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Improve a bad ability

Ophie

Salingerian Phony
That version of Klutz sounds incredibly overpowered. It'd be like a free Magic Room or a Knock Off to everybody.

Then again, it being a double-edged sword might hold it back. People thought Galarian Weezing's (and regular Weezing's) Neutralizing Gas would be a real game-changer, but it isn't.
 

Bolt the Cat

Bringing the Thunder
That version of Klutz sounds incredibly overpowered. It'd be like a free Magic Room or a Knock Off to everybody.

Then again, it being a double-edged sword might hold it back. People thought Galarian Weezing's (and regular Weezing's) Neutralizing Gas would be a real game-changer, but it isn't.

Well that's the point. Klutz is already a detrimental ability for the most part (aside from some gimmicky uses), so the user is already held back using it. Turning it into a double-edged sword levels the playing field and gives it more use as a way to neutralize the opponent's items as well. I'm not exactly a competitive expert, but I don't think that would be OP if it affects everyone.
 

Divine Retribution

Conquistador de pan
Klutz might seem like a purely detrimental ability but it has some neat uses, like giving a Lopunny a Flame Orb and Switcheroo. That being said I don't think negating both sides items is necessarily overpowered, at least in Singles. I can't speak for Doubles, not being a Doubles player. It might seem like a free Knock Off/Magic Room at first, but bear in mind that it (presumably) only functions while the user is on the field. If switched out or KO'd, the opponent presumably regains the effects of their item. I don't think it would ever see competitive use anyways unless a better Pokemon gets access to it; currently the best users are Golurk and Bewear, neither of which are fantastic in inclusive competitive formats.
 

Ophie

Salingerian Phony
Klutz might seem like a purely detrimental ability but it has some neat uses, like giving a Lopunny a Flame Orb and Switcheroo. That being said I don't think negating both sides items is necessarily overpowered, at least in Singles. I can't speak for Doubles, not being a Doubles player. It might seem like a free Knock Off/Magic Room at first, but bear in mind that it (presumably) only functions while the user is on the field. If switched out or KO'd, the opponent presumably regains the effects of their item. I don't think it would ever see competitive use anyways unless a better Pokemon gets access to it; currently the best users are Golurk and Bewear, neither of which are fantastic in inclusive competitive formats.

It would probably require someone to be real crafty, and at least in single battles, it would be much more effective against some Pokémon than others. That'd be the main problem.

In double battling, though, I can see this woring to surprise an opponent by switching in from something else. In particular, it allows you to strike Tyranitar, Coalossal, Rhyperior, Milotic, and other common users of Weakness Policy without worrying about the Attack and Special Attack boosts kicking in. It would also rein in Dracovish and Galarian Darmanitan, as their Choice Scarves would no longer boost their Speed (though neither of them are really that dominating of a force in double battles--neither of them are that good at double knockouts, so they can't defend against a gang-up). However, if the strategy becomes common enough, opponents could spot these Pokémon during Team Preview and select Pokémon that don't need their hold items quite so much. On the other hand, just having one on the team could become a deterrent to using these Pokémon and keeping them on the sidelines until next time.

Currently, Galarian Weezing is a relatively uncommon Pokémon in double battles, but there are users of that Pokémon here and there who are using it to sneak in Neutralizing Gas. It's currently working even under Team Preview because it's encountered seldomly enough that other players don't think about Neutralizing Gas even with Weezing clearly visible in Team Preview. Switch in to Weezing, and oops, Storm Drain no longer works! (Or Gorilla Tactics, or Stalwart, or Disguise, or Mold Breaker, or Levitate, or Prankster, or any number of other continuous-effect Abilities that some Pokémon really depend on.) That being said, this is also dependent on the opponent's actions, and things might not necessarily go according to plan. If the opponent turns out to not use their Abilities much, then Neutralizing Gas isn't work much (though someone who's really savvy should figure this out during Team Preview).
 

Lluc

Not a Very Well-Known Member
The PMD series has added some buffs to underwhelming abilities, examples include:

Anticipation: The Pokemon now has a chance to dodge super effective moves.

Illuminate: Using moves with light (such as Flash or Light Screen or Confuse Ray) also triggers a Follow Me effect where foes will only target the user. In the main series this would only work if light moves also had increased priority with Illumate.

Rivalry: Attack is boosted not with Pokemon of the same gender, but of the same type. Though this chance was only made due to the PMD series not having gender mechanics in most of their games (likewise the lack of genders caused Cute Charm to be a Static clone).

Run Away: You are able to switch out no matter what, even with blocking moves or abilities in effect.

Truant: If a Pokemon with Truant has fallen asleep, all adjacent enemy Pokemon will become drowsy. This would be too situational by main series standards though (how does causing drowsiness to Pokemon hitting you while loafing around sound?)

Illusion: Attacks that are done during illusion mode are boosted. Though Illusion is probably already good enough, I'm not so savvy with competitive play.
 

Bolt the Cat

Bringing the Thunder
Truant: If a Pokemon with Truant has fallen asleep, all adjacent enemy Pokemon will become drowsy. This would be too situational by main series standards though (how does causing drowsiness to Pokemon hitting you while loafing around sound?)

Eh, causing Sleep every other turn seems too OP, especially with how long Sleep can last. Maybe instead it could heal some HP when it's loafing? I was thinking 1/8, or 1/16 if that's too OP (since it could stack with Leftovers, healing it too much could be OP as well).
 

MrJechgo

Well-Known Member
Mega Launcher: Increases the power of Aura, Ball, Bomb and Pulse moves by 50%

The number of available moves for Mega Launcher is laughable, but if you add Ball and Bomb moves, it expands the list considerably. With this upgrade, maybe other Pokémon could learn it, like Octillery.
 

Ophie

Salingerian Phony
Illusion: Attacks that are done during illusion mode are boosted. Though Illusion is probably already good enough, I'm not so savvy with competitive play.

Illusion, as far as I'm concerned, doesn't need any changes, but it's a very, very hard Ability to use well, as it relies on human instinct and savviness of how other people play Pokémon. You also need to know Illusion's rules inside and out, and the more narrow the metagame is, the less effective it is, and it's impossible to truly gauge how good the Ability is. As a result, the biggest drawback of Illusion is that it's inconsistent with how effective it is and how difficult it is to not blow the disguise, since there are numerous ways that can happen, and the more knowledgeable the opponent is about unusual situations, the faster they'll be clued in.

And, of course, seeing Zoroark on Team Preview immediately raises red flags for the opponent and puts them on guard. (That being said, even if they know who Zoroark will pretend to be, you can put up the actual Pokémon if you think they're expecting Zoroark. Gladion did exactly this in Ultra Sun and Ultra Moon, leading with Zorua posing as Zubat, then leading with Golbat later on.)
 
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Divine Retribution

Conquistador de pan
Illusion is a fantastic ability on paper and I would actually like to see more abilities like it that add a sort of tactical element to your plays. I think the problem is really that Zoroark's stats just don't quite make the cut. I'd rather see Zoroark itself get a bit more base Speed; then I think it would start to see some usage and we'd see some really interesting strategies revolving around it.
 

Ophie

Salingerian Phony
Illusion is a fantastic ability on paper and I would actually like to see more abilities like it that add a sort of tactical element to your plays. I think the problem is really that Zoroark's stats just don't quite make the cut. I'd rather see Zoroark itself get a bit more base Speed; then I think it would start to see some usage and we'd see some really interesting strategies revolving around it.

Zoroark's base stat total is 510, but it is of that distribution where it's high in both Attack and Special Attack. The Speed of 105 puts it at that strange place where it seems like Zoroark is meant to fight other fast Pokémon that can't take a hit, as both that Attack and Special Attack are high enough to KO in one hit a Pokémon sufficiently frail--and anything faster than Zoroark is probably that sufficiently frail, while anything slower than Zoroark will need to deal with Illusion being in effect for most of the initial turn.

A major thing, though, is that Zoroark is not cut out for 6-vs-6 single battles, since a lot of switching happens under those rules, and a high-switching environment leads to a lot of passive damage, any of which could give Zoroark away. I think Zoroark is more useful in formats with little to no switching, such as VGCs or 3-vs-3 single battling, though again, the tremendous difficulty of use, including requiring you building your team around Zoroark to make it useful, means it'll seelittle use in any format.
 

TheWanderingMist

Paladin of the Snow Queen
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.
If you're gonne nerf the Terrain abilities, weather ones better get the same nerf. Also, Terrain's power increase has been reduced to 30% in Gen VIII but for no reason at all weather got to keep its 50% boost.
 

Aduro

Mt.BtlMaster
Flash Fire: Also redirects fire to the user.
Shell Armour/Battle Armour: Also prevents it being OHKO'd.
Big Pecks: Also prevents Sp.Def Drops, except for resets like haze and clear smog
Early Bird: Also gives it +1 priority when it starts the turn asleep.
Forecast: Add a rock form for sand
Long Reach: Also goes through screens
Screen Cleaner: Doesn't remove your own screens
Water Veil: Prevent allies getting burned, like pastel veil does with poison
 

Sceptile Leaf Blade

Nighttime Guardian
Leaf Guard: Also protects against confusion and attraction. Also grants its protection when Grassy Terrain is active, not only when sunlight is strong. Also protects ally Grass types if active.
 

Ophie

Salingerian Phony
Flash Fire: Also redirects fire to the user.

That one might be concerning if paired up with a Bug/Steel Pokémon, most notably Scizor and Durant, since it would render them with no weaknesses and a lot of resistances. So far, the only two Abilities that redirect moves based on type, Storm Drain and Lightning Rod, are of types no Pokémon is weak to with no other weaknesses.

Water Veil is in desperate need of a buff though, considering Water Bubble does everything it does and a lot more, and none of the Pokémon with Water Veil are seen much in competitve play in any format.
 

YelST

watch Roukin
Anticipation: The Pokemon now has a chance to dodge super effective moves.

While it has an obvious work around, this would be far too luck based and degenerate overall. I'd increase Defence+SpDef by one stage immediately prior to the attack being launched so that it still hits and doesn't work around evasion.

Slow Start: Increases Defence+SpDef when called out, and Attack+Speed revert to normal when at 50% or below health or after 2 turns.

Plus/Minus: also boosts stats when a Steel or Electric type is out.

Stall: All moves used by the user are guaranteed to work. Increases Def+SpD by 1.2x

Honey Gather: Powers up bee-based moves, such as Bug Buzz, Attack Order, doubles the effect of Defence order etc.
 

MrJechgo

Well-Known Member
Am I the only one who thinks that abilities such as Lightning Rod and Flash Fire should NOT be slapped on an Electric or a Fire type Pokémon, respectively?
I mean, who is its right mind would target an Electric-type with an Electric move, knowing that Electric resist itself, for instance? I understand that in double battles, it works, but... in singles? It feels like an ability just for switch-baiting... and at this point, I fail to understand why there isn't a limit of how many times you switch Pokémon, such as "once every 3 turns".

So, about "improving", I'd "improve" these abilities by giving them to Pokémon that cannot actually resist the typing in questions. Lightning Rod should be given to several Steel-types. Give Water Absorb to Palossand. In short, treat these abilities like Levitate.
 

Aduro

Mt.BtlMaster
Am I the only one who thinks that abilities such as Lightning Rod and Flash Fire should NOT be slapped on an Electric or a Fire type Pokémon, respectively?
I mean, who is its right mind would target an Electric-type with an Electric move, knowing that Electric resist itself, for instance? I understand that in double battles, it works, but... in singles? It feels like an ability just for switch-baiting... and at this point, I fail to understand why there isn't a limit of how many times you switch Pokémon, such as "once every 3 turns".

So, about "improving", I'd "improve" these abilities by giving them to Pokémon that cannot actually resist the typing in questions. Lightning Rod should be given to several Steel-types. Give Water Absorb to Palossand. In short, treat these abilities like Levitate.
There are a lot more pokemon who would be better with a different ability than there are outright bad abilities.
But I wouldn't limit switching, you're already opening yourself up to hazards and your opponents move. Its the ability to take that kind of risk that makes the game interesting.
 

Aduro

Mt.BtlMaster
That one might be concerning if paired up with a Bug/Steel Pokémon, most notably Scizor and Durant, since it would render them with no weaknesses and a lot of resistances. So far, the only two Abilities that redirect moves based on type, Storm Drain and Lightning Rod, are of types no Pokémon is weak to with no other weaknesses.
Lava plume, eruption and heatwave are still big in doubles though. Arguably bigger than discharge is compared to thunderbolt and wild charge. Nothing gets both wide guard and flash fire.
Flash fire isn't as good as a general special attack boost either, and I think it can only give the boost once. Maybe if flash fire just only redirected once until the fire mon was switched out.
 
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