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[Guideline]: AbilityDex.
Topic Started: Dec 15 2016, 09:27 AM (691 Views)
Tyler
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"Darcy, it's not what you think!"
Posted ImageAbilities & InteractionsPosted Image
     Posted Image Ability Changes
      Abilities have always been an essential part of Pokémon battling. Abilities make Pokémon stronger and can even change the course of a battle through proper timing. Certain Pokémon are not competitively viable without a particular ability, which is why all newly acquired Pokémon may have any of their available abilities, granted that they are compatible. For example, Alolan-Exeggutor can typically only have the ability Frisk. However, any newly acquired Alolan-Exeggutors may choose to have either Frisk or Harvest. Different abilities have unique uses and it is up to the Pokémon Trainer to bring out their Pokémon's potential through the use of synergy and strategy. For the sake of balance, many abilities have been individually reviewed and altered to maintain the battling integrity of the role-play. This post will detail every ability and its interactions and some possible changes. Any abilities not listed below are banned from the role-play.
AbilityDescription
AdaptabilityDoubles the power of moves of the same type as the Pokémon.
AerilateNormal-type moves become Flying-type moves. The power of those moves is boosted by 30%.
AftermathDamages the attacker if it contacts the Pokémon with a finishing hit. Deals 25% of attackers max Hp.
AnalyticIf this Pokémon moves last, It's moves receive a 30% power increase. This includes when the opponent switches out.
Anger PointThe Pokémon is angered when it takes a critical hit, and that makes its next attack a critical hit.
AnticipationThis Pokémon can anticipate a dangerous attack. Once per battle, if an attack would KO this Pokémon, it instead survives with 1HP
Arena TrapPrevents opposing Pokémon from switching out.
Aroma VeilProtects itself and its allies from attacks that limit their move choices.
BatteryPowers up ally Pokémon's special moves by 30%.
Battle ArmorHard armor protects the Pokémon from critical hits. Reduces the power of Super Effective attacks taken by 50%.
BerserkThe Pokémon's attacks are guaranteed critical hits when it takes a hit that causes its HP to become half or less.
Big PecksThis Pokémon's Flying-type attacks become Super Effective.
BlazePowers up Fire-type moves by 50% when the Pokémon's HP is 1/3 or less its maximum HP.
BulletproofProtects the Pokémon from some ball and bomb moves.
Cheek PouchCheek Pouch restores 25% of the Pokémon's maximum HP when it consumes a Berry, after the effect of the Berry is applied.
ChlorophyllDuring harsh sunlight the Pokémon's attacks gain Priority.
Clear BodyPrevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.
Cloud NineEliminates the effects of weather.
Color ChangeThe Pokémon's type becomes the type of the move used on it.
ComatoseIt's always drowsing and will never wake up. It can attack without waking up. It is immune to status.
CompetitiveBoosts the Pokémon's Special Attacks by 20% when a stat is lowered by any means.
Compound EyesThe Pokémon's moves will bypass accuracy checks (hit/miss rolls).
ContraryStat changes made to this Pokémon have the opposite effect.
CorrosionThe Pokémon can poison the target even if it's a Steel or Poison type.
Cursed BodyWhen this Pokémon takes damage from an enemy's attack, there is a 30% chance that the Cursed Body will disable that move of the attacking Pokémon for 4 turns (including the turn Cursed Body activates). Cursed Body can only disable 1 move at a time.
Cute CharmWhen a Pokémon with this Ability is hit by a move that makes contact, there is a 30% chance that the attacking Pokémon will become infatuated if it is of the opposite gender to the Pokémon with this Ability.
DampPrevents the use of explosive moves such as Self-Destruct by dampening its surroundings
DancerWhen another Pokémon uses a dance move, this Pokémon will also use that move in addition to the move they were already going to use.
DazzlingThis Pokémon is immune to priority moves.
DefeatistSuper Effective attacks deal neutral damage on this Pokémon when its HP becomes half or less.
DefiantBoosts the Pokémon's attacks by 30% when its stats are lowered.
DisguiseOnce per battle, the shroud that covers the Pokémon can protect it from an attack.
DownloadRaises the Pokémon's Special Attacks by 20%.
DrizzleThe Pokémon makes it rain when it enters a battle.
DroughtTurns the sunlight harsh when the Pokémon enters a battle.
Dry SkinDuring harsh sunlight, a Pokémon with Dry Skin will lose ⅛ of its maximum HP at the end of each turn. During rain, a Pokémon with Dry Skin will regain ⅛ of its maximum HP at the end of each turn. Fire-Type attacks deal 25% more damage to Pokémon with this ability.
Early BirdThe Pokémon awakens after one turn of sleep.
Effect SporeContact with the Pokémon has a 30% chance to inflict poison, sleep, or paralysis on its attacker.
(When rolling for this chance: 1 = Poison. 2 = Paralysis. 3 = Sleep.)
Emergency ExitThe Pokémon, sensing danger, switches out when its HP becomes half or less.
FilterReduces the power of Super Effective attacks taken by 50%.
Flame BodyContact with the Pokémon has a 30% chance to burn the attacker.
Flare BoostPowers up special attacks by 50% while the Pokémon is burned.
Flash FirePowers up the Pokémon's Fire-type moves by 50% if it's hit by one. The Pokémon is immune to Fire-type attacks.
Flower GiftBoosts Special Attack by 50% and reduces damage taken by 50% of itself and allies when it is sunny.
Flower VeilAlly Grass-type Pokémon are protected from status conditions and the lowering of their stats.
FluffyA Pokémon with Fluffy takes half damage from moves that make contact. It also takes double damage from Fire-type moves. Fire-type moves that make contact will deal regular damage.
ForecastThe Pokémon transforms with the weather to change its type to Water, Fire, or Ice.
ForewarnThe Pokémon will dodge the first move of the battle. This does not count for the 2 dodge limit.
Friend GuardFriend Guard reduces the damage done to allies by 25%.
FriskThis Pokémon can frisk the opponent to see their Held Item. If the opponent attacks a Pokemon with this ability, any beneficial effects that the foe's pokemon would receive from Held Items are negated.
Gale WingsGives priority to Flying-type moves when the Pokémon's HP is full.
GalvanizeGalvanize causes all Normal-type moves used by the Pokémon to become Electric-type and receive a 20% power boost.
GluttonyMakes the Pokémon eat a held Berry when its HP drops to half or less, which is sooner than usual. It also heals for 20% of its maximum HP when consuming a berry.
GooeyContact with the Pokémon consumes one of the attacker's dodges.
Grass PeltWhile Grassy Terrain is active, this Pokémon receives 50% of the damage dealt.
GutsWhile the Pokémon with this Ability has a status condition, its Attack is increased by 50%. The Pokémon with this Ability does not lose Attack due to burn.
HarvestIf the Pokémon has used a Berry, there is a 50% chance of it being restored at the end of each turn. This is determined by a 1d2 roll. The held Berry is remembered even if it is not restored or if the Pokémon has switched out. Harvest will always activate in harsh sunlight.
HealerAt the end of each turn, Healer has a 30% chance of curing an adjacent ally's status condition.
HeatproofThe heatproof body of the Pokémon halves the damage from Fire-type moves that hit it.
Heavy MetalDoubles the Pokémon's weight.
Huge PowerIncrease the base damage of the Pokémon's Physical Attacks by 50%.
HustleHustle increases the power of the user's Physical Attacks by 20%
HydrationHeals status conditions if it's raining.
Hyper CutterThe Pokémon's proud of its powerful pincers. They prevent other Pokémon from lowering its Attack stat.
Ice BodyDuring hail, a Pokémon with Ice Body will regain 10% of its maximum HP at the end of each turn. A Pokémon with this Ability will take no damage from hail if it otherwise would.
IllusionComes out disguised as the Pokémon in the party's last spot.
ImmunityThe immune system of the Pokémon prevents it from getting poisoned.
ImposterThe Pokémon transforms itself into the Pokémon it's facing.
InfiltratorPasses through the opposing Pokémon's barrier, substitute, and the like and strikes.
Innards OutDamages the attacker landing the finishing hit by the amount equal to its last remaining HP.
Inner FocusThe Pokémon's intensely focused, and that protects the Pokémon from flinching.
InsomniaThe Pokémon is suffering from insomnia and cannot fall asleep.
IntimidateThe Pokémon intimidates opposing Pokémon upon entering battle, lowering their attack stat by 10%
Iron BarbsWhen a Pokémon with this Ability is hit by a move that makes contact, the attacking Pokémon loses 1/8 of its own maximum HP. If Iron Barbs causes both the Pokémon with this Ability and the attacking Pokémon to faint, then the attacking Pokémon will faint first.
Iron FistPowers up punching moves by 20%.
JustifiedBeing hit by a Dark-type move boosts the power of physical attacks by 10%, for justice.
Keen EyeThis Pokémon is capable of ensuring that their first attack of the battle never misses. This hits even if the opponent dodges.
KlutzThis Pokémon can't hold onto it's held item properly and doesn't suffer negative effects from items it holds.
Leaf GuardPrevents status conditions in sunny weather.
LevitateBy floating in the air, the Pokémon receives full immunity to all Ground-type moves.
Light MetalHalves the Pokémon's weight.
Lightning RodThe Pokémon draws in all Electric-type moves, thus making it immune to them. It powers the user's Electric-type Special Attacks by 50%.
LimberIts limber body protects the Pokémon from paralysis.
Liquid OozeLiquid Ooze causes HP-draining moves to cause injury. If a Pokémon with Liquid Ooze is hit by an HP-draining move such as Giga Drain or Leech Life, or takes damage from the effect of Leech Seed, the amount of HP that would be recovered by the opponent is dealt as damage instead. Even if the user of the HP-draining move cannot heal from its effect due to having full HP or the effect of Heal Block, it will still take damage.
Liquid VoiceAll sound-based moves become Water-type moves.
Long ReachIf the Pokémon uses a contact move, it will not activate any effects caused by contact.
Magic BounceReflects status moves, instead of getting hit by them.
Magic GuardThe Pokémon only takes damage from attacks.
MagicianThe Pokémon steals the held item of a Pokémon it hits with a move.
Magma ArmorThe Pokémon is covered with hot magma, which prevents the Pokémon from becoming frozen.
Magnet PullPrevents Steel-type Pokémon from escaping using its magnetic force. This includes dodging or switching out.
Marvel ScaleWhile the Pokémon with this Ability has a status condition, all physical damage dealt to it is halved.
Mega LauncherPowers up aura and pulse moves by 50%.
MinusMinus powers up with Plus. When a Pokémon with Minus enters into a Double Battle with a Pokémon with the Ability Plus, the user's Special Attacks are increased by 50%.
Mold BreakerMoves can be used on the target regardless of its Abilities.
MoodyRaises the Pokémon's Physical Attacks by 15% turn one. Turn two they decrease to 0% and the Pokémon's Special Attacks increase by 15%. Turn three the Pokémon's Special Attacks decrease to 0% and the cycle repeats with Physical Attacks.
Motor DriveWhen the Pokémon is hit by an Electric-type move it gains a dodge stack. The Pokémon is also immune to Electric-type attacks.
MoxieWhen a Pokémon with Moxie causes another Pokémon (including allies) to faint through direct damage, the power of its Physical Attacks increase by 20%. Moxie will not be activated by indirect damage, such as through Sandstorm or an item like Rocky Helmet. Moxie will not activate if an allied Pokémon defeats a foe in a Double or Triple Battle.
MultiscaleReduces the amount of damage the Pokémon takes by 50% when its HP is full.
MummyContact with the Pokémon changes the attacker's Ability to Mummy.
Natural CureAll status conditions heal when the Pokémon switches out.
No GuardThe Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land. This bypasses the hit/miss dice roll.
NormalizeAll the Pokémon's moves become Normal type. The power of those moves is boosted by 30%.
ObliviousThe Pokémon is oblivious, and that keeps it from being infatuated or falling for taunts.
OvercoatProtects the Pokémon from things like sand, hail, and powder moves such as Spore.
OvergrowPowers up Grass-type moves by 50% when the Pokémon's HP is 1/3 or less its maximum HP.
Own TempoThis Pokémon has its own tempo, and that prevents it from becoming confused.
Parental BondThe parent and child each attack. The second attack from the child deals 25% of the damage dealt by the parent.
PickpocketSteals an item from an attacker that made direct contact.
PixilateAll Normal-type moves used by the Pokémon become Fairy-type and receive a 30% power boost.
PlusWhen a Pokémon with Minus enters a battle and has an ally with Plus or Minus, the Special Attacks of the Pokémon with Minus are increased by 50%.
Poison HealIf the Pokémon is poisoned or badly poisoned, it will gain 1/8 of its maximum HP at the end of each turn instead of taking damage.
Poison PointWhen a Pokémon with this Ability is hit by a move that makes contact, there is a 30% chance that the attacking Pokémon will become poisoned.
Poison TouchIf a Pokémon with this Ability uses a move that makes contact, there is a 30% chance the target will become poisoned.
Power of AlchemyThe Pokémon copies the Ability of a defeated ally.
PranksterGives priority to a status move. Dark-types are immune.
PressureBy putting pressure on the opposing Pokémon, it causes one of the Pokémon's dodges to consume two.
ProteanChanges the Pokémon's type to the type of the move it's about to use.
Pure PowerUsing its pure power, the Pokémon increases the damage of its Physical Attacks by 50%.
Queenly MajestyIts majesty pressures the opposing Pokémon, making it unable to attack using priority moves.
Quick FeetIf the Pokémon has a status condition, it becomes immune to priority moves.
Rain DishDuring rain, a Pokémon with Rain Dish will regain 10% of its maximum HP at the end of each turn.
RattledDark-, Ghost-, and Bug-type moves scare the Pokémon and boost its offensive moves by 15%.
ReceiverThe Pokémon copies the Ability of a defeated ally.
RecklessReckless increases the base power of moves which cause recoil or crash damage by 20%.
RefrigerateRefrigerate causes all Normal-type moves used by the Pokémon to become Ice-type and receive a 20% power boost.
RegeneratorRegenerator restores 10% of the Pokémon's maximum HP upon switching out.
RivalryWhen using a move, Rivalry raises the power of the move by 25% if the target and the Pokémon with this Ability have the same gender, but reduces base power by 25% if the target and the Pokémon with this Ability have opposite genders. If the Pokémon with this Ability or the target is genderless, the move's base power is unaffected.
RKS SystemChanges the Pokémon's type to match the memory disc it holds.
Rock HeadProtects the Pokémon from recoil damage.
Rough SkinWhen a Pokémon with this Ability is hit by a move that makes contact, the attacking Pokémon loses 1/8 of its own maximum HP.
Run AwayEnsures that the Pokémon's dodges are unaffected by other abilities.
Sand ForceBoosts the power of Rock-, Ground-, and Steel-type moves by 30% in a sandstorm.
Sand RushThe Pokémon's attacks gain increased priority in a sandstorm.
Sand StreamThe Pokémon summons a sandstorm when it enters a battle.
Sand VeilThe Pokémon is immune to status in a sandstorm.
Sap SipperBoosts the Physical Attacks by 20% stat if hit by a Grass-type move, instead of taking damage.
SchoolingWhen it has a lot of HP, the Pokémon forms a powerful school. It stops schooling when its HP is low. The Pokémon's Physical and Special attacks gain a 20% power boost while schooling is active.
ScrappyThe Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves.
Serene GraceDoubles the likelihood of additional effects occurring when attacking.
Shadow TagThis Pokémon steps on the opposing Pokémon's shadow to prevent it from escaping. The enemy is unable to switch out.
Shed SkinAt the end of every turn, the Pokémon has a 30% chance to heal it's own status condition.
Sheer ForceRemoves additional effects to increase the power of moves by 30% when attacking.
Shell ArmorA hard shell protects the Pokémon from critical hits. Reduces the power of Super Effective attacks taken by 50%.
Shield DustThis Pokémon's dust blocks the additional effects of attacks taken.
Shields DownWhen its HP becomes half or less, the Pokémon's shell breaks and it becomes aggressive. The Pokémon will normally deal and receive 50% of the damage from attacks. Once the Shields are Down, the Pokémon deals 30% increased damage.
Skill LinkMulti-attack moves that hit more than two times receive a 20% power increase. The attack will hit only once for x3 the damage (25bp*3=75dmg) before additional multipliers are included (Super Effect/Resistances).
Slush RushDuring a hailstorm the Pokémon's attacks gain increased priority.
SniperCritical hits by the Pokémon are always Super Effective.
Snow CloakThe Pokémon is immune to status in a hailstorm.
Snow WarningThe Pokémon summons a hailstorm when it enters a battle.
Solar PowerBoosts Special Attacks by 30% in sunny weather, but the Pokémon loses 1/8 of its maximum HP at the end of each turn.
Solid RockReduces the power of Super Effective attacks taken by 50%.
Sound ProofSoundproofing of the Pokémon itself gives full immunity to all sound-based moves.
Speed BoostPokémon with this ability gain an additional dodge every 4 turns.
StakeoutDoubles the damage dealt to the target's replacement if the target switches out.
StallThe Pokémon moves after all other Pokémon do.
StaminaReduces Physical damage received by 15% from an attack. This may stack up to 6 times.
Stance ChangeThe Pokémon changes its form to Blade Forme when it uses an attack move, and changes to Shield Forme when it uses King's Shield. It gains a 20% power increase in Blade Forme, and receives 25% less of the total damage dealt after multipliers in Shield Forme.
StaticWhen a Pokémon with this Ability is hit by a move that makes contact, there is a 30% chance that the attacking Pokémon will become paralyzed. This can affect Ground-type Pokémon.
SteadfastThe Pokémon's is immune to priority.
SteelworkerPowers up Steel-type moves by 50%.
StenchBy releasing stench when attacking, this Pokémon has a 10% chance to cause targets to flinch. This does not stack with held items that increase flinch chance.
Sticky HoldItems held by the Pokémon are stuck fast and cannot be removed by other Pokémon.
Storm DrainDraws in all Water-type moves. Instead of being hit by Water-type moves, it boosts its Special Attacks by 50%.
Strong JawThe Pokémon's strong jaw boosts the power of its biting moves by 50%.
SturdyIt cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either.
Suction CupsThis Pokémon uses suction cups to stay in one spot to negate all moves and items that force switching out
Super LuckThe Pokémon is so lucky that it has an increased critical-hit ratio. Doesn't stack with moves that already have an increased critical-hit ratio.
Surge SurferThe Pokémon's attacks gain priority on Electric Terrain.
SwarmWhen a Pokémon with Swarm uses a Bug-type move, the move's power will be increased by 50% if the user has less than or equal to ⅓ of its maximum HP remaining.
Sweet VeilPrevents itself and ally Pokémon from falling asleep.
Swift SwimThe Pokémon's attacks gain increased priority in rain.
SymbiosisThe Pokémon passes its item to an ally that has used up an item.
SynchronizeThe attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon.
Tangling HairContact with the Pokémon uses up one of the attacker's dodges.
TechnicianTechnician increases the power of moves which have a base power of 60 or less by 50%.
TelepathyAnticipates an ally's attack and dodges it.
Thick FatThe Pokémon is protected by a layer of thick fat, which halves the damage taken from Fire- and Ice-type moves.
Tinted LensThe Pokémon's "not very effective" moves deal neutral damage.
TorrentPowers up Water-type moves by 50% when the Pokémon's HP is 1/3 or less its maximum HP.
Tough ClawsPowers up moves that make direct contact by 30%.
Toxic BoostPowers up physical attacks by 50% when the Pokémon is poisoned.
TraceWhen it enters a battle, the Pokémon copies an opposing Pokémon's Ability.
TriageGives priority to a healing move.
TruantThe Pokémon can't use a move the following turn if it uses one.
UnawareWhen attacking, the Pokémon ignores the target Pokémon's stat changes.
UnburdenBoosts the Physical or Special Attacks of a Pokémon's by 15% if the Pokémon has no held item.
UnnerveUnnerves opposing Pokémon and makes them unable to eat Berries.
Vital SpiritThe Pokémon is full of vitality, and that prevents it from falling asleep.
Volt AbsorbRestores HP by 25% if hit by an Electric-type move, instead of taking damage.
Water AbsorbRestores HP by 25% if hit by a Water-type move, instead of taking damage.
Water BubbleWater Bubble halves the damage dealt to the Pokémon with this Ability by Fire-type attacks and prevents the Pokémon with this Ability from being burned. It also increases the power of Water-type moves used by the Pokémon with this Ability by 25%.
Water CompactionWhen hit by a Water-Type move, this Pokémon's defense rises by 20%. This can only happen 3 times.
Water VeilThe Pokémon is covered with a water veil, which prevents the Pokémon from getting a burn.
Weak ArmorA Pokémon with this ability deals 20% more damage with its attacks while also receiving 20% more damage from attacks
White SmokeThe Pokémon is protected by its white smoke, which prevents other Pokémon from lowering its stats.
Wimp OutThe Pokémon cowardly switches out when its HP becomes half or less.
Wonder GuardIts mysterious power only lets Super Effective moves hit the Pokémon.
Wonder SkinThe Pokémon is immune to status conditions.
Zen ModeChanges the Pokémon's shape when HP is half or less. The Pokémon takes 50% reduced damage from attacks after transforming.
Edited by General MPC 2, Feb 8 2018, 01:08 AM.
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