Pet Mod ViAbilities

Voting has ended! Our winners are:

Iron Fist
shnowshner's Hitmonchan

Mummy
Gravity Monkey's Cofagrigus

Damp
Dilasc's Vespiquen
Gravity Monkey's Ludicolo

Healer
shnowshner's Aromatisse
Bmw6446's Hatterene

Illuminate
Samtendo09's Lanturn
guruu's Gourgeist
Ema Skye's Beheyeem

shnowshner's Hitmonchan - 3
Dilasc's Hitmonchan - 0
Yes - 3
No - 0
Yes - 2
No - 1
Yes - 3
No - 0
Yes - 3
No - 0
Yes - 2
No - 1
Samtendo09's Lanturn - 8
Dilasc's Shiinotic - 1
guruu's Gourgeist - 5
Ema Skye's Beheyeem - 4

We'll now be moving into our last slate before a brief hiatus, with these abilities:

Tangled Feet :Mr. Rime: +
Shell Armor
:Cloyster: :Crawdaunt: :Escavalier: :Torkoal: :Turtonator: :Kingler: :Drednaw: :Crustle: :Lapras:
Sweet Veil :Ribombee: :Tsareena: :Slurpuff: :Alcremie: +
Telepathy
:Gardevoir: :Noivern: :Orbeetle: :Beheeyem: :Musharna:
Run Away :Dunsparce: :Rapidash: :Rapidash-Galar: :Thievul: (:Butterfree: :Stoutland: :Ninjask: :Shedinja: :Vileplume: :Bellossom: :Dubwool: :Flareon: :Vaporeon: :Jolteon: :Espeon: :Umbreon: :Glaceon: :Leafeon: :Sylveon:)

Submissions will end next Thursday, good luck to all!
 
Oh, if it's okay, I think I'm gonna resubmit this:

Ability: Telepathy
New effect: "The Pokémon sets Wonder Room when it enters battle." Wonder Room is an existing move that swaps every Pokémon's Defense with its Special Defense for five turns.
Competitive reasoning: Wonder Room is a truly fascinating move, but the fact that it takes a turn to set it often undermines it, since its power level is so much subtler and harder to abuse than something like Trick Room. Being able to set it on entry turns this around, letting you use the Pokémon as a pivot to prepare the rest of your team for dealing with any sweeper that targets your weaker defenses or any wall that shrugs off moves from your stronger offenses.
Note that using Wonder Room while Wonder Room is already active turns it off, so unlike, say, Drought or a Surge user, this allows you to change it both ways - switching in a Telepathy user is less "setup" and more "toggle." A Pokémon with Telepathy that's capable of pivoting often can ensure that Wonder Room is always giving your team the upper hand.
Flavor reasoning: Telepathy is already a defensively oriented Ability that's largely associated with Psychic-types and Pokémon with a strange connection to the dimensions, so it makes sense that they could twist them this way.
Notable buffs: There are three Pokémon that jump out as having the potential to take advantage of this in wildly different ways, all of which are in Galar!
:noivern: Noivern is the fastest Pokémon with Telepathy that's currently available Tapu Koko isn't in Galar yet, but Telepathy is also unreleased even then, and it also generally runs a pivoting move in U-turn and plays a role of offensive support for most teams. Noivern is on the frail side, but its ability to set Wonder Room and then switch out before taking a hit opens up new opportunities for the rest of its teammates to take advantage of whatever Pokémon the opponent sends in.
:beheeyem: Beheeyem's niche is the opposite of Noivern: rather than being the fastest possible Wonder Room pivot, it manages to be the slowest thanks to its access to Teleport. It might take some stat buffs from the next stage to get it there, but I think Beheeyem could become an excellent defensive pivot that's able to switch in and take a hit.
:gardevoir: Despite being mostly an offensive Pokémon, Gardevoir actually has above average special bulk and could realistically play the role of a special wall. It also has useful support moves like Will-o-Wisp, Trick, Healing Wish and even the excellent Wish + Teleport combination. Unfortunately, it's held back by its abysmal physical defense - but with Wonder Room allowing it to swap its defenses every time it switches in, careful play can enable it to wall opponents on both sides of the spectrum (and especially take advantage of Will-o-Wisp, which is strongly biased towards physical walling) so long as it switches in at the right times, while its base 125 Special Attack and access to Fairy STAB should allow it to keep up offensive pressure while it does.

I'm a little worried that Gardevoir would outclass Beheeyem not that that's anything new, haha, but I think they can carve different niches for themselves, particularly if we're careful in stage two. Maybe Beheeyem could focus on having mixed bulk so it's harder to play around it and it can come in more safely regardless of whether Wonder Room is on or off (emphasizing Telepathy as primarily a way to support its teammates while pivoting), while Gardevoir would stick with its lopsided defenses, making it require more careful play but giving it greater potential when it's at its best?
 
Ability: Run Away
New Effect: The Pokemon in question cannot be stopped from either switching out or being switched into.
Competitive Reasoning: In a world where Trapping abilities aren't constantly banned, this ability means shoving the right coward on your team can pretty much ensure your freedom of movement. Against trapping moves, it also works well. Simply put, this mon cannot be trapped and can be switched to from a trapped mon regardless of how they're trapped, even if self inflicted!
Thematic Reasoning: Cowardice so strong it inspires cowardice.
Buffed Pokemon: All of them! Granted, Raticate is still Raticate and prefers Guts, Thievul prefers Unburden and Rapidash may be the only honest contender here other than Eevee forms who might not want to give up their type based abilities. Stoutland has 3 abilities all worthy considering as well. Dunsparce is... a thing that exists, and I'm not sure even with +15 to every stat it would be top tier. It also has Serene Grace hax to abuse.

Ability: Telepathy
New Effect: Psychic type -ate
Competitive Reasoning: Powered up Psychic moves are never a bad thing especially on strong normal moves.
Thematic Reasoning: I feel this ability speaks for itself. Not the most exciting buff but eh.
Buffed Pokemon: The most interesting buff is Noivern who gets Psychic type Boom Burst which I guess can get around Toxapex.

252 SpA Noivern Boomburst vs. 252 HP / 252+ SpD Toxapex: 170-200 (55.9 - 65.7%) -- guaranteed 2HKO after Black Sludge recovery

Admittedly, it's the only way this mon 2HKOs.

Gard can try and relive its mega days with a Psychic typing instead of Fairy. Oranguru doesn't even have Hyper Voice, and rarely runs normal moves anyway but it's already untiered as is and the rest are psychic types who desperately need Hyper Voice or Boom Burst.

Ability: Tangled Feet
New Effect: Trapping or force switching this Pokemon by any means will fail and increase this mon's best attack stat and speed by 1.
Competitive Reasoning: I'm really on the warpath to unban trapping and make its butt cheeks bleed!
Thematic Reasoning: When you're so tangled you can't be trapped.
Buffed Pokemon: Mr. Rime will love this. But another sleeper hit will be Dodrio when he returns. It has enough attack and Speed that it's scary at +1, though its Arena Trap immunity is actually a hindrance. If Megas come back, then Pidgeot will try and get the boost before going mega.



Ability: Sweet Veil
New Effect: Sets Light Screen when switched in.
Competitive Reasoning: Ummm, this needs no explanation on that it's much, MUCH better. Pity the mons that get it tend to have low stat spreads with Tsareena being the only one to breach 500.
Thematic Reasoning: Sweet Sweet light. Sweet, SWEET light.
Buffed Pokemon: Is there a mon that is NOT buffed by this?! Honest question here. Slurpluff might want to Belly Drum Unburden Sweep but the rest just have subpar alternatives. Ribombee and Slur can use this to get in on special attackers, especially Hydreigon and other dark or dragon types to get webs set more easily. Granted the new Iron Fist makes this world less hospitable to fairy and Tsareena is too slow to follow up with much. Alcremie still has the least to work with as at least the Queen can boast a different type than all the others as a way of being different.
 
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Ability: Tangled Feet
New Effect: When switching in, the first move this Pokemon uses will usually go first. (+1 priority)
Competitive Reasoning: Revenge killing is a fundamental aspect of Pokemon, as you can't possibly check every Pokemon in your team since there's like 900 of them. Tangled Feet turns the user into a powerful revenge killer, negating speed bonuses and allowing the use of high priority moves. Gale Wings is the obvious comparison here. Gen 6 Gale Wings is, imo, more powerful than this as it allows consecutive uses, but this is definitely stronger than Gen 7/8 Gale Wings which, and I think most of us would agree, is over-nerfed.

Speaking specifically to Mr. Rime, they have a wide array of moves that would blend well here. Some possible applications: offensive moves to revenge (Ice/Psychic STAB & Ghost, Electric, Fighting and Grass coverage - Choice Specs sets would like this), Rapid Spin to remove hazards and boost speed (possibly useful to get an easy boost), Slack Off (on second switch in), other boosting moves (Nasty Plot, Calm Mind), and some other Prankster-style tricks (Hypnosis, Trick, Taunt, Screens and Block). Ideally, future users of Tangled Feet will have additional quirks aside from just launching strong attacks.

Thematic Reasoning: Tangling implies inconsistency (especially the Japanese name - Tottering). The priority effect is inconsistent as a result. Or picture the Pokemon tripping over itself after it's first attack, giving it normal priority again.

Ability: Sweet Veil
New Effect: Reduces damage dealt by faster Pokemon by 33%.
Competitive Reasoning: Let's look at who currently gets Sweet Veil. Slurpuff, Ribombee and Alcremie are set up Pokemon (Belly Drum, Quiver Dance and Calm Mind). Ribombee is also a good lead with Sticky Web. Tsareena is different from the rest, but it does like using Rapid Spin to boost its speed before it starts to sweep. Sweet Veil now gives these Pokemon an easier time getting that set up turn, as most of them are slower (and Ribombee might be able to survive a Choice Scarf Pokemon).
Thematic Reasoning: Due to caffeine, sweet things have a tendency to make things faster (mostly mentally). This is more obvious in cartoons, with a 'sugar rush'. The veil protects them from that sugar rush, since it's a 'sweet veil'.
 
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Ability: Shell Armor
New Effect: This Pokemon's Defense and Special Defense are boosted by 1.3x
Competitive Reasoning: A small Defense buff can go a long way in surviving another hit or two and really cannot hurt in anyway. Makes it easier to setup or wall things
Thematic Reasoning: Shells are hard, so it would make sense that having one boosts Defenses
Buffed Pokemon:
:cloyster: Shell Smash sets would still use Skill Link, but for hazard setting and Defensive pivots sets, this is great for taking more physical hits so you get more time to setup Spikes and take a hit as you Teleport out
:escavalier: Makes Escavalier's bulky offense a lot bulkier, so it's harder to take down while still being able to dish out a huge amount of damage
:turtonator: Basically in the same boat as Cloyster but this might even be more useful for it as it has HBD and Rapid Spin while threatening most hazard setters as a niche
:crustle: See Cloyster, though it may still be better to run Sturdy on Shell Smash sets
:lapras: Trade a Water-immunity for being more fat, which is a fair trade imo
 
Ability: Tangled Feet
New Effect: removed from the game to be replaced with a better and more workable ability than this piece of garbage Upon being struck by an attack, the Pokemon automatically uses Rapid Spin, without the Speed Boost.
Competitive Reasoning: actually awful A new form of hazard control? Switch a user in on an incoming attack to immediately clear your side of the field without having to spend a turn doing so. Can force awkward situations against hazard setters, which are unable to hit you without removing their own hazards from the field.
Thematic Reasoning: Taking damage causes the user to tumble around and spin out of control, displacing anything nearby by accident and crashing into an opponent. Just roll with it.
:mr rime: Wow, our only user. Already has Rapid Spin but you don't have to dedicate a slot for it anymore. One of the best Pokemon to use for a sack play.
 
Ability: Sweet Veil
New Effect: Sets a screen on entry which heals any ally Pokemon by 1/16th of their maximum HP at the end of the turn.
Competitive Reasoning: Pokemon with this ability could become more supportive in general, making up for their mostly subpar stats. Ribombee in particular could have an extra layer of utility with Sweet Veil + U-turn, allowing it to pivot into a bulkier teammate after setting its webs.
Thematic Reasoning: Sweet Veil acting as an actual "veil".
 
Ability: Run Away
New Effect: If the foe has a super effective move or an OHKO move, it will immediately switch out.
Competitive Reasoning: Being able to switch out upon sensing a super effective move allows these Pokemon to get massive momentum for their team, keeping the opponent on their toes and in general making the meta much fast paced. It is held back by being triggered by ANY uper effective move however, so even a mere Water Pulse would force them out.
Thematic Reasoning: Running away from wild battles is what Run away does, and since everything has the same level in competitive, making them switch when a super effective move is the best comparision i could come up with.
Buffed Pokemon: While several Pokemon already have great abilities, Run Away could still be very prime for pivoting, especially on a Pokemon like Rapidash-Galar who has eh abilities to work with already.
 
Ability: Shell Armor
New Effect: If the user is healthy, all incoming attacks are calculated against it's Defense. Shell Smash changes the user's ability to Weak Armor.
Competitive Reasoning: Besides Lapras and Escavalier, all other fully-evolved Shell Armored Pokemon have a much higher Defense than Special Defense stat and would really appreciate this new effect. The "must be status-free" clause was added to keep Rest + Curse/Iron Defense sets from being overpowered.
Thematic Reasoning: The Pokemon uses its hard shell to block attacks.

Ability: Run Away
New Effect: The user cannot be trapped and lowers the attacking stats of Pokemon who target it during a switch.
Competitive Reasoning: Adding a Parting Shot like effect to the user's switches makes life a little easier for incoming Pokemon because they'll either be taking -1 attack damage, or none at all. This buff makes Wish Passing from the Eevee evolution line even more viable.
Thematic Reasoning: Opposing Pokemon get down on themselves when they let their target escape so easily.

Ability: Telepathy
New Effect: The user is immune to moves that it knows.
Competitive Reasoning: An automatic psuedo-Imprison really only helps Noivern at the moment, as it turns it's Utility set into a Defog-blocker while also giving it a Draco Meteor immunity. Gardevoir can take advantage of the new effect to a much lesser extent by potentially blocking Knock Offs (and it can learn Mimic too) - but that's about it.
Thematic Reasoning: If the Pokemon recognizes an incoming move, it can sense the move before it happens and avoid it.
 
Ability: Run Away
New Effect: User switches out when frightened by Intimidate, Scary Face, and Leer.
Competitive Reasoning: Gives momentum to the user's team and negates the opponent's Intimidate ability. Very useful for Pokemon like Rapidash (and its Galarian forme) who are heavily neutered by Intimidate.
Thematic Reasoning: User runs away from the foe out of fear.

Ability: Shell Armor
New Effect: Lowers the user's Speed by 1 stage but boosts the user's Defense by 2 stages when hit by a physical attack. (opposite of Weak Armor)
Competitive Reasoning: Makes Pokemon with already low Speed and high defenses harder to take down. Great ability for Pokemon like Assault Vest Escavalier and Curse Lapras.
Thematic Reasoning: When attacked, the Pokemon withdraws inside its sturdy shell. It can't move much inside it, however.
 
Ability: Tangled Feet
New Effect: How about we have it raise speed one stage for every stat lowered.
Competitive Reasoning: Mr.Rime has that pretty meh speed stat of base 70, so I'm gonna try and fix it so it can do some speedy slapstick.
Thematic Reasoning: The user's antics whenever their stats get lowered allows them to go faster in wacky ways.
 
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Ability: Plus
New Effect: The special attack boost happens without the need for Minus.
Competitive Reasoning: Plus and Minus are dumb for needing each other and thus are seen as not viable. It can turn stuff like Plusle into a bigger threat offensive in the lower tiers, and might
Thematic Reasoning: The electrical charges that laid dormant in the pokemon activate in battle granting more power than what was seen before.

Ability: Minus
New Effect: It now boosts special defense instead of special attack, and it does not require Plus to trigger the boost.
Competitive Reasoning: Plus and Minus are dumb for needing each other and thus are seen as not viable. This would actually be the best on Klinklang because it's special defense would get a decent boost allowing for it to tank more and possibly have an easier time of setting up to sweep with shift gear.
Thematic Reasoning: The electrical charges that laid dormant in the pokemon activate in battle allowing the pokemon to use it as a shield of sorts.

We aren't doing Plus or Minus rn, as this is not a Free For All Slate. Sorry
 
Voting has begun, here are the submissions for each ability:

Dilasc
Ability: Tangled Feet
New Effect: Trapping or force switching this Pokemon by any means will fail and increase this mon's best attack stat and speed by 1.
Competitive Reasoning: I'm really on the warpath to unban trapping and make its butt cheeks bleed!
Thematic Reasoning: When you're so tangled you can't be trapped.
Buffed Pokemon: Mr. Rime will love this. But another sleeper hit will be Dodrio when he returns. It has enough attack and Speed that it's scary at +1, though its Arena Trap immunity is actually a hindrance. If Megas come back, then Pidgeot will try and get the boost before going mega.
Ema Skye
Ability: Tangled Feet
New Effect: When switching in, the first move this Pokemon uses will usually go first. (+1 priority)
Competitive Reasoning: Revenge killing is a fundamental aspect of Pokemon, as you can't possibly check every Pokemon in your team since there's like 900 of them. Tangled Feet turns the user into a powerful revenge killer, negating speed bonuses and allowing the use of high priority moves. Gale Wings is the obvious comparison here. Gen 6 Gale Wings is, imo, more powerful than this as it allows consecutive uses, but this is definitely stronger than Gen 7/8 Gale Wings which, and I think most of us would agree, is over-nerfed.

Speaking specifically to Mr. Rime, they have a wide array of moves that would blend well here. Some possible applications: offensive moves to revenge (Ice/Psychic STAB & Ghost, Electric, Fighting and Grass coverage - Choice Specs sets would like this), Rapid Spin to remove hazards and boost speed (possibly useful to get an easy boost), Slack Off (on second switch in), other boosting moves (Nasty Plot, Calm Mind), and some other Prankster-style tricks (Hypnosis, Trick, Taunt, Screens and Block). Ideally, future users of Tangled Feet will have additional quirks aside from just launching strong attacks.

Thematic Reasoning: Tangling implies inconsistency (especially the Japanese name - Tottering). The priority effect is inconsistent as a result. Or picture the Pokemon tripping over itself after it's first attack, giving it normal priority again.
shnowshner
Ability: Tangled Feet
New Effect: removed from the game to be replaced with a better and more workable ability than this piece of garbage Upon being struck by an attack, the Pokemon automatically uses Rapid Spin, without the Speed Boost.
Competitive Reasoning: actually awful A new form of hazard control? Switch a user in on an incoming attack to immediately clear your side of the field without having to spend a turn doing so. Can force awkward situations against hazard setters, which are unable to hit you without removing their own hazards from the field.
Thematic Reasoning: Taking damage causes the user to tumble around and spin out of control, displacing anything nearby by accident and crashing into an opponent. Just roll with it.
:mr rime: Wow, our only user. Already has Rapid Spin but you don't have to dedicate a slot for it anymore. One of the best Pokemon to use for a sack play.
Revenge of Depressed Gay
Ability: Tangled Feet
New Effect: How about we have it raise speed one stage for every stat lowered.
Competitive Reasoning: Mr.Rime has that pretty meh speed stat of base 70, so I'm gonna try and fix it so it can do some speedy slapstick.
Thematic Reasoning: The user's antics whenever their stats get lowered allows them to go faster in wacky ways
Yoshiblaze
Ability: Shell Armor
New Effect: This Pokemon's Defense and Special Defense are boosted by 1.3x
Competitive Reasoning: A small Defense buff can go a long way in surviving another hit or two and really cannot hurt in anyway. Makes it easier to setup or wall things
Thematic Reasoning: Shells are hard, so it would make sense that having one boosts Defenses
Buffed Pokemon:
:cloyster: Shell Smash sets would still use Skill Link, but for hazard setting and Defensive pivots sets, this is great for taking more physical hits so you get more time to setup Spikes and take a hit as you Teleport out
:escavalier: Makes Escavalier's bulky offense a lot bulkier, so it's harder to take down while still being able to dish out a huge amount of damage
:turtonator: Basically in the same boat as Cloyster but this might even be more useful for it as it has HBD and Rapid Spin while threatening most hazard setters as a niche
:crustle: See Cloyster, though it may still be better to run Sturdy on Shell Smash sets
:lapras: Trade a Water-immunity for being more fat, which is a fair trade imo
guruu
Ability: Shell Armor
New Effect: If the user is healthy, all incoming attacks are calculated against it's Defense. Shell Smash changes the user's ability to Weak Armor.
Competitive Reasoning: Besides Lapras and Escavalier, all other fully-evolved Shell Armored Pokemon have a much higher Defense than Special Defense stat and would really appreciate this new effect. The "must be status-free" clause was added to keep Rest + Curse/Iron Defense sets from being overpowered.
Thematic Reasoning: The Pokemon uses its hard shell to block attacks.
MegaFlareon
Ability: Shell Armor
New Effect: Lowers the user's Speed by 1 stage but boosts the user's Defense by 2 stages when hit by a physical attack. (opposite of Weak Armor)
Competitive Reasoning: Makes Pokemon with already low Speed and high defenses harder to take down. Great ability for Pokemon like Assault Vest Escavalier and Curse Lapras.
Thematic Reasoning: When attacked, the Pokemon withdraws inside its sturdy shell. It can't move much inside it, however.
Dilasc
Ability: Sweet Veil
New Effect: Sets Light Screen when switched in.
Competitive Reasoning: Ummm, this needs no explanation on that it's much, MUCH better. Pity the mons that get it tend to have low stat spreads with Tsareena being the only one to breach 500.
Thematic Reasoning: Sweet Sweet light. Sweet, SWEET light.
Buffed Pokemon: Is there a mon that is NOT buffed by this?! Honest question here. Slurpluff might want to Belly Drum Unburden Sweep but the rest just have subpar alternatives. Ribombee and Slur can use this to get in on special attackers, especially Hydreigon and other dark or dragon types to get webs set more easily. Granted the new Iron Fist makes this world less hospitable to fairy and Tsareena is too slow to follow up with much. Alcremie still has the least to work with as at least the Queen can boast a different type than all the others as a way of being different.
Ema Skye
Ability: Sweet Veil
New Effect: Reduces damage dealt by faster Pokemon by 33%.
Competitive Reasoning: Let's look at who currently gets Sweet Veil. Slurpuff, Ribombee and Alcremie are set up Pokemon (Belly Drum, Quiver Dance and Calm Mind). Ribombee is also a good lead with Sticky Web. Tsareena is different from the rest, but it does like using Rapid Spin to boost its speed before it starts to sweep. Sweet Veil now gives these Pokemon an easier time getting that set up turn, as most of them are slower (and Ribombee might be able to survive a Choice Scarf Pokemon).
Thematic Reasoning: Due to caffeine, sweet things have a tendency to make things faster (mostly mentally). This is more obvious in cartoons, with a 'sugar rush'. The veil protects them from that sugar rush, since it's a 'sweet veil'.
Adou
Ability: Sweet Veil
New Effect: Sets a screen on entry which heals any ally Pokemon by 1/16th of their maximum HP at the end of the turn.
Competitive Reasoning: Pokemon with this ability could become more supportive in general, making up for their mostly subpar stats. Ribombee in particular could have an extra layer of utility with Sweet Veil + U-turn, allowing it to pivot into a bulkier teammate after setting its webs.
Thematic Reasoning: Sweet Veil acting as an actual "veil".
Hematite
Oh, if it's okay, I think I'm gonna resubmit this:

Ability: Telepathy
New effect: "The Pokémon sets Wonder Room when it enters battle." Wonder Room is an existing move that swaps every Pokémon's Defense with its Special Defense for five turns.
Competitive reasoning: Wonder Room is a truly fascinating move, but the fact that it takes a turn to set it often undermines it, since its power level is so much subtler and harder to abuse than something like Trick Room. Being able to set it on entry turns this around, letting you use the Pokémon as a pivot to prepare the rest of your team for dealing with any sweeper that targets your weaker defenses or any wall that shrugs off moves from your stronger offenses.
Note that using Wonder Room while Wonder Room is already active turns it off, so unlike, say, Drought or a Surge user, this allows you to change it both ways - switching in a Telepathy user is less "setup" and more "toggle." A Pokémon with Telepathy that's capable of pivoting often can ensure that Wonder Room is always giving your team the upper hand.
Flavor reasoning: Telepathy is already a defensively oriented Ability that's largely associated with Psychic-types and Pokémon with a strange connection to the dimensions, so it makes sense that they could twist them this way.
Notable buffs: There are three Pokémon that jump out as having the potential to take advantage of this in wildly different ways, all of which are in Galar!
:noivern: Noivern is the fastest Pokémon with Telepathy that's currently available Tapu Koko isn't in Galar yet, but Telepathy is also unreleased even then, and it also generally runs a pivoting move in U-turn and plays a role of offensive support for most teams. Noivern is on the frail side, but its ability to set Wonder Room and then switch out before taking a hit opens up new opportunities for the rest of its teammates to take advantage of whatever Pokémon the opponent sends in.
:beheeyem: Beheeyem's niche is the opposite of Noivern: rather than being the fastest possible Wonder Room pivot, it manages to be the slowest thanks to its access to Teleport. It might take some stat buffs from the next stage to get it there, but I think Beheeyem could become an excellent defensive pivot that's able to switch in and take a hit.
:gardevoir: Despite being mostly an offensive Pokémon, Gardevoir actually has above average special bulk and could realistically play the role of a special wall. It also has useful support moves like Will-o-Wisp, Trick, Healing Wish and even the excellent Wish + Teleport combination. Unfortunately, it's held back by its abysmal physical defense - but with Wonder Room allowing it to swap its defenses every time it switches in, careful play can enable it to wall opponents on both sides of the spectrum (and especially take advantage of Will-o-Wisp, which is strongly biased towards physical walling) so long as it switches in at the right times, while its base 125 Special Attack and access to Fairy STAB should allow it to keep up offensive pressure while it does.
Dilasc
Ability: Telepathy
New Effect: Psychic type -ate
Competitive Reasoning: Powered up Psychic moves are never a bad thing especially on strong normal moves.
Thematic Reasoning: I feel this ability speaks for itself. Not the most exciting buff but eh.
Buffed Pokemon: The most interesting buff is Noivern who gets Psychic type Boom Burst which I guess can get around Toxapex.
guruu
Ability: Telepathy
New Effect: The user is immune to moves that it knows.
Competitive Reasoning: An automatic psuedo-Imprison really only helps Noivern at the moment, as it turns it's Utility set into a Defog-blocker while also giving it a Draco Meteor immunity. Gardevoir can take advantage of the new effect to a much lesser extent by potentially blocking Knock Offs (and it can learn Mimic too) - but that's about it.
Thematic Reasoning: If the Pokemon recognizes an incoming move, it can sense the move before it happens and avoid it.
Dilasc
Ability: Run Away
New Effect: The Pokemon in question cannot be stopped from either switching out or being switched into.
Competitive Reasoning: In a world where Trapping abilities aren't constantly banned, this ability means shoving the right coward on your team can pretty much ensure your freedom of movement. Against trapping moves, it also works well. Simply put, this mon cannot be trapped and can be switched to from a trapped mon regardless of how they're trapped, even if self inflicted!
Thematic Reasoning: Cowardice so strong it inspires cowardice.
Buffed Pokemon: All of them! Granted, Raticate is still Raticate and prefers Guts, Thievul prefers Unburden and Rapidash may be the only honest contender here other than Eevee forms who might not want to give up their type based abilities. Stoutland has 3 abilities all worthy considering as well. Dunsparce is... a thing that exists, and I'm not sure even with +15 to every stat it would be top tier. It also has Serene Grace hax to abuse.
G-Luke
Ability: Run Away
New Effect: If the foe has a super effective move or an OHKO move, it will immediately switch out.
Competitive Reasoning: Being able to switch out upon sensing a super effective move allows these Pokemon to get massive momentum for their team, keeping the opponent on their toes and in general making the meta much fast paced. It is held back by being triggered by ANY uper effective move however, so even a mere Water Pulse would force them out.
Thematic Reasoning: Running away from wild battles is what Run away does, and since everything has the same level in competitive, making them switch when a super effective move is the best comparision i could come up with.
Buffed Pokemon: While several Pokemon already have great abilities, Run Away could still be very prime for pivoting, especially on a Pokemon like Rapidash-Galar who has eh abilities to work with already.
guruu
Ability: Run Away
New Effect: The user cannot be trapped and lowers the attacking stats of Pokemon who target it during a switch.
Competitive Reasoning: Adding a Parting Shot like effect to the user's switches makes life a little easier for incoming Pokemon because they'll either be taking -1 attack damage, or none at all. This buff makes Wish Passing from the Eevee evolution line even more viable.
Thematic Reasoning: Opposing Pokemon get down on themselves when they let their target escape so easily.
MegaFlareon
Ability: Run Away
New Effect: User switches out when frightened by Intimidate, Scary Face, and Leer.
Competitive Reasoning: Gives momentum to the user's team and negates the opponent's Intimidate ability. Very useful for Pokemon like Rapidash (and its Galarian forme) who are heavily neutered by Intimidate.
Thematic Reasoning: User runs away from the foe out of fear.

Use the first, second, and third place voting system for each ability. Voting will end at roughly 8 pm EST tomorrow.
 
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Tangled Feet: Ema Skye, shnowshner, Revenge of Depressed Gay
Shell Armor: guruu, MegaFlareon, Yoshiblaze
Sweet Veil: Adou, Dilasc, Ema Skye
Telepathy: Hematite, guruu
Run Away: guruu, G-Luke
Edit: I removed two of my third place picks because I noticed from Adou's post that we weren't required to fill all three slots!
 
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Tangled Feet: Revenge of Depressed Gay, Dilasc, Ema Skye
Shell Armor: Yoshiblaze, Guruu, MegaFlareon
Sweet Veil: Adou, Ema Skye, Dilasc
Telepathy: Dilasc, Guruu, Hematitie
Run Away: Dilasc, MegaFlareon, Guruu
 
Tangled Feet: shnowshner, Ema Skye
Shell Armor: guruu, Yoshiblaze, MegaFlareon
Sweet Veil: Ema Skye, Adou (SV), Dilasc
Telepathy: Dilasc, Hematite, guruu
Run Away: G-Luke, guruu
 
Shell Armor: guruu, MegaFlareon, Yoshiblaze
Run Away: G-Luke, guruu
Sweet Veil: Adou (SV), Ema Skye, Dilasc
Tangled Feet: Ema Skye, Dilasc, shnowshner
Telepathy: Dilasc, Guruu, Hematitie
 
Tangled Feet: shnowshner, Ema Skye, Revenge of the Depressed Gay
Shell Armor: Yoshiblaze, MegaFlareon, guruu
Sweet Veil: Adou, Dilasc, Ema Skye
Telepathy: Hematite, guruu, Dilasc
Run Away: G-Luke, guruu, MegaFlareon

voting for yourself is a lot easier when you submit once
 
Voting has ended! Our winners are:

Ema Skye's Tangled Feet
Ability: Tangled Feet
New Effect: When switching in, the first move this Pokemon uses will usually go first. (+1 priority)
Competitive Reasoning: Revenge killing is a fundamental aspect of Pokemon, as you can't possibly check every Pokemon in your team since there's like 900 of them. Tangled Feet turns the user into a powerful revenge killer, negating speed bonuses and allowing the use of high priority moves. Gale Wings is the obvious comparison here. Gen 6 Gale Wings is, imo, more powerful than this as it allows consecutive uses, but this is definitely stronger than Gen 7/8 Gale Wings which, and I think most of us would agree, is over-nerfed.

Speaking specifically to Mr. Rime, they have a wide array of moves that would blend well here. Some possible applications: offensive moves to revenge (Ice/Psychic STAB & Ghost, Electric, Fighting and Grass coverage - Choice Specs sets would like this), Rapid Spin to remove hazards and boost speed (possibly useful to get an easy boost), Slack Off (on second switch in), other boosting moves (Nasty Plot, Calm Mind), and some other Prankster-style tricks (Hypnosis, Trick, Taunt, Screens and Block). Ideally, future users of Tangled Feet will have additional quirks aside from just launching strong attacks.

Thematic Reasoning: Tangling implies inconsistency (especially the Japanese name - Tottering). The priority effect is inconsistent as a result. Or picture the Pokemon tripping over itself after it's first attack, giving it normal priority again.

guruu's Shell Armor
Ability: Shell Armor
New Effect: If the user is healthy, all incoming attacks are calculated against it's Defense. Shell Smash changes the user's ability to Weak Armor.
Competitive Reasoning: Besides Lapras and Escavalier, all other fully-evolved Shell Armored Pokemon have a much higher Defense than Special Defense stat and would really appreciate this new effect. The "must be status-free" clause was added to keep Rest + Curse/Iron Defense sets from being overpowered.
Thematic Reasoning: The Pokemon uses its hard shell to block attacks.

My Sweet Veil
Ability: Sweet Veil
New Effect: Sets a screen on entry which heals any ally Pokemon by 1/16th of their maximum HP at the end of the turn.
Competitive Reasoning: Pokemon with this ability could become more supportive in general, making up for their mostly subpar stats. Ribombee in particular could have an extra layer of utility with Sweet Veil + U-turn, allowing it to pivot into a bulkier teammate after setting its webs.
Thematic Reasoning: Sweet Veil acting as an actual "veil".

G-Luke's Run Away
Ability: Run Away
New Effect: If the foe has a super effective move or an OHKO move, it will immediately switch out.
Competitive Reasoning: Being able to switch out upon sensing a super effective move allows these Pokemon to get massive momentum for their team, keeping the opponent on their toes and in general making the meta much fast paced. It is held back by being triggered by ANY uper effective move however, so even a mere Water Pulse would force them out.
Thematic Reasoning: Running away from wild battles is what Run away does, and since everything has the same level in competitive, making them switch when a super effective move is the best comparision i could come up with.
Buffed Pokemon: While several Pokemon already have great abilities, Run Away could still be very prime for pivoting, especially on a Pokemon like Rapidash-Galar who has eh abilities to work with already.


We can't move into the second stage yet, however, as we have a tie between Hematite and Dilasc for their Telepathy submissions. For the tiebreaker, simply vote for one submission or the other. This tiebreaker phase will end in ~24 hours.

Hematite's Telepathy
Oh, if it's okay, I think I'm gonna resubmit this:

Ability: Telepathy
New effect: "The Pokémon sets Wonder Room when it enters battle." Wonder Room is an existing move that swaps every Pokémon's Defense with its Special Defense for five turns.
Competitive reasoning: Wonder Room is a truly fascinating move, but the fact that it takes a turn to set it often undermines it, since its power level is so much subtler and harder to abuse than something like Trick Room. Being able to set it on entry turns this around, letting you use the Pokémon as a pivot to prepare the rest of your team for dealing with any sweeper that targets your weaker defenses or any wall that shrugs off moves from your stronger offenses.
Note that using Wonder Room while Wonder Room is already active turns it off, so unlike, say, Drought or a Surge user, this allows you to change it both ways - switching in a Telepathy user is less "setup" and more "toggle." A Pokémon with Telepathy that's capable of pivoting often can ensure that Wonder Room is always giving your team the upper hand.
Flavor reasoning: Telepathy is already a defensively oriented Ability that's largely associated with Psychic-types and Pokémon with a strange connection to the dimensions, so it makes sense that they could twist them this way.
Notable buffs: There are three Pokémon that jump out as having the potential to take advantage of this in wildly different ways, all of which are in Galar!
:noivern: Noivern is the fastest Pokémon with Telepathy that's currently available Tapu Koko isn't in Galar yet, but Telepathy is also unreleased even then, and it also generally runs a pivoting move in U-turn and plays a role of offensive support for most teams. Noivern is on the frail side, but its ability to set Wonder Room and then switch out before taking a hit opens up new opportunities for the rest of its teammates to take advantage of whatever Pokémon the opponent sends in.
:beheeyem: Beheeyem's niche is the opposite of Noivern: rather than being the fastest possible Wonder Room pivot, it manages to be the slowest thanks to its access to Teleport. It might take some stat buffs from the next stage to get it there, but I think Beheeyem could become an excellent defensive pivot that's able to switch in and take a hit.
:gardevoir: Despite being mostly an offensive Pokémon, Gardevoir actually has above average special bulk and could realistically play the role of a special wall. It also has useful support moves like Will-o-Wisp, Trick, Healing Wish and even the excellent Wish + Teleport combination. Unfortunately, it's held back by its abysmal physical defense - but with Wonder Room allowing it to swap its defenses every time it switches in, careful play can enable it to wall opponents on both sides of the spectrum (and especially take advantage of Will-o-Wisp, which is strongly biased towards physical walling) so long as it switches in at the right times, while its base 125 Special Attack and access to Fairy STAB should allow it to keep up offensive pressure while it does.

Dilasc's Telepathy
Ability: Telepathy
New Effect: Psychic type -ate
Competitive Reasoning: Powered up Psychic moves are never a bad thing especially on strong normal moves.
Thematic Reasoning: I feel this ability speaks for itself. Not the most exciting buff but eh.
Buffed Pokemon: The most interesting buff is Noivern who gets Psychic type Boom Burst which I guess can get around Toxapex.

Dilasc - 4
Ema Skye - 11
shnowshner - 9
Revenge of Depressed Gay - 5
Yoshiblaze - 10
guruu - 12
MegaFlareon - 8
Dilasc - 7
Ema Skye - 8
Adou - 14
Hematite - 10
Dilasc - 10
guruu - 9
Dilasc - 3
G-Luke - 11
guruu - 10
MegaFlareon - 3
 
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