Category:Abilities

Abilities
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 

<p style="margin: 0in 0in 0pt;">'' The pokemon can throw up a wall of sand trapping everything in an encounter with it, until it dismisses the trap. ''

<p style="margin: 0in 0in 0pt;"> Cast – Daily

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 10pt;"> 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.

<p style="margin: 0in 0in 0pt;"> B - 

<p style="margin: 0in 0in 0pt;"> Bad Dreams 

<p style="margin: 0in 0in 0pt;">'' The pokemon leaks soul-stealing nightmares into those who are sleeping around it whether they want to or not. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> Anything sleeping within 30-meters of the pokemon with Bad Dreams lose 1/8 th of their full HP at the beginning of each round.

<p style="margin: 0in 0in 0pt;"> Battle Armor 

<p style="margin: 0in 0in 0pt;">'' The pokemon has such thick plating on its body it is actually unable to be hit in any vital areas. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect: Immune

<p style="margin: 0in 0in 0pt;"> Critical Hits

<p style="margin: 0in 0in 0pt;"> Blaze 

<p style="margin: 0in 0in 0pt;">'' In a desperate final tactic, the pokemon engulfs themselves in flame, raising their firepower. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Fire

<p style="margin: 0in 0in 0pt;"> C - 

<p style="margin: 0in 0in 0pt;"> Chlorophyll 

<p style="margin: 0in 0in 0pt;">'' While the sun shines brightly, the user benefits from its plant-like body and greatly increases their speed. ''

<p style="margin: 0in 0in 0pt;"> Trigger - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> While Sunny, the Speed stat of the pokemon is doubled.

<p style="margin: 0in 0in 0pt;"> Clear Body 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 10pt;"> The pokemon’s Combat Stages may not be lowered by the effect of Abilities or Moves. Status effects may still alter their Combat Stages.

<p style="margin: 0in 0in 0pt;"> Cloud Nine 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Cast – Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Color Change 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Compound Eyes 

<p style="margin: 0in 0in 0pt;">'' The user’s eyes can focus at unusual levels of function to improve their accuracy and ability to follow their foes. ''

<p style="margin: 0in 0in 0pt;"> Cast - Daily

<p style="margin: 0in 0in 0pt;"> Effect: Sustain

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Overworld - Cast - Daily

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Cute Charm 

<p style="margin: 0in 0in 0pt;">'' When impacted by a foe’s attack the pokemon stares into their eyes with intoxicating looks that cause the attacker to fall in love. ''

<p style="margin: 0in 0in 0pt;"> Trigger - Daily

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> When an opposite gendered foe attacks the pokemon with Cute Charm, they become Infatuated after damaged is dealt.

<p style="margin: 0in 0in 0pt;"> Overworld - Cast - Hourly

<p style="margin: 0in 0in 10pt;"> 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.

<p style="margin: 0in 0in 0pt;"> D - 

<p style="margin: 0in 0in 0pt;"> Damp 

<p style="margin: 0in 0in 0pt;">'' The user’s presence moistens the area surrounding it, preventing foes from gathering enough hot air required to make an explosion. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Dark Art 

<p style="margin: 0in 0in 0pt;">'' After suffering a great deal of damage, the user decides to call upon dark energy to eliminate their foes. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Dark

<p style="margin: 0in 0in 0pt;"> Download 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Drizzle 

<p style="margin: 0in 0in 0pt;">'' The pokemon lets it rain because it is their duty. ''

<p style="margin: 0in 0in 0pt;"> Cast – Hourly

<p style="margin: 0in 0in 0pt;"> Effect: Sustain, Weather

<p style="margin: 0in 0in 10pt;"> The weather is set to Rainy as long as the pokemon with Drizzle wants it to remain that way.

<p style="margin: 0in 0in 0pt;"> Drought 

<p style="margin: 0in 0in 0pt;">'' The pokemon makes it scorching hot because it is their duty. ''

<p style="margin: 0in 0in 0pt;"> Cast – Hourly

<p style="margin: 0in 0in 0pt;"> Effect: Sustain, Weather

<p style="margin: 0in 0in 0pt;"> The weather is set to Sunny as long as the pokemon with Drought wants it to remain that way.

<p style="margin: 0in 0in 0pt;"> Dry Skin 

<p style="margin: 0in 0in 0pt;">'' The pokemon is cursed with dry, cracked skin. They require moisture to thrive while heat can easily kill them if they are left unchecked. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> E - 

<p style="margin: 0in 0in 0pt;"> Early Bird 

<p style="margin: 0in 0in 0pt;">'' When the pokemon falls asleep, they rapidly shake of their grogginess; it is in their nature to not need sleep. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> When making Sleep Checks, the Sleep Check counter starts at 11.

<p style="margin: 0in 0in 0pt;"> Effect Spore 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 10pt;"> 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.

<p style="margin: 0in 0in 0pt;"> F - 

<p style="margin: 0in 0in 0pt;"> Filter 

<p style="margin: 0in 0in 0pt;">'' The user separates as much elemental damage that it can when it is hit by an attack that its defenses are weak against. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Flame Body 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Trigger - Daily

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> When a foe hits the pokemon with Flame Body with a melee Move, they become Burned after damaged is dealt.

<p style="margin: 0in 0in 0pt;"> Overworld - Cast - Daily

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Flash Fire 

<p style="margin: 0in 0in 0pt;">'' The user needs a small push of fire, when provoked; their body becomes engulfed in an intense flame, which prevents further fire damage. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> After taking damage from a Fire Type Move, the user becomes Immune to the Fire Type and may not be Frozen.

<p style="margin: 0in 0in 0pt;"> Flower Gift 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Trigger - Hourly

<p style="margin: 0in 0in 0pt;"> Effect: Burst

<p style="margin: 0in 0in 10pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Focus 

<p style="margin: 0in 0in 0pt;">'' As the user runs out of options, they regain their composure and flex out their inner power for a final assault. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Fighting

<p style="margin: 0in 0in 0pt;"> Forecast 

<p style="margin: 0in 0in 0pt;">'' The user’s body is genetically created and alters with the weather, whether it wants to or not. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Forewarn 

<p style="margin: 0in 0in 0pt;">'' The user reads the minds of their foes to reveal the most damaging move the foe conceals. ''

<p style="margin: 0in 0in 0pt;"> Cast - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Freezing Point 

<p style="margin: 0in 0in 0pt;">'' Knowing that their time is near, the user lowers their body temperature below dangerous levels to get an extra push in their ice attacks. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Ice

<p style="margin: 0in 0in 0pt;"> Frisk 

<p style="margin: 0in 0in 0pt;">'' The pokemon quickly pats down the target, checking for a held item. ''

<p style="margin: 0in 0in 0pt;"> Cast - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 10pt;"> The adjacent target reveals what item they are holding, if any.

<p style="margin: 0in 0in 0pt;"> G - 

<p style="margin: 0in 0in 0pt;"> Gluttony 

<p style="margin: 0in 0in 0pt;">'' The user can’t help their curse; they must eat every food in their possession, immediately. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> When given a consumable item, the pokemon immediately eats it.

<p style="margin: 0in 0in 0pt;"> Guts 

<p style="margin: 0in 0in 0pt;">'' Despite the fact that the user is afflicted with a hindering status, they gather strength from their pain to punish their enemies. ''

<p style="margin: 0in 0in 0pt;"> Trigger - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> H - 

<p style="margin: 0in 0in 0pt;"> Haunt 

<p style="margin: 0in 0in 0pt;">'' The user throws curses that normally are dangerous for the user, but the pokemon doesn’t care; they’re already near death. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Ghost

<p style="margin: 0in 0in 0pt;"> Heat Proof 

<p style="margin: 0in 0in 0pt;">'' The pokemon has a thick layer of armor that reduces the impact of a fire attack. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The user halves the damage they would take from Fire Type Moves after they apply weakness and resistance.

<p style="margin: 0in 0in 0pt;"> Honey Gather 

<p style="margin: 0in 0in 0pt;">'' The user quickly sweeps a tree or a patch of flowers, taking it pollen and quickly changing it into honey. ''

<p style="margin: 0in 0in 0pt;"> Cast - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 10pt;"> The user finds Honey if they are not holding an item.

<p style="margin: 0in 0in 0pt;"> Huge Power 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The user’s Attack stat is doubled.

<p style="margin: 0in 0in 0pt;"> Hustle 

<p style="margin: 0in 0in 0pt;">'' The user tries to make quick work of its foes by overcompensating its attacks with an absurd amount of flashy poses before each attack. ''

<p style="margin: 0in 0in 0pt;"> Cast - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Hydration 

<p style="margin: 0in 0in 0pt;">'' Water rejuvenates the pokemon, healing them of any ill status. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> When Rainy, the user is healed of Paralysis, Burns, Poison, Freezing or Sleep.

<p style="margin: 0in 0in 0pt;"> Hyper Cutter 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 10pt;"> The user’s Attack Combat Stages may not be lowered.

<p style="margin: 0in 0in 0pt;"> I - 

<p style="margin: 0in 0in 0pt;"> Ice Body 

<p style="margin: 0in 0in 0pt;">'' Ice heals the pokemon, ensuring its survival in the harshest sub-zero temperatures. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> While Hailing, the user gains 1/16 of their full HP at the beginning of each of their turns.

<p style="margin: 0in 0in 0pt;"> Illuminate 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s body glows at night, attracting attention. ''

<p style="margin: 0in 0in 0pt;"> Overworld - Cast - Daily

<p style="margin: 0in 0in 0pt;"> The user attracts a wild Pokemon at night.

<p style="margin: 0in 0in 0pt;"> Immunity 

<p style="margin: 0in 0in 0pt;">'' The pokemon may take hits from deadly venom or inhale the most lethal gases but they will never succumb to poison. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect: Immune

<p style="margin: 0in 0in 0pt;"> Poisoning

<p style="margin: 0in 0in 0pt;"> Inner Focus 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect: Immune

<p style="margin: 0in 0in 0pt;"> Flinching

<p style="margin: 0in 0in 0pt;"> Insomnia 

<p style="margin: 0in 0in 0pt;">'' Both a curse and a blessing, pokemon who are insomniacs cannot sleep. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect: Immune

<p style="margin: 0in 0in 0pt;"> Sleep

<p style="margin: 0in 0in 0pt;"> Intimidate 

<p style="margin: 0in 0in 0pt;">'' The user lets out a low growl while looking into the eyes of a foe, discouraging a good performance during battle. ''

<p style="margin: 0in 0in 0pt;"> Cast - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> At the beginning of an encounter, you may lower a target’s Attack 1 Combat Stage.

<p style="margin: 0in 0in 0pt;"> Overworld - Cast - Hourly

<p style="margin: 0in 0in 10pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Iron Fist 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s hands are unbreakable and they employ their left and right fists in battle to obliterate foes. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> K - 

<p style="margin: 0in 0in 0pt;"> Keen Eye 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s eyes are unhindered; nothing can separate their gaze and the target. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The pokemon cannot have its Accuracy Rolls raised by anything except a target’s Defense, Special Defense or Speed.

<p style="margin: 0in 0in 0pt;"> Overworld - Cast - Hourly

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Klutz 

<p style="margin: 0in 0in 0pt;">'' The pokemon is cursed with slippery hands; nothing they hold onto stays there for longer then a few seconds. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The pokemon with Klutz may not hold items. If they try to hold anything, they’ll drop it immediately.

<p style="margin: 0in 0in 0pt;"> L - 

<p style="margin: 0in 0in 0pt;"> Landslide 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 10pt;"> Ground

<p style="margin: 0in 0in 0pt;"> Last Chance 

<p style="margin: 0in 0in 0pt;">'' The pokemon only has a few more tries to make the foe feel what they’ve felt; it’s time to make it count! ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Normal

<p style="margin: 0in 0in 0pt;"> Leaf Guard 

<p style="margin: 0in 0in 0pt;">'' By absorbing sunlight and photosynthesizing, the pokemon cures themselves of any ill status. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> When Sunny, the user is healed of Paralysis, Burns, Poison, Freezing or Sleep.

<p style="margin: 0in 0in 0pt;"> Levitate 

<p style="margin: 0in 0in 0pt;">'' The user, by psychic, mystical or natural means, can fly and lift themselves off the ground. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The pokemon is immune to Ground Type Moves.

<p style="margin: 0in 0in 0pt;"> Lightning Rod 

<p style="margin: 0in 0in 0pt;">'' The user has an odd protruding part of their body that magnetically attracts electric discharges. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Limber 

<p style="margin: 0in 0in 0pt;">'' The pokemon is naturally flexible and kind finds ways to move even if other parts of its body experiences paralyzation. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect: Immune

<p style="margin: 0in 0in 0pt;"> Paralysis

<p style="margin: 0in 0in 0pt;"> Liquid Ooze 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 10pt;"> 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.

<p style="margin: 0in 0in 0pt;"> M - 

<p style="margin: 0in 0in 0pt;"> Mach Speed 

<p style="margin: 0in 0in 0pt;">'' The pokemon begin to fly at dangerous speeds to inflict more damage, neglecting their safety since they’re already about to pass out. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Flying

<p style="margin: 0in 0in 0pt;"> Magic Guard 

<p style="margin: 0in 0in 0pt;">'' A mystical coat of glowing runes covers the user so their abilities and status cannot be altered, until the coat is broken through first. ''

<p style="margin: 0in 0in 0pt;"> Cast – Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> For the remainder of the encounter, Moves that cannot deal damage cannot affect Magic Guard’s user.

<p style="margin: 0in 0in 0pt;"> Magma Armor 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s body temperature is above ice’s melting point; they can’t be frozen. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect: Immune

<p style="margin: 0in 0in 0pt;"> Freezing.

<p style="margin: 0in 0in 0pt;"> Magnet Pull 

<p style="margin: 0in 0in 0pt;">'' The pokemon begins to generate a magnetic field that controls the movement of near by Steel pokemon. ''

<p style="margin: 0in 0in 0pt;"> Cast - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Overworld - Cast - Daily

<p style="margin: 0in 0in 10pt;"> Roll 1d20; on 1-5, nothing happens; on 6-20, a Steel Type pokemon is drawn towards the user, within reason. <span style="font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: Calibri; mso-fareast-theme-font: minor-latin; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA;"> <p style="margin: 0in 0in 0pt; line-height: 12.05pt;"> Marvel Scale 

<p style="margin: 0in 0in 0pt;">'' When the pokemon is weak, their body’s scales tighten up to protect themselves from further damage. ''

<p style="margin: 0in 0in 0pt;"> Trigger - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Mind Mold 

<p style="margin: 0in 0in 0pt;">'' Seeing no other option, the user links minds with their foes to deal greater psionic damage; a high risk tactic with impressive results. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Psychic

<p style="margin: 0in 0in 0pt;"> Minus 

<p style="margin: 0in 0in 0pt;">'' A negative charge is sent throughout the field, it empowers those who have a positive field in their body. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Mold Breaker 

<p style="margin: 0in 0in 0pt;">'' The pokemon throws a curse that disables their natural talents. ''

<p style="margin: 0in 0in 0pt;"> Cast - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The target’s Ability is disabled, it cannot be used until the end of the encounter.

<p style="margin: 0in 0in 0pt;"> Motor Drive 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s heart is like a battery-charged machine; each shock increases the output; each shock empowers the pokemon. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Mountain Peak 

<p style="margin: 0in 0in 0pt;">'' The user’s true power is revealed in their rage; the more they were hurt, the more they will return the favor. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Rock

<p style="margin: 0in 0in 0pt;"> Multitype 

<p style="margin: 0in 0in 0pt;">'' Arceus can change its elemental alliance at will. ''

<p style="margin: 0in 0in 0pt;"> Cast

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> Arceus changes its Elemental Type to any of the Elemental Types. Multitype cannot be copied or disabled.

<p style="margin: 0in 0in 0pt;"> N - 

<p style="margin: 0in 0in 0pt;"> Natural Cure 

<p style="margin: 0in 0in 0pt;">'' When energized by a Poke Ball, forcing an illness’ negative energy away from their body can eliminate the pokemon’s ill status. ''

<p style="margin: 0in 0in 0pt;"> Cast - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The pokemon is cured of Paralysis, Poisoning, Burns, Freezing and Sleep when returned to its Poke Ball.

<p style="margin: 0in 0in 0pt;"> No Guard 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Cast - Daily

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> For the next 5 minutes, all Moves cannot miss.

<p style="margin: 0in 0in 0pt;"> Normalize 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s attacks cannot find any elemental bond with anything; their attacks bond with plainness, simplifying the attack’s nature. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> All Moves performed by the pokemon are considered Normal Type instead of whatever Type they normally are.

<p style="margin: 0in 0in 0pt;"> O - 

<p style="margin: 0in 0in 0pt;"> Oblivious 

<p style="margin: 0in 0in 0pt;">'' The pokemon has no interest in mates; as a result they cannot be infatuated. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect: Immune

<p style="margin: 0in 0in 0pt;"> Infatuation.

<p style="margin: 0in 0in 0pt;"> Overworld - Constant

<p style="margin: 0in 0in 0pt;"> Pokemon with the Oblivious Ability cannot breed.

<p style="margin: 0in 0in 0pt;"> Overcharge 

<p style="margin: 0in 0in 0pt;">'' The pokemon generates dangerous levels of electricity abandoning safety; it’s already about to go down. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Electric

<p style="margin: 0in 0in 0pt;"> Overgrow 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Grass

<p style="margin: 0in 0in 0pt;"> Own Tempo 

<p style="margin: 0in 0in 0pt;">'' The pokemon is odd; confusion isn’t out of the ordinary for it. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect: Immune

<p style="margin: 0in 0in 0pt;"> Confusion

<p style="margin: 0in 0in 0pt;"> P - 

<p style="margin: 0in 0in 0pt;"> Pickup 

<p style="margin: 0in 0in 0pt;">'' The pokemon is lucky and commonly finds random items on the floor on a daily basis. ''

<p style="margin: 0in 0in 0pt;"> Cast - Daily

<p style="margin: 0in 0in 0pt;"> Effect: Pickup

<p style="margin: 0in 0in 0pt;"> You may use Pickup at the end of any encounter. Roll 1d20, consult the Pickup keyword to figure out what you find.

<p style="margin: 0in 0in 0pt;"> Plus 

<p style="margin: 0in 0in 0pt;">'' A positive charge is sent throughout the field, it empowers those who have a negative field in their body. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Poison Heal 

<p style="margin: 0in 0in 0pt;">'' Poison rejuvenates the body, no decay is found in the pokemon’s nervous system. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Poison Point 

<p style="margin: 0in 0in 0pt;">'' The pokemon secretes poison from sharp tips that cover their body. ''

<p style="margin: 0in 0in 0pt;"> Trigger - Daily

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> When hit by a melee Move, the pokemon who attacked Poison Point’s user is Poisoned.

<p style="margin: 0in 0in 0pt;"> Pressure 

<p style="margin: 0in 0in 0pt;">'' The pokemon gives off a powerful spiritual pressure that reduces the continuous use of attacks. ''

<p style="margin: 0in 0in 0pt;"> Cast - Daily

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Pure Blooded 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s heritage wouldn’t allow failure, their blood boils and empowers them as they are pushed towards defeat. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 10pt;"> Dragon <span style="font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: Calibri; mso-fareast-theme-font: minor-latin; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA;"> <p style="margin: 0in 0in 0pt; line-height: 12.05pt;">'' Some pokemon naturally have both their physical strength and their mental strength put into their physical attacks. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The user’s Attack stat is doubled.

<p style="margin: 0in 0in 0pt;"> Q - 

<p style="margin: 0in 0in 0pt;"> Quick Feet 

<p style="margin: 0in 0in 0pt;">'' The pokemon is prodded on by their ill status ailment into action; they move quickly and speed by their foes. ''

<p style="margin: 0in 0in 0pt;"> Trigger - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> R - 

<p style="margin: 0in 0in 0pt;"> Rain Dish 

<p style="margin: 0in 0in 0pt;">'' The pokemon has a large bowl on their body that collects and absorbs water and regains health. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> While Rainy, the user gains 1/16 of their full HP at the beginning of each of their turns.

<p style="margin: 0in 0in 0pt;"> Reckless 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Rivalry 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Trigger – Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> When battling a same gendered foe, the user may raise their Attack 2 Combat stages.

<p style="margin: 0in 0in 0pt;"> Rock Head 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Rough Skin 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Run Away 

<p style="margin: 0in 0in 0pt;">'' The user summons energy to their feet and makes great haste as it leaves any problem it had behind. ''

<p style="margin: 0in 0in 0pt;"> Cast - Daily

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> S - 

<p style="margin: 0in 0in 0pt;"> Sand Stream 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Cast - Daily

<p style="margin: 0in 0in 0pt;"> Effect: Burst, Sustain, Weather

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Sand Veil 

<p style="margin: 0in 0in 0pt;">'' When a sandstorm surrounds the user, they can manipulate the sand to create veils around themselves and their allies. ''

<p style="margin: 0in 0in 0pt;"> Cast - Hourly

<p style="margin: 0in 0in 0pt;"> Effect: Sustain

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Overworld - Cast - Daily

<p style="margin: 0in 0in 0pt;"> Sand Bubbles make the user and its allies within 15-meters invisible while moving through Sandstorming terrain.

<p style="margin: 0in 0in 0pt;"> Scrappy 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s body can easily enter the ethereal plane to ensure that it can get into a fight with every enemy it encoutners. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Serene Grace 

<p style="margin: 0in 0in 0pt;">'' Thing just work for the pokemon, the secondary effects of their attacks come naturally, without any effort. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Shadow Tag 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Cast - Daily

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> Once adjacent to the target, they are Trapped. They may still Shift, but cannot Shift more then 20-meters from Shadow Tag’s user.

<p style="margin: 0in 0in 0pt;"> Shed Skin 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Cast - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The pokemon is cured of Paralysis, Freezing, Burns, Poison, and Sleep.

<p style="margin: 0in 0in 0pt;"> Shell Armor 

<p style="margin: 0in 0in 0pt;">'' The pokemon has such thick plating on its body it is actually unable to be hit in any vital areas. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect: Immune

<p style="margin: 0in 0in 0pt;"> Critical Hits

<p style="margin: 0in 0in 0pt;"> Shield Dust 

<p style="margin: 0in 0in 0pt;">'' Some pokemon give off a magical dust when hit that prevents any extra effects of an attack to harm them. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 10pt;"> The effects of damage dealing Moves that target the pokemon with Shield Dust are disabled. <span style="font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: Calibri; mso-fareast-theme-font: minor-latin; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA;"> <p style="margin: 0in 0in 0pt; line-height: 12.05pt;"> Simple 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s mind works in incredible ways; they understand the simplicity of energy and can maximize the effectiveness of their own strengths. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> When the pokemon’s Combat Stages are altered, double the amount of Combat Stages they are raised or lowered.

<p style="margin: 0in 0in 0pt;"> Skill Link 

<p style="margin: 0in 0in 0pt;">'' The pokemon can effectively perform combos, chaining their hits with little effort. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Slow Start 

<p style="margin: 0in 0in 0pt;">'' The pokemon, who usually remained still for decades, needs to warm up their joint before utilizing their full power. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> For 3 turns, the pokemon’s Speed and Attack Stats are halved.

<p style="margin: 0in 0in 0pt;"> Sniper 

<p style="margin: 0in 0in 0pt;">'' The pokemon hits hard when they hit a vital spot on a foe; their intense accuracy obliterates the target’s defense. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Snow Cloak 

<p style="margin: 0in 0in 0pt;">'' When a hailstorm surrounds the user, they can manipulate the ice to create veils around themselves and their allies. ''

<p style="margin: 0in 0in 0pt;"> Cast - Hourly

<p style="margin: 0in 0in 0pt;"> Effect: Sustain

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Overworld - Cast - Daily

<p style="margin: 0in 0in 0pt;"> Snow Bubbles make the user and its allies within 15-meters invisible while moving through Hailing terrain.

<p style="margin: 0in 0in 0pt;"> Snow Warning 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Cast - Daily

<p style="margin: 0in 0in 0pt;"> Effect: Burst, Sustain, Weather

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Solar Power 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s body rapidly ages in strong sunlight, but the sun also grants the pokemon great power. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Solid Rock 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> Super Effective Moves that target the pokemon are only regularly effective and Super Super Effective Moves that target the pokemon are only Super Effective.

<p style="margin: 0in 0in 0pt;"> Soundproof 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s ears are tuned only to their trainer’s ears, or to nothing at all, sound based moves cannot harm them. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Speed Boost 

<p style="margin: 0in 0in 0pt;">'' The user begins to accelerate, moving at mind-boggling speeds. ''

<p style="margin: 0in 0in 0pt;"> Cast - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The pokemon’s Speed is raised 1 Combat Stage on each of its turns.

<p style="margin: 0in 0in 0pt;"> Static 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s electric body gives off excess volts; when handled roughly, it can paralyze those who aggravate it. ''

<p style="margin: 0in 0in 0pt;"> Trigger - Daily

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> When a foe hits the pokemon with Static with a melee Move, they become Paralyzed after damaged is dealt.

<p style="margin: 0in 0in 0pt;"> Overworld - Cast - Daily

<p style="margin: 0in 0in 0pt;"> Roll 1d20; on 1-5, nothing happens; on 6-20, an Electric Type pokemon is drawn towards the user, within reason.

<p style="margin: 0in 0in 0pt;"> Stall 

<p style="margin: 0in 0in 0pt;">'' The pokemon, for whatever reason, has it stuck in its mind to always make the last move. This can commonly backfire. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Steadfast 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> When Flinched, the pokemon’s Speed is raised 1 Combat Stage.

<p style="margin: 0in 0in 0pt;"> Stench 

<p style="margin: 0in 0in 0pt;">'' The pokemon smells awful; most wilds will have nothing to do with such a putrid smell. ''

<p style="margin: 0in 0in 0pt;"> Cast - Daily

<p style="margin: 0in 0in 0pt;"> Roll 1d20, on a roll of 17 or better, all foes within 7 meters of Stench’s user flees without fail.

<p style="margin: 0in 0in 0pt;"> Sticky Hold 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The pokemon’s held items cannot be stolen, switched, destroyed or dropped.

<p style="margin: 0in 0in 0pt;"> Storm Drain 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s body works like a water vacuum, absorbing all stray puddles or blasts of water nearby. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Sturdy 

<p style="margin: 0in 0in 0pt;">'' It can’t be snapped without first wearing down their defenses; some pokemon are just built that way. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The pokemon is immune to the Moves Sheer Cold, Guillotine, Horn Drill and Fissure.

<p style="margin: 0in 0in 0pt;"> Suction Cups 

<p style="margin: 0in 0in 0pt;">'' The pokemon’s body has suction cups on its limbs; they commonly employ the cups to stay in place and keep their ground. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The pokemon is immune to the Moves Roar and Whirlwind. The pokemon is immune to Push effects.

<p style="margin: 0in 0in 0pt;"> Super Luck 

<p style="margin: 0in 0in 0pt;">'' Some pokemon are lucky and always find that vital point on a foe’s body while attacking. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 10pt;"> 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. <span style="font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: Calibri; mso-fareast-theme-font: minor-latin; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA;">

<p style="margin: 0in 0in 0pt; line-height: 12.05pt;"> Swarm 

<p style="margin: 0in 0in 0pt;">'' When attacked into a danger zone, the user forms insect motes to aid it in what could be its final assault. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Bug

<p style="margin: 0in 0in 0pt;"> Swift Swim 

<p style="margin: 0in 0in 0pt;">'' While it rains, the pokemon feels the rush of familiar water that enables it to move as if it were in the water. ''

<p style="margin: 0in 0in 0pt;"> Trigger - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> While Rainy, the Speed stat of the pokemon is doubled.

<p style="margin: 0in 0in 0pt;"> Synchronize 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Trigger - Hourly

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Overworld - Cast - Daily

<p style="margin: 0in 0in 0pt;"> A wild pokemon’s Nature is changed to match the user’s Nature, permanently.

<p style="margin: 0in 0in 0pt;"> T - 

<p style="margin: 0in 0in 0pt;"> Tangled Feet 

<p style="margin: 0in 0in 0pt;">'' When confused, the pokemon begins to rapidly dance about making it a difficult target, if not a humorous one to watch. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> While Confused, the pokemon’s foes must roll +3 during Accuracy Check to hit the pokemon with Tangled Feet.

<p style="margin: 0in 0in 0pt;"> Technician 

<p style="margin: 0in 0in 0pt;">'' The pokemon works with light damaging attacks to optimize their damage output and make them serious threats. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> Moves with the Damage Dice Rolls 1d4, 1d8, 1d12, 2d10, or 4d6 instead use 3d10 as their Damage Dice Roll.

<p style="margin: 0in 0in 0pt;"> Thick Fat 

<p style="margin: 0in 0in 0pt;">'' The pokemon has layers of thick blubber; to burn and freeze such thick fatted skin is very difficult. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The pokemon is treated as if they are Resistant to Fire Type Moves and Ice Type Moves.

<p style="margin: 0in 0in 0pt;"> Tinted Lens 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Torrent 

<p style="margin: 0in 0in 0pt;">'' A surge of water flows forward from the body, improving water’s effectiveness; a defense mechanism when the pokemon is in danger. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Water

<p style="margin: 0in 0in 0pt;"> Trace 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Cast - Hourly

<p style="margin: 0in 0in 0pt;"> Effect: Sustain

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Truant 

<p style="margin: 0in 0in 0pt;">'' The lazy, disobedient pokemon rarely moves, it’s quite annoying for the trainer. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> U - 

<p style="margin: 0in 0in 0pt;"> Unaware 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The pokemon’s Combat Stages cannot be lowered or raised.

<p style="margin: 0in 0in 0pt;"> Unbreakable 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Steel

<p style="margin: 0in 0in 0pt;"> Unburden 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> After consuming a held item, the pokemon’s Speed is raised 1 Combat Stage.

<p style="margin: 0in 0in 0pt;"> V - 

<p style="margin: 0in 0in 0pt;"> Venom 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect: Last Chance

<p style="margin: 0in 0in 0pt;"> Poison

<p style="margin: 0in 0in 0pt;"> Vital Spirit 

<p style="margin: 0in 0in 0pt;">'' The pokemon is always full of energy; it never needs to rest to restore itself. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect: Immune

<p style="margin: 0in 0in 0pt;"> Sleep

<p style="margin: 0in 0in 0pt;"> Overworld - Cast - Hourly

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Volt Absorb 

<p style="margin: 0in 0in 0pt;">'' Electricity feeds the pokemon; any foe that mistakenly shocks them only empowers the pokemon. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> W - 

<p style="margin: 0in 0in 0pt;"> Water Absorb 

<p style="margin: 0in 0in 0pt;">'' Touching water makes the pokemon feel refreshed and alive, forcibly smashing water onto the pokemon actually restores their energy. ''

<p style="margin: 0in 0in 0pt;"> Trigger

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> 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.

<p style="margin: 0in 0in 0pt;"> Water Veil 

<p style="margin: 0in 0in 0pt;">'' Water constantly covers the pokemon, it seeps through their scales and protects them from intense burns. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect: Immune

<p style="margin: 0in 0in 0pt;"> Burns

<p style="margin: 0in 0in 0pt;"> White Smoke 

<p style="margin: 0in 0in 0pt;">'' A mystical smoke leaks from the pokemon, it ensures its power remains unhindered and unbroken. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 0pt;"> The user’s Combat Stages may not be lowered.

<p style="margin: 0in 0in 0pt;"> Wonder Guard 

<p style="margin: 0in 0in 0pt;">'' 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. ''

<p style="margin: 0in 0in 0pt;"> Constant

<p style="margin: 0in 0in 0pt;"> Effect:

<p style="margin: 0in 0in 10pt;"> Only damaging Moves that are Super-Effective hit the pokemon with Wonder Guard, all other moves always deal 0 damage.