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Make an ability

#1Gaming_MasteryPosted 11/17/2012 6:41:11 PM
I'll start:

Persistence: If a Pokemon would faint at full HP, no damage is done.
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#2FishyGoodness12Posted 11/17/2012 6:42:05 PM
Gaming_Mastery posted...
I'll start:

Persistence: If a Pokemon would faint at full HP, no damage is done.


OP


give it to shedinja and watch the trolls cry
#3discodancer77Posted 11/17/2012 6:47:30 PM
LastStand

when below 50% you take 50% less damage from all attacks
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Pokemon Black 2 FC: 3225-3487-1145
#4Gardevoir47Posted 11/17/2012 6:49:18 PM
Second Chance: Let's you survive with 1 Hp, and allows a teammate to revive you.
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#5Natwaf_akidnaPosted 11/17/2012 6:51:08 PM
Humiliate: Opponent's Special Attack is lowered by one stage.
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#6discodancer77Posted 11/17/2012 6:53:16 PM
Relaxer

If uses a non-attacking move, speed increases that turn
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Hi, I'm Better Than You
Pokemon Black 2 FC: 3225-3487-1145
#7Tayo2345Posted 11/17/2012 6:54:46 PM
discodancer77 posted...
LastStand

when below 50% you take 50% less damage from all attacks


So kinda like the reverse of Defeatist?

Instead of halving the attack stats it doubles the defense stats?

That's cool.

I like this idea.
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#8vermillion719Posted 11/17/2012 7:01:15 PM
Precision
Attacking moves deal less base damage. In exchange, they have increased accuracy and critical hit rate. Doesn't apply to non-attacking moves.
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#9AmephEstMakoPosted 11/17/2012 7:03:18 PM
Overwhelming Presence: 10% chance that opponents will flinch even if they attack first. Alerts opponents of ability when switching in.

Dashing Start: Increases speed by 2 levels when switching in. Decreases speed by 1 level after each attack.

Fearless: Immunity to Ghost attacks
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#10electric_emuPosted 11/17/2012 7:19:49 PM
"Second Wind"
Restores 50% (or more/less) of your maximum HP when you run out of PP for a move

"Elitist"
Raises Special Attack by one stage when an opponent is knocked out (special version of Moxie)

"Victory Rush"
Raises Speed by one stage when an opponent is knocked out.

"Pack Mentality"
Increases offensive (or defensive) stats the more party members are active (not fainted). 50% with five alive. 25% with four.

"Coincidence"
Critical hit ratio is raised each time you land a critical hit or are hit by one.

"Frontload"
Stats are raised at the beginning of battle, and decrease the more turns the Pokemon is active. Switching resets the counter.

"Stamina"
All of this Pokemon's moves have increased PP

"Recovery"
This Pokemon's PP (all moves) is restored a small amount (probably by 1 or 2 points) upon switching out. This Pokemon is unaffected by Pressure, Spite, Grudge, etc.

"Nonbeliever"
This Pokemon is immune to Ghost-type moves.

"Counter"
25% of the damage taken from Fighting-type moves is reflected onto the attacker.

"Mind Over Body"
This Pokemon is immune to Psychic-type moves.

"Take Cover"
This Pokemon's defense is raised when hit with a Flying-type move. Grants immunity to Flying-type attacks.

"Unbiased"
All changes to stats are completely ignored while this Pokemon is on the field. In addition, no stat changes can be made (i.e. you can't even use Dragon Dance, etc). This includes the various power ups that weather conditions apply. Type-based immunity to Sandstorm and Hail remain.

"Dazzle"
This Pokemon inflicts attraction on its opponent upon switching into battle, assuming they are of the proper gender.

"Tantrum"
This Pokemon's Struggle does 4x damage.