Crobat

Safari Potential Abilities

Mar 19th, 2021 (edited)
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  1. Amazing (Read: Horrible) Potential Safari Ability Implementation Suggestions
  2.  
  3. numbers presented are [excessively] arbitrary, change them as needed because just like with mafia themes, I know nothing about balance
  4. the abilities that double speed in certain weather could be changed to instead allow the user to throw 2 balls per /throw
  5. elemental starters (Blaze, Overgrow, Torrent) could provide a 50% boost to catch rate during the final 1/3 of a contest (100 seconds)
  6. same concept for any other "pinch" users (Swarm, etc.)
  7.  
  8. USER POKEMON (as lead)
  9. Air Lock: eliminates all effects of weather
  10. Anticipation: alerts user when the wild mon is super effective against it (Resistance/Weakness modes only?), might be an unfair way to discover Mew
  11. Arena Trap: +30% bait success chance (same as Illuminate and No Guard)
  12. Aura Break: inverts effects of Dark Aura and Fairy Aura (-25% instead of +33%, applies to all mons when this mon is on the field as long as Xerneas or Yveltal is the wild mon, not sure if this is possible to code so that it takes effect when any user has Xerneas or Yveltal as their lead pokemon)
  13. Chlorophyll: ball CD reduced by 50% while a wild pokemon with Drought is on the field
  14. Cloud Nine: eliminates all effects of weather
  15. Compound Eyes: 30% increased catch rate for all balls when using this pokemon
  16. Dark Aura: 33% increased catch rate when using mono ball set to dark type (applies to all mons when this mon is on the field, not sure if this should be changed to only aid the user)
  17. Delta Stream: removes pure flying-type weaknesses (only matters in Resistance Mode...and actually hurts in Weakness Mode, should this affect only the user or all flying-type mons?)
  18. Desolate Land: doubles catch rate against water-types (Resistance Mode)
  19. Drizzle: increases catch rate against fire-types by 50% (Resistance Mode)
  20. Drought: increases catch rate against water-types by 50% (Resistance Mode)
  21. Fairy Aura: 33% increased catch rate when using mono ball set to fairy type (applies to all mons when this mon is on the field, not sure if this should be changed to only aid the user, also technically useless for the user since Xerneas is a monotype)
  22. Filter: 25% increased catch rate against super effective mons (Resistance Mode and Weakness Mode)
  23. Flash Fire: doubles catch rate against fire-types (Resistance Mode), successful baits will have a 50% chance to be fire type (should be a toggle)
  24. Fluffy: doubles catch rate against mons with base atk > base sp atk ("physical" attackers), halves catch rate against fire-types (Resistance Mode)
  25. Frisk: reveals to user what item (if any) every wild pokemon is holding
  26. Fur Coat: doubles catch rate against mons with base atk > base sp atk by 50% (Resistance Mode)
  27. Gale Wings: increased priority when throwing mono balls set to flying-type
  28. Gorilla Tactics: increases catch rate by 50% but locks user into the first type of ball thrown for the duration of a contest (excludes legendary/rare/event mons)
  29. Harvest: successful baits will have a 50% chance to be grass type (should be a toggle)
  30. Heatproof: increases catch rate against fire-types by 50% (Resistance Mode)
  31. Honey Gather: chance to pick up Honey after a successful catch
  32. Hustle: successful baits have a 50% chance to be final stage pokemon (when applicable)
  33. Ice Scales: doubles catch rate against mons with base sp atk > base atk ("special" attackers, Resistance Mode)
  34. Infiltrator: -5% bait success chance (same as Stench)
  35. Justified: slight increase in BST each time it throws a ball at or catches a dark-type pokemon (Resistance Mode and Weakness Mode)
  36. Lightning Rod: doubles catch rate against electric-types (Resistance Mode), successful baits will have a 50% chance to be electric type (should be a toggle)
  37. Limber: ball CD can't be increased via wild pokemon abilities (Aftermath, Gooey)
  38. Magnet Pull: successful baits have a 50% chance to be steel type (should be a toggle)
  39. Moody: doubles the catch rate of a type of ball and reduces rhe catch rate of another type of ball by 33% during a contest (tells user which types are affected, changes every contest)
  40. Multiscale: doubles the catch rate of the first throw against each wild pokemon (Resistance Mode)
  41. Neuroforce: 25% increased catch rate against super-effective matchups
  42. No Guard: +30% bait success chance (same as Arena Trap and Illuminate)
  43. Normalize: 20% increased catch rate against all mons
  44. Parental Bond: 25% increased catch rate against all mons on second and subseqeuent throws against each wild mon
  45. Pickup: chance to pickup an item on every successful catch (rarity/frequency could vary by type of mon used/caught, costume, theme if contest, etc.)
  46. Prankster: guaranteed first throw (in contests, second if someone else baited it) against wild pokemon if using /photo
  47. Pressure: successful baits have a 50% chance to be final stage pokemon (when applicable)
  48. Primordial Sea: doubles catch rate against fire-types (Resistance Mode)
  49. Prism Armor: 25% increased catch rate against super effective mons (Resistance Mode and Weakness Mode)
  50. Regenerator: ball CD reduced by 75% when successfully catching a wild pokemon with a switch ball
  51. Ripen: doubles the effects/effectiveness of berries held/consumed by this pokemon
  52. Run Away: doubles catch rate against mons with the ability Arena Trap, Magnet Pull, and Shadow Tag
  53. Sand Force: 50% increased catch rate against pokemon with the ability Sand Stream
  54. Sand Rush: 50% reduced ball CD against pokemon with the ability Sand Stream
  55. Sand Stream: 33% increased catch rate against wild fire, water, grass, electric, psychic, ice, dragon, dark, and fairy types (pre-split special attack stat based elements, Resistance Mode) if the pokemon with this ability is rock-type (rip hippo line)
  56. Sap Sipper: increases catch rate against grass-types by 50% (Resistance Mode)
  57. Scrappy: removes wild ghost-types' immunity to normal and fighting types (1x multiplier)
  58. Shadow Shield: doubles the catch rate of the first throw against each wild pokemon (Resistance Mode)
  59. Slush Rush: 50% reduced ball CD against pokemon with the ability Snow Warning
  60. Solid Rock: 25% increased catch rate against super effective mons (Resistance Mode and Weakness Mode)
  61. Stakeout: doubles catch rate on the first throw against each wild pokemon
  62. Static: successful baits will have a 50% chance to be electric type (should be a toggle)
  63. Storm Drain: doubles catch rate against water-types (Resistance Mode), successful baits will have a 50% chance to be water type (should be a toggle)
  64. Super Luck: pokemon baited by this pokemon have an increased chance of holding items
  65. Swift Swim: 50% reduced ball CD against pokemon with the ability Drizzle
  66. Thick Fat: increases catch rate against fire-types and ice-types by 50% (Resistance Mode)
  67. Tinted Lens: doubles catch rate against not very effective matchups
  68. Unaware: ignores ability-triggered BST boosts of wild pokemon
  69. Vital Spirit: successful baits have a 50% chance to be final stage pokemon (when applicable)
  70. Volt Absorb: doubles catch rate against electric-types (Resistance Mode)
  71. Water Absorb: doubles catch rate against water-types (Resistance Mode)
  72. Water Bubble: increases catch rate against fire-types by 50% (Resistance Mode)
  73. Water Compaction: slight increase in BST each time it throws a ball at or catches a water-type pokemon (Resistance Mode and Weakness Mode)
  74. Weak Armor: slight decrease in BST and slight increase in /throw priority each time it throws a ball at or catches a normal, fighting, flying, poison, ground, rock, bug, ghost, or steel-type pokemon (Resistance Mode and Weakness Mode)
  75.  
  76. WILD POKEMON
  77. Aftermath: increased CD for the person that catches this pokemon
  78. Air Lock: eliminates all effects of weather
  79. Arena Trap: this pokemon can't "flee" and will remain on the field until it is caught
  80. Aura Break: inverts effects of Dark Aura and Fairy Aura (-25% instead of +33%, applies to all mons when this mon is on the field as long as Xerneas or Yveltal is the wild mon, not sure if this is possible to code so that it takes effect when any user has Xerneas or Yveltal as their lead pokemon)
  81. Beast Boost: hell no
  82. Cloud Nine: eliminates all effects of weather
  83. Cursed Body: 30% chance to disable the usage of a type of ball it breaks out of (probably horrible in contests)
  84. Dark Aura: 33% increased catch rate when using mono ball set to dark type (applies to all mons when this mon is on the field)
  85. Dazzling: disables the usage of Quick Ball and Lightning Ball
  86. Drizzle: decreases catch rate of fire-types by 50%
  87. Drought: decreases catch rate of water-types by 50%
  88. Dry Skin: decreases catch rate of water-types to 1% (immunity), increases catch rate of fire-types by 25%
  89. Emergency Exit: requires half the number of balls thrown/photos taken than usual for it to flee (probably shouldn't apply this when 2+ spawn at the same time)
  90. Fairy Aura: 33% increased catch rate when using mono ball set to fairy type (applies to all mons when this mon is on the field)
  91. Filter: reduces catch rate of opposing super effective mons by 25%
  92. Flash Fire: decreases catch rate of fire-types to 1% (immunity), slight BST boost each time it breaks out of a ball thrown by a trainer with a fire-type pokemon lead
  93. Fluffy: decreases catch rate of mons with base atk > base sp atk by 50%, doubles catch rate of fire-type mons
  94. Fur Coat: decreases catch rate of mons with base atk > base sp atk by 50%
  95. Gooey: increased CD after a failed catch against this pokemon
  96. Heatproof: decreases catch rate of fire-types by 50%
  97. Ice Scales: decreases catch rate of mons with base sp atk > base atk by 50%
  98. Justified: increase in BST (3x that of moxie) each time it breaks out of a ball thrown by a trainer with a dark-type pokemon lead
  99. Lightning Rod: decreases catch rate of electric-types to 1% (immunity), slight BST boost each time it breaks out of a ball thrown by a trainer with an electric-type pokemon lead
  100. Moody: reduces the catch rate of a type of ball by 50% and increases the catch rate of another type of ball by 50% (changes every contest, broadcasts ability to channel, not sure if it should also broadcast which ball types are affected)
  101. Motor Drive: decreases catch rate of electric-types to 1% (immunity), slight BST boost each time it breaks out of a ball thrown by a trainer with an electric-type pokemon lead
  102. Multiscale: reduces catch rate of the first throw by each trainer by 50%
  103. Mummy: nullifies the ability of every mon that throws a ball at it (lasts until the end of the current contest)
  104. No Guard: all throws at this mon will always catch it (includes hordes)
  105. Prism Armor: reduces catch rate of opposing super effective mons by 25% (can't be ignored by abilities)
  106. Rattled: increase in BST (2x that of moxie) each time it breaks out of a ball thrown by a trainer with a bug, dark, or ghost type pokemon lead
  107. Rough Skin: slight increase in ball CD for all trainers that throw a ball at this mon
  108. Sand Stream: reduces catch rate of opposing fire, water, grass, electric, psychic, ice, dragon, dark, and fairy types by 33% if the pokemon with this ability is rock-type (rip hippo line)
  109. Sap Sipper: decreases catch rate of grass-types to 1% (immunity), slight BST boost each time it breaks out of a ball thrown by a trainer with a grass-type pokemon lead
  110. Shadow Shield: reduces catch rate of the first throw by each trainer by 50% (can't be ignored by abilities)
  111. Shadow Tag: this pokemon can't "flee" and will remain on the field until it is caught
  112. Solid Rock: reduces catch rate of opposing super effective mons by 25%
  113. Soul-Heart: hell no
  114. Steam Engine: massive BST boost (6x that of moxie) when breaking out of a ball thrown by a trainer with a fire or water type pokemon lead (can only activate once)
  115. Storm Drain: decreases catch rate of water-types to 1% (immunity), slight BST boost each time it breaks out of a ball thrown by a trainer with a water-type pokemon lead
  116. Tangling Hair: increased CD after a failed catch against this pokemon
  117. Thick Fat: reduces catch rate of fire and ice types by 50%
  118. Volt Absorb: decreases catch rate of electric-types to 1% (immunity), slight BST boost each time it breaks out of a ball thrown by a trainer with an electric-type pokemon lead
  119. Water Absorb: decreases catch rate of water-types to 1% (immunity), slight BST boost each time it breaks out of a ball thrown by a trainer with a water-type pokemon lead
  120. Water Bubble: decreases catch rate of fire-types by 50%
  121. Water Compaction: increase in BST (3x that of moxie) each time it breaks out of a ball thrown by a trainer with a water-type pokemon lead
  122. Wimp Out: requires half the number of balls thrown/photos taken than usual for it to flee (probably shouldn't apply this when 2+ spawn at the same time)
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