I used this in the new evos thread
Shine: Accuracy is lowered by 10%(100->90, 90->81, etc)
pokemon: mostly steel pokemon(like skarmory and Scizor) or pokemon featured in the pokedex to be white or shiny.
Losing Focus: Have maxed defense but lessens every turn (by two stages; until normal)
pokemon: Fighting types. For me it was an evo for primate
Heavy: Pokemon cannot be forced to switch out(like the effect of ingrain)
pokemon: heavy pokemon
Sand Reinforcement: Increases Sp.Def by 1.5 in a sandstorm
pokemon: ground or steel types.(non-rock types because they already have this bonus)
Spirit Curse: Status changes remain in play even after user is KOed or switched out. Also, user is unaffected by haze(in 1v1/2v2, only user is unaffected, the others are still affected)
note: what I mean by status changes are the swords dance effects, etc. Not the Burn, Paralysis, etc.
pokemon: ghost types. period. An abundance of this could significantly change the metagame.
Poison Blood: Poison Attacks Heal up to 25% of HP. Poison types with this ability can be poisoned. When poisoned, the effect is reversed(healed every turn). Toxic effect will count as normal poison only(increasing HP recovery per turn is just too much.
Pokemon: Mostly Poison types(especially weezing, whose dex entry is that his body is filled with poisonous gas). Also, probably some non-poison types, too(like zangoose) to take advantage of the poison-healing.
Legend Scales: Damage from attacks with Base power equal to or above 80 are reduced by 30%. Also, all damage is reduced when the attacker boosted his attack(ie swords Dance, tail glow, etc.). However, Super effective attacks aren't affected by this trait.
pokemon: Dragon types and Milotic. Also, some other scaled pokemon.
Shine: Accuracy is lowered by 10%(100->90, 90->81, etc)
pokemon: mostly steel pokemon(like skarmory and Scizor) or pokemon featured in the pokedex to be white or shiny.
Losing Focus: Have maxed defense but lessens every turn (by two stages; until normal)
pokemon: Fighting types. For me it was an evo for primate
Heavy: Pokemon cannot be forced to switch out(like the effect of ingrain)
pokemon: heavy pokemon
Sand Reinforcement: Increases Sp.Def by 1.5 in a sandstorm
pokemon: ground or steel types.(non-rock types because they already have this bonus)
Spirit Curse: Status changes remain in play even after user is KOed or switched out. Also, user is unaffected by haze(in 1v1/2v2, only user is unaffected, the others are still affected)
note: what I mean by status changes are the swords dance effects, etc. Not the Burn, Paralysis, etc.
pokemon: ghost types. period. An abundance of this could significantly change the metagame.
Poison Blood: Poison Attacks Heal up to 25% of HP. Poison types with this ability can be poisoned. When poisoned, the effect is reversed(healed every turn). Toxic effect will count as normal poison only(increasing HP recovery per turn is just too much.
Pokemon: Mostly Poison types(especially weezing, whose dex entry is that his body is filled with poisonous gas). Also, probably some non-poison types, too(like zangoose) to take advantage of the poison-healing.
Legend Scales: Damage from attacks with Base power equal to or above 80 are reduced by 30%. Also, all damage is reduced when the attacker boosted his attack(ie swords Dance, tail glow, etc.). However, Super effective attacks aren't affected by this trait.
pokemon: Dragon types and Milotic. Also, some other scaled pokemon.