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Create a New Ability

Nature armor- makes the user immune to targets moves that don't get Stab boost.

Precognition armor- makes user immune to targets moves that get Stab boost. When target is a fire pokemon uses a fire move against the user then that wont work. Like seeing means beeing immune to it.

But im open for typings. Could see ice, bug, grass, rock with them. Or ghost, psychic, fairy, dark, electric, steel mixed with them. Steel/ice, rock/ghost, bug/psychic...

Legacy- the user after faiting sends all his positive status boosts to the next pokemon.
 
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Alert
  • "If battling a faster opponent, the Pokemon becomes alert and boosts its Speed and Accuracy."

The Speed and Accuracy boosts are +1 and, while not said, the opponent has to be at least 20 points higher in Speed; an opponent Speed stat increase isn't considered by Alert. Alert only activates upon the Alert Pokemon being sent out; if an opponent switches Pokemon, such as to a faster one, Alert will not (re)activate.
 
Explosive Exit: When the Pokémon faints, if the attack that knocked it out made contact, the attacking Pokémon becomes confused.

(Explosive Exit will not activate if the Pokémon fainted from indirect damage, e.g. if it fainted from poison.)

^ A similar concept to Aftermath; it takes inspiration from Dynamic Punch as well.
 
rock type abilities:

Rock launcher - works like stealth rock with this pokemon but does 1/8 damage always when oponent gets status rised or switches in.

Stealth Tomb - when the user faints then stealth rocks are avtivated on the field.

Stone Fortress: double sp. defense and defense when under 50% hp

Rock eater- immunity to rock type moves and gains hp when hit by them, gains hp in sandstorm too
 
Salvage: The Pokémon salvages consumable held items such as Berries after using them, allowing such an item to be used twice before it is consumed.

(The items would still only activate when the requirement is met; just that said requirement can be met twice. The first time the requirement is met, the item remains on the Pokémon (and has its normal effect), and the second time, it is consumed as normal. With non-consumable items like Life Orb, they work as normal. If an item is forcibly removed by means such as Knock Off, however, this Ability does not come into play.)

This Ability would be good on Ground-weak Pokémon so that their Air Balloon can live a little longer. Of course, Pokémon that use Berries could greatly benefit from this Ability, too, especially those that utilize type-weakening Berries like Chople Berry or Shuca Berry. If all the Gems ever come back, they could be used with Salvage as well. The most powerful combo that utilizes this Ability imo would be: giving a Weakness Policy to a Pokémon with Salvage and a Flying-type move, then Dynamaxing the Pokémon; that's scary to even think about.

Concept-wise, Pokémon that are intelligent enough to craft makeshift tools on their own could have this Ability, as salvaging is essentially making the most of what you have.
 
Glamorous entrance- the users first physical attack while entering battle will be always work like a seminvulnerable move.

Enchanted escape- instead to faint the user switches out by 25% out of battle, works only till last in party

Life switch- switches hp of user with target when under 1/3 hp

Sorcerer- every of targets entry hazard or any type of binding move will work against the target insted of the user. (sends effects of entry hazard to the target + reflecting binding moves) (in anime, when a arbok would attack this pokemon with bind then it would self bind itself instead and make a knot out of itsels)

Witchcraft- user when using moves of types that have "weather or terrain" related with them always activates those weather and terrains (similar like dynamax moves)

Photokinesis - for a fairy type, immunity to fire and electric moves, also moves with solar, beam or flash in their respective names...

Fairy soul- immunity to fairy moves
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Dark matter-

a new substitute creation ability for a dark/ghost pokemon like glass cannon, with 80 hp, 90 offensive stats 55 defense stats and 100 speed.

When itself is switching in and out of battle or it targets does it too then it always creates a substitute in the form of a black hole(spirit, ball) before the user that takes the attack instead.
That means you send it in. It creates a subsitute and when you fight a faster oponent then you get protected and after that user uses u-turn and get switched out but create a new substitute for the next pokemon you want to send out... could be by the use of its own hp 1/8...
maximum number of substitutes 8...

problematic would be if we get a pokemon with ability to steal this kind of created substitutes or items to use them on your side(buff Magician)
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Cloud Guard

for a fairy cloud based flying/fairy or ...
against multistrike steel and maybe poison in future

Though also about a ability to create a substitute always after getting hit...
that would mean the first hit from a multistike move does regulardamage but every next only takes 1/8 hp.
Creates a substitute after every hit.
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Pixie swarm-
fairy type, works like a fairy entry hazard when switching (self or oponent) and deals damage by hitting target with Pixies in form of blue light energy. Only active when user is on the field.
Can strike even like pursuit the oponent that switches out and the one that comes into battle too.

for a fairy/flying pokemon with shuckle like stats...


If we get more priority special moves this is the solution .

Ice face and hail... what if more abilities like this for the other terrains and weathers could be created too? would be logical and good actually... and all those substitutes still weak to sound moves... and some more sound moves... with such abilities it would get interesting.
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back to my immune to physical moves pokemon

a green smog like femine witch ghost/poison immune to physical moves
(not type based like wonder guard but only the category )
would physical attacks let through like green smoke...
1 point in defense, but 90-100 in it's special defense and maybe 45-65 hp, when a target would be a Moldbreker would hit it would take on a physical form...

would have then more hp taking we have 190 or 210 special attacks and 360-380 physical moves now...
and 270 stats moves....

then ghost/dragon skullragon immune to special moves and we can make the party started.
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sinister armor - user takes from moves that have Base Power 90 or lower only 1/8 damage.
ghost/fighting or ground/fighting (feels like red Seth here more, red looking Jackal)

sacred armor- user take from moves that have base power 90 or higher only 1/8 damage.
steel/fighting (could see a Horus like golden fighting pokemon here, Azir LOL)

maybe some pair of pokemon with avarage 500 total stats or lower...
or counterparts to the wishu twins... but hope not legendaries or mythicals...
 
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Glamorous entrance- the users first physical attack while entering battle will be always work like a seminvulnerable move.
Only two turn moves can be semi-invulnerable though.... What would semiinvulnerable even mean for a one turn move? Either the user would get hit before using the move due to lower speed or it would get hit after using its one turn physical move. It’s an impossible mechanic.
 
Only two turn moves can be semi-invulnerable though.... What would semiinvulnerable even mean for a one turn move? Either the user would get hit before using the move due to lower speed or it would get hit after using its one turn physical move. It’s an impossible mechanic.
I think what Matleo is suggesting is after the Pokémon uses physical on the first turn, the Pokémon is immune to attacks for the duration of the first turn. It’s essentially a poor man’s Disguise.
 
Tense Ice

  • Whenever the Pokemon receives superrefective damage, the attacker loses 1/10th of their HP

Last Ditch Gambit

  • if the pokemon uses a self-destructing move below 25% HP, the power of the move increases by 20%

Emergency Defense

  • When the user's HP drops below certain threshold, their defense and Special defense increases, while the attack and special attack lower by a slower rate (the thresolds are 75%, 50% and 25% HP and raise by one stage, and if the user's HP drops below more than one thresold in a single hit, the effects stack, and if they heal above a thresold, they lose the threshold's effects. The attacks only decrease by one stage at 50% HP)
 
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For the two legendaries of my predicted Zero and Infinity versions:

Hamartimorph

(Name is derived from the Greek words for sin and shape, literally sin-form)

Opponent's move accuracy and critical hit chance is reduced by half. Every missed attack heals the user by 1/10th of the attack's base damage and hurts the opponent by the same amount. Every non-critical hit against the user costs an additional action point.
 
Please note: The thread is from 3 years ago.
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