New Abilities

All creatures have a Primary Ability which is always with them. They also have one of up to two possible other Abilities called Secondary Abilities.
Ability Name | Effect Overview |
---|---|
Boosts Evasion against targeting foes. | |
Boosts Accuracy in response to accuracy reducing or enemy evasion increasing effects. | |
May cause Paralysis, Sleep, or Confusion upon entrance. Evironment specific Evasion +1 | |
Melody | 100% Accuracy for Sound-based moves |
Rhythm | Repetitve moves hit maximum possible times. Cannot be confused. |
Distortion Field | Body Contact may cause Confusion. Cannot be confused. |
Evergreen | Gradually boosts Defense and Special Defense stat. |
Bait Switch | Creates a Substitute when user is -50%HP. User loses 10%HP to make Substitute. Cannot make Substitute if -10% HP. |
Vanish | May evade all target moves after using a move until the end of the next turn. |
Die-Hard | Cannot be K.O.'d by Super Effective moves. Cannot be K.O'd by status damage. |
Air Current | Boosts speed when hit by Flying-type moves. Immune to Flying-type moves. |
En Garde | Boosts Defense when hit by physical move. Boosts Sp. Defense when hit by special move. |
Focus Target | Boosts Critical Hit chances when user's move misses target. |
Clarity | Accuracy and Evasion cannot be reduced. Cannot be confused. |
Sonar | Boosts Accuracy upon entrence. May cause Confusion. |
Stealth Color | Evades move that is the same type as last move to target user. |
Fell Sensor | Doubles Accuracy when target is below half HP. |
Enlightened | Eades Super-Effective moves half the time. |
White Mist | Causes Fog weather condition upon entrence. |
Storm Watch | Causes a Thunderstorm weather condtion upon entrence. |
Frost | Contact may cause Freeze or Hypothermia. |
Water Proof | Water-type attacks do half damage. Cannot be frozen. Immune to Soak. |
Cloud Body | Gives immunity to non-projectile Ground-type moves. May evade physical moves. |
Cargo | User can hold 3 or 5 items depending on it's stage of evolution. |
Plasma Rush | Boosts Speed when using a Draining move |
Spook | Lowers opponent's Sp. Attack upon entrence. May cause Flinch upon entrence. |
Cushion Guard | Prevents recoil damage. |
Time Warp | Opponent always moves last. |
Spring | Heals team a little each turn. Rain and Sunny weather last longer. |
Summer | Boosts team's Offense upon entrence. Sunny and Heatstorm weather last longer. |
Autumn | Prevents Team Status effect. Fog and Thunderstorm weather lasts longer. |
Winter | Boosts team's Defense and Sp. Defense upon entrence. Hailstorm and Rain weather last longer. |
New Growth | Restore's team's PP upon entrence. Heal's a little each turn. |
Mettalurgy | Gradually boosts Defense. Prevents Critical Hits on team. |
Stone Age | Team only takes regular damage from Super-Effective moves. |
Seasonal | Allows only one creature with Seasonal at a time on a team. |
Primordial Rivalry | Allows only one creature with Primordial Rivalry at a time on a team. |
Nightfall | Changes first type to Dark during Night or Blackout weather. |