Fakemon: ABILITIES

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Deviation Actions

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I have compiled a list of made-up Fakemon Abilities which mostly are free to use. I am in collaboration with :icontrueform:  :iconcj1206: and :iconeyeofpasta: who are all allowing me to use their works as well as creating new ideas with me. So those that are stated, please ask them permission if you may use their attacks which are listed. Mine however, are available for all, although if you Credit me that would be great!
There also are references to how an Attack may work by being a variation of another move, whether it is somewhat like the move, or the complete opposite on which I will update with more details sometime. For the Attacks that are blank means I have no info for it yet - I'm open for suggestions!
---Side note: If you feel I have a move exactly like yours (or you would like to collaborate with me thus far), please contact me and I will Credit you! Also, feel free to give me as much criticism (Good/Bad), this helps me to learn.
***New updates are noted by "***" and I will be editing this from time to time as I am always creating new Abilities very often.***
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Abundant- While picking berries, if this Fakemon is in the first slot, the growth of Berries will triple.
Accelerator- User replaces all secondary effects of moves with Speed Boost. (Speed Boost variant)
Acid Breath- Biting and Licking attacks gain a 35% chance of badly Poisoning the foe. (Poison Touch variation)
Acid Rain- User summons a poisonous rain storm when sent out that drenches opponents, causing some damage each turn. Does not effect Poison/Steel types. Removes Steels resistance to poison. (Sand Stream/Snow Warning variant) (Not to be confused with :icontrueform: Attack. Mine is an Ability.)
Acid Trail- Releases a gooey substance in which Ground-dwelling foes cannot escape. Users attacks will never fail. (Arena Trap/Compoundeyes variant)
Actualize- All attacks will do damage while Fakemon is in play. If attack doesn't have any power (Status moves) it will hit opponent with a power of 15. (Mold Breaker/No Guard variant)
Adrenaline- Powers up Fighting moves in a pinch. (Blaze/Torrent/Overgrow variant)
Aerialist- Allows all moves to hit all targets in Double and Triple battles regardless of position. (No Guard variation) This is :iconphoenixsong: Thanks to her for allowing me to use this it! Ask her for permission before using it and check out her page please!
Airborne- If brought down by other abilities or attacks the user goes back into the air the next turn. (Levitate variant)
Air Intake- Restores 1/4 HP when hit by Flying type Special Attacks. (Volt Absorb/Water Absorb variant)
Alter Ego- User changes to another form when HP is at half or below. (Zen Mode variant)
Ambush- Allows user to attack first on the first turn while lowering foes Defense by 2 stages.
Amplify- Raises Accuracy and power of Electric and Sound based moves by 1.5x. (Compoundeyes/Volt Absorb variation)
Anesthesia- Users Physical attacks cause 40% chance of Sleep or Paralysis, 20% miss. (Effect Spore/Static variant)
Ancient Soul- Negates all added effects from moves/Abilities. Cannot be put to Sleep. (Shield Dust/Vital Spirit/Insomnia variant)
Antibody- Resists status conditions/changes. Raises Attack & Defense 10% if hit by Poison moves/conditions. (Immunity/Natural Cure/Shed Skin/Toxic Boost variant)
Apparition- Physical attacks are less likely to hit the user.
Aptitude- When a Fakemon with Aptitude is hit by a Psychic-type move, its Special Attack is increased by 1 stage, and the attack will have no effect. (Motor Drive variation) (This is :iconblak-foxx: Thanks to him for allowing me to use this it! Ask him for permission before using it and check out his page please.)
Audiophile- When a Fakemon with Audiophile is hit by a Sound-based move, its Special Attack is increased by 1 stage, and the attack will have no effect. (Motor Drive variation)
Auto Repair- Recovers slight HP each turn after being hit. User can't heal with items. (Klutz variation)
Auto-Load- Only takes 1 turn to use two-turn move attacks. Decreases Defense by 1 stage when ability comes into effect.
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Backup Plan- If users attack misses it will hit opponent next turn after first attack goes through.
Bait/Fish Hook- Physical contact prevents escape and inflicts some damage on contact. Outside of battle it allows higher level Fakemon to appear more often. (Iron Barbs/Magnet Pull/Rough Skin/Illuminate variant)
Barricade- Reduces the damage of consecutively used attacks.
Battle Blessing- All allies that fainted will still gain EXP if user wins the battle. (Flower Gift/Victory Star variation)
Bewilder- Gives all physical and special attacks a 30% chance of causing the for Confusion. Moves with Confusion already will get this as a boost.
Bird Flu- When this Fakemon is sent into battle, it will always have Poison as a status condition. All other Fakemon on field become poisoned as well. Fakemon in both teams roster get Pokerus. (Effect Spore/Poison Point/Poison Touch variant)
Blacksmith- Raises Defense and Special Defense by 50% when hit with a Fire move. (Thick Fat/Flash Fire variant)
Blight- Users HP suffers each turn. Special Attack and Speed increase to Max. User becomes Poisoned. (Flare Boost/Toxic Boost variant)
Blindsided- Immune to any move or ability that requires vision. (Opposite variant of Soundproof)
Blind Spot- Users Defense and Special Defense increases by 25%. Accuracy decreases by 15%. (Hustle variation)
Blood Lust- Drains the foes HP by 1/5 with physical contact and uses it to heal self. 30% chance of healing status conditions. (Iron Barbs/Rough Skin/Shed Skin variant)
Body Count- Raises all users stats to Max and fully restores HP. Comes into effect after all other party members have fainted.
Bravery- This Fakemons Attack and Special Attack are raised by 50% if this Fakemon is Flinched. (Guts/Huge Power/Steadfast variation)
Bullet Proof- Defense is raised against Steel and Fighting moves and multi-strike attacks by 30%. Electric moves do 15% more damage. (Heatproof/Thick Fat variation)
Bundled- User has a 25% higher chance to avoid weather effects and most status conditions. Fire moves do 10% more damage. (Air Lock/Could Nine/Overcoat/Snow Cloak variation)
Buoyant- Special Water and Flying attacks increase users Speed in battle. Enables Surf outside of battle. (Rattled variation)
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Caprice- User may randomly attack opponent first even without it being their turn. May also surpass a status condition. (Synchronize variation)
Cold Feet- Gives full immunity to Burn, Fire, Poison and Attract conditions. (Healer/Synchronize variation)
Confinement- Powers up Trap moves by 20%.
Cold Shoulder- Physical moves may freeze the target. 10% chance. (Leaf Guard/Oblivious variant)
Colossal- Halves the damage taken from smaller sized Fakemon.
Comrade- Attack is sharply raised if sent out directly after a fainted party member. (Moxie variant)
Constrictor- User is wrapped around the opponent as soon as battle starts, taking 1/16 HP away from foe on each turn. Can only be free by untangling moves or abilities. (Arena Trap/Iron Barbs/Rough Skin/Shadow Tag variant)
Copper Frame- Draws in and reduces all Fire and Electric moves to do 1/4 damage on user. (Heatproof/Lightning Rod variation)
Crash Proof- User doesn't retain recoil damage and KO moves have no effect. Steel and Fighting type recoil attacks do 20% less damage. (Rock Head/Sturdy variant)
Crystallize- When a Rock move hits the user, Special Defense increases 1 stage.
Cutting Edge- Boosts power of Slashing moves by 15%. (Iron Fist/Pure Power variation)
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Darkest Hour- Between 12-3AM Ghost and Dark moves become 50% stronger. Attacks with power of 75+ become KO attacks.
Darklighter- In Dae world, decreases healing and wild Fakemon rate. Fighting, Dark, Ghost, Fire type moves, and Special Defense increase by 30%. Takes only 1/2 damage from these move types as well. Poisons foes on contact. (Adaptability/Poison Touch/Stench variation)
Dark Shroud- If the foe isn't a Dark, Ghost, or Psychic type, their moveset becomes hidden and arranged each turn.
Data Draw- Receives info on foes moveset. (Anticipation/Forewarn variation)
Deaf Zone- Users Accuracy and Special Attack increases by 25%. Special Defense decreases by 15%. Sound based moves are negated. (Compoundeyes/Soundproof variation)
Determined- Attack power raises one stage when hit by recoil damage. (Anger Point/Reckless variation)
Diabolic- Raises all stats one stage every 5 turns while preventing them from being lowered. (Clear Body/White Smoke variation)
Diamond Coat- User only takes half damage from Physical attacks and isn't affected by most status conditions. (Filter/Marvel Scale/Wonder Skin variation)
Dictator- The user raises the Attack power of itself and allies in Double or Triple battles.
Diligent- User has a 20% chance not to consume an attacks PP if it is at a 15 PP base or less. (Pressure variation)
Dirt Proof- User is not affected by low leveled Special Attacks from Ground moves. (Soundproof variation)
Diurnal- Boosts power 50% at day but lowers 25% during night. Increases Accuracy by 30%. (Compoundeyes/Solar Power variation)
Doppler Radar- The user changes it stats according to weather changes. (Color Change/Download/Forecast variation)
Dormant- This Fakemons Speed is increased by 50% if this Fakemon is hit by a fire type move. (Flash Fire/Motor Drive variant)
Dragon Tamer- User is not affected by Special Attacks from Dragon moves. Dragon types cannot escape from battle. (Arena Trap variation)
Drain Force- Saps away 1/6 foes HP each turn. (Water Absorb variant)
Dream Catcher- User restores HP by 1/4 each turn whenever Sleep type attacks are used.
Dry Ice - Physical moves may leave the foe with a Burn. (Ice equivalent of Flame Body).
Durable- Protects from recoil damage and Critical hits. (Rock Head variant)
Dusty Skin- Reduces HP in sunlight but recovers 1/5 in Dark or caves. (Dark/Grass/Rock attacks heal 25% HP. Fire/Psychic/Water do 25% more damage). (Solar Power variation)
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Ecosystem- All Fakemon of the same type will receive an HP raise. (Adaptability variation)
Ego Boost- 10% of max HP is restored when Fakemon knocks out an opponent. (Moxie variation)
Electrical Storm- Summons a thunderstorm when user enters the field where bolts of lightening hit all opponents each turn while causing some damage. (Sand Stream/Snow Warning variation)
Embalm- Changes the foes type into the same type as the user.
Enlighten- Halves Defense and Special Attack when HP is 1/2 or below. (Defiant variation)
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Fairy Tale- When hit by a Super-Effective attack, Fakemon's Attack and Speed stats are raised by 1 stage each.
Familiar- User gets STAB on all attacks, regardless of type. (Adapability variation)
Fire Bend- When attacked with Fire type moves 2/3 HP is restored. 1/3% of damage is done back to the opponent. Fire moves power is raised one stage with each hit. (Flare Boost/Flash Fire variation)
Fire Proof- User is not affected by Special Attacks from Fire moves. (Heatproof variation)
Fisticuffs- If this Fakemon is hit by a Fighting type attack, its Attack is increased by 50%. (Flare Boost/Toxic Boost variation)
Flash Flood- Creates a monsoon arena. Ups Water/Electric moves by 25%. Lowers foes Defense 60%. Only Water Fakemon can escape. (Arena Trap/Shadow Tag variation)
Fortify- Raises Defense and Special Defense by 1 stage each turn.
Flame Slinger- When an attack is used involving an extremity the user releases out burning flames that hurt and may Burn the foe. (Effects all opponents on field)
Fly Catcher- Brings Bug types to the ground while doing slight damage with physical contact. Decreases Bug moves by 30%. Levitation abilities/moves have no effect. Traps foes from escape. (Arena Trap/Iron Barbs/Rough Skin variation)
Flypaper- Gives a 25% chance of sticking to the opponent when making contact. All attacks used cannot be avoided while neither party can switch out for 3-5 turns.
Forest Fire- Changes arena into an ashy/fiery domain. Ups Fire/Ground moves by 25%. Lowers foes Attack 60%. Only Fire and Ground types can escape. (Arena Trap/Intimidate/Shadow Tag variation)
Fossilize- Always does Super-Effective damage if the target is a Fossil type Fakemon (Regardless of type). (This is :icondragonith: ability. Thanks to him for allowing me to use this it! Ask him for permission before using it and check out his page please.)
Fragile- Fighting and Rock type moves used against user increase by 1/2, all other move types decrease by 25%. (Filter/Weak Armor variation)
Friction- Upon physical contact, the foe may be burned. This increases every time the users Speed is raised. (Flame Body/Poison Point/Speed Boost/Static variation)
Frigid- Physical contact may Freeze foe by 60% chance. (Flame Body/Poison Point/Static variation)
Full Hand-
Fur Coat- Reduces Special Attacks of Water, Ground and Grass moves by 10%. Increases Fire-type attacks by 10%. (Heatproof/Intimidate variation)
Furnaced- User nor allies can be Frozen or Burnt while this Fakemon is in play. (Magma Armor/Water Veil variation)
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Glass Body- Physical moves do more damage while Special Attacks and weather effects are halved. Prevents stats from being lowered. Explosive attacks cause instant KO to user. (Clear Body/Magic Guard variation)
Gold Rush- Users Speed doubles if foe is holding an item of major value. (Frisk variation)
Good Aura- Raises Special Attack the more Happiness level is up. Also increases party's Happiness level. (Healer/Victory Star variation)
Gravitational Force- Creates a cosmic arena while in battle that raises Psychic and Ground moves by 25% and lowers foes Speed 60%. All other types cannot escape. (Arena Trap/Shadow Tag variation)
Gravity Pull- Prevents Flying and Rock foes from escape. (Arena Trap/Shadow Tag variation)
Graze- Fakemon will restore 1/3 max HP upon leaving battle. (Regenerator variation)
Greek Fire- Gives full immunity to Water attacks. Water restores HP and Fire type moves increase depending on the move used against it. Moves over 80% base increase all stats to Max. (Flash Fire/Water Absorb variation)
Guardian Angel- User and Fakemon in party aren't affected by negative special effects. (Clear Body/Healer/Magic Guard/White Smoke variation)
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Haggle- In battle, takes the foes item if it worth major value. Outside of battle, lowers prices of shop items by 25%. (Frisk/Pickpocket variation)
Hallow Body- Reduces damage taken from Special Attacks.
Hallucinator- When brought out to battle or a new opponent enters, user makes foes become Confused.
Happy Feet- User dances around every turn in battle raising 1 random stat by 1 stage before it attacks. (Download variation)
***Harbor- Whenever the user of this Ability is near an area of water, it may pick up items. (Pickup variation)
Haunted- Whenever this Fakemon is fainted, the opponent that used the attack to faint this Fakemon is afflicted with the Curse status. (Aftermath variation)
Hay Fever- This Ability increases the chances by 10% that an attacks status effect will occur.
Headstrong- Eliminates the effects of switching moves and abilities. (This is :iconspireex: ability. Thanks to him for allowing me to use this it! Ask him for permission before using it and check out his page please.)
Heartbreak- Whenever a Fakemon uses an Attract move, this ability cancels its effect and causes a bit of damage. (Oblivious variation)
***Heat Engine- When the user is hit by any Fire-type attacks in battle, it raises this Fakemon's Special Defense by 1 stage. When activated, the user's Fighting-type moves are increased by 1.5x. (Flash Fire/Iron Fist variation)
Heavy Sleeper- When this Fakemon is asleep, its Defense and Special Defense are increased by 50%. (Marvel Scale variation)
Hellraiser- Each turn user inflicts the opponent, lowering 1 of its stats at random. (Contrary/Intimidate variation)
Herbivore- Receives only 1/2 damage from Grass type attacks.
Hibernate- Recovers 1/16 of HP while in Sleep. (Rain Dish/Ice Body variation)
Hideous- When Fakemon is sent out in battle, opponent flinches first turn and lowers Defense by 15%. If user uses "Scare" type attacks, those will increase by 20%. e.g. Faint Attack (Intimidate variation)
Hide Out- User cannot be hit by most moves except Underground types. e.g. Earthquake. Explosion moves will not hit user. (Damp variation)
High Tide- Gives Water types types a 1.5x power-up when first sent into battle and every turn until HP reaches 1/2 or below. Also washes away entry hazards.
Hijack- If you leave a Pokemon with this ability in a PC Box, they have a 35% chance of learning one of the moves the other Pokemon sharing the PC box has learned when you remove them. (This is :icontrueform: ability. Thanks to him for allowing me to use this it! Ask him for permission before using it and check out his page please.)
Homeostasis- As long as this Fakemons HP is at half or higher, it cannot be Burned or Frozen. (Magma Armor/Water Veil variation)
Homing- User never loses accuracy. All attacks will hit the target. Outside of battle, if Fakemon is leading the party, even if it has fainted, the chance of finding a Fakemon in the wild holding an item is increased by 50%. (CompoundEyes/Keen Eye variation)
Hot Surface- Users body hurts to touch by Physical attacks. 30% chance of inflicting Burn. (Flame Body/Iron Barbs/Rough Skin variation)
Hourglass- Counts down every 3 turns making opponent always have Sleep condition. (Effect Spore/Perish Song variation)
Hydrophobic- User is not affected by Special Attacks from Water moves.
Hydrosphere- All Fakemon on the field get STAB boost on Water type moves when this Fakemon is on the field.
Hyperthermic- Raises Grass/Fire moves when hit by Grass/Fire Special Attacks. (Flash Fire/Overgrow variation)
Hypothermic- Raises Ice/Water moves when hit by Water/Flying Special Attacks. (Flash Fire/Torrent variation)
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Ice Rink- Changes arena to an icy slippery domain and increases allys speed by 2 stages. Foes and allys Attack is lowered by 2 stages but increases Special Attacks by 2.
Imitator- This Fakemon copies all the allies stat changes anytime during battle.
Infestation- Grass and Ghost types gain a 10% increase to Attacks and Special Attacks for each Grass or Ghost type on team. 15% more increase if same fakemon are in the party. Increases Defense by 45%. (Huge Power/Rattled/Swarm variation)
Inflate- When hit by a Physical attack this Fakemons Defense and Attack rise 2 stages. (Huge Power/Marvel Scale variation)
In Pack: Moves that involve team mates are powered up by 30%. In battles with more than 1 Fakemon, as long as the Fakemon with this Ability is affected by the Abilities Friendguard, Flower Gift or moves such as Helping Hand, any move it uses is counted as 'involving team mates'. (Thanks to :iconjojodee: for letting me use this ability. Please ask this person for permission before using it and check out their page please.)
Insectivore- If this Fakemon is hit by a Bug type attack, its attack is increased by 50% (this Fakemon is immune to Bug attacks).
***Install- Mimics the opponents attack for 5 turns.
Intangible- User isn't affected by Physical attacks nor can use them.
Introspect- All opponents stat boosts will also be given to user.
Iron Stomach- Users stats will not be lowered while holding a food item nor be affected negatively by other food type conditions. Cannot be Poisoned. (Immunity/White Smoke variation)
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Jackpot- Doubles money received after a battle.
Judgmental- Trades the highest state for the lowest. Affects all players. (Download variation)
Jungle Tempest- Creates a florist arena while in battle. Ups Grass/Bug moves by 25%. Lowers foes Special Attack 60%.
Junk Yard- Creates a metal arena while in battle. Ups Steel/Poison moves by 25%. Lowers foes HP 60%.
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Kickstart- User passes it's first turn making all its attacks always hit while in play. (Keen Eye/No Guard/Stall variation)
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Lady Luck- Increases Attack and Special Defense for user and female gender Fakemon in party. (Rivalry variation)
Last Samurai- When entering battle, raises all of users stats to Max and fully restores HP if all other Fakemon in party have fainted.
Leap Frog- When HP is 1/4 or below, opponents attacks have a 75% chance of missing. Passes on status problems. (Shed Skin variation)
Lightweight- Doubles speed when weather is windy. Flying attacks always go first. (Chlorophyll/Sand Rush/Swift Swim variation)
Lionheart- Attacks increase with every successful hit. Not affected by Flinch. (Huge Power/Inner Focus/Pure Power/Sniper variation)
Lip Lock- Prevents an Infatuated Fakemon from escaping. (Arena Trap/Shadow Tag variation)
***Loafer- The Fakemon searches for items and stores them in the user's bag but moves only every other turn. (Pickup/Truant variation)
***Lock Jaw- Biting attacks used by this Fakemon have a 15% chance to Flinch the target.
Low Tide- Gives Rock types a 1.5x power-up when first sent into battle and every turn until HP reaches below 1/2.
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Mad Cow- When this Fakemon is sent into battle, it will always have Poisoned as a status condition. All other Fakemon on field become poisoned as well. Fakemon in each teams roster get Pokerus. (Effect Spore/Poison Point/Poison Touch variant)
***Malfunction- Disables all targets from using any type of Transformations while on field.
Medium- Absorbs Psychic moves, healing the user by 1/4 max HP. (Volt Absorb/Water Absorb variation) (This is :iconadeptcharon: ability. Thanks for allowing me to use this it! Ask him for permission before using it and check out his page please.)
Melting Point- When hit by an Ice type attack, HP is restored by 25%. (Volt Absorb/Water Absorb variation)
Metamorphosis- Super Effective moves are cut in half. Cannot be hit by K.O. attacks. (Filter/Sturdy variation)
Mind Block- Blocks half the damage done by Dark and Psychic Special Attacks. (Filter variation)
Mind Reader- When hit by a Psychic type attack, HP is restored by 25%. (Volt Absorb/Water Absorb variation)
Mirage- Evasion increases 10% each turn when a Sunny weather effect is in play. (Sand Veil/Snow Cloak variation)
Moonwalk- Increases users Special Attack and Special Defense two stages. Lowers foes by 30%. (Used in another realm).
Morning Call- Every other turn, user wakes up any Fakemon, including self, with Sleep condition. (Early Bird variation)
Mute Button- Users Attack and Speed increases by 25%. Defense decreases by 15%. (Defiant/Moody/Weak Armor variation)
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Naked Eye- Doesn't allow any Accuracy increases.
Natural Gas- All Gas and Smoke-based attacks have a 20% increase of giving off its status condition.
Neurotoxic- When enemy becomes poisoned its speed is reduced by by 1 stage each turn.
Night Creature- During night hours this Fakemons secondary type becomes Dark. (Color Change/Forecast variation)
Nocturnal- Increases Accuracy by 30% and Boosts power 50% at night or in caves. Lowers Evasion and power 25% during day or outside. User cannot be put to sleep by a foe. (Chlorophyll/Compound Eyes/Dry Skin/Insomnia variation)
Nucleation- When HP is 1/2 or below user dissolves its body and crystallizes it for better defense. Physical moves are halved and Defense rises by 2 stages. (Defeatist/Solid Rock/Zen Mode variation)
Numb- User is not affected by recoil damage (Can use struggle without taking damage), weather effects, or most status conditions (Attract, Burn, Freeze, Paralysis). (Overcoat/Rock Head variation)
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Overdrive- When a Fakemon with Overdrive uses an Electric-type attack, the power will increase by 1.5x if the user has less than or equal to 1.3 of its max HP remaining. (Overgrow variation)
Override- Cancels out abilities or attacks that copy the users attacks or image. (Mold Breaker variation)
Overwhelm- All abilities (aside from users) on field are negated while this Fakemon is in play. (Mold Breaker/Turboblaze/Teravolt variation)
Overzealous- Gives Flinch moves an extra 20% effect.
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Pack Leader- In a Double, Triple or Horde battle, this Fakemon will always attack first, regardless of other allies Speed. (Except for high priority Protection-based attacks)
Panic- Attack is raised 25% but Defense is lowered 40%. Takes effect when HP is 1/4 or below.
Persistence- Gives stat protection for entire team as long as user has not fainted.
Pestilence- "Rodents" and Flying types get 10% increase to Attacks and Defense for each Rodent or Flying type. 15% more increase if same fakemon is in party. Increases Defense by 45%.
Phantasm- The Fakemon will be able to execute its attack even upon Fainting. (Updated. Changed this previous attack to Apparition)
Pin Point- Critical hits always hit target. (Super Luck variation)
Polished- Lowers the foes Accuracy by 45%. Special Attacks have 25% decrease for 5 turns.
Possess- Upon fainting, Fakemon will curse the target, causing it to lose 1/4th of its HP every turn, and become immune to any healing effects or items. If that Fakemon faints because of this, user will revive with 1/4th of it's HP. This ability works one time during each battle. (Aftermath variation)
Power Arena- Turns field into a Battle ring, raising Fighting/Psychic type moves by 25%. Lowers foes Defense 60%.
Power Drive- Eliminates charging and recharge turns from attacks such as Hyper Beam and Solar Beam.
Plague- Bug and Poison Fakemon get 10% increase to Attacks and Special Attacks for each Bug or Poison type. 15% more increase if same fakemon is in party. Increases Defense by 45%.
Precision- Boosts power of moves that take two turns by making them always hit.
Prickle Body- Hurts foe when making physical contact. (Iron Barbs/Rough Skin variation)
Primal Rage- All stats become maxed out when used against Fossil type Fakemon. (Anger Point variation)
Prudish- Ignores any and all of the foe's stat changes. (Unaware variation)
Punching Bag- When hit by a Fighting type attack, HP is restored by 25%. Physical moves deal 25% less damage. Protected against 1-hit KO moves. (Sturdy/Volt Absorb/Water Absorb variation)
Pure of Heart- Nullifies all status effects from foes attacks and abilities. (Wonder Skin variation)
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Quarantine- User and allies cannot be poisoned. (Immunity variation)
Quickdraw- Gives Fakemon a 60% chance of striking the opponent first each turn. (Stall/Truant variation) (This is :icontrueform: ability, I increased its ratio by 10%. Thanks to him for allowing me to use this it! Ask him for permission before using it and check out his page please.)
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Radioactive- Poisons opponents while in battle. Foe cannot recover. (Klutz/Poison Touch variation)
Rampage- Pokemon with this ability don't suffer Recharging/Charging (E.G: Solar Beam, Hyper Beam) but instead take 1/8 of the damage as Recoil. (This is :icontrueform: ability. Thanks to him for allowing me to use this it! Ask him for permission before using it and check out his page please.)
Reaper- Non-Ghost types lose 1/8 HP each turn until reaching 1 HP. (Bad Dreams/Sturdy variation)
Recalculate- The user pinpoints the foes weak spots and attacks on the first turn, increasing their critical hit ratio by 2 stages. Able to hit ghost types. (Scrappy/Sniper/Super Luck variation)
Recharge- Replenishes an allies PP of all Electric moves by 1 for each Electric move used by opponents or allies. User recovers some HP as well as cures status conditions upon switching out. Can be used outside of battle. (Healer/Natural Cure/Regenerator/Volt Absorb/Water Absorb variation)
Refract- Causes all Special Attacks to hit all opponents on field. "Light" based moves are give a 25% increase.
Relentless- The user is not susceptible to attacks that cause it to switch or return to party.
Reload- PP is restored when hit by the same type attack. 3 PP for Physical attacks, 5 PP for Special Attacks.
REM Cycle- During the first 3 turns while user is asleep, the users Sleep type attacks are increased by 25%. Increases Attack and Special Attack by 1 stage as well as evades most status conditions (Attract, Burn, Freeze, Poison). If user is asleep after 3 turns, some HP is recovered each turn. (Flare Boost/Flash Fire/Guts/Poison Heal/Toxic Boost variation)
***Retort- User does double damage to opponents who strike first or have close-range attacks. (Replaced Riposte)
Retrocausality- Allows a status condition to take effect before an attack hits the opponent.
Revolver- Powers up moves that Hit repeatedly, each by 15%. (Skill Link/Technician variation)
Rubber Body- Gives full immunity to Electric type moves and Paralysis. (Lightning Rod/Limber variation)
Rustproof- User can't be Poisoned by any means. (Immunity variation)
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Salvager- Doesn't allow a food item to go bad or be Burned.
Sand Paper- When hit by a physical attack the foe loses 1/16 of its max HP. This Fakemon is weak to Steel type attacks but when damaged by a Physical Attack, the attacker loses 1/16 of its max HP. Sand Paper also makes the Fakemon immune to Rock type attacks. (Rough Skin variation)
Scatter-Proof- Doesn't allow foes to use multi-strike or double-striking attacks. User cannot be Confused. (Own Tempo variation)
Scavenge- Searches the field for random items which may be used when the Fakemon needs it. Can be used outside of battle. (Gluttony/Pickup variation)
Seasonal- Fakemon with this Ability get a second typing depending on the season: Summer- Grass, Fall- Flying, Winter- Ice, Spring- Water.
Seed Burst- Ups Speed when users HP becomes 1/4 or less. Also restores 1/4 HP. (Overgrow variation)
Self-Willed- User cannot fall under Attraction or Confusion. Will also endure One-Hit K.O. attacks with 1 HP left. (Oblivious/Own Tempo/Sturdy variation)
Sentimental- Each player trades their lowest stat for their highest. (Moody variation)
Sharp Edge- Powers up Cutting type attacks by 25%.
Sheltered- The user is unaffected by weather effects.
Short Circuit- Raises Speed and Special Attack each turn. If using Anger-type moves, power increases by 15% (Speed Boost variation)
Short Fuse- Attack is Maxed when hit by a Burn condition but makes user lose some HP each turn. Causes user to faint by using Explosion when hit by Fire type Attacks. Foe is hit with damage taking 1/4 of its HP. (Damp/Flare Boost/Flash Fire variation)
Shuffle- Effect 1: User has a 35% chance to avoid Physical Attacks. Effect 2: Fakemons moves have a random status effect. Effect 3: Deals a power of 15 damage added to users attack, if no attack this effect still deals its damage.
Shunt- Allows low-powered Water type attacks to bypass the user. (Storm Drain variation)
Sidestep- User is immune to entry hazards. I.e. Toxic Spikes.
Silver Coat- Fakemon can't be hit by Poison type attacks. Physical attacks hurt certain foes. (Immunity/Iron Barbs/Rough Skin variation)
Sketchpad- Ability changes with users surroundings. (Color Change variation)
Sleep Walker- The user is able to attack normally for 3 turns while induced by Sleep.
Smoke Out- User surrounds itself with thick smoke that causes other Fakemons Physical Attacks to miss for the first 3-5 turns.
Smooth Plates- Fakemon is not affected by low-powered Water type attacks. (Storm Drain variation)
***Snooze- The user stays asleep for the next 5 turns.
Socialite- All the users stats are boosted by 1 stage in Double battles and 2 in Triple battles.
Solar Camouflage- Fakemon doesn't have a grass-type weakness during sunlight. (Levitate variation)
Solar Panel- Boosts Special Attack and Speed 35% in Sunshine. Lowers in Rain/Nighttime. (Solar Power variation)
Spiked Armor- Hurts foe to touch. (Iron Barbs/Rough Skin variation)
Stainless- This Fakemon is immune to Ground type attacks but Steel type attacks are Super-Effective against Ground types. User is weak to Rock type attacks.
Stain Proof- User is not affected by Special Attacks from Grass moves. (Levitate variation)
Standout- If this Fakemon is the only type in the party, it's Attack and Special Attack is raised by one stage.
Startle- Lowers the opponents Special Attack when sent out to battle as well as gives 35% chance the foe will Flinch. Also awakens Sleeping Fakemon (Doesn't allow Sleep moves). Can be used outside of battle. (Insomnia/Intimidate variation)
***Steam Engine- When this user is hit by any Water-type attacks in battle, it raises this Fakemon's Special Attack by 1 stage. When activated, the user's Fire-type moves are increased by 1.5x. (Flash Fire/Storm Drain variation)
Steed- Powers up Herd type Fakemon's attacks by 1.5x if the user has less than or equal to 1/3 its max HP remaining. (Blaze variation)
Steel Toe- Kicking attacks used by this Fakemon are 20% stronger. (Iron Fist variation)
Storm Surge- When hit with Electric or Water attacks, Attack increases 2 stages and Speed increases 1 stage. (Pure Power/Volt Absorb/Water Absorb variation)
Strategic- 65% chance to avoid a foes Super-Effective attack. Blocks critical hits. (Shell Armor variation)
Soul Sap- When hit by a Ghost type attack, HP is restored. (Sap Sipper/Volt Absorb/Water Absorb variation)
Static Coat- Absorbs Electric attacks and raises Electric attacks each time user is hit. Hurts foe some and causes Flinch. (Iron Barbs/Rough Skin/Volt Absorb variation)
Stormbreak- Weather abilities and weather effects against this Fakemon become useless. (Air Lock/Could Nine variation)
Suffocator- Opponents Defense drops 1 stage upon physical contact with this Fakemon.
Sun Alert- Users Special Defense, Special Attack, and Speed increase when a weather changing attack is used. Abilities have reversed effects on stats. (Chlorophyll/Sand Rush/Swift Swim variation)
Sunburn- User suffers from Burn status during normal or sunny conditions.
Superstition- Heightens users Attack and Special Attack by 2 stages, lowers foes by the same.
Survivalist- No move used against this Pokemon will count as super effective. (This is :icontrueform: ability. Thanks to him for allowing me to use this it! Ask him for permission before using it and check out his page please.)
Sweet Blood- Prevents fleeing or switching out as long as the user remains in battle. Also gives wild Fakemon encounter rate a 200% increase. (Arena Trap variation)
Sweet Dreams- The Fakemon regains 1/16 of its HP each turn when it's asleep. (Bad Dreams variation)
Sweet Tooth- Ups Bite-type moves by 20%. Berries/certain items have a 25% more effect. (Rare Candy will allow this Fakemon to gain half more EXP when used.) (Iron Fist/Gluttony variation)
Symbiosis- When a Fakemon with Symbiosis enters a Double or Triple Battle, the Special Attack stat of both Fakemon increases by 50%.
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Telecommunicate- Gives 10% increase to Special Attacks for each Dark, Psychic, or Ghost type in team. Avoids all attacks used by its allies in Double and Triple Battles. (Telepathy variation)
Tenacity- Attack and HP is greatly raised when facing a 5+ higher level Fakemon. (Rivalry variation)
Terra Growth- When sent into battle, this Fakemon covers the field with greenery that takes place after the second turn. During which, no opponent can escape or have items used. Stronger fire type attacks may diminish this ability.
Territorial- Raises all party Fakemon's Attack and Special Defense stats by 50% depending on the area. Also raises users Defense by 1 stage after causing an opponent to Faint. (Flower Gift/Moxie variation)
Thermophile- When hit by a Fire type attack, HP is restored by 25%. (Flash Fire variation)
***Thick Coat- Reduces Special Attacks of Water, Ground and Grass moves by 10%. Increases Fire-type attacks by 10%. (Heatproof/Intimidate variation)
Third Eye- This Fakemon ignores foes immunities and cannot attain a status condition. (Mold Breaker/Teravolt/Turboblaze variation)
Thorn Body- Hurts the foe to touch foe. Opponent loses 1/16 of health with physical contact. (Rough Skin variation)
Tidal Force- This ability causes water flow to either be a higher or lower tide (vice versa). In battle the tide randomly raises for 3-5 turns while dealing damage. Water and Ice types are not affected by this. May remove entry hazards. (Drought/Snow Warning/Magnitude variation)
Time Reversal- If user is hit by Flinch the next turn user is able to attack twice.
Topsoil- Grass, Rock, and Ground type Fakemon on team currently on the field will recover 12.5% of their health each turn.
Tough Hide- Negates ability effects including direct contact of abilities. (Mold Breaker variation)
Transparent- Fakemons Evasion is increased when sent out into battle.
Trap Trigger- When hit with a Physical attack, this Fakemon deals half damage to foe's HP. (Iron Barbs/Rough Skin variation)
Trigger Happy- Occasionally allows the user to attack the opponent first by a 30% chance each turn. (Speed Boost/Quick Claw variation)
Tripwire- All other allies and foes skip their first turn if using a Physical move. (Truant variation)
Turbo Speed- Raises Speed each Turn. (Speed Boost variation)
Twilight- Summons a Nighttime arena. Ups Dark/Ghost moves by 25%. Lowers foes Accuracy 60%. (Drought/Drizzle variation)
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Unbreakable- Users barriers and stats cannot be broken or reduced for 5 turns. Defense increases by 20%. (Clear Body/Infiltrator variation)
Unholy- Every Pokemon on the field, even allies, have a 10% of being frightened and directing their attack somewhere else.
Unrequited- The user is not affected by any attraction moves or abilities but instead infects the opponent with infatuation. (Oblivious variation)
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Viscosity- During battle user will occasionally pick up an item. Outside of battle if Fakemon is in first position of the party, it will pick up an item. When hit by a physical attack it makes opponent unable to escape even in wild battles. (Arena Trap/Shadow Tag/Pickup variation)
Voodoo- When sent out to battle, this fakemon causes 10% damage to foe each turn.
Voracity- User consumes both it and foes held item. (Gluttony/Pickpocket variation)
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Water Bend- When attacked with Water moves 2/3 HP is restored. 1/3% of damage is done
back to the opponent. Waters power is raised with each hit. (Flare Boost/Water Absorb variation)
Waterproof- Water Attacks do 45% less damage. (Heatproof variation)
Wax Body- Raises Speed/Special Attack to Max but lowers Defense by half when fighting against a Fire type Fakemon or in a firey field. (Dry Skin variation)
Weightless- User only receives half damage from Fighting type moves or Critical Hits. Halves users weight. (Battle Armor/Heatproof/Light Metal/Shell Armor variation)
Weld- When hit by a Steel type attack, HP is restored by 25%. (Volt Absorb/Water Absorb variation)
Whitelighter- In Fae world, increases healing rate and Evasion. Normal, Psychic, Grass, Flying type moves, and wild Fakemon rate increase by 30%. Takes only 1/2 damage from these type moves as well. Heals 1/3 max HP upon leaving battle. (Adaptability/Illuminate/Regenerator variation)
White Out- Summons a massive Snowstorm in battle. Ups Ice/Dragon moves by 25%. Lowers foes Evasion 60%. (Snow Warning variation)
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Zero Gravity- User is not affect by Special Attacks from Flying or Ground moves. Causes both user and foe to float. (Levitate variation)
© 2013 - 2024 adamlee200587
Comments21
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Mohacastle's avatar
You didn't credit Phoenixsong for your use of Aerilate; I would recommend you do that.