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    AbilityDex

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    Jessica Steele
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    Posts : 28
    Join date : 2012-05-31
    Age : 21
    Location : Pallet Town

    AbilityDex

    Post  Jessica Steele on Thu May 31, 2012 10:34 pm

    Adaptability - Powers up moves of the same type.

    Aftermath - Damages the foe landing the finishing hit for ten damage.

    Air Lock - Eliminates the effects of weather.

    Analytic - The user's Special Attack stat is raised every turn, but they are unable to dodge attacks.

    Anger Point - Raises Attack two stages upon taking a Critical Hit.

    Anticipation - The user avoids all Super Effective and One Hit KO attacks if the opponent is a higher level.

    Arena Trap - Prevents fleeing or switching out as long as the user remains in battle. Pokémon immune to Ground-type attacks are immune to this Ability, including. Flying-types, Pokémon with Levitate, and Pokémon affected by Magnet Rise or Telekinesis. Likewise, if a Pokémon normally immune to Ground-type attacks is made vulnerable, they will will be unable to escape.

    Using Baton Pass or U-turn, or holding a Shed Shell will allow the Pokémon to switch out under all circumstances. Run Away will circumvent its effect in a wild Pokémon battle only.

    Bad Dreams - Causes sleeping opponents to lose one eighth of their maximum HP each turn.

    Battle Armor - The user is protected against critical hits.

    Big Pecks - Prevents the user's Defense stat from being reduced.

    Blaze - When the user uses a Fire-type move, the power will increase by one half if the user has less than or equal to one third of its maximum HP remaining.

    Chlorophyll - Boosts the user’s Speed by one stage in intense sunlight.

    Clear Body - Prevents the user’s stats from being lowered.

    Cloud Nine - Eliminates the effects of weather.

    Color Change - When hit by a damage-dealing move, the user will change its type so that it is the same as that of the move that harmed it. If the user has a Substitute, its type will not change until after the Substitute is broken. It will change both types of a dual-typed Pokémon which has gained this Ability. This Ability does not apply to Shadow-type moves.

    Compoundeyes - The user starts the battle with their Accuracy raised one stage.

    Contrary - All moves or abilities that would normally increase a stat will decrease it, and ones that would normally decrease a stat will increase it. This also applies to self-inflicted moves, but does not include Baton Passed stats.

    Cursed Body - Automatically disables the first move that hits the user.

    Cute Charm - Contact with the user may cause infatuation.

    Damp - Prevents combatants from self destructing. Also, the Ability of Aftermath is prevented from doing damage.

    Defeatist - Lowers Attack and Special Attack one stage when below fifty percent HP.

    Defiant - Raises Attack two stages upon having any stat lowered.

    Download - The user copies the opponent's Ability

    Drizzle - The user summons heavy rain in battle. Its effects are the same as the move Rain Dance but, instead of lasting for five turns, it lasts for the whole battle until replaced by another weather condition. If a Pokémon with Drizzle is sent out in the same turn as another Pokémon whose Ability affects the weather, the Pokémon who was sent out last's Ability the other weather changer.

    Drought - The user summons intense sunlight in battle. Its effects are the same as the move Sunny Day but, instead of lasting for five turns, it lasts for the whole battle until replaced by another weather condition. If a Pokémon with Drought is sent out in the same turn as another Pokémon whose Ability affects the weather, the Pokémon who was sent out last's Ability the other weather changer.

    Dry Skin - Modifies HP depending on climate. During intense sunshine, the user will lose one eighth of their maximum HP at the end of each turn. During heavy rain the user will regain one eighth of their maximum HP at the end of each turn.

    In addition, Fire-type attacks do twenty five percent more damage to this Pokémon, while Water-type attacks will heal one fourth of their maximum HP.

    Early Bird - The user awakens from sleep in one turn.

    Effect Spore - Contact may paralyze, poison, or cause sleep.

    Filter - Reduces damage received from super effective moves by a fourth.

    Flame Body - Contact with the user may burn the foe.

    Flare Boost - Increases Special Attack one staged when burned.

    Flash Fire - The user is immune to Fire-type moves and will activate when hit by one. When activated, the power of the user's Fire-type moves is increased by half. While subsequent hits by Fire-type moves will not provide further increase in power, the user remains immune to their effects. This Ability is not activated by the burned status. Flash Fire will also not work while the user is frozen.

    Flower Gift - Raises all party Pokémon's Attack and Special Defense stats by half in intense sunshine. The effect does not stack if more than one Pokémon has Flower Gift.

    Forecast - During weather conditions, Forecast will change the type of the user.

    It will become Fire-type during intense sunlight, and Ice-type during hail, Water-type during heavy rain, and Normal-type during a sandstorm, fog, Shadow Sky, or when weather returns to normal.

    If a Pokémon with this ability has its type changed through other means, such as Soak or Conversion, its type will be reverted to match that of the current weather condition at the end of the turn.

    Forewarn - The user is given one auto dodge per battle when being attacked by a move with twenty five damage or lower. This dodge does not lower the user's Stamina.

    Friend Guard - Reduces the damage done to an ally by twenty five percent in Double Battles.

    Frisk - The Pokémon disables the foe’s held item.

    Gluttony - The effects of a held Berry are increased by twenty percent.

    Guts - Raises Attack stat by one stage while affected by a burn, paralysis, or poison, or sleep.

    Harvest - When the user uses a held Berry, there is a fifty percent chance of it being restored at the end of each turn. This ability will always activate in intense sunlight.

    Harvest can recover Berries consumed by Fling and Natural Gift, but not Berries lost by Thief, Covet, Trick, Switcheroo, Bestow, Bug Bite, or Pluck. However, Harvest can recover Berries consumed that were originally another Pokémon's, but transferred to the Pokémon with the Ability.

    Healer - The user has a thirty percent chance of curing each adjacent ally of any major status ailment after each turn.

    Heatproof - Halves the damage done by Fire-type attacks and the burn status ailment.

    Heavy Metal - Doubles the Pokémon's weight.

    Honey Gather - The user has a fifty fifty chance in picking up a Honey in a Topic Review for topics in the Wild.

    Huge Power - Raises the user’s Attack stat by one stage at the start of a battle.

    Hustle - Boosts the user’s Attack stat by one stage, but lowers Accuracy by one stage at the start of a battle.

    Hydration - Heals status problems during heavy rain.

    Hyper Cutter - Prevents the Attack stat from being lowered.

    Ice Body - The user regains right HP per turn in a hailstorm.

    Illuminate - A natural Flash. The user lights up dark areas.

    Illusion - Change the appearance of the user to a different species. This is dependent on the last Pokémon in the player's party. The effect is only aesthetic, and does not affect the user's types or moves.

    Illusion is broken when the user is damaged by an attack, but it is not broken by Substitute, Life Orb, weather conditions, status ailments or entry hazards. It is also broken if the user's Ability is changed or nullified.

    Immunity - Prevents the user from getting poisoned.

    Impostor - As soon as the user comes into battle, it Transforms into its opponent, copying the opponent's stat changes on the target originating from moves and abilities, but not from items. Imposter will not Transform the user if the opponent is an Illusion or behind a Substitute.

    Infiltrator - Ignores Light Screen, Reflect, and Safeguard.

    Inner Focus - The user automatically identifies the foe. Moves like Double Team are rendered useless and Ghost-types can be hit with normal moves.

    Insomnia - Prevents the user from falling asleep.

    Intimidate - Lowers the foe’s Attack stat by one stage upon entering a battle.

    Iron Barbs - Damages attacking Pokémon for one eighth their max HP on contact.

    Iron Fist - Boosts the power of punching moves by five damage.

    Justified - Raises the user's Attack stat by one stage when hit by Dark-type moves.

    Keen Eye - Prevents the user from losing Accuracy.

    Klutz - The user can’t use any held items.

    Leaf Guard - Prevents status problems in intense sunlight.

    Levitate - Gives full immunity to all Ground-type moves.

    Light Metal - Halves the Pokémon's weight.

    Lightningrod - Forces all single-target Electric-type attacks in a Double Battle to strike the user with this Ability. In a single battle, it will only cause the user to always be hit by Electric-type moves, no matter their Accuracy. Note that Lightningrod cannot redirect Discharge and an Electric-type Hidden Power.

    If Follow Me is used while an Electric-type move is being used, and a Pokémon with Lightningrod is active, the Pokémon using Follow Me is hit instead.

    Limber - The user is protected from paralysis.

    Liquid Ooze - Causes HP-draining moves to cause injury. If the user is hit by an HP-draining move, the amount of HP that should be recovered by the opponent will be dealt as damage instead. However, Liquid Ooze does not prevent damage to the user. Dream Eater is not affected by this Ability.

    Magic Bounce - Reflects the effect of all stat lowering status moves (excluding Memento), non-damaging Status ailment inducing moves, entry hazard moves, and moves like Taunt and Torment back to the user. This Ability does not affect targets with Teravolt, Turboblaze, or Mold Breaker. Magic Bounce will only activate once a turn. If two opposing Pokémon have this Ability only the target's Magic Bounce will reflect the move (i.e. the move will only be reflected once). Magic Bounce reflects the same moves that Magic Coat does.

    Magic Guard - Prevents indirect damage, such as from Hail, Toxic, Curse, or Leech Seed. It does not prevent status problems, but rather protects from damaging effects. Damage caused upon being switched in and HP loss will still occur when using Belly Drum or Substitute. If a Pokémon with Magic Guard causes a Pokémon that used Destiny Bond to faint, the Pokémon with Magic Guard will also faint. Magic Guard will also cancel out Life Orb's HP deduction without negating its power boost. Trapping from moves like Fire Spin are not prevented. If paralyzed, a Pokémon with Magic Guard will suffer from the normal Speed reduction but cannot be fully paralyzed. Magic Guard does not prevent damage from confusion or the effects of Perish Song. Magic Guard will prevent the user from being poisoned by Toxic Spikes.

    Magma Armor - Prevents the user from becoming frozen.

    Magnet Pull - Prevents Steel-type Pokémon from escaping.

    Marvel Scale - Boosts the user's Defense stat by one stage if it has a status problem.

    Minus - Boosts the user's Special Attack by two stages if another Pokémon has Plus.

    Mold Breaker - Negates the effects of Abilities that weaken or negate moves or the side-effects of moves.

    Motor Drive - Neutralizes the damage and effects of Electric-type moves. Each time a Pokémon with this Ability is hit by an Electric-type move, its Speed stat increases by one stage. Motor Drive also prevents a Cell Battery from activating.

    Moxie - When the user causes another Pokémon (including allies) to faint through direct damage, its Attack stat rises by one stage. Moxie will not be activated by indirect damage, such as through Sandstorm or an item like Rocky Helmet.

    If the user defeats a Pokémon with Mummy using a physical move, the Pokémon's ability will turn to Mummy before the attack boost is given.

    Multiscale - Lowers damage taken by half when at maximum HP.

    Multitype - Changes type to match the held Plate.

    Mummy - When the user is attacked by a contact move, the opposing Pokémon's Ability is turned into Mummy as well, overwriting the Pokémon's previous Ability. The affected Pokémon's Ability returns to normal when they are returned to their Poké Ball. Multitype, Wonder Guard and Mummy itself are the only Abilities not affected by Mummy.

    Natural Cure - All status problems are healed upon switching out.

    No Guard - All moves used by or against the user cannot miss. It also allows Pokémon to be hit during the semi-invulnerable turn of moves such as Fly, Dive, or Dig. The user can also successfully hit an opponent's Pokémon that has used Protect or Detect, but only if they use a move with less than one hundred accuracy. Thus, when used against Protect or Detect, moves like Swift and Aerial Ace will always be blocked. OHKO moves are exempted from this behavior as they will always miss.

    In a Double Battle, the effect only applies to the Pokémon with No Guard and any Pokémon targeting it.

    Normalize - All the Pokémon’s moves become Normal-type.

    Oblivious - Prevents the Pokémon from becoming infatuated.

    Overcoat - Protects against damage from weather.

    Overgrow - When the user uses a Grass-type move, the power will increase by one half if the user has less than or equal to one third of its maximum HP remaining.

    Own Tempo - Prevents the Pokémon from becoming confused.

    Pickpocket - Whenever an opponent makes contact with the user , it steals the opponent's held item. It will fail if the user is holding an item or if either Pokémon is behind a Substitute.

    Pickup - The user has a two in three chance of finding an item in a Topic Review.

    Plus - Boosts the user's Special Attack by two stages if another Pokémon has Minus.

    Poison Heal - If the Pokémon is poisoned or badly poisoned, it will gain one eighth of its maximum HP at the end of its turn instead of taking damage.

    Poison Point - Contact with the Pokémon may poison the foe.

    Poison Touch - Has a twenty chance of poisoning Pokémon upon contact when attacking.

    Prankster - Causes all Buffs, Debuffs, Status Changers, and Weather Changers to never fail.

    Pressure - Prevents the foe from using the same move twice in a row.

    Pure Power - The user starts the battle with their Attack stat raised one stage.

    Quick Feet - Raises the user's Speed stat by one stage if they have a status problem.

    Rain Dish - The user recovers one sixteenth of their maximum HP at the end of each turn during heavy rain.

    Rattled - Raises Speed stat one stage upon being hit by a Dark, Ghost, or Bug move.

    Reckless - Powers up moves that have recoil Stamina loss by five damage.

    Regenerator - The user heals for one third of their max HP upon leaving battle or switching out.

    Rivalry - The user's Attack stat is raised by one stage if the foe is of the same gender.

    Rock Head - Protects the Pokémon from recoil Stamina Loss.

    Rough Skin - The user deals damage to an opponent equal to one eighth of the attacking Pokémon's maximum HP when hit with a move that makes contact, after all turn-based damage is dealt.

    If the user is holding a Rocky Helmet the damage will stack and if Rough Skin causes both the user and the attacker to faint, then the attacker will faint first.

    Run Away - Guarantees escape from a wild Pokémon, negating any trapping move or Ability from the opponent in effect, such as Mean Look and its variations, Wrap and its variations, Shadow Tag, and Arena Trap. However, Run Away does not allow a Pokémon to switch out when a trapping move or Ability is in effect, even in a wild Pokémon battle. Run Away has no effect in Trainer Battles.

    Sand Force - Strengthens Rock, Ground, and Steel moves by three tenths their power during a sandstorm.

    Sand Rush - The user's Speed is raised by one stage during a sandstorm.

    Sand Stream - The user summons a sandstorm in battle. Its effects are the same as the move Rain Dance but, instead of lasting for five turns, it lasts for the whole battle until replaced by another weather condition. If a Pokémon with Sand Stream is sent out in the same turn as another Pokémon whose Ability affects the weather, the Pokémon who was sent out last's Ability the other weather changer.

    Sand Veil -The Pokémon’s evasion is boosted by one stage in a sandstorm.

    Sap Sipper - When the user is hit with a Grass-type attack, its Attack is increased by one stage, and the move itself has no effect. The only Grass-type move that will not activate Sap Sipper is Aromatherapy. The Pokémon's Attack will only increase one level if hit by Bullet Seed.

    Scrappy - Causes Ghost-type Pokémon to be hit by damage-dealing Normal- and Fighting-type moves inflicted by the user.

    Serene Grace - Doubles the odds of inflicting the foe with added effects.

    Shadow Tag - Prevents all foes from switching out or fleeing. In a wild battle against a Pokémon with Shadow Tag, the Trainer is unable to run away. Run Away negates its effect, but only in a wild battle. If two Pokémon with Shadow Tag face one another, both may switch out at any time. Baton Pass, U-turn and Volt Switch also allow the opponent to switch.

    The held item Shed Shell allows a Pokémon to switch out when facing a Pokémon with Shadow Tag. In Double Battles, Shadow Tag does not affect the partner Pokémon.

    Shed Skin - The Pokémon may heal its own status problems.

    Sheer Force - The user raises the base damage of all attacking moves that have a secondary effect by thirty percent, but their secondary effects are ignored including the reduction of a foe's stat, increasing the user's stat, or causing a status condition.

    Sheer Force does not negate recoil, stat reductions for the user, moves that never miss, moves that change power, and multi hit moves.

    Shell Armor - The Pokémon is protected against critical hits.

    Shield Dust - The user negates all side effects of an attacking move. For example, Body Slam would only deal damage and not have its usual thirty percent chance of causing Paralysis. Shield Dust does not negate Status Changer moves.

    Simple - Doubles the effectiveness of stat modifiers. For example, if Defense Curl is used, the user's Defense stat will increase by two stages. Similarly, if Tail Whip is used against this Pokémon, its Defense stat will fall two stages. However, stat modifiers are still effectively capped at six stages.

    Skill Link - Causes multi-hit moves to always strike their maximum number of times. This Ability does not affect moves with a fixed number of hits like Double Kick.

    Slow Start - Slow Start causes the Attack stat and Speed stat to be lowered two stages during the first five turns in battle. If this Pokémon is switched out, its stats will once again be lowered for the first five turns when it is sent out again.

    If Skill Swap or Gastro Acid is used on a Pokémon with Slow Start, its stats will immediately return to full power. However, the user of Skill Swap will have its Attack and Speed stats lowered.

    Sniper - Increases the damage of a Critical Hit by three points.

    Snow Cloak - Raises the user's Evasion by one stage during a hailstorm.

    Snow Warning - The user summons a hailstorm in battle. Its effects are the same as the move Rain Dance but, instead of lasting for five turns, it lasts for the whole battle until replaced by another weather condition. If a Pokémon with Snow Warning is sent out in the same turn as another Pokémon whose Ability affects the weather, the Pokémon who was sent out last's Ability the other weather changer.

    Solar Power - In intense sunlight, the user's Special Attack stat is raised two stages, but lowers their HP by one eighth of its maximum HP at the end of each turn.

    Solid Rock - When the user is hit with a Super Effective attack, it will only receive the base damage plus half as opposed to twice the base damage.

    Soundproof - Gives full immunity to all sound-based moves and receives no bonuses from Flutes.

    Speed Boost - The user's Speed stat is boosted one stage at the end of each turn.

    Stall - When the user uses a Ghost or Dark-type move, the power will increase by one half if the user has less than or equal to one third of its maximum HP remaining.

    Static - Contact with the Pokémon may cause paralysis.

    Steadfast - The user's Speed stat is raised one stage each time they are hit by a Super Effective move.

    Stench - Lowers the foe’s Special Defense stat by one stage upon entering a battle.

    Sticky Hold - Protects the Pokémon from item theft.

    Storm Drain - All Water-type attacks are forced to hit the user. However, they are immune to Water-type moves. When hit, the user's Special Attack stat is raised one stage. In a Double Battle, the user will not draw in the move Soak.

    Sturdy - The Pokémon is protected against one hit KO attacks.

    Suction Cups - Prevents the opponent from forcing the user to switch out or be forced to run away in a wild battle with moves like Roar.

    Super Luck - Increases the damage of all attacks by ten percent.

    Swarm - When the user uses a Bug-type move, the power will increase by one half if the user has less than or equal to one third of its maximum HP remaining.

    Swift Swim - The user's Speed stat is raised two stages in heavy rain.

    Synchronize - The user passes on status problems to the opponent that caused the problem. Synchronize will not pass on the sleep or frozen status conditions, or if the status condition was obtained from items such as the Flame Orb. Synchronize will have no effect if the other Pokémon has a type or Ability that prevents them from being Poisoned, Paralyzed, or Burned.

    If Psycho Shift is used, Synchronize activates before Psycho Shift cures the user of status. Therefore, Synchronize will fail to reflect status conditions when Psycho Shift is used.

    Tangled Feet - Raises the user's Evasion by one stage if they are confused.

    Technician - Moves at twenty power and under receive a fifty percent increase in damage.

    Telepathy - Protects the user against teammates' moves in a Double Battle, even if the attack is specifically directed toward it.

    Teravolt - Negates the effects of Abilities that weaken or negate moves or the side-effects of moves.

    Thick Fat - Damage from Fire and Ice-type moves are halved.

    Tinted Lens - Powers up not very effective moves by five damage.

    Torrent - When the user uses a Water-type move, the power will increase by one half if the user has less than or equal to one third of its maximum HP remaining.

    Toxic Boost - Raises a move's damage by half half times the damage when the user is poisoned.

    Trace - The user copies a foe's Ability.

    Truant - The user can only use damaging moves once every two turns.

    Turboblaze - Negates the effects of Abilities that weaken or negate moves or the side-effects of moves.

    Unaware - The user ignores the foe's stat changes with the exception of Speed.

    Unburden - Raises the user's Speed stat by one stage if a Held Item is used.

    Unnerve - Prevents opposing Pokémon from eating held Berries.

    Victory Star - The user and its teammates starts the battle with their Accuracy raised one stage.

    Vital Spirit - Prevents the Pokémon from falling asleep.

    Volt Absorb - The user is immune and heals one quarter of their maximum HP when hit with an Electric-type attack.

    Water Absorb - The user is immune and heals one quarter of their maximum HP when hit with a Water-type attack.

    Water Veil - Prevents the Pokémon from getting a burn.

    Weak Armor - The user's Speed stat is raised one stage and their Defense stat is lowered one stage each time they are hit by any move.

    White Smoke - Prevents the user's stats can not be lowered.

    Wonder Guard - The user can only be hit by Super effective moves. It does not prevent stat-altering moves from lowering the user's stats. Also, it does not prevent damage from weather conditions, entry hazards, or moves that cause status ailments and still receives damage from said ailments.

    Wonder Guard cannot be Skill Swapped or copied by Role Play, but it can be Traced. In addition, Wonder Guard cannot turn into Mummy.

    Wonder Skin - Causes the chance of a status move used against the user working to be halved. It does not affect moves that inflict status as a secondary effect like Thunder's chance to paralyze.

    Zen Mode - When Darmanitan's HP drops to below half, it will change into its Zen Mode at the end of the turn. If it loses its Ability, or recovers HP to above half while in its Zen Mode, it will change back to its Standard Mode. This Ability only works on Darmanitan, even if it is copied by Role Play, Entrainment, or Trace, or swapped with Skill Swap.

      Current date/time is Tue Oct 17, 2017 2:44 am