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AbilitiesEdit

A -

Adaptability

The pokemon is used to their Moves; everything they perform that is aligned with their elemental type comes naturally, increasing the punishment they can inflict on their foes.

Constant

Effect: When using Moves that deal damage and are the same elemental Type as the pokemon with Adaptability, roll 2 STAB dice instead of 1.

Aftermath

Burst

When the pokemon is reduced to 0 HP or less, they create a 5-meter Burst. Everything in the Burst loses ¼ of their full HP. Do not apply weakness or resistance. Do not apply stats.

Air Lock The pokemon settles the area’s weather; nothing can change the weather as long as the pokemon wills it.

Cast – Hourly

Effect: 1d20; on roll, the target reveals if they have any Moves that are Super-Effective against the pokemon with Anticipation; on 11 or better, the target reveals up to 3 moves that are Super-Effective against the pokemon with Anticipation; on 16 or better, the target reveals up to 5 moves that are Super-Effective against the pokemon with Anticipation and all of those Moves must roll +1 during Accuracy Check to hit the pokemon with Anticipation.


Arena Trap

The pokemon can throw up a wall of sand trapping everything in an encounter with it, until it dismisses the trap.

Cast – Daily

Effect: A large wall of sand, 10-meters high surrounds the encounter. The diameter of the Arena Trap must be at least 10-meters but cannot be greater then 40-meters. There must be sufficient ground around to manipulate or the Ability cannot be used. The walls are constantly shifting making it impossible to climb. If a section of the wall is destroyed, it immediately restores itself. If the caster is felled or returned to a Poke Ball, the Arena Trap falls.


Air Lock

The pokemon settles the area’s weather; nothing can change the weather as long as the pokemon wills it.

Cast – Hourly

Effect: Sustain

The weather is set to normal as long as the pokemon with Air Lock wants it to remain that way.

Anger Point

When the pokemon is hit by a life-threatening attack, they focus all of their pain into anger and become insanely powerful in doing so.

Trigger

Effect:

When a Critical Hit hits the pokemon, raise their Attack 6 Combat Stages.

Anticipation

The pokemon knows its worst threats and can tell by looking at another pokemon when that pokemon possesses them. With this knowledge in hand, the pokemon takes extra care to avoid the attacks by reading them when the foe begins to use them.

Cast – Hourly

Effect:

During an encounter you may target a pokemon. Roll 1d20; on roll, the target reveals if they have any Moves that are Super-Effective against the pokemon with Anticipation; on 11 or better, the target reveals up to 3 moves that are Super-Effective against the pokemon with Anticipation; on 16 or better, the target reveals up to 5 moves that are Super-Effective against the pokemon with Anticipation and all of those Moves must roll +1 during Accuracy Check to hit the pokemon with Anticipation.

Arena Trap

The pokemon can throw up a wall of sand trapping everything in an encounter with it, until it dismisses the trap.

Cast – Daily

Effect:

A large wall of sand, 10-meters high surrounds the encounter. The diameter of the Arena Trap must be at least 10-meters but cannot be greater then 40-meters. There must be sufficient ground around to manipulate or the Ability cannot be used. The walls are constantly shifting making it impossible to climb. If a section of the wall is destroyed, it immediately restores itself. If the caster is felled or returned to a Poke Ball, the Arena Trap falls.

B -

Bad Dreams

The pokemon leaks soul-stealing nightmares into those who are sleeping around it whether they want to or not.

Constant

Effect:

Anything sleeping within 30-meters of the pokemon with Bad Dreams lose 1/8th of their full HP at the beginning of each round.

Battle Armor

The pokemon has such thick plating on its body it is actually unable to be hit in any vital areas.

Constant

Effect: Immune

Critical Hits

Blaze

In a desperate final tactic, the pokemon engulfs themselves in flame, raising their firepower.

Trigger

Effect: Last Chance

Fire

C -

Chlorophyll

While the sun shines brightly, the user benefits from its plant-like body and greatly increases their speed.

Trigger - Hourly

Effect:

While Sunny, the Speed stat of the pokemon is doubled.

Clear Body

The pokemon’s body makes them immune to the reduction of power, this is most likely because their body is unnatural and at times, see-through.

Constant

Effect:

The pokemon’s Combat Stages may not be lowered by the effect of Abilities or Moves. Status effects may still alter their Combat Stages.

Cloud Nine

The user snaps the effect of whatever weather causing pokemon or move is altering the field of battle, returning the field to a dreamy state.

Cast – Hourly

Effect:

Return the Weather of the field to Normal if the pokemon with Cloud Nine is a higher level then the pokemon who caused the weather effect.

Color Change

In order to continuously appear camouflaged, the pokemon alters their body in various ways when attacked, to blend with its surroundings and with the attacks it is targeted with.

Trigger

Effect:

Whenever the pokemon is hit by a damage-dealing Move, the pokemon with Color Change will have its Type changed to the same Type as that of the Move it was damaged by.

Compound Eyes

The user’s eyes can focus at unusual levels of function to improve their accuracy and ability to follow their foes.

Cast - Daily

Effect: Sustain

When rolling during accuracy check, the user’s Moves need -6 to hit. A roll of 1 during Accuracy Check always misses. To Sustain, the user must remain out of their Poke Ball.

Overworld - Cast - Daily

At the beginning of a wild encounter, roll 1d20. On a roll above 5, one of the wild foes will have a held item. The higher the roll, the more rare the item is that is held by the wild foe.

Cute Charm

When impacted by a foe’s attack the pokemon stares into their eyes with intoxicating looks that cause the attacker to fall in love.

Trigger - Daily

Effect:

When an opposite gendered foe attacks the pokemon with Cute Charm, they become Infatuated after damaged is dealt.

Overworld - Cast - Hourly

At the beginning of a wild encounter, roll 1d20. On a roll above 7, at least half of the foes in the encounter are the opposite gender of the pokemon with Cute Charm if they are gendered pokemon.

D -

Damp

The user’s presence moistens the area surrounding it, preventing foes from gathering enough hot air required to make an explosion.

Constant

Effect:

The Moves Selfdestruct and Explosion may not be used when a pokemon with Damp is within 20-meters of Selfdestruct or Explosion’s user. The Ability Aftermath may not be activated when a pokemon with Damp is within 20-meters of the pokemon attempting to activate Aftermath.

Dark Art

After suffering a great deal of damage, the user decides to call upon dark energy to eliminate their foes.

Trigger

Effect: Last Chance

Dark

Download

The user’s technologically improved brain can see each foe and calculate their weaknesses so the pokemon can deal the most damage it can to its foes.

Constant

Effect:

When the pokemon with Download targets with a damage-dealing Move, the target must reveal which of its defenses are lower. When the pokemon with Download attacks a foe, they are treated as if their Attack is raised 1 Combat Stage if the target’s Defense is lower then the target’s Special Defense. When the pokemon with Download attacks a foe, they are treated as if their Special Attack is raised 1 Combat Stage if the target’s Special Defense is lower then the target’s Defense.

Drizzle

The pokemon lets it rain because it is their duty.

Cast – Hourly

Effect: Sustain, Weather

The weather is set to Rainy as long as the pokemon with Drizzle wants it to remain that way.

Drought

The pokemon makes it scorching hot because it is their duty.

Cast – Hourly

Effect: Sustain, Weather

The weather is set to Sunny as long as the pokemon with Drought wants it to remain that way.

Dry Skin

The pokemon is cursed with dry, cracked skin. They require moisture to thrive while heat can easily kill them if they are left unchecked.

Constant

Effect:

If it is Sunny, the user loses 1/8 of its full HP at the beginning of each round. If it is Rainy, the user gains 1/8 of its full HP at the beginning of each round. Fire Type Moves made towards the pokemon with Dry Skin deal 125% damage. Water Type Moves heal the pokemon with Dry Skin 25% of what the Water Move would have dealt instead of dealing damage.

E -

Early Bird

When the pokemon falls asleep, they rapidly shake of their grogginess; it is in their nature to not need sleep.

Constant

Effect:

When making Sleep Checks, the Sleep Check counter starts at 11.

Effect Spore

The user stores various deadly spores on its body, each having different affects; when hit the wrong way those spores can rub off onto unwary foes.

Trigger

Effect:

When hit by a melee Move, roll 1d20; on a result of 15-16, the attacker is Poisoned; on a result of 17-18, the attacker is Paralyzed; on a result of 19-20, the attacker falls Asleep.

F -

Filter

The user separates as much elemental damage that it can when it is hit by an attack that its defenses are weak against.

Constant

Effect:

When the user is hit by a Super-Effective attack, the attack deals 1.5x damage instead of x2 damage. If the user is hit by a Super-Super-Effective attack, the attack deals x3 damage instead of x4 damage.

Flame Body

The pokemon’s body commonly and unwillingly sparks off flame. When slapped or hit, the body if more likely to release a puff of flame.

Trigger - Daily

Effect:

When a foe hits the pokemon with Flame Body with a melee Move, they become Burned after damaged is dealt.

Overworld - Cast - Daily

The pokemon with Flame Body may heat up an egg. Roll 1d20; on a result of 1, the egg is burnt and has 24 hours added to its hatch time; on a result of 2-20, the egg’s hatch time is reduced, in hours, by the number rolled.

Flash Fire

The user needs a small push of fire, when provoked; their body becomes engulfed in an intense flame, which prevents further fire damage.

Trigger

Effect:

After taking damage from a Fire Type Move, the user becomes Immune to the Fire Type and may not be Frozen.

Flower Gift

All allies surrounded by the pokemon share in the user’s joy, as they are all bathed in sunlight and the user releases a sweet pollen that empowers its friends.

Trigger - Hourly

Effect: Burst

If it is Sunny, Flower Gift creates a 4-meter Burst. The user and all of their allies have their Attack raised 2 Combat Stages and have their Special Defense raised 2 Combat Stages.

Focus

As the user runs out of options, they regain their composure and flex out their inner power for a final assault.

Trigger

Effect: Last Chance

Fighting

Forecast

The user’s body is genetically created and alters with the weather, whether it wants to or not.

Trigger

Effect:

The user’s Type changes depending on the weather. It changes to Fire Type if it is Sunny, Ice Type if it is Hailing, Water Type if it is Rainy. It returns to Normal Type if it is any other condition.

Forewarn

The user reads the minds of their foes to reveal the most damaging move the foe conceals.

Cast - Hourly

Effect:

The Move with the highest Damage Dice Roll known by the targeted foe is revealed. If there is a tie, all tied Moves are revealed. The Moves revealed must roll +1 to hit during Accuracy Checks.

Freezing Point

Knowing that their time is near, the user lowers their body temperature below dangerous levels to get an extra push in their ice attacks.

Trigger

Effect: Last Chance

Ice

Frisk

The pokemon quickly pats down the target, checking for a held item.

Cast - Hourly

Effect:

The adjacent target reveals what item they are holding, if any.

G -

Gluttony

The user can’t help their curse; they must eat every food in their possession, immediately.

Trigger

Effect:

When given a consumable item, the pokemon immediately eats it.

Guts

Despite the fact that the user is afflicted with a hindering status, they gather strength from their pain to punish their enemies.

Trigger - Hourly

Effect:

When Poisoned, Paralyzed, Frozen or put to Sleep, the user’s Attack is raised 2 Combat Stages. When Burned, the user’s Attack is raised 4 Combat Stages. When a pokemon loses the status, their Combat Stages are lowered what they raised.

H -

Haunt

The user throws curses that normally are dangerous for the user, but the pokemon doesn’t care; they’re already near death.

Trigger

Effect: Last Chance

Ghost

Heat Proof

The pokemon has a thick layer of armor that reduces the impact of a fire attack.

Constant

Effect:

The user halves the damage they would take from Fire Type Moves after they apply weakness and resistance.

Honey Gather

The user quickly sweeps a tree or a patch of flowers, taking it pollen and quickly changing it into honey.

Cast - Hourly

Effect:

The user finds Honey if they are not holding an item.

Huge Power

The balloon-like body of the pokemon allows it to appear more powerful; it’s not just for appearances, the larger body allows for bigger hits.

Constant

Effect:

The user’s Attack stat is doubled.

Hustle

The user tries to make quick work of its foes by overcompensating its attacks with an absurd amount of flashy poses before each attack.

Cast - Hourly

Effect:

The user’s Attack is raised 2 Combat Stages. The user must roll +4 during Accuracy Checks to hit with attack that consult the Attack stat.

Hydration

Water rejuvenates the pokemon, healing them of any ill status.

Trigger

Effect:

When Rainy, the user is healed of Paralysis, Burns, Poison, Freezing or Sleep.

Hyper Cutter

The pokemon’s claw or jaws are something to be admired, even though they can be improved and empowered, nothing can dull their blades and fangs.

Constant

Effect:

The user’s Attack Combat Stages may not be lowered.

I -

Ice Body

Ice heals the pokemon, ensuring its survival in the harshest sub-zero temperatures.

Trigger

Effect:

While Hailing, the user gains 1/16 of their full HP at the beginning of each of their turns.

Illuminate

The pokemon’s body glows at night, attracting attention.

Overworld - Cast - Daily

The user attracts a wild Pokemon at night.

Immunity

The pokemon may take hits from deadly venom or inhale the most lethal gases but they will never succumb to poison.

Constant

Effect: Immune

Poisoning

Inner Focus

The pokemon may be distracted, they may be injured, they may even be on their last legs but they will never let an attack cause them to flinch.

Constant

Effect: Immune

Flinching

Insomnia

Both a curse and a blessing, pokemon who are insomniacs cannot sleep.

Constant

Effect: Immune

Sleep

Intimidate

The user lets out a low growl while looking into the eyes of a foe, discouraging a good performance during battle.

Cast - Hourly

Effect:

At the beginning of an encounter, you may lower a target’s Attack 1 Combat Stage.

Overworld - Cast - Hourly

If a wild encounter is about to begin, roll 1d6 and call the result X. Wild foes must be at most X levels below the pokemon using Intimidate. Wild foes flee if they are too low of a level to meet the requirement.

Iron Fist

The pokemon’s hands are unbreakable and they employ their left and right fists in battle to obliterate foes.

Constant

Effect:

Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Meteor Mash, Shadow Punch, Sucker Punch, Ice Punch, Mega Punch, Sky Uppercut, Thunderpunch, Focus Punch, and Hammer Arm deal an additional 1d20 when the pokemon with Iron Fist uses the Move as an attack.

K -

Keen Eye

The pokemon’s eyes are unhindered; nothing can separate their gaze and the target.

Constant

Effect:

The pokemon cannot have its Accuracy Rolls raised by anything except a target’s Defense, Special Defense or Speed.

Overworld - Cast - Hourly

If a wild encounter is about to begin, roll 1d6 and call the result X. Wild foes must be at most X levels below the pokemon using Keen Eye. Wild foes flee if they are too low of a level to meet the requirement.

Klutz

The pokemon is cursed with slippery hands; nothing they hold onto stays there for longer then a few seconds.

Constant

Effect:

The pokemon with Klutz may not hold items. If they try to hold anything, they’ll drop it immediately.

L -

Landslide

A high-risk tactic covers the pokemon with a thick layer of dirt to deal more earth damage, the reckless idea only employed when the pokemon is in danger of losing anyway.

Trigger

Effect: Last Chance

Ground

Last Chance

The pokemon only has a few more tries to make the foe feel what they’ve felt; it’s time to make it count!

Trigger

Effect: Last Chance

Normal

Leaf Guard

By absorbing sunlight and photosynthesizing, the pokemon cures themselves of any ill status.

Trigger

Effect:

When Sunny, the user is healed of Paralysis, Burns, Poison, Freezing or Sleep.

Levitate

The user, by psychic, mystical or natural means, can fly and lift themselves off the ground.

Constant

Effect:

The pokemon is immune to Ground Type Moves.

Lightning Rod

The user has an odd protruding part of their body that magnetically attracts electric discharges.

Constant

Effect:

If any pokemon within 25-meters uses a Ranged Electric Type Move, the Move is drawn to the pokemon with Lightning Rod without fail, and it cannot miss. This negates Lock-On or Mind Reader.

Limber

The pokemon is naturally flexible and kind finds ways to move even if other parts of its body experiences paralyzation.

Constant

Effect: Immune

Paralysis

Liquid Ooze

The pokemon’s life force and blood is made up of poisonous chemicals; the unwary would-be life drainer is in for a nasty surprise.

Constant

Effect:

When the pokemon with Liquid Ooze is damaged or looses life as a result of Absorb, Drain Punch, Giga Drain, Leech Life, Mega Drain or Leech Seed, the pokemon using one of the above Moves lose life instead of gaining life as described per Move. Do not apply weakness or resistance. Do not apply stats.

M -

Mach Speed

The pokemon begin to fly at dangerous speeds to inflict more damage, neglecting their safety since they’re already about to pass out.

Trigger

Effect: Last Chance

Flying

Magic Guard

A mystical coat of glowing runes covers the user so their abilities and status cannot be altered, until the coat is broken through first.

Cast – Hourly

Effect:

For the remainder of the encounter, Moves that cannot deal damage cannot affect Magic Guard’s user.

Magma Armor

The pokemon’s body temperature is above ice’s melting point; they can’t be frozen.

Constant

Effect: Immune

Freezing.

Magnet Pull

The pokemon begins to generate a magnetic field that controls the movement of near by Steel pokemon.

Cast - Hourly

Effect:

Target Steel Type pokemon may not move more then 20-meters away from the user, or target Steel Type pokemon may not move closer then 20-meters to the user.

Overworld - Cast - Daily

Roll 1d20; on 1-5, nothing happens; on 6-20, a Steel Type pokemon is drawn towards the user, within reason.

Marvel Scale

When the pokemon is weak, their body’s scales tighten up to protect themselves from further damage.

Trigger - Hourly

Effect:

When Asleep, Paralyzed, Burned, Frozen or Poisoned, Marvel Scale raises the user’s Special Defense 2 Combat Stages and raises the user’s Defense 2 Combat Stages. The Combat Stages return to normal if the user is cured of their status affliction.

Mind Mold

Seeing no other option, the user links minds with their foes to deal greater psionic damage; a high risk tactic with impressive results.

Trigger

Effect: Last Chance

Psychic

Minus

A negative charge is sent throughout the field, it empowers those who have a positive field in their body.

Constant

Effect:

When an ally with the Ability Plus uses an attack that consults their Special Attack multiply the damage by x1.5 after applying weakness and resistance but before the target applies stats.

Mold Breaker

The pokemon throws a curse that disables their natural talents.

Cast - Hourly

Effect:

The target’s Ability is disabled, it cannot be used until the end of the encounter.

Motor Drive

The pokemon’s heart is like a battery-charged machine; each shock increases the output; each shock empowers the pokemon.

Constant

Effect:

The pokemon is immune to damage and the effects of Electric Type Moves. Whenever an Electric Type Move hits the pokemon, raise their Speed 1 Combat Stage.

Mountain Peak

The user’s true power is revealed in their rage; the more they were hurt, the more they will return the favor.

Trigger

Effect: Last Chance

Rock

Multitype

Arceus can change its elemental alliance at will.

Cast

Effect:

Arceus changes its Elemental Type to any of the Elemental Types. Multitype cannot be copied or disabled.

N -

Natural Cure

When energized by a Poke Ball, forcing an illness’ negative energy away from their body can eliminate the pokemon’s ill status.

Cast - Hourly

Effect:

The pokemon is cured of Paralysis, Poisoning, Burns, Freezing and Sleep when returned to its Poke Ball.

No Guard

The pokemon places a spell over the field of battle that increases the aim of every attack; nothing attempted by any fighter on the field fails.

Cast - Daily

Effect:

For the next 5 minutes, all Moves cannot miss.

Normalize

The pokemon’s attacks cannot find any elemental bond with anything; their attacks bond with plainness, simplifying the attack’s nature.

Constant

Effect:

All Moves performed by the pokemon are considered Normal Type instead of whatever Type they normally are.

O -

Oblivious

The pokemon has no interest in mates; as a result they cannot be infatuated.

Constant

Effect: Immune

Infatuation.

Overworld - Constant

Pokemon with the Oblivious Ability cannot breed.

Overcharge

The pokemon generates dangerous levels of electricity abandoning safety; it’s already about to go down.

Trigger

Effect: Last Chance

Electric

Overgrow

From the cuts and bruises that cover the pokemon, leaves and vines grow to improve offensive capability; a defense mechanism for a last ditch effort.

Trigger

Effect: Last Chance

Grass

Own Tempo

The pokemon is odd; confusion isn’t out of the ordinary for it.

Constant

Effect: Immune

Confusion

P -

Pickup

The pokemon is lucky and commonly finds random items on the floor on a daily basis.

Cast - Daily

Effect: Pickup

You may use Pickup at the end of any encounter. Roll 1d20, consult the Pickup keyword to figure out what you find.

Plus

A positive charge is sent throughout the field, it empowers those who have a negative field in their body.

Constant

Effect:

When an ally with the Ability Minus uses an attack that consults their Special Attack multiply the damage by x1.5 after applying weakness and resistance but before the target applies stats.

Poison Heal

Poison rejuvenates the body, no decay is found in the pokemon’s nervous system.

Constant

Effect:

When Poisoned, the pokemon gains 1/8 of its full HP each turn instead of loses any HP. When suffering from Deadly Poison, it instead suffers Poison.

Poison Point

The pokemon secretes poison from sharp tips that cover their body.

Trigger - Daily

Effect:

When hit by a melee Move, the pokemon who attacked Poison Point’s user is Poisoned.

Pressure

The pokemon gives off a powerful spiritual pressure that reduces the continuous use of attacks.

Cast - Daily

Effect:

For the remainder of the encounter, all foes have their Move’s Frequencies reduced. If a Move is a Center move, it cannot be used; if a Move is a Battle Move, it becomes a Center Move; if a Move is an EOT Move, it becomes a Battle Move; if a Move is an At-Will Move, it becomes an EOT Move.

Pure Blooded

The pokemon’s heritage wouldn’t allow failure, their blood boils and empowers them as they are pushed towards defeat.

Trigger

Effect: Last Chance

Dragon

Some pokemon naturally have both their physical strength and their mental strength put into their physical attacks.

Constant

Effect:

The user’s Attack stat is doubled.

Q -

Quick Feet

The pokemon is prodded on by their ill status ailment into action; they move quickly and speed by their foes.

Trigger - Hourly

Effect:

When Poisoned, Burned, Frozen or put to Sleep, the user’s Speed is raised 2 Combat Stages. When Paralyzed, the user’s Speed is raised 4 Combat Stages. When a pokemon loses the status, their Combat Stages are lowered what they raised.

R -

Rain Dish

The pokemon has a large bowl on their body that collects and absorbs water and regains health.

Trigger

Effect:

While Rainy, the user gains 1/16 of their full HP at the beginning of each of their turns.

Reckless

The pokemon has no concern for their well being, as long as their attacks are dealing an absurd amount of damage, they don’t care how much recoil they suffer.

Constant

Effect:

Submission, Double-Edge, Take Down, Jump Kick, Hi Jump Kick, Volt Tackle, Wood Hammer, Flare Blitz, Brave Bird and Head Smash deal an additional 2d20 when the pokemon with Reckless uses the Move as an attack.

Rivalry

For almost no reason the pokemon begins to get furious, improving their strength; upon closer inspection, you’ll find the cause for competition is the same gendered foe.

Trigger – Hourly

Effect:

When battling a same gendered foe, the user may raise their Attack 2 Combat stages.

Rock Head

When the pokemon uses their hard head as a blunt slamming weapon in their attacks, they cannot suffer recoil from the incident; their head is just too thick.

Constant

Effect:

When the pokemon uses Volt Tackle, Wood Hammer, Submission, Take Down, Brave Bird, Double-Edge, Flare Blitz, Head Smash, Jump Kick or Hi Jump Kick they do not lose any HP as a result of the Move’s effect.

Rough Skin

The pokemon’s skin is similar to rough sandpaper, with sharp points here and there, and some small bladed edges on their skin, and also some parts that are sharper, like glass.

Constant

Effect:

When hit by a Melee Ranged Move, the attacking for loses 1/16 of their full HP. Do not apply weakness or resistance. Do not apply stats.

Run Away

The user summons energy to their feet and makes great haste as it leaves any problem it had behind.

Cast - Daily

Effect:

The pokemon escapes an encounter without fail. It can escape Traps. If Run Away’s user can hold another pokemon or their trainer, they are freed from the encounter as well.

S -

Sand Stream

The pokemon has holes in its body that sand slowly leaks from the pokemon can summon winds to force a sandstorm to follow the pokemon wherever they go.

Cast - Daily

Effect: Burst, Sustain, Weather

Sand Stream creates a 20-meter Burst. The Burst moves with the pokemon and the area in the Burst is considered Sandstorming. To Sustain, the pokemon must remain out of a Poke Ball and must be above 0 HP. The Sandstorming effect can be replaced by other major Weather conditions.

Sand Veil

When a sandstorm surrounds the user, they can manipulate the sand to create veils around themselves and their allies.

Cast - Hourly

Effect: Sustain

This Abilitiy may only be activated while it is Sandstorming. The pokemon creates a pocket of Clear Weather around itself and any other targets it wants to that is less then 15-meters away. These are Sand Bubbles. Any Move that tries to target into a Sand Bubble must roll +2 to hit during Accuracy Check. To Sustain, the pokemon must remain out of a Poke Ball and must be above 0 HP.

Overworld - Cast - Daily

Sand Bubbles make the user and its allies within 15-meters invisible while moving through Sandstorming terrain.

Scrappy

The pokemon’s body can easily enter the ethereal plane to ensure that it can get into a fight with every enemy it encoutners.

Constant

Effect:

Moves the pokemon uses against Ghost Type foes can always hit them. Do not apply extra weaknesses or resistances. Do not apply Immunities. Count Moves those Ghost Type foes would usually be Immune to as Neutral Damaging Moves.

Serene Grace

Thing just work for the pokemon, the secondary effects of their attacks come naturally, without any effort.

Constant

Effect:

When a Move’s effect has something that activates during Accuracy Check, but only if you roll high enough, all of those checks’ requirements to activate are reduced by 3.

Shadow Tag

The user’s shadow touches the target’s shadow, the pokemon materializes a cursed scroll onto the face of a foe; they are unable to flee.

Cast - Daily

Effect:

Once adjacent to the target, they are Trapped. They may still Shift, but cannot Shift more then 20-meters from Shadow Tag’s user.

Shed Skin

The pokemon’s body is layered with skin that isn’t needed; they can easily slip out of the extra skins to rid themselves of ill effects.

Cast - Hourly

Effect:

The pokemon is cured of Paralysis, Freezing, Burns, Poison, and Sleep.

Shell Armor

The pokemon has such thick plating on its body it is actually unable to be hit in any vital areas.

Constant

Effect: Immune

Critical Hits

Shield Dust

Some pokemon give off a magical dust when hit that prevents any extra effects of an attack to harm them.

Constant

Effect:

The effects of damage dealing Moves that target the pokemon with Shield Dust are disabled.

Simple

The pokemon’s mind works in incredible ways; they understand the simplicity of energy and can maximize the effectiveness of their own strengths.

Constant

Effect:

When the pokemon’s Combat Stages are altered, double the amount of Combat Stages they are raised or lowered.

Skill Link

The pokemon can effectively perform combos, chaining their hits with little effort.

Constant

Effect:

The pokemon’s Moves with the keyword Scatter can be used for their maximum amounts of time, even if one of the first attempts misses.

Slow Start

The pokemon, who usually remained still for decades, needs to warm up their joint before utilizing their full power.

Constant

Effect:

For 3 turns, the pokemon’s Speed and Attack Stats are halved.

Sniper

The pokemon hits hard when they hit a vital spot on a foe; their intense accuracy obliterates the target’s defense.

Constant

Effect:

When the pokemon gets a Critical Hit, the damage is doubled instead of dealing max damage. If the damage, totaled up is not max damage, just deal max damage.

Snow Cloak

When a hailstorm surrounds the user, they can manipulate the ice to create veils around themselves and their allies.

Cast - Hourly

Effect: Sustain

This Abilitiy may only be activated while it is Hailing. The pokemon creates a pocket of Clear Weather around itself and any other targets it wants to that is less then 15-meters away. These are Snow Bubbles. Any Move that tries to target into a Snow Bubble must roll +2 to hit during Accuracy Check. To Sustain, the pokemon must remain out of a Poke Ball and must be above 0 HP.

Overworld - Cast - Daily

Snow Bubbles make the user and its allies within 15-meters invisible while moving through Hailing terrain.

Snow Warning

The pokemon’s body temperature forces the area that surrounds to experience snow, when the pokemon forces it to, the snow instead changes to violent hail.

Cast - Daily

Effect: Burst, Sustain, Weather

Snow Warning creates a 20-meter Burst. The Burst moves with the pokemon and the area in the Burst is considered Hailing. To Sustain, the pokemon must remain out of a Poke Ball and must be above 0 HP. The Hailing effect can be replaced by other major Weather conditions.

Solar Power

The pokemon’s body rapidly ages in strong sunlight, but the sun also grants the pokemon great power.

Trigger

Effect:

When Sunny, the pokemon loses 1/8 of its full HP on its turn. When Sunny, its Special Attack Stat is increased by x1.5.

Solid Rock

The pokemon’s body is used the world’s damaging elements, so used to the world’s elements that it’s actually used to their natural weaknesses.

Constant

Effect:

Super Effective Moves that target the pokemon are only regularly effective and Super Super Effective Moves that target the pokemon are only Super Effective.

Soundproof

The pokemon’s ears are tuned only to their trainer’s ears, or to nothing at all, sound based moves cannot harm them.

Constant

Effect:

The pokemon is immune to damage caused by and the effects of the Moves Bug Buzz, Chatter, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Roar of Time, Screech, Sing, Snore, Supersonic and Uproar.

Speed Boost

The user begins to accelerate, moving at mind-boggling speeds.

Cast - Hourly

Effect:

The pokemon’s Speed is raised 1 Combat Stage on each of its turns.

Static

The pokemon’s electric body gives off excess volts; when handled roughly, it can paralyze those who aggravate it.

Trigger - Daily

Effect:

When a foe hits the pokemon with Static with a melee Move, they become Paralyzed after damaged is dealt.

Overworld - Cast - Daily

Roll 1d20; on 1-5, nothing happens; on 6-20, an Electric Type pokemon is drawn towards the user, within reason.

Stall

The pokemon, for whatever reason, has it stuck in its mind to always make the last move. This can commonly backfire.

Constant

Effect:

In a round’s queue, a pokemon with Stall is always last. If a pokemon goes to the end of the queue, the pokemon with Stall is still the last to move.

Steadfast

When hit in a way that prevents the action the pokemon wanted to take, the pokemon compensates by pushing more energy to their legs to increase their speed.

Trigger

Effect:

When Flinched, the pokemon’s Speed is raised 1 Combat Stage.

Stench

The pokemon smells awful; most wilds will have nothing to do with such a putrid smell.

Cast - Daily

Roll 1d20, on a roll of 17 or better, all foes within 7 meters of Stench’s user flees without fail.

Sticky Hold

Some pokemon can’t let go of things even if they wanted to, it can take hours to remove something once they’ve gotten a hold of it.

Constant

Effect:

The pokemon’s held items cannot be stolen, switched, destroyed or dropped.

Storm Drain

The pokemon’s body works like a water vacuum, absorbing all stray puddles or blasts of water nearby.

Constant

Effect:

If any pokemon within 25-meters uses a Ranged Water Type Move, the Move is drawn to the pokemon with Storm Drain without fail, and it cannot miss. This negates Lock-On or Mind Reader.

Sturdy

It can’t be snapped without first wearing down their defenses; some pokemon are just built that way.

Constant

Effect:

The pokemon is immune to the Moves Sheer Cold, Guillotine, Horn Drill and Fissure.

Suction Cups

The pokemon’s body has suction cups on its limbs; they commonly employ the cups to stay in place and keep their ground.

Constant

Effect:

The pokemon is immune to the Moves Roar and Whirlwind. The pokemon is immune to Push effects.

Super Luck

Some pokemon are lucky and always find that vital point on a foe’s body while attacking.

Constant

Effect:

The pokemon’s Moves are Critical Hits on 18-20. If a Move already has an extended Critical Hit range, Super Luck extends that range by -2.

Swarm


When attacked into a danger zone, the user forms insect motes to aid it in what could be its final assault.


Trigger


Effect: Last Chance


Bug


Swift Swim


While it rains, the pokemon feels the rush of familiar water that enables it to move as if it were in the water.


Trigger - Hourly


Effect:


While Rainy, the Speed stat of the pokemon is doubled.


Synchronize


The pokemon can convince foe that they suffer the same afflictions they do, when the foe is the one who puts them in that situation.


Trigger - Hourly


Effect:


When a foe Paralyzes, Freezes, Burns, Poisons, or puts the pokemon with Synchronize to Sleep, the foe is given the same Status effect they inflicted.


Overworld - Cast - Daily


A wild pokemon’s Nature is changed to match the user’s Nature, permanently.


T -


Tangled Feet


When confused, the pokemon begins to rapidly dance about making it a difficult target, if not a humorous one to watch.


Trigger


Effect:


While Confused, the pokemon’s foes must roll +3 during Accuracy Check to hit the pokemon with Tangled Feet.


Technician


The pokemon works with light damaging attacks to optimize their damage output and make them serious threats.


Constant


Effect:


Moves with the Damage Dice Rolls 1d4, 1d8, 1d12, 2d10, or 4d6 instead use 3d10 as their Damage Dice Roll.


Thick Fat


The pokemon has layers of thick blubber; to burn and freeze such thick fatted skin is very difficult.


Constant


Effect:


The pokemon is treated as if they are Resistant to Fire Type Moves and Ice Type Moves.


Tinted Lens


When attacking with a move that is ineffective, the pokemon learns how to modify their elemental output to impact a target with a neutral effect.


Trigger


Effect:


When the pokemon uses a Move that is Resisted by the target, the next time that Moves targets the same foe, the Move is Neutrally effective.


Torrent


A surge of water flows forward from the body, improving water’s effectiveness; a defense mechanism when the pokemon is in danger.


Trigger


Effect: Last Chance


Water


Trace


The pokemon’s body morphs and takes on the attributes of their target, they may look odd for a short while but they’ll be able to use the same abilities their target displays.


Cast - Hourly


Effect: Sustain


The pokemon gains the Ability of a target within 10-meters of the pokemon with Trace. To sustain, the pokemon must remain out of a Poke Ball and above 0 HP.


Truant


The lazy, disobedient pokemon rarely moves, it’s quite annoying for the trainer.


Constant


Effect:


Roll 1d20 when a pokemon with Truant tries to Shift and/or use a Move; on 1-8, the pokemon does nothing; on 9-20, the pokemon uses its turn normally.


U -


Unaware


The pokemon is too simple minded to improve its natural talents, but the curse has a plus side; the pokemon is too dumb to lose any abilities.


Constant


Effect:


The pokemon’s Combat Stages cannot be lowered or raised.


Unbreakable


The pokemon’s body stiffens, strengthening the joints around its metal body parts, it pains the pokemon but that pain is nothing compared to what forced the pokemon into the situation.


Trigger


Effect: Last Chance


Steel


Unburden


The pokemon pretends an item they hold is much heavier then it truly is, that mentally helps when suddenly they are free of the item’s “extra” weight.


Trigger


Effect:


After consuming a held item, the pokemon’s Speed is raised 1 Combat Stage.


V -


Venom


The pokemon’s body begins to sweat a thick venomous acid; they need to be pushed hard for such a potent poison to begin to flow.


Trigger


Effect: Last Chance


Poison


Vital Spirit


The pokemon is always full of energy; it never needs to rest to restore itself.


Constant


Effect: Immune


Sleep


Overworld - Cast - Hourly


If a wild encounter is about to begin, roll 1d6 and call the result X. Wild foes must be at most X levels below the pokemon using Vital Spirit. Wild foes flee if they are too low of a level to meet the requirement.


Volt Absorb


Electricity feeds the pokemon; any foe that mistakenly shocks them only empowers the pokemon.


Trigger


Effect:

After calculating damage that would be dealt from an Electric Type Move that hit the pokemon, heal the pokemon half of what it would have been dealt, instead of damaging the pokemon. Do this before applying Defense but after applying weakness and resistance.


W -


Water Absorb


Touching water makes the pokemon feel refreshed and alive, forcibly smashing water onto the pokemon actually restores their energy.


Trigger


Effect:


After calculating damage that would be dealt from an Water Type Move that hit the pokemon, heal the pokemon half of what it would have been dealt instead of damaging the pokemon. Do this before applying Defense but after applying weakness and resistance.


Water Veil


Water constantly covers the pokemon, it seeps through their scales and protects them from intense burns.


Constant


Effect: Immune


Burns


White Smoke


A mystical smoke leaks from the pokemon, it ensures its power remains unhindered and unbroken.


Constant


Effect:


The user’s Combat Stages may not be lowered.


Wonder Guard


A ghastly shield covers the pokemon at every spot on its body; only elements that naturally can break the guard can penetrate the otherworldly coating.


Constant


Effect:


Only damaging Moves that are Super-Effective hit the pokemon with Wonder Guard, all other moves always deal 0 damage.

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