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Majority of information in this section is written by The Knight of Deckness. Don't Steal or Webmistress will eat your soul.
Abilities come in three kinds: Innate, Semi-Innate and Activated. This should help bring balance to the game, and give some pokemon bonuses while giving others new "moves" as it were.
Activated: Must be activated at the beginning of a round, and do not take up one of your 3 move slots. In effect, an activatable ability is a bonus a pokemon recieves for that round, and in some cases, the round after.
Innate: These abilities are "weaker" but give a constant bonus in battle.
Semi-Innates: These abilities are Innates that require a certain condition to be in effect before their bonus starts, but after the initial condition is met, the ability remians constant.
COMPLETE LIST OF ABILITIES:
With reworked abilities, including: Truant, Chloryphyll, Insomnia, Speed Boost, Swift Swim, Levitate, and adding Levitate(v.2) and Levitate(v.3) in.
Ability: Air Lock:
Effect: Absorbs all weather into a sort of black hole, and seals weather moves from being used for 6 actions. After which, Air Lock may not be activated for 6 actions.
Type: Activated
Ability: Arena Trap:
Effect: The Pokemon has great knowledge of the earth and disturbances around it(e.g. footsteps, tunneling, etc.) around them, thus making running from them on the ground ineffective. Pokemon in the air(whether by levitation or flight) are not effected by this.
Type: Innate
Ability: Battle Armor:
Effect: The user's hide makes physical attacks deal 10% less damage, pokemon does not get hit in weak spots as easily.
Type: Innate
Ability: Blaze:
Effect: When a pokemon's HP is below 34%, Blaze can be activated. Blaze makes Fire attacks deal 30% more damage for 3 actions.after which, 6 actions must pass before Blaze can be reactivated.
Type: Activated
Ability: Chlorophyll:
Effect: Pokemon uses 20% less energy during Clear Skies weather.
Type: Semi-Innate. Condition: Sunny Day
Ability: Clear Body:
Effect: The pokemon cannot have thier stats reduced by moves such as Growl, Screech, Scary Face, Metal Sound, etc. The pokemon do still however, get hit by these attacks.
Type: Innate
Ability: Cloud Nine:
Effect: User is not effected by weather, any attacks boosted by weather are treated as if they have not been used. (e.g. Solarbeam still takes a while to charge during Sunny Day). This does not stop boosts or hinderances on Golduck(ex. Surf during Rain Dance is still boosted when hitting the opposing pokemon.)
Type: Innate
Ability: Color Change:
Effect: The user can change its type to any of the moves used by the opponent in the last 6 actions.
Type: Activated
Ability: Compound Eyes:
Effect: Pokemon has highly developed eyes which can see in all directions, making their attacks much more accurate. even against double team clones and the like.
Type: Innate
Ability: Cute Charm:
Effect: Opponent has a high chance to fall in love upon first sight (if opposite gender)
Type: Innate
Ability: Damp:
Effect: The pokemon's presence dampens the air, making it impossible for the opponent to get the heat required to Selfdestruct or Explode
Type: Innate
Ability: Drizzle:
Effect: Rain continues to fall while the pokemon is out. If a Drought ability is out, then the pokemon with the higher HP has their ability used (if the Drizzle pokemon has higher HP than Drought or Sand Stream, then it rains).
Type: Innate
Ability: Drought:
Effect: Causes Clear Skies weather when first sent out. If a pokemon with Drizzle or Sand Stream is out then the pokemon with the highest HP gets to use their ability (the other has theirs ignored).
Type: Innate
Ability: Early Bird:
Effect: This pokemon can sleep for no longer than three actions, unless the sleep was self-inflicted, pokemon wakes up from Rest twice as fast as other pokemon.
Type: Innate
Ability: Effect Spore:
Effect: The user prepares the outside of their body with spores(chosen at random) When hit by a contact attack or using a contact attack, spores may fly out of this pokemon, causing Paralysis, Poison, or Sleep. The spores remain in place on the pokemon for 3 actions. After the spores have fallen, 6 actions must pass before Effect Spore can be reactivated, or 2 rounds after its most recent use, if the spores are removed by using or being hit by an attack.
Type: Activated
Ability: Flame Body:
Effect: May cause Burns when touched, Only inflicts on part of body that was touched. If water is used on the pokemon with Flame Body, the flames will go out untill the beginning of the next round, the water attack that extinguished the flames will do half its normal damage.
Type: Innate
Ability: Flash Fire:
Effect: The user surrounds themself in fire, and for the next three actions deal 20% more damage with fire attacks. If hit by water, Flash Fire is extinguished and the bonus is lost. Flash Fire may be reactivated every 6 actions, or at the start of two rounds if Flash Fire is extinguished.
Type: Activated
Ability: Forecast:
Effect: Changes shape and type according to the weather, making the users moves of the weather's type more powerful. (ex. Rain Dance water. Sunny Day fire, Hail ice, Sandstorm Rock.)
Type: Semi-Innate Condition: Weather Move
Ability: Guts:
Effect: When inflicted with poison, paralysis, or burn, pokemon tries even harder to win, boosting its physical attacks by 20%
Type: Semi-Innate Condition: Burn, Poison, or Paralysis in effect
Ability: Huge Power:
Effect: When Activated, Physical moves are 20% more powerful for the next 3 actions. Huge Power cannot be reactivated untill 6 actions after the effects wear off.
Type: Activated
Ability: Hustle:
Effect: Pokemon increases the power of all attacks and special attacks by 20%, but is 10% less accurate for the next 3 actions. Hustle cannot be reactrivated untill 6 actions after the effects wear off.
Type: Activated
Ability: Hyper Cutter:
Effect: Continually is in a hyped up fighting state, making attempts to reduce this pokemon's attack power futile.
Type: Innate
Ability: Illuminate:
Effect: When used, lights up the area making it tough for the opponent to see, reducing their accuracy. May also be used in the Adventure Park to look in dark areas, but will attract angered pokemon who like to live in those dark places. Illuminate cannot be reactivated untill 6 actions after it fades.
Type: Activated
Ability: Immunity:
Effect: This pokemon cannot be poisoned or toxic'd.
Type: Innate
Ability: Inner Focus:
Effect: Pokemon cannot become startled, scared, or even minutely flinched
Type: Innate
Ability: Insomnia:
Effect: Pokemon cannot be put to sleep or Hypnotized.
Type: Innate
Ability: Intimidate:
Effect: The user's presence on the feild scares the opponent, making them hesitant to use physical attacks, thus reducing physical attacks against this pokemon by 10%.
Type: Innate
Ability: Keen Eye:
Effect: The users eyes of this pokemon are so developed as to make any attempts to reduce their accuracy futile. They may still be fooled by Double Team clones, Substitutes, etc.
Type: Innate
*Ability: Levitate(v.1):
Effect: Pokemon has the ability to float or fly indefinetely without tire.
Type: Innate
*Notes: All pokemon in the game with the ability Levitate have Levitate(v.1), except for Gengar, Vibrava, and Flygon who can Levitate at will after being commanded to do so. Their ability is Levitate(v.2) below.
Additional pokemon with Levitate(v.1) are Magnemite and Magneton, as showcased in the anime. Shuppet and Bannette can also Levitate(v.1)(ref: Pokemon Colleseum sprites). Beldum and Metang also have Levitate(v.1)(ref: pokemon Coleseum sprites, Beldum pokedex)
*Ability: Levitate(v.2)
Effect: Once ordered, Pokemon has the ability to fly or float indefinetely untill the trainer commands them to go on the ground again. Ability must be activated at the beginning of the round, may be deactivated at any time.
Type: Semi-Innate: Condition: Must be commanded.
*Pokemon with Levitate(v.2) are Gengar, Vibrava, and Flygon.
*Ability: Levitate(v.3)
Effect: When activated, Pokemon has the ability to fly or float indefinetely for the next 3 actions. Levitate(v.3) cannot be reactivated untill 6 actions after the effects wear off.
Type: Activated
Ability: Lightning Rod:
Effect: The pokemon draws eletrical attacks closer to itself, ultimately getting hit by them. However, the pull is slight at a distance, and thus may only slightly distort the line of fire, depending on distance. (ex. Rhydon and Gyarados are next to each other, a Thunderbolt aimed at Gyarados hits Rhydon. If Rhydon is however, a long distance away, the attack will only arc slightly at first, and thus may allow for a hit on Gyarados, if Gyarados is between Rhydon and the attacker, obviously Gyarados will be hit.)
Type: Innate
Ability: Limber
Effect: This pokemon cannot be paralyzed.
Type: Innate
Ability: Liquid Ooze:
Effect: The user cannot have their HP or energy drained. Instead, any attempt to do this will cause a reverse effect, draining energy from the attacker to this pokemon, at the same power as if the attacker were the one doing the draining.
Type: Innate
Ability: Magma Armor:
Effect: Cannot be frozen, and recovers from cold extremely fast.
Type: Innate
Ability: Magnet Pull:
Effect: When activated, Steel types cannot move too far away from this pokemon, thus making them unable to dig, fly, or otherwise try to escape this pokemon for the next 3 actions. This ability is negated if another steel type with magnet pull is in play with the ability activated. Magnet Pull can be used in Pokeventure park to pull metal objects toward you, perhaps unveiling new passages or dropped items. Magnet Pull cannot be activated for 6 actions after the effects wear off.
Type: Activated
Ability: Marvel Scale:
Effect: When inflicted with Poison, Paralysis, or Burn, this pokemon takes 20% less damage from all physical attacks.
Type: Semi-Innate. Condition: Burn, Poison, or Paralyze in effect
Ability: Minus:
Effect: Special attacks do 20% more damage if a 2/2 partner with Plus is on the feild.
Type: Semi-Innate. Condition: Partner pokemon must have plus
Ability: Natural Cure:
Effect: This pokemon will recover from all status effects every 6 actions.
Type: Innate
Ability: Oblivious:
Effect: Will not become Attracted, Charmed, or affected by Sweet Kiss.
Type: Innate
Ability: Overgrow:
Effect: When HP is below 34%, Overgrow may be activated. The pokemon using overgrow's ability to synthesize energy and grow outward is increased, thus making Grass attacks do 30% more damage for 3 actions. Overgrow cannot be reactivated untill 6 actions after its effect wears off.
Type: Activated
Ability: Own Tempo:
Effect: Pokemon works in its own time and patience, and thus cannot be confused.
Type: Innate
Ability: Pickup:
Effect: User can pickup any articles on the feild and use them as a defense or a weapon. (ex. Marowak drops Bone Club, pickup can allow it to be used against Marowak. Rock Slide is used, pokemon can lift the rocks and chuck them at the pokemon.) Once an "Item" is picked up, it takes an action to either Attack or Defend. Defend blocks an enemy attack, attack is a distance attack that deals typeless damage equal to that of an 80 powered attack. Pickup may also be used in the Adventure park to seek out dropped pokeballs or other discarded items. Pickup can be activated once every round. (Ex. of use: Headbutt - Pickup: Rock-Attack - Tail Whip)
Type: Activated
Ability: Plus:
Effect: Special Attacks deal 20% more damage when 2/2 partner has the ability Minus.
Type: Semi-Innate. Conditon: Partner pokemon must have Minus
Ability: Poison Point:
Effect: The pokemon coats their body in poison, making contact attacks against enemies have a chance of poison, and contact attacks against this pokemon have a chance of poison. The poison dissolves after 3 actions. Poison Point cannot be used again untill 6 actions after the effect wears off.
Type: Activated
Ability: Pressure:
Effect: This pokemon gives off a aura of danger, thus making opponents spend 10% more energy attacking this pokemon.
Type: Innate
Ability: Pure Power:
Effect: When Activated, Physical moves are 20% more powerful for the next 3 actions. Pure Power cannot be reactivated untill 6 actions after the effects wear off.
Type: Activated
Ability: Rain Dish:
Effect: Recovers 2% HP for each action rain dance is in effect.
Type: Semi-Innate. Condition: Rain Dance
Ability: Rock Head:
Effect: The pokemon's body is very strong and thus, the pokemon does not receive damage from attacks which ram into the opposing pokemon, no matter how strong the force.
Type: Innate
Ability: Rough Skin:
Effect: The pokemon has jagged scales that cut into opponents that use contact attacks against this pokemon, dealing 3% damage every time an opponent uses a contact attack.
Type: Innate
Ability: Run Away:
Effect: Pokemon Can get away from opponent more easily, negating such abilities as Shadow Tag and Arena Trap.
Type: Innate
Ability: Sand Stream:
Effect: Causes a Sandstorm when first sent out, Sandstorm continues until user faints. Pokemon with Drizzle, Drought, etc. compete for right to use their ability. The pokemon with Highest HP "wins" (their ability is used, others are negated.)
Type: Innate
Ability: Sand Veil:
Effect: User is more difficult to see in a sandstorm, and is also immune to damage from sandstorms.
Type: Semi-Innate. Condition: Sandstorm
Ability: Serene Grace
Effect: Once activated, the users attacks have twice the chance of producing an extra effect on the opponent(ex. Thunder will have a 60% chance of paralyzing enemies, instead of the normal 30). Serene Grave cannot be reactivated untill 6 actions after its effects wear off.
Type: Activated
Ability: Shadow Tag:
Effect: Prevents Batton Pass, enemy cannot use teleport or any other transportation moves. Opponents cannot run too far away from this pokemon.
Type: Innate
Ability: Shed Skin:
Effect: At the end of every 2 rounds, all ill effects on the body (poison, paralysis, etc.) are removed.
Type: Innate
Ability: Shell Armor:
Effect: The user's hide makes physical attacks deal 10% less damage, pokemon does not get hit in weak spots as easily.
Type: Innate
Ability: Shield Dust:
Effect: Dust on this pokemon prevents extra effects from moves. Moves that directly cause staus or lower stats still get through the dust (ex. Thunder Wave will paralyze, but Zap Cannon will not)
Type: Innate
Ability: Speed Boost:
Effect: The evasiveness of this pokemon increases 10% for the first 3 actions Speed Boost is activated(total 30% boost). The evasion built up lasts untill the end of the next round. Speed Boost cannot be reactivated untill 6 actions after the effects wear off.
Type: Activated
Ability: Soundproof:
Effect: Pokemon is not effected by attacks that depend on sound(ex. Screech, Growl, Roar, Perish Song, etc.).
Type: Innate
Ability: Static:
Effect: The pokemon builds up electric energy around its body, making contact attacks on this pokemon or made by this pokemon have the chance of paralysis. Static cannot be reactivated for 6 actions after the effects wear off.
Type: Activated
Ability: Stench:
Effect: The user protrudes a horrendous smell that may make the opponent unable to act for an action, for the next 3 actions. The closer the oppoent is to this pokemon, the more likely an attack will fail, pokemon further away using distance attacks may not be phased by stench. In the Adventure Park, it may drive away pokemon if used, even after the limit of running. Stench cannot be reactivated untill 6 actions after its effect wears off.
Type: Activated
Ability: Sticky Hold:
Effect: Opponent may become stuck to the user if a contact attack is used, enemy can pull away easily, but the sticky goo is heavy and can make that body part slower. Pokemon stuck can forfeit an action to escape. Pokemon that escape the sticky hold (no matter how they got out) will be covered in goo for a short amount of time. The goo will hinder actions and cannot get rid of the goo until it naturally decays. Pokemon with Sticky Hold are immune to the effects of Sticky Hold.
Type: Innate
Ability: Sturdy:
Effect: This pokemon has a Damage Cap that is 10% less than what the ref normally uses, or 30%, whichever is higher (for example, if the ref's damage cap is 50%, this pokemon has a damage cap of 40% but all other pokemon without sturdy still have the 50% damage cap). If there is no damage cap, this pokemon can take no more than 40% damage a round. Attacks like Fissure, Horn Drill, etc. do half damage.
Type: Innate
Ability: Suction Cups:
Effect: The users natural response to moves that attempt to send them flying is to stick onto the ground, thus making moves like Gust, Twister, Whirlwind, and Roar or similar moves ineffective for moving the pokemon. When not in danger, the suction cups are not activated, and thus no speed is lost when battling.
Type: Innate
Ability: Swarm:
Effect: When the users HP drops below 34%, Swarm can be activated. The user buzzes to hype up their energy, increasing the damage done by bug attacks 30% for the next 3 actions. Swarm cannot be reactivated untill 6 actions after the effects wear off.
Type: Activated
Ability: Swift Swim:
Effect: The pokemon uses 20% less energy in the rain.
Type: Semi-Innate. Condition: Rain Dance
Ability: Synchronize:
Effect: This pokemon has a psychic link to their opponent which causes an identical status effect to the opponent when user is induced with a status effect.
Type: Semi-Innate. Condition: Burn, Poison, or Paralyze in effect.
Ability: Thick Fat:
Effect: This pokemon's thick body makes them resistant to ice type attacks and rthey ecovers from being frozen or chilled faster than normal. This pokemon is less affected by heat and fire, but is still hurt by burns.
Type: Innate
Ability: Torrent:
Effect: When the pokemon is below 34%, Torrent may be activated. The pokemon builds up the water in their system, making it ready for powerful hydralic assaults. The power of water attacks increase 30% for the next 3 actions. Torrent cannot be reactivated untill 6 actions after the effects wear off.
Type: Activated
Ability: Trace:
Effect: When the pokemon comes out, this ability is activated, the pokemon copies any and all applicable abilities of one opponent. If more than one opponent is present, the trainer chooses which enemy pokemon's ability to copy. Once copied, the use cannot change which opponents ability to copy untill this pokemon faints.
Type: Activated once pokemon comes out.
Ability: Truant:
Effect: User's attacking actions are slow and have only 90% normal accuracy, but attacks deal 20% more damage. Defensive actions have the same accuracy as always.
Type: Innate
Ability: Vital Spirit:
Effect: Pokemon cannot be put to sleep or hypnotized.
Type: Innate
Ability: Volt Absorb:
Effect: This pokemon absorbs electrical attacks, Restoring HP equal to the amount of damage the attack would have done. Electric attacks can still cause extra effects, if any.
Type: Innate
Ability: Water Absorb
Effect: This pokemon absorbs water attacks, restoring HP equal to the amount of damge the attack would have done. Water attacks can still cause extra effects, if any.
Type: Innate
Ability: Water Veil:
Effect: This pokemon's dampened skin prevents burns
Type: Innate
Ability: White Smoke:
Effect: Pokemon is surrounded in a white smoke which cause a claming sensation, making this pokemon's stats unable to be lowered.
Type: Innate
Ability: Wonder Guard:
Effect: When activated, Wonder Guard prevents all non-supereffective attacks from hitting, barring attacks that cause only status problems or stat lowering. Wonder Guard cannot be reactivated untill 6 actions after the effect wears off
Type: Activated
In regards to abilities, each pokemon has every ability applied to it, you do not pick and choose.
All activatable abilities have 100% accuracy, they will ALWAYS work, so long as they are within their action gap parameters.
Concerning reffing styles: so as not to be confused, refs should put under each pokemon for each round: Activated abilities. Activated abilities will be commanded by the trainer in their recent attacks, Semi-Innates will only occur if a condition is met, and Innate abilities are ALWAYS active.
Therefore, with those abilities at hand may almost certainly determine damage during reffings, any status effects, healed HP, or other factors. In short, although abilities make battling more complex, they also add an entirely new strata of strategy. No more is Yanma fairly useless, he now has two abilities which greatly increase his worth. Now, while some may argue this makes pokemon like Blissey all too powerful, this just means more work must be put in to defeat them. I also tried to make the more broken abilities activatable, especially since static could be quite a handicap against a pokemon with guts, considering all it takes is one contact attack for that 20% bonus to start working.
Therefore, in illustration:
Rhydon has both Lightning Rod and Rock Head
Muk has both Stench and Sticky Hold
Magneton has Magnet Pull, Sturdy, AND Levitate(v.1).
Gardevior has Syncronize and Trace, if Gardevoir Traces Magneton, she would have Synchronize, Magnet Pull, Sturdy, and Levitate(v.1).
Thus a maximum of 4 abilities exists on one pokemon at any one time, and this is only in the rarest scenario, only one of these abilities is ever activatable.
If you'll note, there is no pokemon that has more than one Activatable ability, even if they have multiple Innate or Semi-Innate ones. Even if there were a pokemon with two Activatable abilities, both could be activated at the same time.
I believe that this ability system is fair and equitable, considering activatable abilities can only be used once every 3 rounds, and non of them directly cause damage. Furthermore, Innate abilities, although not as powerful as active ones, provide a constant bonus, thus not a single pokemon is left without some form of aid, or some benefit(well, Truant isn't so much a benefit as it is a balance).
Quick Reference of Abilities:Activatable Abilities:
Air Lock
Blaze
Color Change
Effect Spore
Flash Fire
Huge Power
Hustle
Illuminate
Levitate(v.3)
Magnet Pull
Overgrow
Pickup
Poison Point
Pure Power
Serene Grace
Speed Boost
Static
Stench
Swarm
Torrent
Trace
Wonder Guard
Semi-Innate Abilities:
Chlorophyll
Forecast
Guts
Levitate(v.2)
Marvel Scale
Minus
Plus
Rain Dish
Sand Veil
Swift Swim
Innate Abilities:
Arena Trap
Battle Armor
Clear Body
Cloud Nine
Compound Eyes
Cute Charm
Damp
Drizzle
Drought
Early Bird
Flame Body
Hyper Cutter
Immunity
Inner Focus
Insomnia
Intimidate
Keen Eyes
Levitate(v.1)
Lightning Rod
Liquid Ooze
Magma Armor
Natural Cure
Oblivious
Own Tempo
Pressure
Rock Head
Rough Skin
Run Away
Sand Stream
Shadow Tag
Shield Dust
Soundproof
Sticky Hold
Sturdy
Suction Cups
Synchronize
Thick Fat
Truant
Vital Spirit
Volt Absorb
Water Absorb
Water Veil
White Smoke
Pokeventure Park abilties(can be used in the park):
Illuminate
Magnet Pull
Pickup
Stench