- 1,358
- 42
Let's also talk about new abilities, things that care of things in unprecedented ways and ways that take of things that wasn't done before..
The Almighty: The Pokemon negates any move from the enemy that is not equal to or higher than its level. (Being 100, level 99 Pokemon cannot use Metal Burst or Endeavor), when that Pokemon is hit with the move, it can replace one of the moves that enemy Pokemon used, with guaranteed critical hits (regardless of defense or ability), and greater power (1.5), once. If the move is a set type or inflicts no damage, it will modify it with being able to inflict 100 HP damage to enemy Pokemon.
Dread: When this Pokemon is on the battlefield, enemy Pokemon's Defense stat is lowered by one level.
Broken Shield: Lowering the defenses of this Pokemon increases its Attack and Speed, and make one of the moves the highest priority move.
Coward: The Pokemon automatically returns to the Trainer and inflicts 1/4 damage to the enemy if low in HP.
The World: The Pokemon skips the enemy's turn and halves their defenses temporaily. The Pokemon must wait for two turns to reuse.
Strongest: The Pokemon's Attacks cannot be nullified, short of abilities (Type, Resistance and Immunity are completely bypassed).
No-Nonsense: The Pokemon will always inflict immediate Critical Hit damage, and critical damage is 2x as much and cannot be weakened or negated by any means (not even Skill Swap), but PP is used twice or thrice as much.
Overload: Moves that require a turn to charge or recharge is immediately usable with double its base power, but suffers 20 HP damage and outright unable to use that until the second turn.
Sacrifice: Moves, such as Explosion and Selfdestruct have double base power and ignores weakening during double and triple battles, as well as using 4 PP for those moves. Non-damaging sacrifical moves, such as Healing Wish, also revives the Pokemon.
Undead: The Pokemon can fight even when fainted until the fifth turn.
The Almighty: The Pokemon negates any move from the enemy that is not equal to or higher than its level. (Being 100, level 99 Pokemon cannot use Metal Burst or Endeavor), when that Pokemon is hit with the move, it can replace one of the moves that enemy Pokemon used, with guaranteed critical hits (regardless of defense or ability), and greater power (1.5), once. If the move is a set type or inflicts no damage, it will modify it with being able to inflict 100 HP damage to enemy Pokemon.
Dread: When this Pokemon is on the battlefield, enemy Pokemon's Defense stat is lowered by one level.
Broken Shield: Lowering the defenses of this Pokemon increases its Attack and Speed, and make one of the moves the highest priority move.
Coward: The Pokemon automatically returns to the Trainer and inflicts 1/4 damage to the enemy if low in HP.
The World: The Pokemon skips the enemy's turn and halves their defenses temporaily. The Pokemon must wait for two turns to reuse.
Strongest: The Pokemon's Attacks cannot be nullified, short of abilities (Type, Resistance and Immunity are completely bypassed).
No-Nonsense: The Pokemon will always inflict immediate Critical Hit damage, and critical damage is 2x as much and cannot be weakened or negated by any means (not even Skill Swap), but PP is used twice or thrice as much.
Overload: Moves that require a turn to charge or recharge is immediately usable with double its base power, but suffers 20 HP damage and outright unable to use that until the second turn.
Sacrifice: Moves, such as Explosion and Selfdestruct have double base power and ignores weakening during double and triple battles, as well as using 4 PP for those moves. Non-damaging sacrifical moves, such as Healing Wish, also revives the Pokemon.
Undead: The Pokemon can fight even when fainted until the fifth turn.