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  1. = An entire list of all ablities for RPs. 'Not encountered' means it's either a banned ability, or is redundant (such as Soundproof vs. Cacophony). Also, ignore costs, that's just old Beyond shit. =
  2.  
  3. Adaptability: The bearer's attacks deal 30% additional damage if the attack is the same type as the bearer. (Cost: 12000)
  4.  
  5. Aerilate: The bearer's normal type moves become flying type and deal 20% more damage. (Cost: 2500)
  6.  
  7. Aftermath: The bearer will do 1.5xBase after being killed. (Cost: 800)
  8.  
  9. Air Lock: Rayquaza's aura has blocked all weather effects, and doesn't seem to cease.
  10.  
  11. Analytic: If the bearer's target used a move of the same typing as the bearer in the previous turn, the bearer's move is boosted by 30%.
  12.  
  13. Anger Point: If below 25% HP, 30% chance for the bearer's next attack will deal 300% more damage.
  14.  
  15. Anticipation: The bearer anticipates the first move of an enemy, making it 25% weaker. (Cost: 2200)
  16.  
  17. Arena Trap: Any target within 6 tiles of the bearer cannot escape. (Cost: Not encountered)
  18.  
  19. Aroma Veil: The bearer and their allies cannot have their moves be disabled.
  20. (Cost: 3000)
  21.  
  22. Aura Break: Not encountered
  23.  
  24. Bad Dreams: Darkrai's visions haunt the dreams of any sleeping allies, dealing 25% of their HP each turn.
  25.  
  26. Battery: The bearer's Special Attacks deal 10% more damage. (Cost: 200)
  27.  
  28. Battle Armor: The bearer gains +15% DEF/RES.
  29.  
  30. Battle Bond: Not encountered
  31.  
  32. Beast Boost: Not encountered
  33.  
  34. Berserk: When the bearer takes more than 50% HP in damage, their next special attack will deal 100% more damage.
  35.  
  36. Big Pecks: Bearer's DEF/RES cannot be lowered. (Cost: Not encountered)
  37.  
  38. Blaze: The bearer's fire type moves deal 30% more damage when below 1/3 HP.
  39.  
  40. Bulletproof: The bearer is immune to certain bullet/bomb moves.
  41.  
  42. Cacophony: The bearer is immune to sound-based moves.
  43.  
  44. Cheek Pouch: The bearer will also heal 33% HP when eating a berry. (Cost: 1000)
  45.  
  46. Chlorophyll: In the sun, the bearer has 50% more speed. (Cost: 4500)
  47.  
  48. Clear Body: The bearer is immune to all stat drops. (Cost: 15000)
  49.  
  50. Cloud Nine: The bearer removes all weather effects except for Desolate Land, Primordial Sea, and Delta Stream. (Cost: 3000)
  51.  
  52. Color Change: The bearer becomes the type of a moved used on it. (Cost: Not encountered)
  53.  
  54. Comatose: The bearer is immune to sleeping. (Cost: Not encountered)
  55.  
  56. Competitive: The bearer's special attack will raise by 1 stage (10%) if another stat is lowered. (Cost: 1200)
  57.  
  58. Compound Eyes: The bearer has +50% accuracy. (Cost: 8000)
  59.  
  60. Contrary: The bearer has opposite effects on stat raises/lowers. (Cost: 18000)
  61.  
  62. Corrosion: The bearer can poison steel and poison types. (Cost: Not encountered)
  63.  
  64. Cursed Body: 30% chance to disable a move the bearer was hit with for 3 turns.
  65.  
  66. Cute Charm: The bearer infatuates if struck by an opponent of the opposite gender. (Cost: 6000)
  67.  
  68. Damp: The bearer is immune to self-destructing moves.
  69.  
  70. Dancer: The bearer will cancel out dancing moves (and steal their effects) if the user is within 5 tiles of the bearer. (Cost: 4000)
  71.  
  72. Dark Aura: Not encountered
  73.  
  74. Dazzling: The bearer cannot be hit with priority.
  75.  
  76. Defeatist: When Below 50% HP, ATK and MAG are reduced by 50%, but DEF and RES are increased by 50%. (Cost: 7500)
  77.  
  78. Defiant: The bearer's attack will be raised by 1 stage (10%) if another stat is lowered.
  79.  
  80. Delta Stream: Rayquaza's stream has blocked out all weather effects, and removed all of his Flying weaknesses.
  81.  
  82. Desolate Land: Not encountered
  83.  
  84. Disguise: The bearer's first hit is negated. (Cost: Not encountered)
  85.  
  86. Download: The bearer, upon striking and enemy, will either gain 1 stage (10%) of attack or magic depending on which defense is lower. If the same, it is random.
  87.  
  88. Drizzle: Activates Rain upon switch in. Rain will increase the damage of water moves by 20%, decrease the damage of fire moves by 50%, and increases the DEF/RES of Water-types by 10%.
  89.  
  90. Drought: Activates Sunny Day upon switch in. Sunny Day will increase the damage of fire moves by 20%, decrease the damage of water moves by 50%, and increases the DEF/RES of Fire-types by 10%.
  91.  
  92. Dry Skin: The bearer heals 10% HP in rain. The bearer takes 10% HP in the sun. The power of water moves given to the bearer is reduced by 50%, but the power of fire moves given is boosted by 50%. (Cost: 2000)
  93.  
  94. Early Bird: The bearer will always wake up in 1-2 turns rather than 2-3. (Cost: 400)
  95.  
  96. Effect Spore: The bearer has a 30% to inflict either poison, paralysis, or sleep to a contact attacker. (Cost: 800)
  97.  
  98. Electric Surge: Not encountered
  99.  
  100. Emergency Exit: If the bearer drops below 50% HP, they will be knocked back 3 tiles. (Cost: Not encountered)
  101.  
  102. Fairy Aura: Not encountered
  103.  
  104. Filter: Super-effective hits deal 15% more damage rather than 25%, 25% instead of 50% for quads. (Cost: 20000)
  105.  
  106. Flame Body: The bearer has a 30% of burning a target if they hit them. However, if on a fire tile, this is raised to a staggering 60%. (Cost: 300)
  107.  
  108. Flare Boost: If the bearer is burned, MAG attacks deal 20% more damage. (Cost: 200)
  109.  
  110. Flash Fire: If on a fire tile, the bearer's fire-type moves deal 20% more damage, and the moves cost 1/2 PP. (Cost: 500)
  111.  
  112. Flower Gift: The bearer has 10% more ATK and RES in the sun. (Cost: 2000)
  113.  
  114. Fluffy: The bearer takes 25% less damage from contact moves, but takes 200% from fire attacks. (Cost: 6000)
  115.  
  116. Forecast: The bearer's type and form changes with the weather. (Cost: Not encountered)
  117.  
  118. Forewarn: When initially hit with a super-effective move, the bearer will take it neutrally instead. (Cost: 8000)
  119.  
  120. Friend Guard: When an ally is 2 tiles ner the bearer, their DEF/RES is increased by 20%. (Cost: 3000)
  121.  
  122. Frisk: Not encountered
  123.  
  124. Full Metal Body: Solgaleo is immune to stat drops.
  125.  
  126. Fur Coat: Not encountered
  127.  
  128. Gale Wings: +1 MOV at 100% HP.
  129.  
  130. Galvanize: The bearer's normal type moves become electric type and deal 20% more damage. (Cost: 2500)
  131.  
  132. Gluttony: The bearer eats their berry at 50% HP rather than 33%. (Cost: 100)
  133.  
  134. Gooey: The bearer lowers a contact attacker's speed by 1 stage (10%) when being struck. (Cost: Not encountered)
  135.  
  136. Grass Pelt: Not encountered
  137.  
  138. Guts: When the bearer is statused, all physical moves deal 20% more damage. (Cost: 9500)
  139.  
  140. Harvest: Not encountered
  141.  
  142. Healer: The bearer has a 30% chance to heal a status effect of an ally within 3 tiles every turn. (Cost: 4000)
  143.  
  144. Heatproof: The bearer is immune to fire moves. (Cost: 7000)
  145.  
  146. Heavy Metal: The bearer gains +50% DEF and RES at the cost of 1 MOV. (Cost: 600)
  147.  
  148. Honey Gather: Not encountered
  149.  
  150. Huge Power: The bearer has 50% more damage, but takes 50% more damage. (Cost: 22000)
  151.  
  152. Hustle: The bearer has +1 MOV, but accurracy is halved. (Cost: 5000)
  153.  
  154. Hydration: If rain is active, the bearer will be healed of status every turn. (Cost: 3000)
  155.  
  156. Hyper Cutter: Immune to Attack drops. (Cost: 1500)
  157.  
  158. Ice Body: Heals 10% HP/turn during hail. (Cost: 1000)
  159.  
  160. Illuminate: The bearer will be targetted by enemies more often. (Cost: 8500)
  161.  
  162. Illusion: The bearer will be disgused as another Pokemon (be honest you cheaters). (Cost: Not encountered)
  163.  
  164. Immunity: The bearer is immune to poison. (Cost: 350)
  165.  
  166. Imposter: Banned
  167.  
  168. Infiltrator: The bearer's moves will pierce barriers. (Cost: 1200)
  169.  
  170. Innards Out: The bearer, upon dying, will deal the amount of HP they lost in damage to the killer. (Cost: Not encountered)
  171.  
  172. Inner Forcus: The bearer cannot be flinched, and gains +1 stage (10%) in speed after being struck.
  173.  
  174. Insomnia: The bearer is immune to sleep.
  175.  
  176. Intimidate: The bearer intimidates foes 3 tiles adjacent upon entering said range. This intimidation lowers their damage by 20%. However, if the intimidator is killed, the fear is overcame, and the targets no longer have 20% attack reduction, and gain +2 stages (20%) in attack.
  177.  
  178. Iron Barbs: The bearer deals 10% of HP when an enemy attacks physically, 7% if doubled, 5% on bosses (4% if doubled). (Cost: 3500)
  179.  
  180. Iron Fist: The bearer's punching moves will deal 20% extra damage. (Cost: 2500)
  181.  
  182. Justified: If the bearer is hit by a Dark-type move, their attack will increase by 1 stage (10%).
  183.  
  184. Keen Eye: Immune to accuracy drops
  185.  
  186. Klutz: The bearer can't use any items! (Cost: 1)
  187.  
  188. Leaf Guard: The bearer is immune to status while it's sunny. (Cost: 3000)
  189.  
  190. Levitate: The bearer is immune to ground-type attacks. (Cost: 15000)
  191.  
  192. Light Metal: The bearer sacrifices 50% of DEF and RES in favor of +1 MOV. (Cost: 6500)
  193.  
  194. Lightning Rod: The bearer will absorb all electric types for super effective, but also gains 10% magic for 2 turns. (Cost: 1500)
  195.  
  196. Limber: The bearer cannot be paralyzed. (Cost: 2500)
  197.  
  198. Liquid Ooze: The bearer will hurt attackers who use a draining move instead of healing. (Cost: 2500)
  199.  
  200. Liquid Voice: The bearer's sound moves become water type. (Cost: 1200)
  201.  
  202. Long Reach: The bearer uses contact moves without actually making contact. (Cost: 3000)
  203.  
  204. Magic Bounce: The bearer has a 10% to reflect non-damaging moves.
  205.  
  206. Magic Guard: The bearer is immune to indirect attacks. (Cost: Reward in ruins.)
  207.  
  208. Magician: The bearer will steal an item, so long as they aren't using one themselves.
  209.  
  210. Magma Armor: The bearer is immune to freezing. (Cost: 2500)
  211.  
  212. Magnet Pull: The bearer prevents steel types from running away. (Cost: 3000)
  213.  
  214. Marvel Scale: The bearer's defense will increase by 25% while statused. (Cost: Not encountered)
  215.  
  216. Mega Launcher: The bearer's aura and pulse moves deal 25% more damage. (Cost: Not encountered)
  217.  
  218. Merciless: The bearer will deal 25% more damage to poisoned foes. (Cost: Not encountered)
  219.  
  220. Minus: Not encountered
  221.  
  222. Misty Surge: Not encountered
  223.  
  224. Mold Breaker: The bearer's moves can be used on the target, regardless of ability. Bosses are immune. (Cost: 3500)
  225.  
  226. Moody: Banned
  227.  
  228. Motor Drive: The bearer is immune to electric moves, and will gain +1 stage (10%) in speed if hit by one. (Cost: 4000)
  229.  
  230. Moxie: The bearer will gain +1 stage (10%) in attack when killing an enemy.
  231.  
  232. Multiscale: The bearer will take half damage when at full HP. (Cost: 12000)
  233.  
  234. Multitype: Arceus' type depends on his held plate.
  235.  
  236. Mummy: The bearer's physical attackers will replace their abilities with Mummy. Bosses are immune. (Cost: 8000)
  237.  
  238. Natural Cure: The bearer heals statuses if they haven't been attacked for 2 turns.
  239.  
  240. Neuroforce: Necrozma will take half damage upon being initially attacked, has his super effective attacks boosted by 25%, has same type attacks boosted by 10%, and takes neutral damage to all of his weaknesses.
  241.  
  242. No Guard: The bearer has +50% accuracy, but so does the enemy. (Cost: 3500)
  243.  
  244. Normalize: stop (Cost: 1)
  245.  
  246. Oblivious: The bearer cannot be taunted nor infatuated. (Cost: 2500)
  247.  
  248. Overcoat: The bearer cannot be damaged by weather. (Cost: 1000)
  249.  
  250. Overgrow: The bearer's grass moves deal 30% more damage at 33% HP.
  251.  
  252. Own Tempo: The bearer cannot be confused. (Cost: 1000)
  253.  
  254. Parental Bond: Kangaskhan's child will aid the bearer by copying the move with 1/2 power, but the secondary effects are lost. (Cost: 25000)
  255.  
  256. Pickpocket: The bearer steals the target's item, so long as the bearer has no item. (Cost: Not encountered)
  257.  
  258. Pickup: The bearer picks up a random item after battle. (Cost: 800)
  259.  
  260. Pixilate: The bearer's normal moves become fairy-type, and deal 20% more damage. (Cost: 9000)
  261.  
  262. Plus: Banned
  263.  
  264. Poison Heal: The bearer heals 10% HP while poisoned. (Cost: Not encountered)
  265.  
  266. Poison Point: The bearer poisons any physical attacker at a 25% chance. (Cost: 3000)
  267.  
  268. Poison Touch: The bearer may poison any target when attacking at a 25% chance. (Cost: 3000)
  269.  
  270. Power Construct: Zygarde's power builds the lower his health is. His core stats (ATK/DEF/MAG/RES) increase by 0%-25% depending on health, while his MOV increases by 1 when below 50% HP.
  271.  
  272. Power of Alchemy: Upon defeating a target, the bearer steals their ability for the rest of the battle. (Cost: 5000)
  273.  
  274. Prankster: The bearer's status moves have priority. (Cost: 18000)
  275.  
  276. Pressure: The bearer's targets use up 25% more PP upon using a move. (Cost: 4500)
  277.  
  278. Primordial Sea: Not encountered
  279.  
  280. Prism Armor: Necrozma takes 15% damage from super effective hits rather than 25%.
  281.  
  282. Protean: Banned
  283.  
  284. Psychic Surge: Not encountered
  285.  
  286. Pure Power: Redundant
  287.  
  288. Queenly Majesty: Redundant
  289.  
  290. Quick Feet: The bearer has +50% speed while statused. (Cost: 8500)
  291.  
  292. Rain Dish: Redundant
  293.  
  294. Rattled: Dark, Ghost, and Bug types scare the bearer, increasing their speed by 1 stage (10%). (Cost: 5000)
  295.  
  296. Receiver: Redundant
  297.  
  298. Reckless: The bearer's recoil moves deal 25% more damage. (Cost: 3500)
  299.  
  300. Refrigerate: The bearer's normal moves become ice and deal 20% more damage. (Cost: 9500)
  301.  
  302. Regenerator: +50% HP if the bearer hasn't been attacked for 5 turns.
  303.  
  304. Rivalry: The bearer deals 10% more damage to Pokemon of same gender, and 10% less to the opposite. (Cost: 2500)
  305.  
  306. RKS System: Not encountered
  307.  
  308. Rock Head: The bearer is immune to recoil (Cost: 3000)
  309.  
  310. Rough Skin: Redundant
  311.  
  312. Run Away: The bearer will go back 1 space after being attacked (Cost: 2500)
  313.  
  314. Sand Force: Ground, Rock, and Steel types deal 25% more damage during a sandstorm. (Cost: 4000)
  315.  
  316. Sand Rush: The bearer has +25% speed during a sandstorm. (Cost: 2500)
  317.  
  318. Sand Stream: The bearer summons a sandstorm, increaseing the DEF/RES of Steel, Rock, and Ground types by 10% and dealing 10% damage to anything that isn't one of those types. (Cost: 3000)
  319.  
  320. Sand Veil: The bearer has +10% evasion during a sandstorm. (Cost: 6000)
  321.  
  322. Sap Sipper: The bearer is immune to grass and gains 1 stage (10%) in ATK if hit by a grass move. (Cost: 3000)
  323.  
  324. Schooling: Not encountered
  325.  
  326. Scrappy: The bearer can hit Ghosts with Normal and Fighting moves. (Cost: 2500)
  327.  
  328. Serene Grace: Banned
  329.  
  330. Shadow Shield: Lunala takes 1/4 damage upon being initially attacked.
  331.  
  332. Shadow Tag: The bearer prevents all Pokemon from getting 5 tiles away from them, upon entering them in a 5-tile radius.
  333.  
  334. Shed Skin: The bearer has a 25% to shed their skin, curing a status effect. (Cost: 3000)
  335.  
  336.  
  337. Sheer Force: The bearer's moves deal 20% more damage, but have no secondary effects. (Cost: 10000)
  338.  
  339. Shell Armor: The bearer has +5% DEF/RES. (Cost: 1000)
  340.  
  341. Shield Dust: The bearer cannot be hit with any secondary effects, unless they have a 100% chance of happening. (Cost: 5000)
  342.  
  343. Shields Down: Not encountered
  344.  
  345. Simple: The bearer's stat changes are doubled. (Cost: 30000)
  346.  
  347. Skill Link: The bearer's multi-hit moves will always hit max times. (Cost: 9000)
  348.  
  349. Slow Start: Not encountered
  350.  
  351. Slush Rush: The bearer's speed is +25% in hail.
  352.  
  353. Sniper: The bearer's counters will deal 10% more damage. (Cost: 1000)
  354.  
  355. Snow Cloak: The bearer will have +10% evasion in snow. (Cost: 6000)
  356.  
  357. Snow Warning: The bearer will summon hail upon switching in, boosting Ice types' DEF/RES by 10% and dealing 10% damage to everything else. (Cost: 3000)
  358.  
  359. Solar Power: The bearer deals +30% magic damage, but loses 15% HP/turn during sunlight. (Cost: 4000)
  360.  
  361. Solid Rock: The bearer takes 15% extra damage from super-effective hits rather than 25%. (Cost: 3000)
  362.  
  363. Soul-Heart: Not encountered
  364.  
  365. Soundproof: Not encountered
  366.  
  367. Speed Boost: The bearer gains +20% speed, this increases by 10% for each enemy killed.
  368.  
  369. Stakeout: Not encountered
  370.  
  371. Stall: The user will always attack last, but therefore have a 25% damage boost.
  372.  
  373. Stamina: The bearer gains +1 stage (10%) in defense when hit physically. (Cost: 10000)
  374.  
  375. Stance Change: Aegislash goes from shield form to blade form when attacking/protecting.
  376.  
  377. Static: The bearer causes paralysis at a 10% chance when attacked physically. (Cost: 4000)
  378.  
  379. Steadfast: The bearer gains +1 stage (10%) in speed when flinched.
  380.  
  381. Steelworker: The bearer's steel type moves deal 10% more damage. (Cost: 1000)
  382.  
  383. Stench: The bearer releases stench while attacking, causing a 10% chance to flinch. (Cost: 2500)
  384.  
  385. Sticky Hold: The bearer cannot lose their items. (Cost: 2500)
  386.  
  387. Storm Drain: The bearer draws in all water type moves and gets hit by them super effectively, but gains +1 stage (10%) in magic damage. (Cost: 2500)
  388.  
  389. Strong Jaw: The bearer's biting moves deal 10% more damage. (Cost: 1000)
  390.  
  391. Sturdy: The bearer has doubled DEF/RES if at full health.
  392.  
  393. Suction Cups: The bearer cannot be moved. (Cost: 2000)
  394.  
  395. Super Luck: The bearer's moves have +25% accuracy.
  396.  
  397. Surge Surfer: gay
  398.  
  399. Swarm: The bearer's bug-type moves deal 30% more damage at 1/3 HP.
  400.  
  401. Sweet Veil: The bearer prevents allies from falling asleep at a 15% chance.
  402.  
  403. Swift Swim: The bearer's speed is +25% during rain. (Cost: 3000)
  404.  
  405. Symbiosis: The bearer passes its item to an ally upon them using an item. (Cost: 2500)
  406.  
  407. Synchronize: The bearer gives a status back if statused. (Cost: 4000)
  408.  
  409. Tangled Feet: The bearer has +10% evasion if confused. (Cost: 400)
  410.  
  411. Technician: The bearer's moves that deal 3+Base or under deal 25% extra damage. (Cost: 14000)
  412.  
  413. Telepathy: The bearer cannot be hit by allies. (Cost: 4000)
  414.  
  415. Teravolt: dab
  416.  
  417. Thick Fat: The bearer resists fire and ice type moves. (Cost: 4000)
  418.  
  419. Tinted Lens: Banned
  420.  
  421. Torrent: The bearer's water type moves deal +30% damage when at 1/3 HP.
  422.  
  423. Tough Claws: Physical moves deal 25% more damage. (Cost: 25000)
  424.  
  425. Toxic Boost: The bearer's physical attacks deal +10% damage when poisoned. (Cost: 1000)
  426.  
  427. Trace: The bearer copies the opponents ability upon initally attacking. Bosses are immune. (Cost: 3000)
  428.  
  429. Triage: The bearer's healing moves have priority. (Cost: 10000)
  430.  
  431. Truant: The bearer misses their turn every other turn, but gains +50% damage. (Cost: 10000)
  432.  
  433. Turboblaze: sex
  434.  
  435. Unaware: The bearer ignores stat changes, bosses are immune. (Cost: 4000)
  436.  
  437. Unburden: The bearer gains +30% speed after using an item for 2 turns. (Cost: 4500)
  438.  
  439. Unnerve: The bearer unnerves foes, causing them to not use berries, and lose 10% accuracy on status moves. (Cost: 6500)
  440.  
  441. Victory Star: sedxcifosdfgifsdo
  442.  
  443. Vital Spirit: dab
  444.  
  445. Volt Absorb: dab
  446.  
  447. Water Absorb: dabeth
  448.  
  449. Water Bubble: The bearer takes 25% less damage from fire, and is immune to burning. (Cost: 5000)
  450.  
  451. Water Compaction: asfijaosf
  452.  
  453. Water Veil: rifosafj
  454.  
  455. Weak Armor: Upon being hit physically, -25% Defense and +25% Attack
  456.  
  457. White Smoke: SEX IS REAL
  458.  
  459. Wimp Out: DAB
  460.  
  461. Wonder Guard; BANED LOL
  462.  
  463. Wonder Skin: HEY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  464.  
  465. ZSen mov
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