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Fictional Abilities
Topic Started: May 21 2012, 07:58 PM (220 Views)
Kamacuras
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Hey everyone, it's me, Parasectoid. Recently, in my leisure time, I've been developing a list of fictional Pokemon Abilities. They could either identify themselves as practical or fundamentally-flawed, depending on their effect on the Pokemon, the opponent, and the surrounding environment. Either way, the majority of these ideas are supported by logic and are vaguely based off natural events, so after reading, feel free to provide a respectful brand of constructive criticism.

1. Rust.
Effect: Usually bears negative connotations, this Ability causes Pokemon to lose their Steel-typing when exposed to rain. It applies to the user and its competitor, and still retains this property even after the rain has subsided.

2. Territorial Display.
Effect: If the opponent possesses a lower Attack stat than the Pokemon that bears this Ability, than the rival Pokemon has an increased probability of succumbing to flinching, even when a particular move doesn't display this minor status ailment as a specific side-effect.

3. Critical Meltdown.
Effect: Simple; the attack power of moves such as Explode, Selfdestruct, and Overheat is increased.

4. Health Insurance.
Effect: The amount of HP restored from moves that are designed to do the aforementioned action is increased.

5. Desperation.
Effect: When a Pokemon's HP is low (referring to the user), it's attacks always deal super-effective damage.

6. Herbivore.
Effect: Attacks used against Grass-type Pokemon become more powerful.

7. Echolocation.
Effect: The attacks of the user always hits the opponent, regardless of accuracy, evasiveness, or the rival's current position (moves like Dive, Dig, or Fly don't nullify this Ability).

8. Lethal Injection.
Effect: Moves that may cause the opponent to develop the "poison" or "badly poisoned" status ailment have a 100% chance of inflicting such ailment. For example, when the user uses Poison Sting, it will always distribute poison to its victim.

9. Jaw Strength.
Effect: The power of attacks that utilize the mouth is increased.

10. Muscle Mass.
Effect: Fighting-type attacks always deal more damage, but as a negative ramification, create recoil damage.

11. Absolute Zero.
Effect: Virtually the same as the "Lethal Injection" Ability, but relates to freezing.

12. Carapace.
Effect: Similar to "Swift Swim", but radically increases Defense in rain.

13. Manipulation.
Effect: Basically, under the influence of this Ability, the capabilities of beneficial Abilities and moves are reversed. For instance, Screech increases Defense and Amnesia decreases Sp. Defense.

14. Merciless Fighter.
Effect: When the opponent's HP is below 50%, the attacks of the user inflict more damage. In simple terms, weak combatants become even more vulnerable.

15. Ambush.
Effect: When the opposing trainer switches into a different Pokemon, the Pokemon is damaged. It works similarly to Spikes or Stealth Rock, but reduces more HP, and only works when the user is on the field.

Thanks for reading, everyone. I have many more ideas, so I may post more in the future.
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Edited by Kamacuras, May 23 2012, 09:15 AM.
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SemiBolt
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:O Those are awesome :D
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Rapidrazorkill
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THE Lickilicky
manipulation would be so fun
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MakaiMai
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Manipulation is the exact same thing as Contrary.
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Kamacuras
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Yeah, I just realized that. Unfortunately, I only came to this realization after creating the post. Thanks for acknowledging the mistake, though.
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+The Librarian
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Admirable Adversary
I HAVE SOME!!

Tooth & Nail - Power of Biting and Clawing moves boosted by 1.5

Curiosity - Gives all non-stab moves a 1.5x bonus

Villainy - Gives immunity to dark type moves and when hit by dark moves (physical, special, or status), the Pokemon gains health

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Rapidrazorkill
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THE Lickilicky
i have one

Tactitian - this pokemon moves first if the opponent is using a non damaging move
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Ender
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Day before yesterday I saw a rabbit. And yesterday a deer. And today you
I may actually use some of these in my game if it's alright.
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+The Librarian
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Admirable Adversary
More new ones:
Lucky Start: The first turn that the Pokemon is switched in if an attack (passive or aggressive) is made against them, it has a(n additional) 50% chance of missing. Works again if the Pokemon is switched out and back in.
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