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Improve a bad ability

PageEmperor

Member
Basically what the title says. There are some rules, though:

- Your ideas don’t need to have grounded logic. You can say something like ‘Stall now lowers the opponent’s attack every turn’ or something and it’s fine.

- No making overpowered abilities. The point of this is to make weaker abilities more usable, not create broken stuff.

- No need to look up to see if there is another ability that does the same thing as your idea. If you think it’s good, just go with it. And besides redundant abilities are a common thing anyway.

- Follow the basic forum rules, no insulting other people’s ideas if you don’t like them.

- That’s all! Just have fun posting ways you can better otherwise inferior abilities.

For me:

Illuminate: All light based attacks (eg. Dazzling gleam) and Electric attacks have a boosted crit ratio (let’s not make it anything too useful, increasing encounter rate is already a good thing. Just use repels if you don’t want more encounters)

Run away: The user’s quick reflexes makes it easier to land hits. It is now a No guard clone, but can only work in trainer battles and the ability wears off it the user’s accuracy drops or the opponents evasiveness increases by at least 1 point.
 

Captain Jigglypuff

*On Vacation. Go Away!*
Light Metal: Increases Speed stat if hit by a direct contact move. Increase resets if the user leaves the battle for any reason.

Honey Gather: Gives a Sweet Scent effect as soon as the user is sent out in battle and the effect lasts as long as the user stays in battle.
 

MrJechgo

Well-Known Member
Defeatist: The Pokémon's Attack & Special Attack is halved when its Hit Points are below 50% of maximum
to
Defeatist: The Pokémon's Attack & Special Attack is halved, and its Defense & Special Defense is doubled when its Hit Points are below 50% of maximum
 

Divine Retribution

Conquistador de pan
Truant: Every other turn, this Pokemon's attacks deal half damage.
Slow Start: For 5 turns, this Pokemon's Attack and Speed are halved, but its Defense and Sp. Def are increased by 1 stage. After 5 turns, this Pokemon gains +1 Attack and Speed, but its Defense and Sp. Def are lowered by 1 stage.
Defeatist: When this Pokemon is below 50% HP, it loses 12.5% of its total HP per turn at the end of each turn.
Illuminate: While this Pokemon is on the field, all Pokemon's attack hitchances are calculated with +1 Accuracy stage.
Unnerve: Now affects all consumable held items, including things such as Focus Sash and Weakness Policy.
Water Compaction: Now gives full immunity to Water, but multi-hit Water moves will only trigger this ability once.
 

Captain Jigglypuff

*On Vacation. Go Away!*
Vital Spirit: Now can also increase Speed and Physical stats slightly if the opponent tries to use a Sleep inducing move on the user. Rest also activates this effect. This way the Ability is different from Insomnia.

Thick Fat: Addition is that all Physical attacks deal half damage.
 

Ignition

We are so back Zygardebros
Ik some of these aren’t completely bad

Anger Point: Physical Stamina
Emergency Exit/Wimp Out: User leaves battle after being using its selected move. Also ignored in Dynamax
Steam Engine: Pure immunity to Fire and Water in addition to the Speed boost
Screen Cleaner: Only affects the opponent’s screens
RKS System: Gives an automatic 1.5x boost to Multi Attack
 

LucarioIsMegaEvolving

A single misplaced step
RKS System: Gives an automatic 1.5x boost to Multi Attack
Multi-Attack already has a base power of 120; I think that might make Silvally OP. Not that I would complain about that fact

Ball Fetch = In Trainer Battles, it steals the opponents held item when using a physical move on it.
Overgrow/Blaze/Torrent/Swarm = Power up all moves at low HP, and display something on-screen when the ability activates, because I have never known why this ability activates.
Clear Body = Also don't allow own moves to decrease stats.

Can we also depower OP abilities? If so:
Intrepid Sword = Boosts Attack but decreases Defence and Special Defence when entering a battle.
 

Ignition

We are so back Zygardebros
Multi-Attack already has a base power of 120; I think that might make Silvally OP. Not that I would complain about that fact

Ball Fetch = In Trainer Battles, it steals the opponents held item when using a physical move on it.
Overgrow/Blaze/Torrent/Swarm = Power up all moves at low HP, and display something on-screen when the ability activates, because I have never known why this ability activates.
Clear Body = Also don't allow own moves to decrease stats.

Can we also depower OP abilities? If so:
Intrepid Sword = Boosts Attack but decreases Defence and Special Defence when entering a battle.
True but there are much worse offenders out there who have little to nothing holding them back. It's a legendary so it deserves this at least
 

RedJirachi

Veteran member
Slow Start, Defeatist and Truant: This ability does nothing

Yes, it is that bad
 

Divine Retribution

Conquistador de pan
At least in the case of Truant and arguably Defeatist, the abilities should have some penalty even if the current penalty is too harsh. Slaking is an ordinary Pokemon with stats to rival a cover legendary and excellent coverage to boot; if it simply had no ability it would be a terrifying threat and would surely be overpowered in any but the most inclusive formats. Archeops is a fast, very strong Pokemon with a fantastic offensive typing. It might not be as broken as Slaking without its ability but it still would be oppressive without multiple countermeasures to stop it from smashing through your team. Regigigas is the one that sticks out in like a sore thumb because it's supposed to be somewhat overpowered, being a major legendary and a trio (quartet? sextet? septet? I don't know at this point...) master.

This is why I reworked Slaking's ability to be less punishing and easy to play around, but still somewhat crippling to keep its gargantuan stats in check. At least it isn't hard countered by Protect and Substitute anymore. Archeops's ability no longer affects its offensive power, but it does even further limit its already limited survivability, turning it into a true live-hard-die-young Pokemon that can do incredible amounts of damage, but won't last long in the process. Regigigas's ability I reworked so instead of being a strict negative, it actually ties into the idea of Regigigas powering up from a relatively passive Pokemon into an incredibly threatening one. The initial defense boosts (and its newfound access to moves like Rest and Protect) will help it survive the 5 turns it needs to shed Slow Start; after that it loses the defense boosts but gains an Attack and Speed boost instead. Your opponent must figure out how to take it down before that happens or be put in a very tough spot.
 

Ophie

Salingerian Phony
I made a rather long list on TV Tropes, with me adding more for Generation VIII, but here it is again. Bear in mind that not all of them are bad, per se, but are either incomplete (like Ripen), clash with the Pokémon that have them (like Tangling Hair), or are found mainly on Pokémon that need a buff (like Illuminate):

Keen Eye: Guarantees all damaging moves will not miss.

Forecast: Weather-setting moves receive +1 priority on top of changing Castform's appearance and type.

Innards Out: Deals a fixed damage equal to the user's total HP instead of HP remaining when knocked out, but only if it's still on Pyukumuku. Has its regular effect if the Ability is not on Pyukumuku.

Big Pecks: Defense and Special Defense cannot be lowered. Opponents' Attack stats cannot be raised. Flying-type moves get a 40% boost in damage.

Wonder Guard: Only super-effective moves can damage the user, but it now includes passive damage. That is, Shedinja can be hit by Sandstorm due to it originating as a Rock-type move, even if it's initiated with Sand Stream, but it cannot be hit by Leech Seed, Spikes, or Toxic.

Unnerve: Extends to the opponent being unable to use any items that are consumed (that is, used once and the item is no longer held), as well as Leftovers, rather than just Berries.

Analytic: The first time the Pokémon takes direct damage from a move, the move it uses on the next turn will have +1 priority added to it.

Bulletproof: Also protects against all pulse moves.

Comatose: Heals a small amount of HP at the end of each turn in addition to existing effects.

Queenly Majesty and Dazzling:
If in a double battle, also protects allies from priority moves.

Electric Surge, Psychic Surge, Grassy Surge, and Misty Surge (NERF): Reduced from 5 turns to 3 turns of terrain. Terrain Extender restores it to 5 turns.

Water Compaction:
Also grants immunity to Water-type moves unless the user is holding a Ring Target. When it's raining, this Pokémon takes half damage from physical attacks. If this Pokémon takes damage from an Ice-type move, damage is calculated as normal for that turn, but the damage multiplier for Ice-type attacks becomes not-very-effective from the next turn onward until this Pokémon faints or is switched out.

Illuminate: Light-based attacks (such as Flash Cannon and Dazzling Gleam) do double damage.

Zen Mode: Activates at the end of the first turn Darmanitan is in play instead of at 50% HP.

Defeatist: Activates at 25% remaining HP instead of at 50%.

Vital Spirit: This Pokémon is immune to Sleep. Any time an opponent's move that would normally induce Sleep is used on it, the Pokémon's Speed is increased 1 stage.

Corrosion: Poison-type attacks done to Steel-types and Poison-types are treated as if they're super-effective.

Strong Jaw: Biting moves' attack power is increased by 100% instead of 50% if the power is less than 80.

Grassy Pelt: Also increases Speed by 2 stages if on Grass or Grassy Terrain is in effect.

Receiver and Power of Alchemy: The Ability changes to that of the last Pokémon on its team that fainted, regardless of if it happened when the user was present or not.

Intimidate (NERF): In a double or triple battle, lowers the Attack of only the Pokémon directly in front of it and not adjacent ones.

Protean and Libero (SEMI-NERF): Activates at the beginning of the turn rather than right before the Pokémon attacks.

Rain Dish: Restores 1/8 of the Pokémon's maximum HP in rain instead of 1/16.

Slow Start: The 5 turns necessary to get the Pokémon's stats back to normal do not reset back to 5 when it switches out.

Stakeout: Also inflicts Paralysis on the replacement Pokémon if the opponent switches out except for Electric-types.

Tinted Lens: Not-very-effective moves get a x3 boost instead of x2 if they would ordinarily do half damage. If they would do quarter damage or less, the move gets a x4 boost. Moves with no effect still have no effect.

Water Veil: If the Pokémon is targeted by a Fire-type move, it will also have no effect and raises the Pokémon's Evasion by 1 stage.

Flower Gift: Raises two of the affected Pokémon's best stats (among Attack, Defense, Sp. Att, Sp. Def and Speed) rather than just Attack and Sp. Def. Cherrim's Sunshine Forme is also a Grass/Fire type.

Iron Fist: Increases damage multiplier to x1.5.

Light Metal: Steel-type moves gain +1 priority.

Heavy Metal: Physical Steel-type moves' attack power is increased by 50%.

Gluttony: Consumes the berry it holds the moment it can use its effect.

Long Reach: In addition to all moves done by this Pokémon considered contactless, if another Pokémon attacks with a contact move, that Pokémon takes damage equal to 25% of the damage dealt.

Tangling Hair and Gooey: Pokémon whose Speed is lowered by these Abilities are also no longer able to switch out unless they have Run Away or until the user faints or switches out.

Liquid Voice: Moves turned to Water-type by this Ability have their power increased by 20%.

Emergency Exit: In addition to its current effects, allows this Pokémon to switch in and attack on the same turn once per battle.

Shields Down: Changes Minior from Meteor Form to Core Form when at 50% or less HP but also fully restores Minior's HP. This Ability has no effect if it's on any Pokémon except Minior. Minior remains in Core Form for the rest of the battle. Using Shell Smash will immediately switch Minior from Meteor Form to Core Form regardless of how much HP it has but will not restore Minior's HP.

Berserk: Any time Special Attack rises due to this Ability, the next attack will have +1 priority.

Impostor: In addition to its current effect, if the opponent's level is equal to or greater than that of the user, the user's total HP changes to that of the opponent. If the user has already taken damage, the user's current HP will change such that the difference between its total HP and current HP remain the same. If this causes the user's HP to be 0 or less, the user will faint upon transformation. If the user is switched out, the total HP will revert to normal. If this causes the user's HP to be 0 or less, the user will faint if brought back out, before any transformation takes place.

Snow Cloak: The user gets the effects of Aurora Veil whenever Hail is active, though localized only to itself, instead of its current effect of raising Evasion. These effects can be broken with Brick Break, Psychic Fangs, or Defog, and can be overridden by Pokémon with Infiltrator. Does not stack with Aurora Veil, Reflect, or Light Screen, but can stack with Defense and Special Defense boosts. Non-Ice-types with Snow Cloak will take damage from Hail but gets the Aurora Veil effects.

Ice Body: Fire-, Fighting-, Steel-, and Rock-type attacks done to this Pokémon become not-very-effective attacks whenever Hail is active instead of its current effect of gradual restoration of HP. Does not affect Stealth Rock or Tinted Lens. Weakness-reducing Berries are not consumed under these effects. Non-Ice-types with Ice Body do not take damage from Hail but take super-effective damage as normal.

Stance Change (NERF): The user switches between Shield Forme and Sword Forme at the beginning of the turn instead of immediately prior to the move.

Gale Wings: The user gets +1 priority on Flying-type moves on the first turn in which it can attack after the battle begins or after switching in rather than being at 100% HP.

Mega Launcher: Instead of being 50% stronger, pulse moves always inflict a critical hit. Heal Pulse retains its effect of healing three-quarters of maximum HP instead of half.

Parental Bond (NERF): When this Pokémon uses a damaging move, the subsequent attack caused by this Ability has no secondary effects.

Schooling: If Wishiwashi is at Level 20 or higher, is in Solo Forme, and its HP increases to above 25%, it will revert to Schooling Forme right after its HP stops increasing instead of at the end of the turn. Has its regular effect if on a Pokémon other than Wishiwashi or a Pokémon transformed into Wishiwashi.

Gorilla Tactics (NERF): Damage is increased by 30% instead of 50%.

Cotton Down: The Speed drop caused by this Ability no longer affects teammates.

Screen Cleaner: Light Screen, Reflect, Aurora Veil, and Safeguard do not have any effect any time this Pokémon is in play instead of its usual effect of removing them when the Pokémon enters play.

Punk Rock (SEMI-NERF): Damage is increased by 40% instead of 50%. The accuracy of sound-based status moves has its accuracy increased by 20%.

Ball Fetch: This Pokémon has a 10% chance of picking up a Poké Ball all on its own after the end of a battle. The type of Poké Balls it acquires depends on its level, beginning with only the standard red Poké Balls at Level 1 and culminating with Apricorn Balls, Dream Balls, Beast Balls, and very rare Master Balls at Level 70 or higher.

Mimicry: In addition to type changes in terrain, this Pokémon also changes type from the weather: Water in rain and heavy rain, Fire in intense sunlight and very intense sunlight, Rock in sandstorm, Ice in hail, and Flying in fog (if that ever returns) and strong winds, including Tailwind. Once all terrain and weather effects end, this Pokémon resumes its default type(s).

Ripen: Leftovers heal twice as much HP as they normally would. Berry Juice is not affected by Ripen and no longer displays the message box indicating Ripen has taken effect.
 
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RedJirachi

Veteran member
I'd add a bonus to Surge Surfer in that it also gives Alolan Raichu levitation
 

Divine Retribution

Conquistador de pan
I made a rather long list on TV Tropes, with me adding more for Generation VIII, but here it is again. Bear in mind that not all of them are bad, per se, but are either incomplete (like Ripen), clash with the Pokémon that have them (like Tangling Hair), or are found mainly on Pokémon that need a buff (like Illuminate):
There's a lot of good ideas here, but a few of these I'm not so sure on.

Analytic: The first time the Pokémon takes direct damage from a move, the move it uses on the next turn will have +1 priority added to it.

Honestly, I think Analytic's current effect is better. It just so happens that most Pokemon who get it either don't have an optimal stat spread for it (such as Starmie and Porygon-Z) or have abilities that better suit their roles (such as Magnezone and Porygon2). I don't think this effect really benefits these Pokemon any more than the current effect does, I just think it needs to be distributed to Pokemon who could better utilize it (specifically slow, bulky attackers).

Water Compaction: Also grants immunity to Water-type moves unless the user is holding a Ring Target. When it's raining, this Pokémon takes half damage from physical attacks. If this Pokémon takes damage from an Ice-type move, damage is calculated as normal for that turn, but the damage multiplier for Ice-type attacks becomes not-very-effective from the next turn onward until this Pokémon faints or is switched out.

This one seems a little complicated. I get what you were going for but there's a lot of components to this ability and it kind of seems like multiple abilities jammed into one.

Protean and Libero (SEMI-NERF): Activates at the beginning of the turn rather than right before the Pokémon attacks.

I would consider this a buff, not a nerf. Greninja and Scorbunny are already faster than most threats; the ability to change type at the beginning of the turn lets them play around priority and the few faster Pokemon and Scarf users that might usually be able to dispatch them. With this change, you'd now need to play guessing games to take them out even if you outspeed or outprioritize them.

Tinted Lens: Not-very-effective moves get a x3 boost instead of x2 if they would ordinarily do half damage. If they would do quarter damage or less, the move gets a x4 boost. Moves with no effect still have no effect.

This would be pretty overpowered if anything with decent stats ever got it. It would also encourage "bad coverage", as hitting things not-very-effectively would do more damage than hitting them neutrally.

Light Metal: Steel-type moves gain +1 priority.

Pre-nerf Gale Wings proved just how oppressive giving a blanket +1 priority with no caveats to an entire type can be, and Talonflame's stats kind of suck. Imagine that dynamic on Scizor or Metagross...

Punk Rock (SEMI-NERF): Damage is increased by 40% instead of 50%. The accuracy of sound-based status moves has its accuracy increased by 20%.

Punk Rock currently increases damage by 30%, not 50%. Changing it to 40% would be a buff.
 
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RedJirachi

Veteran member
Light Metal I'd have boost speed by one stage on the outset, and Heavy Metal would do the same for defense
 

Ophie

Salingerian Phony
There's a lot of good ideas here, but a few of these I'm not so sure on.

A lot of those I had conceived prior to Generation VIII, and they were really more to help out Pokémon that are deemed underpowered.

For Protean, I had that idea to help out Kecleon, who would benefit from a type change at the beginning of the turn; I don't remember why I labeled it as a nerf or what I had in mind if it was intentional. I may have confused it with Stance Change, where I proposed the very same effect but would hurt Aegislash. So it's a buff to Kecleon but a nerf to Greninja and Cinderace, this is the new proposal:
Protean and Libero (SEMI-NERF): Activates at the beginning of the turn rather than right before the Pokémon attacks. The Pokémon returns back to its native type(s) immediately after it attacks.

For Water Compaction, I wanted to figure out a way to make Palossand more usable. Perhaps it could be fine without the Ice-type effects, but anything involving type immunities would need to account for stuff like Ring Target and Foresight/similar moves.

For Tinted Lens, Sigilyph is currently its strongest user. "Bad coverage" strategies would be intentional with it, though this may create problems with the Dynamax mechanic, as it would encourage spamming of the same Max Move or G-Max Move. (There was a proposal from another user to change Illuminate such that it would always be at the center of attention, which I found pretty interesting because, aside from Starmie, every Illuminate user has some pretty low stats all around. If Starmie's Illuminate is changed to something else, I can see this Ability change put Lanturn, Shiinotic, Volbeast, and Watchog back in the spotlight. I'd also have Lumineon's Water Absorb changed to Illuminate due to it being based on the Neon Tetra.)

For Light Metal, I had neglected that Scizor and Metagross can have that Ability. I'd definitely change it to something else had I known (or known about Duraludon having it), so here's a new one:
Light Metal (based on RedJirachi's idea): Instead of its current effect, this Pokémon's Speed is increased by 1 stage, and its Attack is decreased by 1 stage.

And I definitely forgot thart Punk Rock doesn't boost sound-based moves that drastically--in that case, I'd reduce it to 20%.

Thanks for reading through it all and giving those in-depth thoughts too. There are definitely some things I had missed.
 

Sceptile Leaf Blade

Nighttime Guardian
I reckon even an automatic +1 for Light Metal would be too much. Jolly Metagross at +1 reaches 201 speed at level 50, precisely enough to outspeed base 130s like Mega Gengar and Tapu Koko. That's way beyond Mega Metagross's speed. Would combine really well with the Iron Head flinches. And if mega evolution ever returns that speed boost would carry over into the mega. I'm not denying that Light Metal needs a buff, but a 50% speed increase is way too much. Scizor isn't quite as fast and would have to sacrifice Technician for it, but Iron Head does hit harder than Technician Bullet Punch.

Edit: I didn't read properly, if it also gives the -1 attack that Ophie mentions it'd be more balanced. Although I don't know how strong the new steel thing is from gen 8, that seems to be more of a special attacker and wouldn't mind the attack drop. It is at that same speed tier as Kommo-o, and I do know that neutral natured Kommo-o outspeeds base 130s at +1 quite easily.

Edit2: Registeel also gets it as a hidden ability, but I don't think it'd benefit much. It gets reasonably fast at +1, outspeeding base 100s if you have full investment, but Registeel doesn't want to invest in speed that much, it wants to invest in hitpoints and bulk. And the hidden ability Registeel is almost impossible to get nowadays, being event-only. Light Metal is worthless for Registeel now, but I doubt even with a speed boost it'd prefer it over Clear Body, it's really not what Registeel needs to get back into relevancy.
 
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Bolt the Cat

Bringing the Thunder
Run Away- Allows Pokemon to escape from all trapping moves and abilities (not just Arena Trap and Shadow Tag, but also Mean Look and Spider Web).
Klutz- Prevents all Pokemon on the field from using held items instead of just the user.
Damp- Decreases the power of Fire type moves when this Pokemon is on the field (essentially a free Water Sport).
 
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