orders from its trainer is the one whose ability takes precedence. The rain caused by Drizzle can be overwritten by other weather-inducing moves.

Drought
The Pokémon makes it sunny if it is in battle.
The Pokémon holds sway over the elemental power of fire and is able to intensify the sun's rays at will, causing the sun to shine brightly as soon as it appears on the battlefield and keeping the sunlight going much, much longer than any normal Pokémon would usually be able to--even indefinitely. This ability does not activate in any arenas in which the move Sunny Day would have no effect. If the Drought Pokémon and a Pokémon with another weather-inducing ability appear on the battlefield at the same time, the Pokémon that was the last to receive orders from its trainer is the one whose ability takes precedence. The intense sunlight caused by Drought can be overwritten by other weather-inducing moves.

Dry Skin
Reduces HP if it is hot. Water restores HP.
The Pokémon has exceptionally dry skin that is best kept moist at all times. This skin is so dry that the Pokémon can soak up water almost like a sponge, re-hydrating itself with no ill effect. When the Dry Skin Pokémon is hit by a Water-type attack it regains health equal to the amount it would have lost and no greater than 25HP it also regains a small amount of health at the end of every round if the battlefield is rainy. This dry skin is also incredibly sensitive to heat, however, and so it loses a small amount of health at the end of every round if the sun is shining brightly. Fire-type attacks made against a Dry Skin Pokémon are super effective.

Early Bird
The Pokémon awakens quickly from sleep.
The Pokémon has difficulty staying asleep and often wakes up earlier than other Pokémon would. If the Early Bird Pokémon falls asleep, it will wake up twice as fast as it normally would--so, for example, if a Pokémon would normally be asleep for six actions, it will wake up after three. The Pokémon is also more prone to waking up if attacked while sleeping. If the Early Bird Pokémon uses Rest, it will sleep for only one round instead of two after the move is used.

Effect Spore
Contact may paralyze, poison, or cause sleep.
The Pokémon's body gives off puffs of bizarre toxic spores that can adversely affect opponents when inhaled. The nature and effects of these spores can vary wildly, from making the opponent sick to sending it to sleep. When the Effect Spore Pokémon is hit with a direct contact attack there is a 30% chance that its attacker will be paralyzed, poisoned or sent to sleep; each status ailment has an equal chance of occurring.

Filter
Powers down super-effective moves.
The Pokémon can use its psychic abilities to alter the air molecules between itself and its opponent, changing the way that certain dangerous attacks pass through them and dampening some of the attacks' strength. Whenever the Filter Pokémon is hit by a super-effective attack, that attack's damage is reduced to as if it was standard damage.

Flame Body
Contact with the Pokémon may burn the foe.
The Pokémon's body is intensely hot and flames can leap from it without warning; these flames are not hot enough to cause severe damage immediately, but they can leave an opponent with a nasty burn. When the Flame Body Pokémon is hit with a direct contact attack there is a moderate chance that its attacker will be burned. Also if you own this Pokemon, and buy eggs, they'll hatch in 1 day instead of three if you give me the Pokemon with which to hatch said egg!

Flash Fire
Powers up Fire-type moves if hit by a fire move.
The Pokémon is impervious to fire and actually draws strength from it instead. Whenever the Flash Fire Pokémon is struck with a Fire-type attack, that attack's damage is nullified. The first time that the Flash Fire Pokémon is hit by a Fire-type attack it also gains a boost to its own fiery abilities, and from that point on the base power of the Flash Fire Pokémon's Fire-type attacks is given a second STAB boost. This boost only occurs once for as long as the Flash Fire Pokémon is in battle.

Flower Gift
Powers up party Pokémon when it is sunny.
The Pokémon loves the sunlight, so much so that it opens up its closed petals and gives off a healthy, invigorating aroma when the sun is shining exceptionally brightly. This aroma heightens its abilities as well as those of its teammates, giving them +1 Attack and +1 Special Attack for as long as the sun is out and the Flower Gift Pokémon is on the field.

Forecast
CASTFORM transforms with the weather.
The Pokémon is sensitive to extreme changes in temperature and precipitation and knows the best way to take advantage of them--it can change its molecular structure to one that is more in tune with the current weather. When the Forecast Pokémon is on the battlefield and the sun is shining brightly it becomes a Fire-type; when it is raining it becomes a Water-type; and when it is hailing it becomes an Ice-type. The Forecast Pokémon does not change in sandstorms, fog or darkness. The Pokémon's appearance also changes to match the current weather, although these changes are generally aesthetic. If the weather becomes clear again, the Forecast Pokémon reverts to its normal form and Normal typing. If the Pokémon loses the ability Forecast while it has changed type (via Skill Swap, Worry Seed, etc.), it remains in that form even if the weather changes.

Forewarn
Allows the Pokemon to better evade an incoming powerful move.
The Pokémon is instinctively nervous about hard-hitting attacks. If it senses its opponent preparing to use an attack that will deal High or more damage, it will increase its efforts to evade that attack, effectively increasing its Evasion by 1 stage for the duration of that attack.

Frisk
The Pokemon gets a pre-emptive strike in at the start of battle. Nothing large, just like a punch or kick or bishslap.


Gluttony
Eats stuff to restore health.
The Pokemon is a voracious one, able to consume anything around it without even given it a second thought. If this Pokemon falls below 50%, it will actively look to eat anything around it in order to regain some portion of health back.

Guts
Boosts Attack if there is a status problem.
The Pokémon possesses impressive resolve and a will to win, even when it is feeling under the weather. If the Guts Pokémon is paralyzed, poisoned, burned or asleep, the base power of its physical attacks is significantly increased. This boost goes away if the Pokémon's status returns to normal. The Guts Pokémon is so determined to do its best that it will even push through the pain of a burn to do as much damage as possible.

Heat Proof
Weakens the power of Fire-type moves.
The Pokémon is made of bizarre materials that are flame-resistant. Whenever the Heatproof Pokémon is hit by a Fire-type attack the attack hits if the Pokemon has a resistance to it. The Pokémon even resists burns quite well, taking half the usual damage from a burn (but never falling below 1% damage).

Honey Gather
Restores health from eating honey.
The Pokémon has a bit of leftover, super-nutritious honey stuck to its body from buzzing around its hive, etc., and can lick a little bit of that honey off at the end of every other round to restore 3% health.

Huge Power
Raises the Pokémon's Attack stat.
The Pokémon's small size and pudgy body belie great physical strength. The base power of all the Pokémon's physical attacks is slightly increased. Throwing all of this weight around takes extra effort, however, so all physical attacks used by the Pokémon use slightly more energy.

Hustle
Boosts the Attack stat, but lowers accuracy.
The Pokémon has a lot of pep and energy and is quite eager to put it to use, even if it does get a little careless. Physical attacks have a significant boost to them, but those same attacks are dealt a little more clumsily and have their accuracy reduced by 20% as a result. Special attacks are unaffected by Hustle.

Hydration
Heals status problems if it is raining.
The Pokémon loves the water and can absorb it to flush impurities out of its system. If it is raining or the Pokémon is submerged in water at the end of the round, any major status afflictions (burn, sleep, poison, paralysis, freeze) it might be suffering from will be healed.

Hyper Cutter
Prevents the Attack stat from being lowered.
] The Pokémon possesses nasty blades, spikes and/or other unpleasantly sharp parts that it keeps honed to the highest level of unpleasant sharpness. These sharp parts have such impressive points/edges on them, in fact, that they are nearly impossible to dull and will always cut/stab with high precision and power--effectively, the Hyper Cutter Pokémon's Attack can never be lowered by the opponent. This does not prevent the Attack-lowering effect of a burn, nor does it prevent Attack drops that the Pokémon causes on its own (via moves like Superpower, for example).

Ice Body
The Pokémon regains HP in a hailstorm.
The Pokémon has an icy exterior that is soothed and even patched up by falling hail instead of damaged by it. The Pokémon recovers a small amount of health at the end of each round if hail is falling in the arena.

Illuminate
Raises the likelihood of meeting rarer wild Pokémon. In dark areas, this Pokemon is easily spotted, and evasion tactics do not aid this Pokemon when used by it.
The Pokémon produces its own bright, natural light; the light is so dazzling that it takes most others a while to get used to. For the first few actions of battle, all opponents and allies that do not have Illuminate have -1 Accuracy; this effect fades with time, as the Pokémon have now had time to adjust to the brighter light. Additionally, this Pokémon will always be surrounded by a small pool of light in dark arenas, making it easier to see and be seen in the Pokémon's immediate area.

Immunity
Prevents the Pokémon from getting poisoned.
The Pokémon has built up an impressive natural immunity to toxins, usually due to constant exposure to them. The Immunity Pokémon can never be poisoned or severely poisoned.

Inner Focus
The Pokémon is protected from flinching.
The Pokémon is so focused on battle that it doesn't allow trivial things like surprise attacks to distract it. The Inner Focus Pokémon can never flinch. This does not protect it from "flinching" and losing its focus if attacked while using Focus Punch.

Insomnia
Prevents the Pokémon from falling asleep.
The Pokémon is always awake, active and unable to rest for whatever reason. The Pokémon is unable to fall asleep under any circumstances (Rest included); it also recovers slightly less energy from chilling than other Pokémon, as it is constantly on edge.

Intimidate
Lowers the foe's Attack stat.
The Pokémon has a naturally intimidating appearance, and the mere sight of it snarling, baring its fangs and looking generally terrifying is often enough to strike fear into the hearts of most opponents. When the Intimidate Pokémon is sent into battle it will snarl and frighten its opponents, making them quite timid about attacking it--effectively, Intimidate gives all opponents on the battlefield -1 Attack (part of the normal 6 levels of stat increase and decrease). If the opponent gets over its fear of the Intimidate Pokémon later in the battle it is possible to bring the Attack back up 1 level.

Iron Fist
Boosts the power of punching moves.
The Pokémon's punching skills are honed to the point of perfection, and every punching move it executes strikes with very impressive force. Whenever the Pokémon uses the moves Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, or Thunderpunch, that attack in increased in power slightly. (This does not include Sucker Punch; that move's original name was "Ambush" and was poorly translated. It is not actually a punching move.)

Keen Eye
Prevents the Pokémon from losing accuracy.
The Pokémon has stellar vision, far greater than most Pokémon, and it is quite difficult to prevent this Pokémon from seeing clearly. The Keen Eye Pokémon can never have its Accuracy lowered.

Klutz
The Pokémon has a small chance of missing its moves.

Leaf Guard
Prevents status problems in sunny weather.
The Pokémon's leaves have a mystical property that is activated by strong sunlight and shields them from unfortunate ailments. As long as the sun is shining brightly, the Leaf Guard Pokémon cannot be afflicted with any of the major status conditions (burn, paralysis, sleep, poison, freeze). This does not affect any status conditions the Leaf Guard Pokémon was already afflicted with before the sun started shining and does not prevent status conditions that the user inflicts upon itself (via Rest, for example).

Levitate
"Gives" Pokemon the ability to float, thereby bypassing all ground based ground moves. Ground moves that go up in the air can still strike you, but you will have an easier time evading such moves.
The Pokémon uses a mystical power to hover over the ground, out of the range of most ground-based attacks like Earthquake. Generally the Pokémon only levitates a few feet above the ground, although the Levitate Pokémon can rise up even higher at the cost of some energy. The more powerful the Pokémon the higher it will be able to levitate, although attaining the height of a flying Pokémon would cost a considerable amount of energy.

Lightningrod
The Pokémon draws in all Electric-type moves.
The Pokémon has a tall crest, horn or other appendage or item that attracts lightning like a magnet. All Electric-type attacks, barring those that are self-targeting or used by the Lightningrod Pokémon itself, that are used in a battle with a Lightningrod Pokémon are automatically re-targeted to hit the Lightningrod Pokémon. This includes Electric-type attacks made by the Lightningrod Pokémon's partner or partners in a double or higher battle.

Limber
The Pokémon is protected from paralysis.
The Pokémon's muscles are so loose, lithe and flexible that they are nearly impossible to stiffen or compromise. The Limber Pokémon can never be paralyzed.

Liquid Ooze
Inflicts damage onto the user, equivalent to the amount of health normally received from all life-draining moves.
The Pokémon has a nasty substance coursing through its body, one that is noxious if consumed. If an opponent uses a move that drains bodily fluids or life energy from the Liquid Ooze Pokémon it will pull some of this substance along with it, negating the healing effect and causing itself harm equal to the amount of health it would have regained. This includes the effect of Leech Seed.

Magic Guard
The Pokémon is immune to effects/damage not caused directly by an offensive attack..
The Pokémon is always surrounded by a mysterious, otherworldly aura that protects it from many tricks, side-effects, pains and ailments. The Magic Guard Pokémon does not take damage from poisoning or burning (though it will still technically have that condition), recoil from moves (except Struggle) and items, inclement weather, arena hazards like Spikes, Leech Seed, Nightmare or Bad Dreams. The Magic Guard Pokémon cannot be fully paralyzed. This Pokemon can be frozen, put to sleep, confused, attracted and flinch.

Magma Armor
Prevents the Pokémon from becoming frozen. Egg hstcing scenario works here too.
The Pokémon has live, superheated magma covering its body or flowing just under the surface of its skin and keeping it intensely hot at all times, quickly melting any ice that stays in contact with it. The Magma Armor Pokémon can never be frozen.

Magnet Pull
Steel Attacks will be drawn to this Pokemon. Additionally, Steel Pokemon will find themselves unable to escape.
The Pokémon's body carries an electromagnetic field that can attract all sorts of metal. It can use its magnetic powers to draw Steel-type Pokémon and other metal objects closer to it without actually thinking about it.

Marvel Scale
Boosts Defense if there is a status problem.
The Pokémon possesses impressive resolve and a will to stand strong at all costs, even when it is feeling under the weather. If the Marvel Scale Pokémon is paralyzed, poisoned, burned or asleep, its defense rises significantly to deal with any incoming attacks. This boost goes away if the Pokémon's status returns to normal.

Minus
Boosts Sp. Atk if another Pokémon has Plus.
The Pokémon has a strong bond with Pokémon that carry a charge opposite to its own, and can utilize that bond to strengthen its attacks. If the Minus Pokémon has a partner on the field that has the Plus ability, the damage done by the Minus Pokémon's special attacks is slightly increased.

Mold Breaker
Moves can be used regardless of abilities effects.
The Pokémon is dead-set on bringing down its opponents however it possibly can, and it isn't about to let any silly trickery stand in its way. Abilities are not triggered by the Mold Breaker Pokémon's attacks. Specifically, when the Mold Breaker Pokémon is out, the following opponent abilities are disabled: Aura Absorb, Battle Armor, Clear Body, Damp, Dry Skin, Filter, Flash Fire, Flower Gift, Heatproof, Hyper Cutter, Immunity, Inner Focus, Insomnia, Keen Eye, Leaf Guard, Levitate, Lightningrod, Light Absorb, Limber, Magma Armor, Marvel Scale, Motor Drive, Oblivious, Own Tempo, Sand Veil, Shell Armor, Shield Dust, Simple, Snow Cloak, Solid Rock, Soundproof, Sticky Hold, Storm Drain, Sturdy, Suction Cups, Tangled Feet, Thick Fat, Unaware, Vital Spirit, Volt Absorb, Water Absorb, Water Veil, White Smoke and Wonder Guard. So, for example, the Mold Breaker Pokémon can land a critical hit on a Battle Armor Pokémon, cause an Insomnia Pokémon to fall asleep, damage a Volt Absorb Pokémon with an Electric-type attack, ignore the defense boost of a Marvel Scale Pokémon, etc.. Mold Breaker has nothing to do with abilities like Static and Cute Charm, which will work as normal.

Motor Drive
Raises Speed if hit by an Electric-type move. Stackable.
The Pokémon is energized by electricity rather than harmed by it. Whenever the Motor Drive Pokémon is struck with an Electric-type attack, that attack's damage is nullified. Every time that the Motor Drive Pokémon is hit by an Electric-type attack it also gains an additional charge and its speed rises.

Multitype
Changes type to match the held Plate.
La be dah, we'll deal with YOU once the time comes again...

Natural Cure
All status problems are healed upon consistent relaxation.
The Pokémon can rid its body of disease much faster than most other Pokémon; all it needs is a few moments of dedicated, intensive rest with little to no interruption. If the Natural Cure Pokémon is recalled from the field (except when unconscious) or left to relax for a full round, any major status conditions afflicting it will go away.

No Guard
The Pokémon and its foe's cannot use defensive moves.
The Pokémon is determined to have its attacks hit their mark at any cost and so strikes and follows with reckless abandon, hitting with everything it's got and totally unconcerned about how exposed this leaves it to its opponent's attacks. The No Guard Pokémon's attacks can never miss, even if its target is underground, underwater or in the air (within reason). At the same time, however, no attack that targets the No Guard Pokémon can ever miss, either. It has a 50/50 chance of hitting through Protect/Detect as well

Normalize
All the Pokémon's moves become Normal Typed.
The Pokémon is much more comfortable using attacks of the Normal type rather than other types, and so it alters the structure of the attacks it uses so that they become Normal-type. All attacks used by the Normalize Pokémon are considered Normal-type attacks instead of their usual type. This means that moves that would normally be Electric-type can now hit Ground-types, for example, but can no longer hit Ghost-types.

Oblivious
Prevents the Pokémon from becoming infatuated.
The Pokémon is totally unconcerned with matters of the heart and so blithely ignores its opponents' attempts to flatter, flirt with or seduce it. The Oblivious Pokémon can never be attracted.

Overgrow
Powers up Grass-type moves in a pinch.
A hidden reserve of wild, earthy energy sits inside the Pokémon, only able to be drawn from when the Pokémon is in the direst straits. Whenever the Overgrow Pokémon's health is at 33% health or lower, the base power of its Grass-type attacks gains an added STAB bonus. This boost goes away if the Pokémon's health rises above 33%

Own Tempo
Prevents the Pokémon from becoming confused.
The Pokémon has a very quirky mind and an unconventional way of thinking, and as such isn't very susceptible to the same mind tricks other Pokémon might fall for. The Own Tempo Pokémon can never be confused.

Pickup
In the Safari Zone, this Pokémon has a higher chance of finding items. In battle, it has a chance of finding an item in order to throw.
The Pokémon at the end of each round there is a 10% chance that it can find a small item around the arena that it can use during that battle. The item will usually be something that can naturally be found around the arena, such as a small rock, scrap of metal or piece of trash--the ref will choose something appropriate to the current battlefield. The object is treated as a held item with no additional effect that will do around 3-6% damage when thrown, slightly more if thrown with Fling or a similar move.

Plus
Boosts Sp. Atk if another Pokémon has Minus.
The Pokémon has a strong bond with Pokémon that carry a charge opposite to its own, and can utilize that bond to strengthen its attacks. If the Plus Pokémon has a partner on the field that has the Minus ability, the damage done by the Plus Pokémon's special attacks is slightly raised.

Poison Heal
Restores HP if the Pokémon is poisoned.
The Pokémon has a strange affinity for toxins and, in fact, gains sustenance from them. Whenever the Pokémon is poisoned, it does not take damage and instead regains health equal to the damage it would have taken from poison at the end of each round. It always regains 4% health from severe poisoning.

Poison Point
Contact with the Pokémon may poison the foe.
The Pokémon's body is adorned with sharp spines that occasionally secrete venom. When the Poison Point Pokémon is struck by a direct contact attack; it is possible for the opponent to prick themselves on one of these spines. This resulta in a 30% chance of poisoning the opponent.

Pressure
The Pokémon raises the foe'e energy expenditure.
The mere presence of this Pokémon is so intimidating that its opponents are hesitant to attack it; any attacks aimed at the Pressure Pokémon cost the user more energy to perform. Attacks not aimed at the Pressure Pokémon are not affected.

Pure Power
Boosts the power of physical attacks.
The Pokémon has undergone intense meditation and achieved great strength. The base power of all the Pokémon's physical attacks is increased. Using all of this power takes extra effort, however, so all physical attacks used by the Pokémon have their energy cost slightly increased.

Quick Feet
Boosts Speed if there is a status problem.
The Pokémon possesses impressive resolve and a will to win, even when it is feeling under the weather. If the Quick Feet Pokémon is paralyzed, poisoned, burned or asleep, its Speed is raised, making it much faster than most opponents. This boost goes away if the Pokémon's status returns to normal. Quick Feet does not, however, prevent the Pokémon from becoming "fully paralyzed" on occasion.

Rain Dish
The Pokémon gradually recovers HP in rain.
The Pokémon has an affinity for rain and is rejuvenated whenever rain is falling. It regains a small amount of health at the end of each round if rain is falling in the arena.

Reckless
Powers up moves that have recoil damage.
The Pokémon is brimming with raw power that it loves to throw around with abandon; it doesn't even mind risking a little extra bodily harm if it means putting the hurt on the opponent. All of the Reckless's Pokemon's damaging recoil attacks are increased in power, as is the recoil damage.

Rivalry
Raises Attack if the foe is of the same gender. Conversly, lowers Attack if foe is of opposing gender.
The Pokémon has a deep fondness for Pokémon of the opposite gender; this attraction is so ingrained in its mind that it automatically sees all other Pokémon of the same gender as rivals for the attention of potential mates. It becomes much more aggressive when confronted by Pokémon of its gender, and all attacks targeting Pokémon of the same gender as the Rivalry Pokémon are stronger than usual. By the same token, it doesn't like harming any "potential mates" and prefers going easier on Pokémon of the opposite gender. All attacks targeting Pokémon of the opposite gender are weaker than usual. There is no change in the damage dealt to Pokémon that have no gender.

Rock Head
Protects the Pokémon from recoil damage.
The Pokémon's skull (or skull covering) is exceptionally solid and immovable, protecting it from any shock it might receive as a result of crashing into things. The Rock Head Pokémon is immune to recoil damage from attacks. Rock Head does not prevent recoil damage from Struggle or from missing with Jump Kick and Hi Jump Kick.

Rough Skin
Inflicts damage to the foe on contact.
The Pokémon's skin is very rough and coarse, even painful to the touch. Pokémon sustain a small amount of damage every time they strike it with a direct contact attack and 1% every time the Rough Skin Pokémon strikes them with a direct contact attack.

Run Away
Pokemon are better at evading moves in battle.
The Pokémon is so adept at dodging and ducking that it is able to evade attacks quite well. It has an easier time to evade all attacks aimed at it.

Sand Stream
The Pokémon summons a sandstorm in battle, increases Sp Def of all Rock Pokemon in battle.
The Pokémon has the ability to whip up mighty windstorms that carry harsh, sandy grit with them, causing a sandstorm as soon as it appears on the battlefield and keeping the sandstorm going much, much longer than any normal Pokémon would usually be able to--even indefinitely. This ability does not activate in any arenas in which the move Sandstorm would have no effect. If the Sand Stream Pokémon and a Pokémon with another weather-inducing ability appear on the battlefield at the same time, the Pokémon that was the last to receive orders from its trainer is the one whose ability takes precedence. The sandstorm caused by Sand Stream can be overwritten by other weather-inducing moves.

Sand Veil
Boosts the Pokémon's evasion in a sandstorm.
The Pokémon is at home in dry, sandy environments and knows just how to make itself disappear when grit is flying through the air. The Sand Veil Pokémon has +1 Evasion for as long as it is on the battlefield during a sandstorm; this stacks with the accuracy reduction that affects all Pokémon during a sandstorm. In addition, the Sand Veil Pokémon is considered immune to sandstorm damage even if it is not a Ground, Rock or Steel-type.

Scrappy
Enables Normal/Fighting moves to hit Ghost-type foes.
The Pokémon is determined to beat down any foes that come its way, even if they are... less than 100% solid. It knows how to manipulate its attacks so that they can contact even spirits. All Normal- and Fighting-type attacks used by the Scrappy Pokémon will damage Ghost-type Pokémon as if the Ghost-type did not have an immunity to them..

Serene Grace
Boosts the likelihood of added effects appearing.
The Pokémon is surrounded by an aura of grace and luck that laces all of its attacks, causing things to go in the Pokémon's favor more often than they normally would. Whenever the Serene Grace Pokémon uses an attack that has an added effect with less than 100% chance of occurring, that effect's chance of occurring is doubled (but not raised above 100%)

Shadow Tag
Prevents the foe from evading.
The Pokémon exudes an arcane force that keeps a magical grip on its opponents, preventing them from running too far away from it and out of range of its counterattacks.

Shed Skin
The Pokémon may heal its own status problems.
The Pokémon can slough off its skin, peeling away anything that might be coating it or causing it discomfort. At the end of each round that the Shed Skin Pokémon is affected by a major status effect, it has a 30% chance of successfully shedding its skin and removing the affliction, as well as ridding itself of anything else that is coating its exterior.

Shell Armor
The Pokémon is protected against critical hits.
The Pokémon is encased in formidable armor that protects it from head to toe, covering any particularly soft, weak or vulnerable spots; opponents cannot harm these spots any more than they would normally harm any other areas of the Shell Armor Pokémon's body and so the Pokémon is protected from critical hits.

Shield Dust
Blocks the added effects of attacks taken.
The Pokémon is coated in a fine dust of strange spores or scales that have bizarre protective properties. This dust filters out any errant energy or effects that are carried by the attacks that hit it. The Shield Dust Pokémon cannot be affected by the secondary effects of any attacks its opponent uses against it, such as Rock Smash's chance of lowering Defense or Thunder's chance of paralysis. The Shield Dust Pokémon can still be affected by conditions like these as long as those conditions are the primary effect of those attacks, such as Confuse Ray or Thunder Wave. It is also still affected by the secondary effects of its own moves, such as Overheat or Ominous Wind.

Simple
Simple doubles the stat changes that affect said Pokemon.
The Pokémon is very simple-minded and gets very excitable about changes in its ability, overreacting to even slight alterations. Effectively, whenever the Simple Pokémon's stats change those changes are doubled. Swords Dance raises the Simple Pokémon's Attack by 4 instead of 2, Tail Whip lowers the Simple Pokémon's Defense by 2 instead of 1, so on and so forth. These changes apply to stat changes caused by the Simple Pokémon and by its opponent.

Skill Link
Multi Strike moves will always hit for maximum times if used.
The Pokémon is a skilled marksman and can easily hit the same target multiple times. Whenever the Skill Link Pokémon uses an attack that hits multiple times in an action, such as Icicle Spear or Fury Attack, that attack hits for its full duration--Icicle Spear will always hit 5 times, for example.

Slow Start
Temporarily halves Attack and Speed.
The Pokémon possesses immense strength, so powerful and terrible that it is unable to draw upon this strength right away. This Pokémon starts battle with severely lowered Attack and Speed and retains those penalties until the end of the second round, at which point they return to normal.

Sniper
Able to hit Pokemon weak points easily, and through evasive maneuvers.
The Pokémon has excellent aim and is skilled at seeking out and striking its opponents' weak spots. If it does hit one of these weak spots, it can do so with extra precision and force. Whenever the Sniper Pokémon scores a critical hit the critical hit damage is applied twice.

Snow Cloak
Raises evasion in a hailstorm.
The Pokémon is at home in cold, icy environments and knows just how to make itself disappear when hail is flying through the air. The Snow Cloak Pokémon has +1 Evasion for as long as it is on the battlefield during a hailstorm. In addition, the Snow Cloak Pokémon is considered immune to hail damage even if it is not an Ice-type.

Snow Warning
The Pokémon summons a hailstorm in battle, and Blizzard hits for perfection.
The Pokémon can freeze the very rain in the clouds above, causing a hailstorm to start as soon as it appears on the battlefield and keeping the hail going much, much longer than any normal Pokémon would usually be able to--even indefinitely. This ability does not activate in any arenas in which the move Hail would have no effect. If the Snow Warning Pokémon and a Pokémon with another weather-inducing ability appear on the battlefield at the same time, the Pokémon that was the last to receive orders from its trainer is the one whose ability takes precedence. The hail caused by Snow Warning can be overwritten by other weather-inducing moves.

Solar Power
Boosts Sp. Atk, but lowers HP in sunshine.
The Pokémon is able to draw intense power from the light of the sun but is unable to control it properly. The Solar Power Pokémon's special attacks are increased when the sun is shining brightly, but it also loses a small amount ofhealth at the end of each round.

Solid Rock
Powers down super-effective moves.
The Pokémon's rocky exterior is incredibly tough, reducing the damage it takes from even the most dangerously effective attacks. Whenever the Solid Rock Pokémon is struck by a super-effective attack, it hits for normal effectiveness.

Soundproof
Gives full immunity to all sound-based moves.
The Pokémon, through either mystical abilities or a powerful understanding of the workings of sound waves, is able to selectively pick and choose what it wants to hear and completely ignore what it chooses not to. The Soundproof Pokémon is immune to the effects and damage of Bug Buzz, Chatter, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Roar of Time, Screech, Sing, Sonicboom, Supersonic and Uproar. The moves may still affect other Pokémon and the environment around them.

Speed Boost
The Pokémon's speed is boosted once every 4 actions.
The Pokémon is so quick and agile that it moves with great speed and agility, and it only gets faster as its muscles warm up. As long as the Speed Boost Pokémon's Speed is not at its maximum level (+6), its Speed increases by 1 level at the end of every 3th action, until maxed out.

Stall
In battle, this Pokemon always goes last, no matter what.
The Pokémon prefers to battle at its own leisurely pace, watching and waiting for its opponents to make their moves before getting started with its own. The Stall Pokémon always moves last in every round no matter what, thereby breaking the normal rotation method for issuing attacks. If there is more than one Stall Pokémon on the battlefield, those Pokémon move in normal speed order.

Static
Contact with the Pokémon may cause paralysis.
The Pokémon's body is bristling with static electricity that can easily shock those who touch it. If the Static Pokémon is struck with a direct contact attack there is a 30% chance that the attacker will become paralyzed.

Steadfast
Raises Speed each time the Pokémon flinches.
The Pokémon is determined to persevere even in the face of adversity, taking temporary setbacks as inspiration to do even better. Whenever the Steadfast Pokémon flinches, its Speed increases by 1 level.

Stench
The stench helps keep wild Pokémon away. In battle, Pokemon have a hard time getting close for melee attacks.
The Pokémon carries with it an absolutely foul odor that most Pokémon cannot stand. Opponents within 2 feet of a Stench Pokémon get the full force of the odor, and it is so strong that it may distract the Pokémon and prevent or hinder its attack. Pokémon with little to no sense of smell are not affected by Stench.

Sticky Hold
If hit with melee attacks, the opponent is stuck onto the Pokemon for two actions.

Storm Drain
The Pokémon draws in all Water-type moves.
The Pokémon has a strange affinity for water, so strong that it can actually pull water in its vicinity toward it instead of its original destination. All Water-type attacks, barring those that are self-targeting or used by the Storm Drain Pokémon itself, that are used in a battle with a Storm Drain Pokémon are automatically re-targeted to hit the Storm Drain Pokémon. This includes Water-type attacks made by the Storm Drain Pokémon's partner or partners in a double or higher battle.

Sturdy
The Pokémon is protected against 1-hit KO attacks.
The Pokémon is incredibly hardy and resilient, and it will not fall as the result of a single, massive attack; it takes repeated abuse to finally bring this Pokémon down. Specifically, this Pokémon will resist any one-hit KO attacks and will not be affected by them. Additionally, this Pokemon, will survive the first non-OHKO attack that could bring it down to 0 HP when it is at critical health.

Suction Cups
Negates moves that force switching out.
The Pokémon's base is covered in sticky suction cups that hold it in place even under duress. The Suction Cups Pokémon will stick to its place wherever possible (this may be difficult if the Pokémon is on a non-solid or porous surface) and will not budge from its spot unless it wants to, even if pummeled or "blown away". This also means that it is difficult for the Suction Cups Pokémon to move from its spot even if it does want to, as it will have to forcibly peel itself off of the ground.

Super Luck
Heightens the critical-hit ratios of moves.
The Pokémon is supremely lucky, lucky to the point of being able to seek out its opponent's Achilles' heels and attack the weak point for massive damage fairly regularly. In short, the Super Luck Pokémon lands critical hits more often than most, and it constantly has a critical hit ratio 1 level above normal. Super Luck cannot raise a Pokémon's critical hit ratio above the maximum 50% chance of landing a critical hit.

Swarm
Powers up Bug-type moves in a pinch.
The Pokémon is used to living in a swarm and carries with it the memory of its hive's strength, only able to be called upon when the Pokémon is in the direst straits. Whenever the Swarm Pokémon's health is at 33% health or lower, the base power of its Bug-type attacks is given another STAB Bonus. This boost goes away if the Pokémon's health rises above 33%.

Swift Swim
Boosts the Pokémon's Speed in rain.
The Pokémon is naturally most at home in the water and can swim far faster than it can walk on land; even rain makes it more comfortable on the ground and fills the Pokémon with a great deal of energy. When rain is falling or the Pokémon is in water deep enough and long/wide enough to really swim in, the Swift Swim Pokémon's speed is doubled and it will almost always strike all but the absolute fastest opponents first.

Synchronize
Passes on a burn, poison, or paralysis to the foe.
The Pokémon is good at forming empathetic bonds with its opponents, sharing its feelings and even its ailments through those bonds. Whenever the Synchronize Pokémon is afflicted with paralysis, poison or a burn, it uses its empathetic bond to give that condition, severity and all, to its opponent as well.

Tangled Feet
Raises evasion if the Pokémon is confused.
The Pokémon is prone to stumbling haphazardly around when its brains have been addled, often staggering clear out of the way of its opponents' attacks. Whenever the Tangled Feet Pokémon is confused its Evasion rises by 1 level.

Technician
Boosts power of weaker moves-moves.
The Pokémon has carefully practiced using its weaker attacks, working on its technique so that those attacks are nearly as strong as their more powerful moves. Whenever the Technician Pokémon uses an attack that uses a moderate amount of energy or lower, these attacks are increased in power significantly.

Thick Fat
Raises resistance to Fire-and Ice-type moves.
The Pokémon has a lot of extra bulk and blubber rolling around its bones, enough to provide relatively comfortable insulation from both heat and cold. Whenever the Thick Fat Pokémon is struck by a Fire- or Ice-type attack that attack's damage is cut in half.

Tinted Lens
Powers up "not very effective" moves.
The Pokémon has complex eyes that allow it to see many different facets of its opponent, including spots that might be more vulnerable to weak attacks than normal. Whenever the Tinted Lens Pokémon uses an attack that is resisted by its opponent that attack's damage is raised back up to neutral damage (or single-resist if the attack was originally double-resisted).

Torrent
Powers up Water-type moves in a pinch.
A hidden reservoir of water sits inside the Pokémon, only able to be drawn from when the Pokémon is in the direst straits. Whenever the Torrent Pokémon's health is at 33% health or lower, the base power of its Water-type attacks is given a STAB bost This boost goes away if the Pokémon's health rises above 33%.

Trace
The Pokémon copies the foe's ability.
The Pokémon is highly empathetic and is able to see into the minds and hearts of its opponents, and it learns much from these sojourns into the soul. In fact, it is able to form such a strong connection with an opponent that it can take on an opponent's special ability for itself. When the Trace Pokémon is sent into battle it loses the ability Trace and gains the ability of its opponent; if there is more than one opponent on the field when the Trace Pokémon is released, Trace's target is chosen at random. Only the ancient, arcane might surrounding the ability Multitype is able to stave off this empathetic copying, and so Trace cannot copy this ability; if a Trace Pokémon is sent into battle and tries to copy an opponent's Multitype, nothing happens and the Pokémon keeps Trace for the remainder of its time in battle.

Truant
The Pokemon does not attack consecutively, but its attacks cost less energy.
The Pokémon is so exceptionally lazy that it just won't act if it doesn't feel like it. This Pokémon will sit around and do nothing on every other action; it cannot execute any commands, even chilling. Because it is relaxing, however, its attacks cost less energy when used.

Unaware
Ignores any change in ability used by the foe.
The Pokémon is simple-minded and very straightforward in its thinking, greatly preferring to focus on only what it can see and not any macho posturing or weakness on the part of the opponent. It selectively ignores (or, perhaps, completely fails to recognize) when the opponent's abilities have been augmented or hindered and so is unaffected by any increases to or decreases in the opponent's Attack, Defense, Special Attack and Special Defense. Punishment's power is still increased when used against an opponent with stat boosts. The Unaware Pokémon's oblivious nature only applies to its perception of its opponent, however; it is still aware of changes to its own strength and defenses.

Unburden
Raises speed if the opponent has more health than it at 40%

Vital Spirit
Prevents the Pokémon from falling asleep.
The Pokémon is so active, energetic and full of adrenaline that it simply cannot relax until it has absolutely exhausted itself--and it certainly isn't going to settle down and take a rest just because an opponent is trying to hypnotize it! The Pokémon is unable to fall asleep under any circumstances (Rest included); it also recovers slightly less energy from chilling than other Pokémon, as it is constantly on edge and moving around.

Volt Absorb
Restores HP if hit by an Electric-type move.
The Pokémon has a strong affinity for electricity and is invigorated by even the harshest shocks. Whenever this Pokémon is struck by an Electric-type attack it regains health equal to the amount it would have lost and no greater than 25%. Thunder Wave cannot paralyze a Volt Absorb Pokémon and restores 3% health. Stray jolts from other sources that directly strike the Volt Absorb Pokémon may also recover minute amounts of health (no greater than 2% in most cases).

Water Absorb
Restores HP if hit by a Water-type move.
The Pokémon has a strong affinity for water and can soak it up to rejuvenate itself. Whenever this Pokémon is struck by a Water-type attack it regains health equal to the amount it would have lost and no greater than 25%. Stray bursts of water from other sources that directly strike the Water Absorb Pokémon may also recover minute amounts of health (no greater than 3% in most cases). In addition, if the Water Absorb Pokémon is at least half submerged in water it may spend an action deliberately drawing the water in; this restores no more than 10% health and a greater degree of health restoration requires a higher volume of water (i.e. a lake as opposed to a moderate puddle). Forcing the health restoration requires energy expenditure.

Water Veil
Prevents the Pokémon from getting a burn.
The Pokémon keeps itself cool and hydrated by continually surrounding its body in a fine veil of cold mist. This mist immediately soothes any intense heat damage the Pokémon might suffer, and while it is not potent enough to protect it from all fire damage it is cool enough to instantly heal any burns the Water Veil Pokémon might receive. The Water Veil Pokémon can never be burned.

White Smoke
Prevents the Pokémon's stats from being lowered.
The Pokémon produces a continuous stream of thick, billowing smoke that constantly shrouds it, protecting it in a veil that reduces the effects of the opponent's attempts to distract, frighten or cripple it. The White Smoke Pokémon is immune to all stat reductions caused by an opponent, whether those drops are caused by status attacks (Leer), as the secondary effects of attacks (Energy Ball) or via an ability (Intimidate). White Smoke does not prevent stat drops that the Pokémon inflicts upon itself (Superpower), nor does it prevent stat increases of any kind.

Wonder Guard
Only supereffective moves or residual damage moves will hit.
Super Effective: Fire, Flying, Rock, Ghost and Dark moves hit.
Other: Future Sight, Destiny Bond, Perish Song and Doom Desire hit.
Indirect: Confusion, Leech Seed, Poison, Burn, Spikes, Toxic Spikes, Stealth Rock, Hail, Sandstorm, Curse, Nightmare and recoil damage will hit.
Abilities: Rough Skin, Aftermath, Liquid Ooze and Mold Breaker will hit, Mold Breaker allowing all moves sans Normal and Fighting to get through.

Kurosakura
18th November 2009, 11:35 PM
Arena Trap: Trapinch has this as well as Diglett
Flower Gift: Cherrim is the only one who has this ability. Sunny Day gives a boost in Atk and Sp. Atk.
Rivalry: It lowers Atk. when facing Pokemon of opposite gender as well.

Going to bed now. Meh. Too tired to think.

chaos_redefined
18th November 2009, 11:38 PM
On the status ones, i think 30 might be a bit high. On average, it will happen once a round, which can be frustrating. I'd suggest 15-20, which is once every 5-6 attacks. Still relevant, but not broken.

Conditional stat-boosts, or stat-boosts with drawbacks should be bigger than always-on statboosts (e.g. Hustle and Iron First should both be bigger than Compoundeyes.)

Moves that help resist damage (e.g. Thick fat, Heatproof, etc...) offer a resistance in the same way that being a fire type will give you resistance to fire and grass.

Technician can be done as follows: Take damage before modifiers. Divide by 2. Add 6. Round. Higher power attacks are less affected. Lower power attacks are more affected. (The move actually lowers attacks with more than 12 base damage, e.g. Hyper Beam)

Anticipation should offer a benefit against more than the first one, I think. Maybe reduced damage, like Filter.

Wonder Guard, in game, comes at the cost of having only 1 HP. I think that may be a bit extreme, but just putting it out there.

Truant could change the way the game plays: instead of posting 3 attacks each round, each side only posts 2. The pokemon is too lazy to go for 3 attacks. I dunno...

Stall can offer a round relief to status effects... Status effects come in to play a round later.

Houndoom_Lover
18th November 2009, 11:39 PM
Magnet Pull
Prevents Steel-type Pokémon from escaping.
^- Prevents them from dodging? Magnet Pull on the field sounds like it would drag you close to the Pokemon that has this. So, metal Pokemon would be drawn close and so would Metal attacks?

Gluttony
Encourages the early use of a held Berry.
^- It can give Pokemon who have the attack Swallow and Stockpile more power or something the longer they hold Stockpile?

Blademaster
19th November 2009, 12:02 AM
Not the discussion I've been hoping for, but...

OK, one mistake that need addressing is Cloud Nine and Air Lock.

Cloud Nine eliminates Weather effects. So Rain Dance and Sunny Day and such go away/can't be used.

HOWEVER.

Air Lock DOESN'T eliminate weather effects: It NEGATES their effects on the Pokemon with that Ability. So while a Pokemon with Cloud Nine would disperse Hail, an Air Lock Pokemon would simply be immune to Hail's damage. The hail itself would stay, allowing the opponent to benefit from it (Snow Cloak, Blizzard with 100% accuracy, etc.).

...Of course, the only Pokemon with the Air Lock effect is Rayquaza, which is off-limits in ASB anyway. So the point is moot. But I said it anyway 'cuz that's what I do.

That's all I can think of for now. Might be back though.

Greyfox
19th November 2009, 12:50 AM
Anticipation
Senses the foe's dangerous moves.
Hard one! I was thinking it has a heightened chance of evading the first super effective move from the enemy.
I wouldn't say evade. Maybe they're able to brace themselves for the blow and increase their defenses toward it?

Illuminate
Raises the likelihood of meeting wild Pokémon.
Works well for Safari Zone. In battle, makes you easier to spot (meaning evasion tactics dun help, so Ha @ DTing Volbeats)
Also, being in darker areas have no effect on this pokemon's accuracy.
Klutz
The Pokémon can't use any held items.
Doers not benefit us. So, how about in battle this Pokemon has a chance of missing one of its moves every round. Verrry risky n_n!
Not necessarily missing -- but she just has a small (pro'lly 15 percent) chance of falling down and failing to attack every time she tries.

Levitate
Gives full immunity to all Ground-type moves.
Wow, I can smell the anger here. Ima leave it, and see what happens.
The way I see it, Levitate's been in play since before abilities even became part of the series. I mean, if a koffing's going to be several feet in the air, there's no way an earthquake's gonna ruffle his feathers. I don't think this should include *all* ground attacks though, since there're a few ground attacks that don't just hit the ground (Bonemerang, for instance).

Pickup
The Pokémon may pick up items.
Dumb in battling, but Saf Zone it would be cool. Any suggestions? Maybe pick up a certain move ala Mimic if its used more than a certain times?
There'd hafta be certain limitations (no firebreathing squirtles), but I like this idea.

Poison Heal
Restores HP if the Pokémon is poisoned.
O that's fun. Oh and if Toxiced, in increases by that ratio as well!
Unfortunately, no one with half a mind would ever bother to poison a pokemon with this ability.

Sniper
Powers up moves if they become critical hits.
How about make it so its able to tag Pokemon that use evasive modifiers? I mean hell, yer sniping, you gotta be hitting the right one, right?
I like increasing accuracy -- but I also would like to think that this ability would just increase the likelihood of getting critical hits. After all, snipers are able to note the pokemon's most vulnerable spots.


Soundproof
Gives full immunity to all sound-based moves.
Keep that. That's fun.
Wouldn't these pokemon essentially be deaf?

Speed Boost
The Pokémon's Speed stat is gradually boosted.
+1 for 6 rounds. Fun times there!
Maybe every other round their speed increases?

Stall
The Pokémon moves after even slower foes.
Weird. In game this affects the Pokemon. in ASB, this'll be the case, but it'll out maneuver Focus Pu-aww hell no Sableye gets this; no ones using it! Submissions welcome for sure!
Pokemon waits until it is most beneficial to attack. Say, right when his foe is powering up, this guy catches him off guard with a speedy attack?


Sticky Hold
Protects the Pokémon from item theft.
Now see, I remember this one being one of the Abilities no one knew what the hell it would be good for in ASB. So how about we change it to physical contact allows the Pokemon hit to stay attached to its foe for uhh...2 actions. Making their limbs unable to be used for melee contact....But I can see how arguments would develop for it.

Yeah, Suggest away.
This works for me, actually. Can't think of any other way for this to work.

Technician
Powers up the Pokémon's weaker moves.
Ah. Here's another tricky one. What's defined as weaker? Anything Moderate or below in damage delivered. What does it power up to. Good or higher, so we're talking +2 SpA/Atk raise for weaker attacks. Umm discuss. This one needs work
I'd say the weaker attacks being those that have an attack power rating of 50 or lower.

Truant
The Pokémon can't attack on consecutive turns.
OK! GAY! Discuss. I have ideas, but I wanna hear ya'll first!
I like the idea of Truant allowing you to only attack twice instead of three times -- but how about an increased effectiveness for both attacks. Say Slaking uses Double Team, loafs around, then Shadow Ball. The Double Team would, instead of summoning two or three clones, instead summons five or six. And Shadow Ball hits for 50 percent more damage or something like that. Or instead of increased effectiveness, his attacks would consume a lot less energy.


Water Absorb
Restores HP if hit by a Water-type move.
¬¬ We can work levels out, but you still get the shifty eye.
50 percent healing, methinks. So instead of Hydro Pump hitting for 12HP, it instead heals for 6.

Wonder Guard
Only supereffective moves will hit.
K. First I thought this was going to be stupid hard to think it up for. But then I realize that the Pokemon in ASB have access to every move. So most every Pokemon has an attack that can be used against Sheddy. Weather moves and residual effect moves also work on Sheddy, so every Pokemon can hit Sheddy >>. It's really not as bad as it could be...
Yeah, this works. But we may hafta give this one a trial just to see. Practically every pokemon has moves that'll hurt this bug, but not all of them. Even so, those moves aren't particularly damaging. Pichu, for example, can only damage this thing by poisoning it.

Mew Master
19th November 2009, 02:34 AM
Arena Trap: Trapinch has this as well as Diglett

Don't forget Wobuffett. I used him to catch a legendary or three.

Blademaster
19th November 2009, 02:37 AM
No, Wobbuffet has Shadow Tag. Same effect, different Ability... Whatever sense THAT makes.

Mew Master
19th November 2009, 02:47 AM
Whoop... My bad <<U

chaos_redefined
19th November 2009, 07:51 PM
For the record, my idea differed from Greyfox a bit that may not have been obvious. To make mine not horribly useless, Truant affected both pokemon, and the result was shortened to two rounds each. I don't know what happens with Slaking vs Slaking competitions.

Greyfox
20th November 2009, 12:13 AM
Well, if Truant effects both pokemon equally, then once the point? Because all I see it doing is dragging the battles out even longer than they already are...

Maybe instead of Slakoth/king only getting to attack twice instead of three times per round, there should be a small (about 10 to 20 percent) chance that they just completely ignore their orders and just relax for the action instead.

chaos_redefined
20th November 2009, 12:36 AM
Well, a lot of things rely on the 3 moves. For example, since a lot of refs have rest cause you to lose 2 actions, you can post second with rest ~ sleep talk ~ sleep talk.

Greyfox
20th November 2009, 01:02 AM
But there's no real advantage or disadvantage for either trainer. All it does is just make it more inconvenient for both of 'em.

As an aside, what're we gonna do for pokemon with more than one ability? Are we just going to give 'em both, or are we gonna make the trainers choose one or the other at the time of approval.

MeLoVeGhOsTs
20th November 2009, 03:40 AM
You can't change your personal abilities aswell, so I think we should just let them choose one ability and then they have to keep it.

Also:


Rivalry
Raises Attack if the foe is of the same gender.


I'm so using this versus Andrew :D

DarkestLight
20th November 2009, 06:34 AM
Yeah that's the one thing I'm adamant about. If Pokemon have more than one Ability- you pick one and you'll prolly have to list it in the Versus tower. :p Which s why we need to work them out :D Yay for discussion.

OMG so tired..

chaos_redefined
20th November 2009, 04:33 PM
It may be easier for each pokemon to only be defined with one ability. Essentially, someone writes up a list of each pokemon with one ability he believes is most suitable, with polls on any that he sees may have potential backlash.

DarkestLight
21st November 2009, 10:51 AM
Well, that seemed fine to me at first Chaos, but someone my have a really good reason to use one over the other. Maybe they have of the same Pokemon and want to have each one have a different ability in that regard.

Knight of Time
21st November 2009, 01:02 PM
So...if we're allowed to choose one of the two abilities for each of our Pokemon...would that ability be able to come into play in its next battle? Or are we going to have to wait until we get all the abilities' descriptions finalized?

e.g. if I gave Sabre, my Absol, the Pressure ability, would he be able to benefit from it the next time I send him out for a battle?

Greyfox
21st November 2009, 01:48 PM
Well, abilities aren't standardized yet, so we can't use 'em. I think that when they do finally come into play, it'd be at the start of your next battle.

Mew Master
21st November 2009, 02:04 PM
I think that all abilities will come into play with new battles starting after a certian date, for example Jan 1 2009. Any battles still in progress will not benefit since they started before that date. Any battles started after that date will be affected.

At least I think that's the plan.

DarkestLight
21st November 2009, 02:07 PM
That's about right. They won't be instituted until we get them all ironed out.

Heald
21st November 2009, 02:09 PM
How about this: before a battle begins, the battle starter states whether or not abilities are in effect, and when you release your Pokemon, you choose what ability is has then if it has more than 1.

If people don't like abilities, they don't have to use them.

DarkestLight
21st November 2009, 02:15 PM
Something like that. Because I'm sure there may be refs that may not wish to remember Abilities on top of reffing first off. Like I said, toggle option.

Alright, I'll edit some of these so they're more concise and then yeah. Hell this might be done sonner than I thought :o.

MeLoVeGhOsTs
22nd November 2009, 03:59 AM
I do think that you should choose one ability for your pokemon. You can't switch it. Then ofcourse in battles, it's all up to the choices that the players make.

Good work everyone!

DarkestLight
22nd November 2009, 09:06 AM
This has been moved to the first post :D Good day to you all!

Knight of Time
22nd November 2009, 04:43 PM
Okay, few things I need to ask or mention.

1. Seel and Dewgong can get Hydration.

2. Shouldn't Magic Guard prevent damage from burns (e.g. if they were from Will-o-Wisp, or just caused by any move that managed to cause a burn), as well as damage from a ghost-type inflicted Curse and Nightmare (I'm 99.9% sure about Nightmare, not quite as sure about Curse) recoil damage (e.g. when a Cleffa/Clefairy/Clefable uses a move that causes recoil damage)?

3. With Inner Focus, would that ability possibly reduce the Pokemon's chance of flinching, rather than negating it, make it simply have a lower chance of flinching from the moves that can cause flinching?

Houndoom_Lover
22nd November 2009, 05:46 PM
Snorlax doesn't know Gluttony - What the hell kinda game is this?

DarkestLight
22nd November 2009, 07:24 PM
KOT: Fugg Seel and Dewgong xd. I swear to god they ruin my day everytime I see them.

Anyway, since they DO get Hydration, I guess I'll hafta edit it in. Thank you for pointing it out. Stupid ass seals.

As for Magic Guard, yes, they would not receive any damage from the burn. As how its described at my core Pokebattle site-it won't take damage from it, but it;ll still be burned, which sounds ASS BACKWARDS, but yeah.

Inner Focus...no.. it negates flinching and not many Pokemon get Inner Focus so the effect won't be that widespread. We already have some abilities that totally negate some sort of effect, so why not flinching? We still gotta test run these anyway so if things get a bit odd, then we can tweak.

H_L: Naaa. Snorlax dun NEED Gluttony, fat bastard.

Mew Master
22nd November 2009, 07:27 PM
Dear Geek DL.. I just thought of something...

What's next? Items?![/sarcasm]

DarkestLight
22nd November 2009, 07:35 PM
No. Not doing items. Hell no. I'm sticking to batting with ASB-items just make life hard. Denz, stop thinking. Now.

Mew Master
22nd November 2009, 08:23 PM
But now the idea's in your head...and it's not going to leave.... In there... FOREVER!!!!!

DarkestLight
22nd November 2009, 08:35 PM
No. Its not. >> Hell no.

Mew Master
22nd November 2009, 08:37 PM
YES IT IS!!!!

MeLoVeGhOsTs
23rd November 2009, 08:57 AM
Dewgong is cool. It's fat, and sexy.

Phoenixsong
23rd November 2009, 11:18 AM
Okay. I'm not going to go through all of DL's lists right now and I've only skimmed some of the comments; I'll have a more thorough look-see later. I just wanted to offer my two cents on a few things that stood out while I was skimming, and then go ahead and post the list I made for the other ASB I was working on.

On Flower Gift: It's been tested. It raises Attack and Special Defense, not Attack and Special Attack. If however you want to redefine here it to raise Attack and Special Attack, which is what everyone thinks it should be anyway and is a little more logical, by all means go ahead and do that.

On reducing the effect chance of abilities like Static, Cute Charm, etc. to something below 30%: Actually, no, it doesn't come out to the effect kicking in one action out of every round at all. What you have to remember is that Pokémon have access to a huge variety of attacks, with only about 1/3 or fewer of the 460-odd total being contact attacks--and only contact attacks would trigger something like Static. There's nothing forcing you to use a contact attack every action of every round, and if you know that your opponent has Static then why would you? Sure, this is quirky ol' ASB. There are definitely some situations in which a contact attack has a clear advantage over a projectile attack. But if you have your Floatzel spam Aqua Tail on a Raichu and get it paralyzed when there was no reason not to use Surf (which in ASB would do more or less identical damage), well, that's your fault, not the Raichu's. 30% chance is fine, I've seen it work.

On Cloud Nine and Air Lock (because making Air Lock work totally matters, you guys): I'm fairly sure that both of those abilities are identical (Smogon and Bulbapedia say they are, anyway)--they both ignore weather for the duration of that Pokémon's time in battle and neither one actually turns off the weather. Even if one of them did, though, wouldn't it logically be Air Lock that stopped weather and Cloud Nine that just ignored it? If Groudon and Kyogre have the power to actually change the weather then it's Rayquaza that should also have that power, not a freaking Psyduck. (Note that in Mystery Dungeon Air Lock does have the ability to clear the weather and can also prevent weather from being started; Cloud Nine cannot.)

What I ended up doing in my list, as you'll see below, is making both Air Lock and Cloud Nine ignore weather, but then giving Air Lock Pokémon the ability to completely turn off inclement weather on command. That way they still both do more or less the same thing, but the bloody god Pokémon can still do something that the little yellow ducky can't.

...again, not like Air Lock matters much. I dunno, maybe if there's another legendary tournament...

On how to choose abilities for Pokémon with more than one: I'd be fine with either method. The existing ASB I play at that has been using abilities requires an ability to be chosen when the Pokémon is gained and it cannot be changed afterward (although I think you are permitted to change it upon evolution in some cases). That ASB currently requires that players keep up with their records using a VS Seeker-like topic, so it's easy to see which ability any given Absol or whatever is supposed to have. However, it used to be that those profiles were *not* required--most people kept one anyway because they wanted to and it was helpful, but, like TPM's VS Seeker, it wasn't mandatory. And we were still able to remember our Pokémon's abilities just fine. So it can certainly be done that way.

On the other hand, the ASB I was helping to start was completely different--it was supposed to be purely about battling and not about collecting and training Pokémon, so players would have been able to choose any Pokémon (within the rules) and any ability they wanted and then just stick with them for the duration of the battle. Whichever ability fit their strategy for that battle, that's the one they would've gone with. Granted, they would technically be using a "new" Honchkrow every single time--think of the Pokémon as "rentals", if you will--and for continuity's sake a Honchkrow that actually belongs to someone, as it would in TPMASB, would logically always have the same ability because it's the same Honchkrow every time. But I don't see why choosing one ability for one battle and then the other ability for the next would be a huge problem.

The only thing I don't agree with is the suggestion to chop off the second ability of Pokémon that can potentially have two. As someone said, if a Pokémon has two equally-useful abilities and someone can see strategic opportunities for both, why limit them? Why, say, deprive Nidoking of Poison Point and force it to stick to Rivalry if I can think of plenty of fun things to do to someone with Poison Point?

On Pickup: ...didn't there used to be items in the Safari Zone? Like, you had a tiny chance to find extra pokéballs or trinkets and whatnot, and around the release of DP you could find those promotional diamonds and pearls that got you free DP 'mons. At least, it was that way when I reffed there. Do you not do that anymore? If so, why not just reinstate it and let Pickup work off of that?

Also, in battle: this isn't on my list because, as mentioned in my thoughts on abilities, no one in the ASB I was putting together would have permanent teams or money or whatever. But the other ASB I play in has Pickup give the Pokémon's owner extra money after battle. It's $1 for every round the Pickupmon is in battle... TPM's point system works differently from their dollar system and so 1 point per round is way too much, but maybe the Pickupmon could forfeit a round to root up money and get an extra point once per battle or something?

On Water Absorb and Volt Absorb: What's wrong with leaving the effect the way it was in the games? Yes, those abilities effectively grant immunities to their respective types, but be honest about it: there are *some* situations that might be exceptions, but 99 times out of 100 if you use Hydro Pump against a Lapras then you are doing it wrong and deserve to be penalized for it by healing said Lapras. Besides, every single Pokémon with one of those abilities (save for Lanturn with Volt Absorb) already resists that type, and except for maybe Thunder Waving a Jolteon to slow it down, again, you have no business using attacks like that on those Pokémon. I don't see how effectively increasing the resistance makes the abilities any more appealing, useful or logical than they already are, so IMO the change is pointless. Given the wide variety of alternatives Pokémon in ASB have they really aren't as broken or hard to implement as you might think, and you can always just reduce the amount they heal by or something.

...in general, I really think you guys are making a mountain out of a molehill with the whole "abilities granting immunities" thing. Take it from someone who's been ASBing with abilities for, what, four years now: just because you can't hit Koffing with Ground-type moves the way you could in GSC does not mean you need to have a heart attack and change the way Levitate works or whatever. You got used to it in the games, and after one battle with abilities you'll get used to it here--it's even easier to get around in ASB than in the games because, as I've already said, a Pokémon has dozens of other options to fall back on when one type won't work anymore. Koffing still dies to Psychic moves or repeated pummeling from STAB or whatever. It won't kill anyone to leave immunity-granting abilities alone. Trust me.

Okay! With those preliminary comments out of the way, time for my list. As I've been saying I was working on an ASB for another forum, a Pokémon RPG of sorts. Only one other person there was familiar with ASB and he didn't help all that much, so I had to do this list myself and with no constructive criticism from the others since they had no idea what was going on. I gave little explanations of how the abilities would logically look and behave in addition to listing their effects--they're bright kids, but they're not used to trying to use or describe attacks and abilities "realistically". Most updaters' idea of describing the attack Discharge, for example, is just "oh god it's everywhere", but that's because they're allowed to be quick and silly and a little more irreverent than ASB reffing usually is. We're all more used to the "realism" and all have our own interpretations so my explanations can be more or less ignored, but that's why they're there.

I know there are mentions of "base power", which is not used in TPM (it would make learning the game easier for the people I was working with, though) in lieu of "good", "moderate", "excellent", etc.. They can still work--either replace them with mentions of "moderate", etc., or just take whatever number you got for "good" or "moderate" and treat that as "base power" before taking weakness and whatever else into account. Not hard.

Note that I'm not suggesting full adoption of this list over DL's or anything; it's just what I wrote for the other place, and if DL's ability list doesn't account for certain things or if you just disagree, then feel free to use mine as a springboard for ideas that will fit with TPM. Also, the numbers and percentages and multipliers and whatnot I listed can of course be increased or decreased.

Ignore the legendary abilities and the abilities that mention items, obviously--the ASB I was starting was probably going to use them, but obviously TPM is not, and I was too lazy to bother finding them all and cutting them out for this. If DL already has suggestions for those then they'll probably work, or I can come up with other, non-item suggestions later after I've had time to read this topic properly and not when I'm rushing to class or ready to fall asleep. Also ignore any mentions of a "Light-type" or a "darkness" weather condition--the RP uses fake Pokémon, new moves and new types, and that's what those are referring to.

---

Adaptability: The Pokémon knows its elemental type inside and out and is capable of drawing upon the true strength of that type. The Pokémon gets twice the usual STAB bonus for all attacks that share a type with it.

Aftermath: The Pokémon's body is brimming with highly volatile gases that are prone to exploding under stress; the explosion can damage any opponents in its immediate vicinity. If the Aftermath Pokémon is knocked out by a direct contact attack and its attacker cannot draw back to safety in time, the attacker gets caught in an explosion and suffers 15% typeless damage. The radius of the Aftermath explosion is not as great as that of an attack like Selfdestruct, and so the opponent must be within a few feet of the Aftermath Pokémon to feel the effects of the blast; the explosion happens instantaneously upon fainting, however, so it is unlikely that the opponent will have time to escape.

Air Lock: The Pokémon has supreme command over the air currents in its immediate vicinity as well as the effects of the celestial bodies above it, and it can shut itself and its opponents in a "vacuum" of sorts, keeping the effects of raging storms and intense sunlight at bay. Weather has no effect, negative or positive and for the player or the opponent, on a battlefield that is occupied by an Air Lock Pokémon. Air Lock does not force the weather effect to end; rather, the weather continues to carry on outside of the ability's effect radius for the rest of its normal duration and, if it has not already ended naturally, will move in to fill the air locked area as soon as the Air Lock Pokémon is removed from play. The Air Lock Pokémon can, however, take an action to clear the skies and reset the atmosphere around the battlefield to a completely neutral state, ending the weather effect. This is a highly taxing maneuver and costs at least as much energy as starting up a weather condition would.

Anger Point: The Pokémon is incredibly short-tempered and is prone to throwing fits when things don't go its way. If the opponent has the audacity to strike the Anger Point Pokémon with a critical hit, the Anger Point Pokémon will fly into a rage that drastically spikes its adrenaline levels, effectively increasing its Attack to the maximum level (+6 Attack, part of the normal 6 levels of stat increase and decrease).

Anticipation: The Pokémon is instinctively nervous about taking damage from high-powered or particularly effective attacks. If it senses a super-effective attack, an attack that could automatically knock it out in one hit or the moves Selfdestruct or Explosion it will brace itself, slightly reducing the damage it takes from the attack. An Anticipation Pokémon also has a 5% chance of surviving an OHKO attack (Fissure, Guillotine, Horn Drill, Sheer Cold) with 1% health remaining.

Arena Trap: The Pokémon is extremely comfortable in its home environment, much more so than most opponents. As long as its opponent is not flying or levitating, the Arena Trap Pokémon stands a good chance of outmaneuvering its opponent in its preferred environment; so, for example, it can close the gap between itself and its opponent fairly quickly if the opponent tries to get away.

Bad Dreams: The Pokémon wields a terrifying power over sleep and has the ability to induce horrible nightmares in sleepers simply by being present around them. If the Bad Dreams Pokémon's opponent is asleep, the opponent will be plagued with frightening visions and night terrors and will thrash around in its dreams, harming and exhausting itself. A Pokémon suffering from the effect of Bad Dreams takes 5% damage at the end of every round that it is asleep and the Bad Dreams Pokémon is on the field.

Battle Armor: The Pokémon is encased in formidable armor that protects it from head to toe, covering any particularly soft, weak or vulnerable spots; opponents cannot harm these spots any more than they would normally harm any other areas of the Battle Armor Pokémon's body and so the Pokémon is protected from critical hits.

Blaze: A flame burns deep inside the Pokémon, flaring up only when the Pokémon is in the direst straits. Whenever the Blaze Pokémon's health is at 33% health or lower, the base power of its Fire-type attacks is multiplied by 1.5. This boost goes away if the Pokémon's health rises above 33%.

Cacophony: The Pokémon is habitually loud and noisy and always makes a terrible racket wherever it goes. This din is so loud that it drowns out almost anything the Cacophony Pokémon would normally be able to hear. The Cacophony Pokémon is immune to the effects and damage of Bug Buzz, Chatter, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Roar of Time, Screech, Sing, Sonicboom, Supersonic and Uproar. The moves may still affect other Pokémon and the environment around them, if applicable, but the closer these other targets are to the Cacophony Pokémon the harder it will be for these moves to be heard.

Chlorophyll: Specialized cells in the Pokémon's body convert strong sunlight into extra fuel, filling the Pokémon with a great deal of energy. When the sun is shining brightly, the Chlorophyll Pokémon's speed is doubled and it will almost always strike all but the absolute fastest opponents first.

Clear Body: The Pokémon's body has a strange translucent or reflective property that seems to cause all adverse ability changes to slip through or slide right off of it. The Clear Body Pokémon is immune to all stat reductions caused by an opponent, whether those drops are caused by status attacks (Leer), as the secondary effects of attacks (Energy Ball) or via an ability (Intimidate). Clear Body does not prevent stat drops that the Pokémon inflicts upon itself (Superpower), nor does it prevent stat increases of any kind.

Cloud Nine: The Pokémon is surrounded by an aura of serenity and peacefulness so strong that it extends to the area around it, actually calming any inclement weather and lessening any intense sunlight in its immediate vicinity. Weather has no effect, negative or positive and for the player or the opponent, on a battlefield that is occupied by a Cloud Nine Pokémon. Cloud Nine does not force the weather effect to end; rather, the weather continues to carry on outside of the ability's effect radius for the rest of its normal duration and, if it has not already ended naturally, will move in to fill the area as soon as the Cloud Nine Pokémon is removed from play.

Color Change: The Pokémon is extremely sensitive to its environment and external stimuli, so much so that it can actually adopt the attributes of elements that come into contact with it. If the Color Change Pokémon is hit by a damaging attack, its type changes to match that of the attack. If an attack of another type hits the Color Change Pokémon after that, its type changes to match the new attack. Non-damaging attacks are not powerful enough to cause the Pokémon to change. If the Color Change Pokémon naturally has two types and then is hit with an attack that does not match either type, the new type overwrites both previous types and the Pokémon becomes single-typed for the remainder of the battle.

Compoundeyes: The Pokémon's eyes are complex and many-faceted, able to see things from many different angles and focus in on targets with ease. All attacks made by the Compoundeyes Pokémon have 30% higher Accuracy than they normally would, although no attack can have more than 100% Accuracy.

Cute Charm: The Pokémon is so endearing and charming that opponents of the opposite gender sometimes have trouble bringing themselves to harm it. If the Cute Charm Pokémon is struck by a direct contact attack made by an opponent of the opposite gender there is a 30% chance that the opponent will immediately regret hurting such a precious creature and will become distracted by and attracted to it.

Damp: The Pokémon is constantly wet and slimy, and its very touch is often enough to douse fuses. A Damp Pokémon can stop an opponent from exploding simply by touching it, coating it with wetness and preventing the execution of moves like Explosion and Selfdestruct. The effect of Aftermath cannot be prevented by Damp, and the Damp Pokémon must make contact with the user of Explosion or Selfdestruct at some point before the move is excecuted in order to have an effect; it doesn't do any good if the opponent is perfectly dry and some distance away.

Download: At the beginning of the battle the Pokémon analyzes its foe's core defenses and adjusts its own attack strength to take advantage of any weaknesses. If the opponent's base Defense stat is lower than its base Special Defense, the Download Pokémon gets +1 Attack; if the base Special Defense is lower, the Download Pokémon gets +1 Special Attack (all part of the normal 6 levels of stat increase and decrease). If there is more than one opponent when the Download Pokémon is sent into battle, Download's target is chosen at random.

Drizzle: The Pokémon holds sway over the elemental power of water and is able to bring on torrential rain at will, causing rain to fall as soon as it appears on the battlefield and keeping the rain going much, much longer than any normal Pokémon would usually be able to--even indefinitely. This ability does not activate in any arenas in which the move Rain Dance would have no effect. If the Drizzle Pokémon and a Pokémon with another weather-inducing ability appear on the battlefield at the same time, the Pokémon that was the last to receive orders from its trainer is the one whose ability takes precedence. The rain caused by Drizzle can be overwritten by other weather-inducing moves.

Drought: The Pokémon holds sway over the elemental power of fire and is able to intensify the sun's rays at will, causing the sun to shine brightly as soon as it appears on the battlefield and keeping the sunlight going much, much longer than any normal Pokémon would usually be able to--even indefinitely. This ability does not activate in any arenas in which the move Sunny Day would have no effect. If the Drought Pokémon and a Pokémon with another weather-inducing ability appear on the battlefield at the same time, the Pokémon that was the last to receive orders from its trainer is the one whose ability takes precedence. The intense sunlight caused by Drought can be overwritten by other weather-inducing moves.

Dry Skin: The Pokémon has exceptionally dry skin that is best kept moist at all times. This skin is so dry that the Pokémon can soak up water almost like a sponge, rehydrating itself with no ill effect. When the Dry Skin Pokémon is hit by a Water-type attack it regains health equal to the amount it would have lost and no greater than 25%; it also regains 5% health at the end of every round if the battlefield is rainy. This dry skin is also incredibly sensitive to heat, however, and so it loses 5% health at the end of every round if the sun is shining brightly. Fire-type attacks made against a Dry Skin Pokémon also have their base power multiplied by 1.5.

Early Bird: The Pokémon has difficulty staying asleep and often wakes up earlier than other Pokémon would. If the Early Bird Pokémon falls asleep, it will wake up twice as fast as it normally would--so, for example, if a Pokémon would normally be asleep for six actions, it will wake up after three. The Pokémon is also more prone to waking up if attacked while sleeping. If the Early Bird Pokémon uses Rest, it will sleep for only one round instead of two after the move is used.

Effect Spore: The Pokémon's body gives off puffs of bizarre toxic spores that can adversely affect opponents when inhaled. The nature and effects of these spores can vary wildly, from making the opponent sick to sending it to sleep. When the Effect Spore Pokémon is hit with a direct contact attack there is a 30% chance that its attacker will be paralyzed, poisoned or sent to sleep; each status ailment has an equal chance of occurring.

Filter: The Pokémon can use its psychic abilities to alter the air molecules between itself and its opponent, changing the way that certain dangerous attacks pass through them and dampening some of the attacks' strength. Whenever the Filter Pokémon is hit by a super-effective attack, that attack's damage is multiplied by 0.75, reducing it.

Flame Body: The Pokémon's body is intensely hot and flames can leap from it without warning; these flames are not hot enough to cause severe damage immediately, but they can leave an opponent with a nasty burn. When the Flame Body Pokémon is hit with a direct contact attack there is a 30% chance that its attacker will be burned.

Flash Fire: The Pokémon is impervious to fire and actually draws strength from it instead. Whenever the Flash Fire Pokémon is struck with a Fire-type attack, that attack's damage is nullified. The first time that the Flash Fire Pokémon is hit by a Fire-type attack it also gains a boost to its own fiery abilities, and from that point on the base power of the Flash Fire Pokémon's Fire-type attacks is multiplied by 1.5. This boost only occurs once for as long as the Flash Fire Pokémon is in battle.

Flower Gift: The Pokémon loves the sunlight, so much so that it opens up its closed petals and gives off a healthy, invigorating aroma when the sun is shining exceptionally brightly. This aroma heightens its abilities as well as those of its teammates, giving them +1 Attack and +1 Special Defense for as long as the sun is out and the Flower Gift Pokémon is on the field.

Forecast: The Pokémon is sensitive to extreme changes in temperature and precipitation and knows the best way to take advantage of them--it can change its molecular structure to one that is more in tune with the current weather. When the Forecast Pokémon is on the battlefield and the sun is shining brightly it becomes a Fire-type; when it is raining it becomes a Water-type; and when it is hailing it becomes an Ice-type. The Forecast Pokémon does not change in sandstorms, fog or darkness. The Pokémon's appearance also changes to match the current weather, although these changes are generally aesthetic. If the weather becomes clear again, the Forecast Pokémon reverts to its normal form and Normal typing. If the Pokémon loses the ability Forecast while it has changed type (via Skill Swap, Worry Seed, etc.), it remains in that form even if the weather changes.

Forewarn: The Pokémon is instinctively nervous about hard-hitting attacks. If it senses its opponent preparing to use an attack with 100 base power or more it will increase its efforts to evade that attack, effectively increasing its Evasion by 1 stage for the duration of that attack.

Frisk: The Pokémon is inherently suspicious of anything extra its opponent brings to battle that might give it an added advantage. As long as the Frisk Pokémon is not holding an item of its own (as that would level the playing field), when the Frisk Pokémon enters battle and its foe is holding an item the Frisk Pokémon pats down the opponent and removes that item for the duration of the battle. Any items gained by either Pokémon during the course of the battle are unaffected by Frisk, and this ability only triggers when the Frisk Pokémon is sent into battle for the first time. If there is more than one opponent when the Frisk Pokémon is sent into battle, Frisk only affects one target and that target is chosen at random.

Gluttony: The Pokémon is always hungry and even a little greedy, constantly ready for something to eat--even when it isn't supposed to. If the Gluttony Pokémon is holding a berry that normally activates when it is at low health it will jump the gun and eat the berry before it needs it, consuming it when it falls to around 50% health instead of 25% or so.

Guts: The Pokémon possesses impressive resolve and a will to win, even when it is feeling under the weather. If the Guts Pokémon is paralyzed, poisoned, burned or asleep, the base power of its physical attacks is multiplied by 1.5. This boost goes away if the Pokémon's status returns to normal. The Guts Pokémon is so determined to do its best that it will even push through the pain of a burn to do as much damage as possible, ignoring the halved Attack that normally results from burning.

Heatproof: The Pokémon is made of bizarre materials that are flame-resistant. Whenever the Heatproof Pokémon is hit by a Fire-type attack that attack's damage is multiplied by 0.5, weakening the blow considerably. The Pokémon even resists burns quite well, taking half the usual damage from a burn (but never falling below 1% damage).

Honey Gather: The Pokémon has a bit of leftover, super-nutritious honey stuck to its body from buzzing around its hive, etc., and can lick a little bit of that honey off at the end of every other round to restore 3% health.

Huge Power: The Pokémon's small size and pudgy body belie great physical strength. The base power of all the Pokémon's physical attacks is multiplied by 1.3. Throwing all of this weight around takes extra effort, however, so all physical attacks used by the Pokémon have their energy cost multiplied by 1.1.

Hustle: The Pokémon has a lot of pep and energy and is quite eager to put it to use, even if it does get a little careless. The base power of the Hustle Pokémon's physical attacks is multiplied by 1.5, but those same attacks are dealt a little more clumsily and have their accuracy reduced by 20% as a result. Special attacks are unaffected by Hustle.

Hydration: The Pokémon loves the water and can absorb it to flush impurities out of its system. If it is raining or the Pokémon is submerged in water at the end of the round, any major status afflictions (burn, sleep, poison, paralysis, freeze) it might be suffering from will be healed.

Hyper Cutter: The Pokémon possesses nasty blades, spikes and/or other unpleasantly sharp parts that it keeps honed to the highest level of unpleasant sharpness. These sharp parts have such impressive points/edges on them, in fact, that they are nearly impossible to dull and will always cut/stab with high precision and power--effectively, the Hyper Cutter Pokémon's Attack can never be lowered by the opponent. This does not prevent the Attack-lowering effect of a burn, nor does it prevent Attack drops that the Pokémon causes on its own (via moves like Superpower, for example).

Ice Body: The Pokémon has an icy exterior that is soothed and even patched up by falling hail instead of damaged by it. The Pokémon recovers 5% health at the end of each round if hail is falling in the arena.

Illuminate: The Pokémon produces its own bright, natural light; the light is so dazzling that it takes most others a while to get used to. For the first two rounds of battle, all opponents and allies that do not have Illuminate have -1 Accuracy; this effect fades at the end of the second round, as the Pokémon have now had time to adjust to the brighter light. Additionally, this Pokémon will always be surrounded by a small pool of light in dark arenas, making it easier to see and be seen in the Pokémon's immediate area.

Immunity: The Pokémon has built up an impressive natural immunity to toxins, usually due to constant exposure to them. The Immunity Pokémon can never be poisoned or severely poisoned.

Inner Focus: The Pokémon is so focused on battle that it doesn't allow trivial things like surprise attacks to distract it. The Inner Focus Pokémon can never flinch. This does not protect it from "flinching" and losing its focus if attacked while using Focus Punch.

Insomnia: The Pokémon is always awake, active and unable to rest for whatever reason. The Pokémon is unable to fall asleep under any circumstances (Rest included); it also recovers slightly less energy from chilling than other Pokémon, as it is constantly on edge.

Intimidate: The Pokémon has a naturally intimidating appearance, and the mere sight of it snarling, baring its fangs and looking generally terrifying is often enough to strike fear into the hearts of most opponents. When the Intimidate Pokémon is sent into battle it will snarl and frighten its opponents, making them quite timid about attacking it--effectively, Intimidate gives all opponents on the battlefield -1 Attack (part of the normal 6 levels of stat increase and decrease). If the opponent gets over its fear of the Intimidate Pokémon later in the battle it is possible to bring the Attack back up 1 level.

Iron Fist: The Pokémon's punching skills are honed to the point of perfection, and every punching move it executes strikes with very impressive force. Whenever the Pokémon uses the moves Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, or Thunderpunch, multiply that attack's base damage by 1.2. (This does not include Sucker Punch; that move's original name was "Ambush" and was poorly translated. It is not actually a punching move.)

Keen Eye: The Pokémon has stellar vision, far greater than most Pokémon, and it is quite difficult to prevent this Pokémon from seeing clearly. The Keen Eye Pokémon can never have its Accuracy lowered.

Klutz: The Pokémon is incredibly clumsy and constantly fumbles its held item, preventing it from being able to use it properly. The Klutz Pokémon is unaffected by any held item it has, for better or for worse, and cannot use it at all--it does not get a strength boost or get locked into an attack by Choice Band, it doesn't gain increased accuracy from a Wide Lens, it is not burned by Flame Orb, it will not use its Liechi Berry even if it falls below 25% health. The exceptions to this are speed-lowering items--the Pokémon cannot ignore the increased weight of an Iron Ball, Macho Brace or "Power" item.

Leaf Guard: The Pokémon's leaves have a mystical property that is activated by strong sunlight and shields them from unfortunate ailments. As long as the sun is shining brightly, the Leaf Guard Pokémon cannot be afflicted with any of the major status conditions (burn, paralysis, sleep, poison, freeze). This does not affect any status conditions the Leaf Guard Pokémon was already afflicted with before the sun started shining and does not prevent status conditions that the user inflicts upon itself (via Rest, for example).

Levitate: The Pokémon uses a mystical power to hover over the ground, out of the range of most ground-based attacks like Earthquake. Generally the Pokémon only levitates a few feet above the ground, although the Levitate Pokémon can rise up even higher at the cost of some energy. The more powerful the Pokémon the higher it will be able to levitate, although attaining the height of a flying Pokémon would cost a considerable amount of energy.

Lightningrod: The Pokémon has a tall crest, horn or other appendage or item that attracts lightning like a magnet. All Electric-type attacks, barring those that are self-targeting or used by the Lightningrod Pokémon itself, that are used in a battle with a Lightningrod Pokémon are automatically re-targeted to hit the Lightningrod Pokémon. This includes Electric-type attacks made by the Lightningrod Pokémon's partner or partners in a double or higher battle.

Limber: The Pokémon's muscles are so loose, lithe and flexible that they are nearly impossible to stiffen or compromise. The Limber Pokémon can never be paralyzed.

Liquid Ooze: The Pokémon has a nasty substance coursing through its body, one that is noxious if consumed. If an opponent uses a move that drains bodily fluids or life energy from the Liquid Ooze Pokémon it will pull some of this substance along with it, negating the healing effect and causing itself harm equal to the amount of health it would have regained. This includes the effect of Leech Seed.

Magic Guard: The Pokémon is always surrounded by a mysterious, otherworldly aura that protects it from many tricks, side-effects, pains and ailments. The Magic Guard Pokémon does not take damage from poisoning or burning (though it will still technically have that condition), recoil from moves (except Struggle) and items, inclement weather, arena hazards like Spikes, Leech Seed, Nightmare or Bad Dreams. If the Magic Guard Pokémon is burned it will still suffer an attack drop; if it is paralyzed it will suffer a speed drop but cannot be fully paralyzed.

Magma Armor: The Pokémon has live, superheated magma covering its body or flowing just under the surface of its skin and keeping it intensely hot at all times, quickly melting any ice that stays in contact with it. The Magma Armor Pokémon can never be frozen.

Magnet Pull: The Pokémon's body is adorned with powerful magnets that can attract all sorts of metal. It can use its magnetic powers to draw Steel-type Pokémon and other metal objects closer to it at a cost of 2% energy for every 10 feet pulled (and never costing less than 2% energy). Exceptionally heavy Steel-types/objects may cost more energy to pull, especially over long distances.

Marvel Scale: The Pokémon possesses impressive resolve and a will to stand strong at all costs, even when it is feeling under the weather. If the Marvel Scale Pokémon is paralyzed, poisoned, burned or asleep, the base power of any physical attacks used against it is multiplied by 0.5, reducing the damage it takes. This boost goes away if the Pokémon's status returns to normal.

Minus: The Pokémon has a strong bond with Pokémon that carry a charge opposite to its own, and can utilize that bond to strengthen its attacks. If the Minus Pokémon has a partner on the field that has the Plus ability, the damage done by the Minus Pokémon's special attacks is multiplied by 1.5.

Mold Breaker: The Pokémon is dead-set on bringing down its opponents however it possibly can, and it isn't about to let any silly trickery stand in its way. Abilities are not triggered by the Mold Breaker Pokémon's attacks. Specifically, when the Mold Breaker Pokémon attacks, the following opponent abilities are temporarily disabled for the duration of that attack: Aura Absorb, Battle Armor, Clear Body, Damp, Dry Skin, Filter, Flash Fire, Flower Gift, Heatproof, Hyper Cutter, Immunity, Inner Focus, Insomnia, Keen Eye, Leaf Guard, Levitate, Lightningrod, Light Absorb, Limber, Magma Armor, Marvel Scale, Motor Drive, Oblivious, Own Tempo, Sand Veil, Shell Armor, Shield Dust, Simple, Snow Cloak, Solid Rock, Soundproof, Sticky Hold, Storm Drain, Sturdy, Suction Cups, Tangled Feet, Thick Fat, Unaware, Vital Spirit, Volt Absorb, Water Absorb, Water Veil, White Smoke and Wonder Guard. So, for example, the Mold Breaker Pokémon can land a critical hit on a Battle Armor Pokémon, cause an Insomnia Pokémon to fall asleep, damage a Volt Absorb Pokémon with an Electric-type attack, ignore the defense boost of a Marvel Scale Pokémon, etc.. Mold Breaker has nothing to do with abilities like Static and Cute Charm, which will work as normal.

Motor Drive: The Pokémon is energized by electricity rather than harmed by it. Whenever the Motor Drive Pokémon is struck with an Electric-type attack, that attack's damage is nullified. Every time that the Motor Drive Pokémon is hit by an Electric-type attack it also gains an additional charge and its speed rises by 1 level (part of the normal 6 levels of stat increase and decrease).

Multitype: The Pokémon is so powerful that it can change its very elemental type by drawing energy from a mystical plate. This Pokémon's type is Normal if it is not holding a "plate" item; if it is holding a plate, its type corresponds to that plate's designated type (see this page (http://bulbapedia.bulbagarden.net/wiki/Plate) to check the type of each plate). The Multitype Pokémon cannot have its ability changed by any means other than Gastro Acid, nor can it have its item removed by any means other than consuming it or having it manually removed by its trainer.

Natural Cure: The Pokémon can rid its body of disease much faster than most other Pokémon; all it needs is a few moments of dedicated, intensive rest with little to no interruption. If the Natural Cure Pokémon is recalled from the field (except when unconscious), any major status conditions afflicting it will go away.

No Guard: The Pokémon is determined to have its attacks hit their mark at any cost and so strikes and follows with reckless abandon, hitting with everything it's got and totally unconcerned about how exposed this leaves it to its opponent's attacks. The No Guard Pokémon's attacks can never miss, even if its target is underground, underwater or in the air (within reason). At the same time, however, no attack that targets the No Guard Pokémon can ever miss, either. If the No Guard Pokémon attacks a target that is using Protect or Detect with a move that has less than 100% accuracy (other than OHKO moves), that move has a 100%-X% chance to break through the protection where X is the accuracy of the move; in other words, the worse the attack's accuracy, the higher its chance of breaking through the protection.

Normalize: The Pokémon is much more comfortable using attacks of the Normal type rather than other types, and so it alters the structure of the attacks it uses so that they become Normal-type. All attacks used by the Normalize Pokémon are considered Normal-type attacks instead of their usual type. This means that moves that would normally be Electric-type can now hit Ground-types, for example, but can no longer hit Ghost-types.

Oblivious: The Pokémon is totally unconcerned with matters of the heart and so blithely ignores its opponents' attempts to flatter, flirt with or seduce it. The Oblivious Pokémon can never be attracted.

Overgrow: A hidden reserve of wild, earthy energy sits inside the Pokémon, only able to be drawn from when the Pokémon is in the direst straits. Whenever the Overgrow Pokémon's health is at 33% health or lower, the base power of its Grass-type attacks is multiplied by 1.5. This boost goes away if the Pokémon's health rises above 33%.

Own Tempo: The Pokémon has a very quirky mind and an unconventional way of thinking, and as such isn't very susceptible to the same mind tricks other Pokémon might fall for. The Own Tempo Pokémon can never be confused.

Pickup: If the Pokémon has no held item, at the end of each round there is a 10% chance that it can find a small item around the arena that it can use during that battle. The item will usually be something that can naturally be found around the arena, such as a small rock, scrap of metal or piece of trash--the ref will choose something appropriate to the current battlefield. The object is treated as a held item with no additional effect that will do around 3-6% damage when thrown, slightly more if thrown with Fling or a similar move. The item is gone once it has been used and disappears at the end of the battle.

Plus: The Pokémon has a strong bond with Pokémon that carry a charge opposite to its own, and can utilize that bond to strengthen its attacks. If the Plus Pokémon has a partner on the field that has the Minus ability, the damage done by the Plus Pokémon's special attacks is multiplied by 1.5.

Poison Heal: The Pokémon has a strange affinity for toxins and, in fact, gains sustenance from them. Whenever the Pokémon is poisoned, it does not take damage and instead regains health equal to the damage it would have taken from poison at the end of each round. It always regains 4% health from severe poisoning; the health regained does not scale up the way the damage dealt would.

Poison Point: The Pokémon's body is adorned with sharp spines that occasionally secrete venom. When the Poison Point Pokémon is struck by a direct contact attack it is possible for the opponent to prick themselves on one of these spines, resulting in a 30% chance of poisoning the opponent.

Pressure: The mere presence of this Pokémon is so intimidating that its opponents are hesitant to attack it; any attacks aimed at the Pressure Pokémon cost the user an additional 2% energy after all other calculations. Attacks not aimed at the Pressure Pokémon are not affected.

Pure Power: The Pokémon has undergone intense meditation and achieved great strength. The base power of all the Pokémon's physical attacks is multiplied by 1.3. Using all of this power takes extra effort, however, so all physical attacks used by the Pokémon have their energy cost multiplied by 1.1.

Quick Feet: The Pokémon possesses impressive resolve and a will to win, even when it is feeling under the weather. If the Quick Feet Pokémon is paralyzed, poisoned, burned or asleep, its Speed is multiplied by 1.5, making it much faster than most opponents. This boost goes away if the Pokémon's status returns to normal. The Quick Feet Pokémon is so determined to do its best that it will even push through the stiffness of paralysis, ignoring the Speed drop normally caused by the condition; Quick Feet does not, however, prevent the Pokémon from becoming "fully paralyzed" on occasion.

Rain Dish: The Pokémon has an affinity for rain and is rejuvenated whenever rain is falling. It regains 5% health at the end of each round if rain is falling in the arena.

Reckless: The Pokémon is brimming with raw power that it loves to throw around with abandon; it doesn't even mind risking a little extra bodily harm if it means putting the hurt on the opponent. The base power of all of the Reckless Pokémon's recoil-inducing attacks is multiplied by 1.3, and the damage it does to itself as a result of those attacks is scaled up accordingly.

Rivalry: The Pokémon has a deep fondness for Pokémon of the opposite gender; this attraction is so ingrained in its mind that it automatically sees all other Pokémon of the same gender as rivals for the attention of potential mates. It becomes much more aggressive when confronted by Pokémon of its gender, and all attacks targeting Pokémon of the same gender as the Rivalry Pokémon have their base power multiplied by 1.25. By the same token, it doesn't like harming any "potential mates" and prefers going easier on Pokémon of the opposite gender. All attacks targeting Pokémon of the opposite gender have their base power multiplied by 0.75. There is no change in the damage dealt to Pokémon that have no gender.

Rock Head: The Pokémon's skull (or skull covering) is exceptionally solid and immovable, protecting it from any shock it might receive as a result of crashing into things. The Rock Head Pokémon is immune to recoil damage from attacks. Rock Head does not prevent recoil damage caused by items, nor does it prevent the recoil damage from Struggle or from missing with Jump Kick and Hi Jump Kick.

Rough Skin: The Pokémon's skin is very rough and coarse, even painful to the touch. Pokémon sustain 2% typeless damage every time they strike it with a direct contact attack and 1% every time the Rough Skin Pokémon strikes them with a direct contact attack.

Run Away: The Pokémon is so adept at dodging and ducking that it is able to evade attacks quite well. It has an additional 3% chance to evade all attacks aimed at it.

Sand Stream: The Pokémon has the ability to whip up mighty windstorms that carry harsh, sandy grit with them, causing a sandstorm as soon as it appears on the battlefield and keeping the sandstorm going much, much longer than any normal Pokémon would usually be able to--even indefinitely. This ability does not activate in any arenas in which the move Sandstorm would have no effect. If the Sand Stream Pokémon and a Pokémon with another weather-inducing ability appear on the battlefield at the same time, the Pokémon that was the last to receive orders from its trainer is the one whose ability takes precedence. The sandstorm caused by Sand Stream can be overwritten by other weather-inducing moves.

Sand Veil: The Pokémon is at home in dry, sandy environments and knows just how to make itself disappear when grit is flying through the air. The Sand Veil Pokémon has +1 Evasion (in addition to the normal 6 levels of stat increase and decrease) for as long as it is on the battlefield during a sandstorm; this stacks with the accuracy reduction that affects all Pokémon during a sandstorm. In addition, the Sand Veil Pokémon is considered immune to sandstorm damage even if it is not a Ground-, Rock- or Steel-type.

Scrappy: The Pokémon is determined to beat down any foes that come its way, even if they are... less than 100% solid. It knows how to manipulate its attacks so that they can contact even spirits. All Normal- and Fighting-type attacks used by the Scrappy Pokémon will damage Ghost-type Pokémon as if the Ghost-type did not have an immunity to them.

Serene Grace: The Pokémon is surrounded by an aura of grace and luck that laces all of its attacks, causing things to go in the Pokémon's favor more often than they normally would. Whenever the Serene Grace Pokémon uses an attack that has an added effect with less than 100% chance of occurring, that effect's chance of occurring is doubled (but not raised above 100%). Water Pulse has a 40% chance of causing confusion, for example, and Silver Wind has a 20% chance of raising all of the Serene Grace Pokémon's stats by 1 level.

Shadow Tag: The Pokémon exudes an arcane force that keeps a magical grip on its opponents, preventing them from running too far away from it and out of range of its counterattacks. An opponent trying to move more than 20 feet away from the Shadow Tag Pokémon will find itself struggling against invisible "restraints" until it moves back in again.

Shed Skin: The Pokémon can slough off its skin, peeling away anything that might be coating it or causing it discomfort. At the end of each round that the Shed Skin Pokémon is affected by a major status effect, it has a 33% chance of successfully shedding its skin and removing the affliction, as well as ridding itself of anything else that is coating its exterior.

Shell Armor: The Pokémon is encased in formidable armor that protects it from head to toe, covering any particularly soft, weak or vulnerable spots; opponents cannot harm these spots any more than they would normally harm any other areas of the Shell Armor Pokémon's body and so the Pokémon is protected from critical hits.

Shield Dust: The Pokémon is coated in a fine dust of strange spores or scales that have bizarre protective properties. This dust filters out any errant energy or effects that are carried by the attacks that hit it. The Shield Dust Pokémon cannot be affected by the secondary effects of any attacks its opponent uses against it, such as Rock Smash's chance of lowering Defense or Thunder's chance of paralysis. The Shield Dust Pokémon can still be affected by conditions like these as long as those conditions are the primary effect of those attacks, such as Confuse Ray or Thunder Wave. It is also still affected by the secondary effects of its own moves, such as Overheat or Ominous Wind.

Simple: The Pokémon is very simple-minded and gets very excitable about changes in its ability, overreacting to even slight alterations. Effectively, whenever the Simple Pokémon's stats change those changes are doubled. Swords Dance raises the Simple Pokémon's Attack by 4 instead of 2, Tail Whip lowers the Simple Pokémon's Defense by 2 instead of 1, so on and so forth. These changes apply to stat changes caused by the Simple Pokémon and by its opponent.

Skill Link: The Pokémon is a skilled marksman and can easily hit the same target multiple times. Whenever the Skill Link Pokémon uses an attack that hits multiple times in an action, such as Icicle Spear or Fury Attack, that attack hits for its full duration--Icicle Spear will always hit 5 times, for example.

Slow Start: The Pokémon possesses immense strength, so powerful and terrible that it is unable to draw upon this strength right away. This Pokémon starts battle with -4 Attack and -4 Speed and retains those penalties until the end of the second round, at which point they return to normal. These penalties are in addition to the normal six stages of stat increase and decrease (so it is possible for a Slow Start Pokémon to have -10 Attack, for example).

Sniper: The Pokémon has excellent aim and is skilled at seeking out and striking its opponents' weak spots. If it does hit one of these weak spots, it can do so with extra precision and force. Whenever the Sniper Pokémon scores a critical hit the critical hit damage is applied twice, nearly tripling the attack's original damage.

Snow Cloak: The Pokémon is at home in cold, icy environments and knows just how to make itself disappear when hail is flying through the air. The Snow Cloak Pokémon has +1 Evasion (in addition to the normal 6 levels of stat increase and decrease) for as long as it is on the battlefield during a hailstorm. In addition, the Snow Cloak Pokémon is considered immune to hail damage even if it is not an Ice-type.

Snow Warning: The Pokémon can freeze the very rain in the clouds above, causing a hailstorm to start as soon as it appears on the battlefield and keeping the hail going much, much longer than any normal Pokémon would usually be able to--even indefinitely. This ability does not activate in any arenas in which the move Hail would have no effect. If the Snow Warning Pokémon and a Pokémon with another weather-inducing ability appear on the battlefield at the same time, the Pokémon that was the last to receive orders from its trainer is the one whose ability takes precedence. The hail caused by Snow Warning can be overwritten by other weather-inducing moves.

Solar Power: The Pokémon is able to draw intense power from the light of the sun but is unable to control it properly. The Solar Power Pokémon's special attacks have their base power multiplied by 1.5 when the sun is shining brightly, but it also loses 5% health at the end of each round.

Solid Rock: The Pokémon's rocky exterior is incredibly tough, reducing the damage it takes from even the most dangerously effective attacks. Whenever the Solid Rock Pokémon is struck by a super-effective attack, that attack's damage is multiplied by 0.75.

Soundproof: The Pokémon, through either mystical abilities or a powerful understanding of the workings of sound waves, is able to selectively pick and choose what it wants to hear and completely ignore what it chooses not to. The Soundproof Pokémon is immune to the effects and damage of Bug Buzz, Chatter, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Roar of Time, Screech, Sing, Sonicboom, Supersonic and Uproar. The moves may still affect other Pokémon and the environment around them.

Speed Boost: The Pokémon is so quick and agile that it moves with great speed and agility, and it only gets faster as its muscles warm up. As long as the Speed Boost Pokémon's Speed is not at its maximum level (+6), its Speed increases by 1 level at the end of every round; it stops after its Speed reaches +6 and will begin again if the Speed Boost Pokémon's Speed falls below +6.

Stall: The Pokémon prefers to battle at its own leisurely pace, watching and waiting for its opponents to make a move before getting started with its own. The Stall Pokémon always moves last in each action no matter what, even if the other Pokémon's speed is technically lower than the Stall Pokémon's and even during Trick Room. If there is more than one Stall Pokémon on the battlefield, those Pokémon move in normal speed order.

Static: The Pokémon's body is bristling with static electricity that can easily shock those who touch it. If the Static Pokémon is struck with a direct contact attack there is a 30% chance that the attacker will become paralyzed.

Steadfast: The Pokémon is determined to persevere even in the face of adversity, taking temporary setbacks as inspiration to do even better. Whenever the Steadfast Pokémon flinches its Speed increases by 1 level (part of the normal 6 levels of stat increase and decrease).

Stench: The Pokémon carries with it an absolutely foul odor that most Pokémon cannot stand. Opponents within 2 feet of a Stench Pokémon get the full force of the odor, and it is so strong that it may distract the Pokémon and prevent or hinder its attack (about 5% chance, possibly more if the attack requires inhalation). Pokémon with little to no sense of smell are not affected by Stench.

Sticky Hold: The Pokémon's exterior is gooey and slimy and the Pokémon can cause items that it holds to adhere to it. These items are virtually impossible to extricate from the Sticky Hold Pokémon's grip. The Sticky Hold Pokémon can never lose its held item through any means other than consuming it or by having its trainer manually remove it.

Storm Drain: The Pokémon has a strange affinity for water, so strong that it can actually pull water in its vicinity toward it instead of its original destination. All Water-type attacks, barring those that are self-targeting or used by the Storm Drain Pokémon itself, that are used in a battle with a Storm Drain Pokémon are automatically re-targeted to hit the Storm Drain Pokémon. This includes Water-type attacks made by the Storm Drain Pokémon's partner or partners in a double or higher battle.

Sturdy: The Pokémon is incredibly hardy and resilient, and it will not fall as the result of a single, massive attack; it takes repeated abuse to finally bring this Pokémon down. Specifically, this Pokémon will resist any one-hit KO attacks and will not be affected by them.

Suction Cups: The Pokémon's base is covered in sticky suction cups that hold it in place even under duress. The Suction Cups Pokémon will stick to its place wherever possible (this may be difficult if the Pokémon is on a non-solid or porous surface) and will not budge from its spot unless it wants to, even if pummeled or "blown away". This also means that it is difficult for the Suction Cups Pokémon to move from its spot even if it does want to, as it will have to forcibly peel itself off of the ground.

Super Luck: The Pokémon is supremely lucky, lucky to the point of being able to seek out its opponent's Achilles' heels and attack the weak point for massive damage fairly regularly. In short, the Super Luck Pokémon lands critical hits more often than most, and it constantly has a critical hit ratio 1 level above normal. Super Luck cannot raise a Pokémon's critical hit ratio above the maximum 50% chance of landing a critical hit.

Swarm: The Pokémon is used to living in a swarm and carries with it the memory of its hive's strength, only able to be called upon when the Pokémon is in the direst straits. Whenever the Swarm Pokémon's health is at 33% health or lower, the base power of its Bug-type attacks is multiplied by 1.5. This boost goes away if the Pokémon's health rises above 33%.

Swift Swim: The Pokémon is naturally most at home in the water and can swim far faster than it can walk on land; even rain makes it more comfortable on the ground and fills the Pokémon with a great deal of energy. When rain is falling or the Pokémon is in water deep enough and long/wide enough to really swim in, the Swift Swim Pokémon's speed is doubled and it will almost always strike all but the absolute fastest opponents first.

Synchronize: The Pokémon is good at forming empathetic bonds with its opponents, sharing its feelings and even its ailments through those bonds. Whenever the Synchronize Pokémon is afflicted with paralysis, poison or a burn, it uses its empathetic bond to give that condition, severity and all, to its opponent as well.

Tangled Feet: The Pokémon is prone to stumbling haphazardly around when its brains have been addled, often staggering clear out of the way of its opponents' attacks. Whenever the Tangled Feet Pokémon is confused its Evasion rises by 1 level (part of the normal 6 levels of stat increase and decrease).

Technician: The Pokémon has carefully practiced using its weaker attacks, working on its technique so that those attacks are nearly as strong as their more powerful moves. Whenever the Technician Pokémon uses an attack that has a base power of 60 or lower, that attack's base damage is multiplied by 1.5.

Thick Fat: The Pokémon has a lot of extra bulk and blubber rolling around its bones, enough to provide relatively comfortable insulation from both heat and cold. Whenever the Thick Fat Pokémon is struck by a Fire- or Ice-type attack that attack's damage is multiplied by 0.5, cutting it in half.

Tinted Lens: The Pokémon has complex eyes that allow it to see many different facets of its opponent, including spots that might be more vulnerable to weak attacks than normal. Whenever the Tinted Lens Pokémon uses an attack that is resisted by its opponent that attack's damage is multiplied by 1.5, bringing it back up to neutral damage (or single-resist if the attack was originally double-resisted).

Torrent: A hidden reservoir of water sits inside the Pokémon, only able to be drawn from when the Pokémon is in the direst straits. Whenever the Torrent Pokémon's health is at 33% health or lower, the base power of its Water-type attacks is multiplied by 1.5. This boost goes away if the Pokémon's health rises above 33%.

Trace: The Pokémon is highly empathetic and is able to see into the minds and hearts of its opponents, and it learns much from these sojourns into the soul. In fact, it is able to form such a strong connection with an opponent that it can take on an opponent's special ability for itself. When the Trace Pokémon is sent into battle it loses the ability Trace and gains the ability of its opponent; if there is more than one opponent on the field when the Trace Pokémon is released, Trace's target is chosen at random. Only the ancient, arcane might surrounding the ability Multitype is able to stave off this empathetic copying, and so Trace cannot copy this ability; if a Trace Pokémon is sent into battle and tries to copy an opponent's Multitype, nothing happens and the Pokémon keeps Trace for the remainder of its time in battle.

Truant: The Pokémon is so exceptionally lazy that it just won't act if it doesn't feel like it. This Pokémon will sit around and do nothing on every other action; it cannot execute any commands, even chilling. Because it is relaxing, however, it regains 3% energy on each action that it is lazing around.

Unaware: The Pokémon is simple-minded and very straightforward in its thinking, greatly preferring to focus on only what it can see and not any macho posturing or weakness on the part of the opponent. It selectively ignores (or, perhaps, completely fails to recognize) when the opponent's abilities have been augmented or hindered and so is unaffected by any increases to or decreases in the opponent's Attack, Defense, Special Attack and Special Defense. Punishment's power is still increased when used against an opponent with stat boosts. The Unaware Pokémon's oblivious nature only applies to its perception of its opponent, however; it is still aware of changes to its own strength and defenses.

Unburden: The Pokémon is capable of feats of great agility and dexterity, but only when it isn't weighed down by cumbersome, unnecessary items. If the Unburden Pokémon loses its item, either by consuming it or by the effect of an opponent's attack or ability, it is so relieved to be rid of the extra weight that its Speed is effectively doubled. This speed doubling does not count as a stat boost and so cannot be shared with Baton Pass or similar. Unburden does not activate if the Pokémon started battle without an item or if a Pokémon that is not holding an item is forced to have the ability Unburden; the speed boost comes from the natural exhilaration of being unencumbered again and so does not apply to Pokémon that had no such encumbrance in the first place.

Vital Spirit: The Pokémon is so active, energetic and full of adrenaline that it simply cannot relax until it has absolutely exhausted itself--and it certainly isn't going to settle down and take a rest just because an opponent is trying to hypnotize it! The Pokémon is unable to fall asleep under any circumstances (Rest included); it also recovers slightly less energy from chilling than other Pokémon, as it is constantly on edge and moving around.

Volt Absorb: The Pokémon has a strong affinity for electricity and is invigorated by even the harshest shocks. Whenever this Pokémon is struck by an Electric-type attack it regains health equal to the amount it would have lost and no greater than 25%. Thunder Wave cannot paralyze a Volt Absorb Pokémon and restores 4% health (unless its type has been changed via Normalize). Stray jolts from other sources that directly strike the Volt Absorb Pokémon may also recover minute amounts of health (no greater than 3% in most cases).

Water Absorb: The Pokémon has a strong affinity for water and can soak it up to rejuvenate itself. Whenever this Pokémon is struck by a Water-type attack it regains health equal to the amount it would have lost and no greater than 25%. Stray bursts of water from other sources that directly strike the Water Absorb Pokémon may also recover minute amounts of health (no greater than 3% in most cases). In addition, if the Water Absorb Pokémon is at least half submerged in water it may spend an action deliberately drawing the water in; this restores no more than 10% health and a greater degree of health restoration requires a higher volume of water (i.e. a lake as opposed to a moderate puddle). Forcing the health restoration requires energy expenditure.

Water Veil: The Pokémon keeps itself cool and hydrated by continually surrounding its body in a fine veil of cold mist. This mist immediately soothes any intense heat damage the Pokémon might suffer, and while it is not potent enough to protect it from all fire damage it is cool enough to instantly heal any burns the Water Veil Pokémon might receive. The Water Veil Pokémon can never be burned.

White Smoke: The Pokémon produces a continuous stream of thick, billowing smoke that constantly shrouds it, protecting it in a veil that reduces the effects of the opponent's attempts to distract, frighten or cripple it. The White Smoke Pokémon is immune to all stat reductions caused by an opponent, whether those drops are caused by status attacks (Leer), as the secondary effects of attacks (Energy Ball) or via an ability (Intimidate). White Smoke does not prevent stat drops that the Pokémon inflicts upon itself (Superpower), nor does it prevent stat increases of any kind.

Wonder Guard: The Pokémon is protected by a bizarre, otherworldly aura that renders almost all damaging attacks made against it useless. The Wonder Guard Pokémon takes no damage from and is unaffected by any Physical or Special class attacks of a type that it is neutral or resistant to. The aura is not quite strong enough to protect it from the increased power of attacks that the Wonder Guard Pokémon has a weakness to, so those attacks connect as normal; it cannot protect the Pokémon from the effects of non-damaging attacks, either, so it is still susceptible to stat drops from moves like Leer, status effects caused by moves like Toxic, and any damage or other harm or inconvenience from any other sources, such as inclement weather or arena hazards.

---

...that's it for now (whew). I can clarify stuff for you guys later when I can think straight again. Of course, no matter what we decide on for any given ability it will need extensive testing, but since I do participate in an ASB that has abilities up and running pretty much flawlessly I do already have some ideas about what sounds broken but really isn't, what works and what doesn't, etc., so just ask or whatever.

Blademaster
23rd November 2009, 02:58 PM
WAY too Goddamn long; did NOT read.

Summarize it in one sentence.

Phoenixsong
23rd November 2009, 03:34 PM
...That's not possible nor the point. It was a list of alternative explanations. You either read it as is or don't.

At the very least you could give your opinions on the shorter bit before the list.

Blademaster
23rd November 2009, 03:35 PM
THAT was the tl;dr part I gave up on.

Phoenixsong
23rd November 2009, 03:37 PM
I'm afraid it isn't my problem that you're feeling too lazy to read through ten or so paragraphs. When I discuss things, I'm thorough. That's the way it is, Bladey.

DarkestLight
23rd November 2009, 05:12 PM
....Am I allowed to say tl;dr? Prolly not, since I mod this section. Hooooly hell. This is why I appreciate you, PS :D.

SPEED READING...AWAY!!

EDIT: Weird, my edit was deleted.

tl; dr version:

Though not fleshed out as well as your list Phoenix, we have the same ideas for around 85% of our lists. I dun have values because I suck with numbers and what not.

For things like Pickup-you said you didn't scour my list thoroughly yet, and so I'm just alerting you that for the Safari Zone, I don have Pickup doing just that so far.

Some abilities do change a bit, only cause we don't have items. I did really like Honey Gather though-I'm so definitely copping that from your list :o.

UHH I think that's it. I'll be back later tonight with a deeper two cents and I'll be re-editing my second list with stuff so we can move on forward.

chaos_redefined
23rd November 2009, 09:06 PM
PhoenixSong clearly has intimidate... Or at least his wall of text does...

I haven't looked at too many of PS's options. This is based off DL's last batch.

Anticipation: Both PS and DLs work reasonably well.

Honey Gather: Yesterday, I came up with a list, and forgot to post it... Then PS went and wrote his out, and DL likes it. However, I'll throw out a list of ideas anyway.
1) Honey can be munched on. When you munch on honey, you feel happy. Happy = extra hp. As a result, a pokemon with Honey Gather can gain a few hp when it relaxes.
2) Honey is sticky. Sticky things can be used to stick things to other things. Maybe sticky hold-style, maybe able to keep them at a distance. This will typically involve action usage.
3) Honey attracts beedrill. A pokemon with honey gather can dump enough honey on the enemy to attract beedrill.

Reckless: You are right in that it is always on. As long as the pokemon is always using the relevant moves. As stands, which is strictly inferior to anger point, which is something you wish to avoid. It either needs to do something extra, or do what it is doing better.

Rivalry: Gimme numbers. The ability seems fine, I'm just not too sure.

Shed skin: 20% at the end of every round or after every attack?

Also, I would like to see some playtesting of abilities in general. Get some of the gym leaders, some of the strong-but-not-that-awesome people, and some of the suckier players together in different groups and determine how much of an impact these would have.

Mew Master
23rd November 2009, 09:10 PM
Do I hear call for an Ability Tourny?

Phoenixsong
23rd November 2009, 09:58 PM
I don't know about a tourney right now... it'd just be playtesting, and I think people would rather focus their title- and money-winning time on something big and fun like the Ditto tournament or whatever else we've been kicking around, I dunno.

And whatever happens with the testing, the battles would all have to be relatively situational if you wanted to get anything done anytime soon--not that we're rushing, but yeah, unless the ability is always on like Huge Power or whatever there's a chance that some of them will never trigger (maybe that 30% Static roll will just plain never happen during one battle) and the test will have been wasted. It's a fiddly thing, testing stuff like this. In all honesty, save for a few abilities that involve numbers or calculations or whatever, I think it would be simpler to just agree on a set of ability definitions and let people start using them normally. If something ends up too horrible or too broken, nerf or buff it then.

Also, for the record, it would be awesome if people stopped capitalizing the "s" in my name and if I could make it clear that I am female. What happened to those little gender things in the postbit? :/

DarkestLight
23rd November 2009, 10:05 PM
chaos: Dun be discouraged. I liked a bunch of your ideas as well. I was just glad to see something for Honey Gather, as I hate Combee an think it needs to be in my Honeycomb cereal...

Shed Skin after every round. After every attack would be annoying.

Mew: Hell no. LOL Im not reffing that. However

PS:

1) Yes, that's the best way to test this, is to have a few battles go with Abilities on once standard definitions are set-and then see how they fare. Whatever goes sour, we tweak until it seems to work better. Again, the ones with numbers I know are untestable cause someone might get lucky, and someone might not.

2) Does that include abbreviations, like PS or would you rather Ps. And I knew you were female. You licked my face and I was slightly perturbed by it.

Or maybe that was that dream >>..

Phoenixsong
24th November 2009, 12:18 AM
Wasn't directed at you so much as the people who don't know me as well. Don't really care about the abbreviations; I don't care for either because they look like "post script" and I am not an addendum to a letter, but whatever.

Rossymore
24th November 2009, 11:47 AM
Duh, need to really reply to this.

Sure, abilities, why not? It'd make matches that slightest bit more interesting.

But no, no, no, no items. They fail.

Mew Master
24th November 2009, 11:49 AM
I remember you being female Phoenix, is why I was confused at chaos' comment.

"Wait... I thought he was a girl?"

Crystal Tears
24th November 2009, 12:13 PM
Not to be ever negative, and someone has probably pointed this out already but I'm much too tired and lazy to read the entire topic. So suck it up to those of you who are going to read the same thing over again ♥

I don't think abilities are a good idea at all. Their tedious, a waste of time (honestly you'd have to read though another big list for another factor that you just don't want to deal with but have too), and more work into a reffing that can already take a while. Whether they're optional or not, let’s say someone did a 3 vs 3 all out at once free for fall. Already there aren’t a lot of refs that take that sort of battle, and then you add "Abilities included" in which even less will probably take them. And that example isn't even considering if someone chose an arena that has its own quirks and effects.

I know a number of refs who are constantly going "Oh... I need to ref =/" and some of them are just normal, presumably easy battles. People may say it’s a good idea now, but when it comes down to them actually reffing it, they may change their minds.

Kay, that’s my opinion… You can continue being optimistic and hopeful now :)

Blademaster
24th November 2009, 01:06 PM
Your opinion has been taken into consideration and filed in the paper shredder. Thank you!

MeLoVeGhOsTs
24th November 2009, 01:21 PM
Yeah, CT, I know. It can be a pain in the ass to ref even more things that you should have an eye on, but we're working on something to get better payment/advantages for refs.

Perhaps it can make a difference; although it doesn't delete the more-work part.

Phoenixsong
24th November 2009, 02:16 PM
If I still reffed here, I would take the ability battles in a heartbeat. I mean, hey, I already do it for every single battle somewhere else, and honestly CT it isn't hard at all if you're used to it. It's just that I... *don't* ref here and probably won't resume anytime soon. But if I did I'd be happy to help! :D

DarkestLight
24th November 2009, 05:40 PM
In a way CT, your opinion is what I'm expecting ot of the actual final product, in a way. People like the idea. Idea goes into play, and then they realize THEY are the ones that hafta work with it. Yeah its great until THEY ref. I see that coming.

I forget things every damn battle only cause I actually don't have battles balanced yet (I actually need alot of battles at once before things run smoothly with me.)-but I don't mind the added quirk. SO refs that kinda are like me would take them, leaving the smaller, easier battles for the other Refs who would then get better and maybe feel confident taking one Ability one with their other small reffings.

It'll take time and that's why we gotta at least give this and all of everyone's wonderful ideas a shot.

chaos_redefined
24th November 2009, 06:08 PM
Argh! Where did all these replys come from? Well, I'll try to see what we can do in replying.


I don't know about a tourney right now... it'd just be playtesting, and I think people would rather focus their title- and money-winning time on something big and fun like the Ditto tournament or whatever else we've been kicking around, I dunno.

And whatever happens with the testing, the battles would all have to be relatively situational if you wanted to get anything done anytime soon--not that we're rushing, but yeah, unless the ability is always on like Huge Power or whatever there's a chance that some of them will never trigger (maybe that 30% Static roll will just plain never happen during one battle) and the test will have been wasted. It's a fiddly thing, testing stuff like this. In all honesty, save for a few abilities that involve numbers or calculations or whatever, I think it would be simpler to just agree on a set of ability definitions and let people start using them normally. If something ends up too horrible or too broken, nerf or buff it then.

Also, for the record, it would be awesome if people stopped capitalizing the "s" in my name and if I could make it clear that I am female. What happened to those little gender things in the postbit? :/

Playtesting system will need to be figured out. And ... you're a chick? Did not know. Sorry about that.


chaos: Dun be discouraged. I liked a bunch of your ideas as well. I was just glad to see something for Honey Gather, as I hate Combee an think it needs to be in my Honeycomb cereal...

Shed Skin after every round. After every attack would be annoying.

Mew: Hell no. LOL Im not reffing that. However

PS:

1) Yes, that's the best way to test this, is to have a few battles go with Abilities on once standard definitions are set-and then see how they fare. Whatever goes sour, we tweak until it seems to work better. Again, the ones with numbers I know are untestable cause someone might get lucky, and someone might not.

2) Does that include abbreviations, like PS or would you rather Ps. And I knew you were female. You licked my face and I was slightly perturbed by it.

Or maybe that was that dream >>..

Wasn't discouraged. Otherwise I wouldn't have posted it. We still need to work on Honey Gather, as both sets of abilities are still untested and hard to determine values for. Also, comments on reckless or rivalry? These are, admittedly, number-specific and can come later when we are figuring out numbers for other number-specific sections, but still...


Not to be ever negative, and someone has probably pointed this out already but I'm much too tired and lazy to read the entire topic. So suck it up to those of you who are going to read the same thing over again ♥

I don't think abilities are a good idea at all. Their tedious, a waste of time (honestly you'd have to read though another big list for another factor that you just don't want to deal with but have too), and more work into a reffing that can already take a while. Whether they're optional or not, let’s say someone did a 3 vs 3 all out at once free for fall. Already there aren’t a lot of refs that take that sort of battle, and then you add "Abilities included" in which even less will probably take them. And that example isn't even considering if someone chose an arena that has its own quirks and effects.

I know a number of refs who are constantly going "Oh... I need to ref =/" and some of them are just normal, presumably easy battles. People may say it’s a good idea now, but when it comes down to them actually reffing it, they may change their minds.

Kay, that’s my opinion… You can continue being optimistic and hopeful now :)

I've been looking into a few options on these problems of recent, I just haven't quite gotten around to sharing these ideas yet. But, yes, you definitely have a point.


Yeah, CT, I know. It can be a pain in the ass to ref even more things that you should have an eye on, but we're working on something to get better payment/advantages for refs.

Perhaps it can make a difference; although it doesn't delete the more-work part.

And then MLG is coming up with other ideas that help solve the problem as well.

Rossymore
26th November 2009, 01:23 PM
, but we're working on something to get better payment/advantages for refs.


<3

I wouldn't mind having abilities but not all the time...

VirtualPlay
27th November 2009, 07:50 PM
My opinion on abilities overall is that we should include them in every battle. CT pointed out that yes, we would have to look up yet another factor in our refs, and something that would be in effect every turn. The difference with Abilities over Attacks is you have ONE per Pokémon for the entire battle. That's it. Once you look it up, you have it until that Pokémon faints.

Just so you know, this is me speaking as a REF, not as a battler. I have already had a lot of battles go by where I see the ability on Veekun or wherever when I look up the Pokémon, and then something happens in the battle that would have caused the ability to go into effect. But can I use it? NO! And in the example I'm thinking of (a Lucario flinched), it ended up putting that Pokémon at a temporary disadvantage it could have avoided. Not to mention all the multitude of Pokémon that have Levitate as their ability that as of right now can still get hit by Earthquake/Dig/etc. when they should just be able to float away from any Ground damage. Even in the anime that one makes complete sense.

So if/when abilities go into effect, you at least have one ref right here fully willing to incorporate them immediately.

DarkestLight
28th November 2009, 08:56 AM
Whoo haa. Ok.

Using the information here, I'm going to edit the first post with new definitions (PS, I'm telling you now, yer descriptions may be stolededed for about oh... 100% of them xD. No but I'll be using your descriptions for a good few.) Whichever ones are blank, we'll work on a bit more and then Testing will being.


This should be done by later today-as I get distracted and lose creative insight sometimes.

Edit: Aiming for Dec 1st to have list fully compiled. S's are aggravatingly long..

Greyfox
2nd December 2009, 11:44 AM
So I'm thinking we should playtest the abilities right now by having just two people having a very short, 5-round battle with these abilities in play. Just to see how well it goes...

Phoenixsong
3rd December 2009, 04:57 PM
Would this be using people's existing Pokémon or just temporary "rentals" for the sake of testing?

Either way, a limited playtest battle strictly for the purpose of playtesting is a tricky thing--there are only so many abilities that you know for a fact you'd be able to test, especially with a five-round limit. Testing Levitate or Static, for example, wouldn't prove anything, as Levitate just has the opponent avoiding Ground-type attacks and Static may never kick in in such a short amount of time--especially not if the player against the Static Pokémon has the common sense to avoid contact attacks, which would normally be the case. The only abilities (depending on the definitions Darkly settles with) would be along the lines of Huge Power, Hustle, Illuminate, Pressure, etc., as those are always on and have an effect that isn't easily avoidable, unlike, say, Inner Focus, which probably won't trigger in a short battle and so won't prove anything.

The long and short of it is, I still believe it would be much simpler just to roll them out whenever they've been defined and just see how it goes. Normal battles without tiny round limits or other forced conditions are more likely to see things like Static or Inner Focus or whatever taking effect, and if anything's wrong with them then, fix them then.

Now that my workload has diminished I might be able to ref the test battle, if only because it's guaranteed to be short and I'm used to reffing that way anyway.

Greyfox
3rd December 2009, 05:08 PM
Well, you do seem to have the best grasp on abilities right now, so I think you should take on the mock reffing if it comes down to it.

chaos_redefined
3rd December 2009, 05:09 PM
I agree that 5-rounds is a problem, but 1v1 matches should be fine.

Knight of Time
19th December 2009, 08:26 AM
Just wondering, but are any of us allowed to set up a battle to test out at least one of the abilities?

The abilties that I think I'm going to enjoy most here are Pressure (on Sabre and Devia for now), and Sniper (on Scorpino), is it okay to test them in a double battle?

Mew Master
19th December 2009, 11:09 AM
There's already a Battle being laid out to test the Abilities, but its' DL and MLG's call if yo can or not.

DarkestLight
19th December 2009, 01:10 PM
>> People must not read the Newsletter correctly. :p

We just ask that if you start a new battle, consider using Abilities in it as that will be a better way for us to gauge them-that real battle with be a test battle, so you can feel them out.

Mew Master
19th December 2009, 01:13 PM
I only thought it meant that the Abilities were in a Testing Phase with certian Battlers... only one. *shrug*

Crazy Elf Boy
19th December 2009, 06:43 PM
Maybe MLG was first to attempt the abilities.

Metallixs Girl
23rd December 2009, 01:13 PM
May I ask how Natural Cure would work? I would like my Budew to have it but not if it wouldn't ever be used. Description says you have to switch them out and put them back in, but... we don't do that here, lol. May I suggest they take a Round off but instead of Relaxing, they'd be curing themselves? That way people wouldn't just do it everytime something happened because of the risk. But if someone had all the status problems and were suffering, they could tell their Pokemon to cure and have no moves that round?

DarkestLight
23rd December 2009, 06:36 PM
You make a good point. That is a passive ability-we might have to evolve it so it acts like Shed Skin moreso.

Metallixs Girl
23rd December 2009, 07:19 PM
Oh yeah. ^^ Anything to make it usable would be cool.

DarkestLight
28th December 2009, 06:13 AM
Letting everyone know. In the next day or so, this topic will completely disappear-and you can find the Abilities over in the Stratedex soon enough. Thanks :D

Ayeun
9th September 2010, 08:19 PM
Requesting this gets stickied or something. It was hard to find.

chaos_redefined
9th September 2010, 08:21 PM
It's in the stratedex. Which is stickied.