
Originally Posted by
RaZoR LeAf
Battle Armor - Pokémon is completely amassed in armor, from head to toe. Any blow, no matter how direct and powerful it may be, can ever cause a wound.
In the game, this blocks Critical Hits, so I vote it either negates the boosts of Super Effective moves or the boosts from moves pumped up by Calm Mind, Swords Dance, Belly Drum, etc.
Hyper Cutter - User has an affinity with their inscisors and will gain attack boosts by using attacks that involve these appendages, such as Slash, Cut, Crabhammer, etc. Do note that the range of effects of this boost can include greater ability to draw blood, lay more direct blows, and being able to break through defenses. The user can gain bonuses for moves and abilites they use through these inscisors as a medium as well, such a Krabby with this trait using Rock Smash can gain bonuses via Hyper Cutter for using its inscisors, although you must specify the attacking medium used.
In the game, this prevents Attack power from being lowered. That should work in ASB, too.
Illuminate - causes the wild Pokémon encounter rate (to) increase.
In the game, this does just what you said... hmmmm... how about it illuminates the opponent, making the Illuminater's attacks more likely to hit.
Pickup - may pick up items
Get rid of it. That's the only answer I can think of - Pickup means Items, and Items will lead to other stuff, like TMs, HMs, and everything else that destroyed the old ASB. The only Pokemon that have Pickup anyway are Zigzagoon, Rattata, and the like; they could just as easily have
Pure Power - raises Attack
It increases Attack power... I'd say in the sake of fairness, it gives all the Pure Powered Pokemon's (Try saying that five times fast!) STAB attacks a small boost.
Run Away - The pokemon in question gains the ability to leave the battle of it's own free will and return at any time. This counts as an allowed switch out.
Pretty self-explanatory. I'd say it works as an allowed switch, like with Baton Pass.
Serene Grace - promotes added effects. It doubles the probability of an attack's side-effect
Status effects caused by attacks (not used alone, like Thunder Wave) are more likely to work if/when the attack hits.
Shadow Tag - prevents the foe's escape
I suggest it prevents the opposing Pokemon from switching out in any way (including Baton Pass) until defeated.
Shell Armor - Pokémon is completely amassed in armor, from head to toe. Any blow, no matter how direct and powerful it may be, can ever cause a wound.
Again, an anti-Critical Hits move... still, two identical Abilities is a stupid idea, so I suggest Shell Armor negates either Super Effective strikes or stat-boosted stikes. Shell Armor can prevent one; Battle Armor can prevent the other.
Syncronize - passes on status problems
If the Pokemon with this Ability is afflicted with Sleep, Burn, Poison, Attraction, etc., so is the opposing Pokemon; if the Pokemon with this Ability is cured of said effect, so is the opposing Pokemon.