Gen 6 Move and past-gen alterations thread (formerly the Gen VI Ability Thread)

Status
Not open for further replies.

Stratos

Banned deucer.
In this thread, we're going to create the DAT entries for all of the abilities introduced to us in Gen VI. We can start by writing basic text that ports their direct in-game function, then changing as necessary any obviously overpowered abilities (however, we are going to LEAVE UNDERPOWERED ONES ALONE—at least until they have seen actual play). Here is a list of the new abilities from Gen VI:

Aerialate | Normal-type moves become Flying-type moves.
Aroma Veil | Protects allies from attacks that limit their move choices.
Aura Break | The effects of "Aura" Abilities are reversed.
Bulletproof | Protects the Pokémon from some ball and bomb moves.
Cheeck Pouch | Restores HP as well when the Pokémon eats a Berry.
Competitive | Boosts the Sp.Atk stat when a stat is lowered.
Dark Aura | Powers up each Pokémon's Dark-type moves.
Fairy Aura | Powers up each Pokémon's Fairy-type moves.
Flower Veil | Prevents lowering of ally Grass-type Pokémon's stats.
Fur Coat | Halves damage from physical moves.
Gale Wings | Gives priority to Flying-type moves.
Gooey | Contact with the Pokémon lowers the attacker's Speed stat.
Grass Pelt | Boosts the Defense stat in Grassy Terrain.
Magician | The Pokémon steals the held item of a Pokémon it hits with a move.
Mega Launcher | Powers up aura and pulse moves.
Parental Bond | Parent and child attack together.
Pixilate | Normal-type moves become Fairy-type moves.
Protean | Changes the Pokémon's type to the type of the move it's using.
Refrigerate | Normal-type moves become Ice-type moves.
Stance Change | The Pokémon changes form depending on how it battles.
Strong Jaw | The Pokémon's strong jaw gives it tremendous biting power.
Sweet Veil | Prevents itself and ally Pokémon from falling asleep.
Symbiosis | The Pokémon can pass an item to an ally.
Tough Claws | Powers up moves that make direct contact.
There are also abilities which have changed since Gen V:
Oblivious | Keeps the Pokémon from being infatuated or falling for taunts.
Overcoat | Protects the Pokémon from things like sand, hail and powder.
Infiltrator | Passes through the opposing Pokémon's barrier and strikes. (breaks substitutes apparently!)
Drizzle | Summons Rain Weather that lasts 5 turns (Or 8 with a Damp Rock)
Drought | Summons Sun Weather that lasts 5 turns (Or 8 with a Heat Rock)
Sand Stream | Summons Sandstorm Weather that lasts 5 turns (Or 8 with a Smooth Rock)
Snow Warning | Summons Hail Weather that lasts 5 turns (Or 8 with a Icy Rock)
[only one I am aware of, pmods add more if you become aware of them]
If the ingame description is not enough to make the ability's function obvious, then check the Pokemon Battle Mechanics Research Thread for clarification: it will be updated as more is learned, so check back frequently

IAR EDIT: Added the auto-weather abilities which are now no longer permanent.
 
Last edited by a moderator:
Strong Jaw

Type: Passive

This Pokémon's jaw muscles are extremely strong and developed. Because of this, the Base Attack Power of moves containing the words "Bite," "Crunch," or "Fang" is increased by two (2).

Pokémon with this ability: Tyrunt, Tyrantrum, ???

Look familiar? I took the effect from the Razor Fang, minus the boost to "Razor" and "Sword" moves.

Aerialate

Type: Passive

Mastery of all things flight turns Normal-type moves used by this Pokémon into Flying-type moves.

Pokémon with this ability: ???
 
I'll take a stab at some of these. They might be a little wordy, but let's get these out there. ^^;

UPDATE: Updated Bulletproof

New abilities:
Aroma Veil:

Type: Passive

This Pokemon releases a relaxing scent granting a clarity in thought, preventing allies from attacks restricting their move choices. (Known attacks affected: Disable, Encore, Imprison, Taunt, Torment)

Pokémon with this ability: Spritzee, Aromatisse
Aura Break:

Type: Passive

Once this Pokémon takes the field, it delivers a powerful shockwave reversing the effects of Aura abilities.

Pokémon with this ability: Zygarde
Bulletproof:

Type: Passive

This Pokémon's smooth, reinforced hide allows it to bounce off ball, bullet, and bomb attack harmlessly, making it immune to such attacks. (Known attacks affected: Egg Bomb, Seed Bomb, Magnet Bomb, Mud Bomb, Sludge Bomb, Focus Blast, Aura Sphere, and Shadow Ball)

Pokémon with this ability: Chespin, Quilladin, Chesnaught
Cheek Pouch:

Type: Passive

This Pokémon can absorb more nutrients than usual from berries and will gain ten (10) HP upon consuming a berry in addition to the berries normal effects.

Pokémon with this ability: Bunnelby, Dedenne
Parental Bond:

Type: Passive

This Pokemon has a strong paternal link with its offspring. After performing any command, its offspring will repeat the same action for no energy cost. Damaging moves will have half their Base Attack Power before modifiers. The repeated action will automatically target the same Pokemon even if it's fainted. This ability will not trigger for multi-hit moves.

Pokemon with this ability: Mega Kangaskhan
Protean:

Type: Toggled

This Pokemon's will change its type(s) to the move it's using before execution, granting it STAB bonuses.

Pokemon with this ability: Kecleon, Froakie, Frogadier, Greninja

Updated abilities:
Oblivious:

Type: Passive

This Pokemon is incapable of being affected by Attract, Cute Charm, Captivate, or Taunt.

Pokemon with this ability: Slowpoke, Slowbro, Lickitung, Jynx, Slowking, Swinub, Piloswine, Smoochum, Illumise, Wailmer, Wailord, Numel, Barboach, Whiscash, Spheal, Sealeo, Walrein, Lickilicky, Mamoswine.
Overcoat:

Type: Passive

This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1). Furthermore, this thick coat makes the Pokemon immune to all Powder and Spore attacks. (Known attacks affected: Poisonpowder, Sleep Powder, Spore, Stun Spore, Rage Powder, Fairy Dust)

Pokemon with this ability: Shellder, Cloyster, Pineco, Forretress, Shelgon, Burmy, Wormadam (all formes), Sewaddle, Swadloon, Leavanny, Solosis, Duosion, Reuniclus, Escavalier, Shelmet, Vullaby, Mandibuzz, Monohm, Duclohm, Cyclohm.
Infiltrator:

Type: Passive

Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, Safeguard and Substitute with all of its attacks.

Pokemon with this ability: Zubat, Golbat, Crobat, Hoppip, Skiploom, Jumpluff, Ninjask, Seviper, Spiritomb, Cottonee, Whimsicott.
Drizzle:

Type: Trigger

When this Pokemon is sent out, it summons a massive rainstorm into the field, expending 10 EN to do so. The rain lasts for four (4) rounds. It can re-summon the effect mid-battle for 9 EN with a command.

Command: (Ability: Drizzle)

If a Pokemon uses a Water-type attack in the rain, it will go through and pick up some of the rain, increasing its Base Attack Power by three (3). If a Pokemon uses a Fire-type attack in the rain, some of it will be put out by the rain, reducing its Base Attack Power by three (3). During Rain Dance, Thunder and Hurricane have perfect accuracy and a 30% chance to bypass Protect and Detect.

Pokemon with this ability: Politoed, Kyogre.
Drought:

Type: Trigger

When this Pokemon is sent out, it summons blistering sunlight that scorches the field, expending 10 EN to do so. The sun lasts for four (4) rounds. It can re-summon the effect mid-battle for 9 EN with a command.

Command: (Ability: Drought)

If a Pokemon uses a Fire-type attack in the sun it will pick up additional heat, increasing its Base Attack Power by three (3) Pokemon cannot be frozen during Sunny Day. If a Pokemon uses a Water-type attack in the sun much of it will evaporate, reducing its Base Attack Power by three (3). Sunny Day lasts for four (4) rounds and activates Solar Power, Chlorophyll, and Leaf Guard.

Pokemon with this ability: Vulpix, Ninetales, Groudon
Sand Stream:

Type: Trigger

When entering into battle, this Pokemon summons a massive Sandstorm, expending 10 EN to do so. The sand lasts for four (4) rounds. It can re-summon the effect mid-battle for 9 EN with a command.

Command: (Ability: Sand Stream)

The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock-, Ground-, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush abilities.

Pokemon with this ability: Tyranitar, Mega Tyranitar, Hippopotas, Hippowdon
Snow Warning:

Type: Trigger

This Pokemon summons a massive hailstorm upon its entry into battle, expending 10 EN to do so. The hail lasts for four (4) rounds. It can re-summon the effect mid-battle for 9 EN with a command.

Command: (Ability: Snow Warning)

Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect.

Pokemon with this ability: Snover, Abomasnow, Mega Abomasnow, Aurorus
Keen Eye:

Type: Passive

This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). This Pokemon will also be able to track any target without fail and ignore all evasive modifiers on its target (including Double Team, Minimize, abilities Sand Veil, Snow Cloak). Its attacks are still affected by the Pokemon's own accuracy.

Pokemon with this ability: Pidgey, Pidgeotto, Pidgeot, Spearow, Fearow, Farfetch’d, Hitmonchan, Sentret, Furret, Hoothoot, Noctowl, Sneasel, Skarmory, Wingull, Pelipper, Sableye, Starly, Chatot, Ducklett, Swanna, Rufflet, Braviary, Cupra.
 
Last edited:
Gooey
Type: Passive
Flavor. The speed of pokemon that hit this pokemon with a contact attack is reduced by one (1) stage.
Pokemon with this ability:
Flower Veil
Type: Passive
Flavor. This pokemon's Grass-Type ally pokemon cannot have their stats reduced.
Pokemon with this ability:

Magician
Type: Passive
Flavor. If this Pokemon has no item and it strikes the opponent with an attack, it steals that pokemon's item and it becomes the held item of this pokemon
Pokemon with this ability:
 
Last edited:
Aerilate, Pixilate, and Refrigerate are not Normalize clones.

One change missing is Keen Eye, which now also ignores opponent Evasion boosts.
 
I'd like to say a few things:

1) copy the IN-GAME effect as precisely as you can! Don't copy the ASB effect of an ability that is virtually its clone. For example, Aerialate should have no +4 bonus to BAP, because though normalize does, it is not an in-game effect.
2) Not everything is a +2 boost. ASB convention is that x1.5 or greater is a +3 boost, x1.2-1.49 is a +2 boost, and x1.19 or less is a +1 boost. Check the Research thread linked above to find the value it should be boosted by; don't just assume. For example, Strong Jaw should provide a +3 boost a la Guts.
3) If the wording of the description is unclear, CHECK RESEARCH. If the Research Thread doesn't have the answer yet, WAIT. For example, Aura Break—I'm not sure whether it /reverses/ or /negates/ the aura abilities. Probably only about half of the abilities max can be known without the research thread, and some haven't been researched enough to know how they work at all yet. Just hold off on those. I'd rather do these once and right.

For starters, though, a lot of Wolfe's list looks good
 
1) copy the IN-GAME effect as precisely as you can! Don't copy the ASB effect of an ability that is virtually its clone. For example, Aerialate should have no +4 bonus to BAP, because though normalize does, it is not an in-game effect.
Also, while Normalize changes all other moves to Normal-type, to my knowledge Aerialate only converts Normal-type moves, so it wouldn't even make that much sense (or be that balanced) for Aerialate to have the +4 BAP.
2) Not everything is a +2 boost. ASB convention is that x1.5 or greater is a +3 boost, x1.2-1.49 is a +2 boost, and x1.19 or less is a +1 boost. Check the Research thread linked above to find the value it should be boosted by; don't just assume. For example, Strong Jaw should provide a +3 boost a la Guts.
Actually, Guts in ASB is only +2, even though in-game it is x1.5. I don't know why this is.
 
Actually, Guts in ASB is only +2, even though in-game it is x1.5. I don't know why this is.

Probably due to the ability to Status yourself, the only ability that grants a +3 boost is Hustle (Blaze, Torrent, Overgrow & Swarm are also +2)

Also, while Aerialate & co are not like Normalize they could give a +2 BAP to Flying/Ice/Fairy moves respectively (the ones that are original those types) since otherwise Ice Beam/Moonblast does more damage than the converted moves
 
I thought the standard convention was for anything 1.5× or less to be +2, & for 2× or greater to be ±3?

Then again, Hustle seems to throw that idea out of the window... -.-'

Also can we give Protean an effect that is not as borked as the one it gets in-game? Basically, it for starters literally makes ordering against Protean mons like Greninja incredibly difficult to order first against, and the ability to +3 BAP -every- attack it uses, alongside a -1 EN to every move it uses (i.e. STAB on everything) makes the Pokémon very difficult to counter. I suggest possibly making it similar to Colour Change, but anything other than the exact in-game effect; it is basically too strong for ASB. Even making it a Toggle ability with no downside to using it is not going to change much. I have said this various times on IRC, & I am not the only one who thinks it needs to be changed, so...
 
On the flip side, please don't make Protean broken in the other direction. Making it needlessly convoluted and unusable invalidates what might otherwise be a very cool ability. Am I biased? A little, yes.

I think it merits deeper analysis for game health and appropriate usage timing, though. I don't buy the pitch that it has to be horrible in order to avoid being broken.

edit: Also, Protean changes the user's type after they finish executing the move in-game. So TheWolfe's version is incorrect regardless.
 
If only there was someone in this forum who was charged with the specific duty of converting and balancing in-game effects...

I really appreciate compiling a list, but please don't squabble over what an ability should / shouldn't do - that's my job, and it worked for the last several hundred abilities.

Incidentally, there's not really a standard convention per se - the reason the low HP abilities are +2 is because the attacks they affect already have STAB. The reason Guts is +2 is that you can status yourself and basically wreck everything in your path with physical attacks, and the reason Hustle is +3 is because most of the Pokemon that get it have horrid physical attack, and those that don't (like Durant) don't particularly like the accuracy drop. Iron Fist and Sheer Force are both +2 just to make them kind of equal, and the fact Conkeldurr can get 3 +2 boosts on its punches simultaneously in All Abilities basically means I had to equalize it.

I've beaten the main game, it's going to take me forever though to get all the TMs from Battle Maison, and I've reached the point where just punching through with power isn't going to cut it.
 
On the flip side, please don't make Protean broken in the other direction. Making it needlessly convoluted and unusable invalidates what might otherwise be a very cool ability. Am I biased? A little, yes.

I think it merits deeper analysis for game health and appropriate usage timing, though. I don't buy the pitch that it has to be horrible in order to avoid being broken.

edit: Also, Protean changes the user's type after they finish executing the move in-game. So TheWolfe's version is incorrect regardless.

No it doesn't, in-game you change your typing just before the attack
 
So I don't need to stress out about whether Grass Pelt would raise Defence Rank, Defence stat or lower incoming physical BAP? >.>
 
On the flip side, please don't make Protean broken in the other direction. Making it needlessly convoluted and unusable invalidates what might otherwise be a very cool ability. Am I biased? A little, yes.

I think it merits deeper analysis for game health and appropriate usage timing, though. I don't buy the pitch that it has to be horrible in order to avoid being broken.

edit: Also, Protean changes the user's type after they finish executing the move in-game. So TheWolfe's version is incorrect regardless.

as Gerard earlier said, you're misinformed about protean. Basically broke as fuck if it goes unchanged.

I personally think the best way to handle Protean would be something like a command ability which says "this Pokemon can change its type to the type of any other move it uses this round for 5 en"—so if for example, someone used drain punch * 3 on your greninja you could use protean (ghost) ~ spikes ~ shadow ball, but could not do protean (ghost) ~ spikes ~ hydro pump simply because your greninja knew shadow ball. We'll see though, but I think making it a super-conversion with more narrow restrictions is fair.

Another ability which I think is probably OP as of now or at least super good is Parental Bond, which should be changed so that the baby's attack does half of its FINAL damage—but again, we'll see what deck has to say.

To answer simon's question: If you don't know, wait. Nobody's yet posted in the research thread about Grass Pelt, and whether it shows a "defense rose!" animation (in which case it's a stage boost) or whether it just intrinsically reduces damage by some unknown-of-yet percent (in which case it's a BAP reduction). If you have a copy of the game, you can test yourself. ASB is the only group that cares about a lot of the less competitively relevant mechanics, so i wouldn't be surprised if the quickest way to get most of this info is actually our own research. (I myself don't have a copy so i can't help qq)
 
Has been Incinerate changed at all? The new description is a bit... intriguing. Apparently, it burns berries AND OTHER ITEMS now.

Sorry, no actual description, because I have the Spanish version.

EDIT: Sorry, wrong thread. :/
 
It's all right El_Sargento. We should probably make a new thread for Gen VI moves (new and updated attacks).

Back on the earlier topic of Protean, I think the best way to test if something is game-breaking or not is to test it out in battle and see how it plays out. For now, we should just get these descriptions out there and update them as needed.

I'm also asking for clarification on abilities in the Battle Mechanics thread. If there are any questions or issues on the descriptions I've written up, let me know.
 
Aura Break—How exactly does it interact with the Auras? (reverse, or just negate?)
Bulletproof—How much is the damage from those moves reduced?
Cheek Pouch—How much HP is healed?
Weather Abilities—Interaction with Rocks? (icy, damp, smooth, heat)
Fairy Aura/Dark Aura/Mega Launcher/Tough Claws/Strong Jaw—Powered up by how much?
Competitive—Raised by how many ranks?
Grass Pelt—Stage boost or innate boost? By how much?
Symbiosis—A lot that needs to be explained here, really

If any of these have already been answered, oops. These are just all the questions we need answered before we can implement all these abilities. Everything else should be draftable right now
 
The weather abilities last for 8 turns with their respective weather rock held.

This wasn't listed in the OP, so I'm not sure if this was awaiting confirmation or no one realized we never officially tested this but I can confirm that giving Weather Pokemon their weather rock (Snover + Icy Rock) results in 8 turns of auto-weather

Mega Launcher and Strong Jaws give a 50% boost of their respective attacks.

Strong Jaws and Mega Launcher: 50% boost

I'll ask those questions and more in the Mechanics thread. Keep it coming guys!
 
Last edited:
as Gerard earlier said, you're misinformed about protean. Basically broke as fuck if it goes unchanged.

I personally think the best way to handle Protean would be something like a command ability which says "this Pokemon can change its type to the type of any other move it uses this round for 5 en"—so if for example, someone used drain punch * 3 on your greninja you could use protean (ghost) ~ spikes ~ shadow ball, but could not do protean (ghost) ~ spikes ~ hydro pump simply because your greninja knew shadow ball. We'll see though, but I think making it a super-conversion with more narrow restrictions is fair.

That's a valid route. There's also a few others:

Protean could have a cooldown. I could go Shadow Ball (Protean) | Spikes | Hydro Pump, but then be stuck as a Ghost-type (that is, without Protean access) until the change wears off in 3 or 6 actions. This does make Protean not a command at all, whereas if it -was- a command Greninja would have issues keeping up damage-wise.

Protean could also trigger automatically at the end of the round, say. Greninja adopts the type of the last move he successfully executed.

Basically I want Greninja to have another substitute-worthy option that isn't a waste of either player's time, but that doesn't take up more than one of the foe's subs. I'm not sure how such a thing would go through testing and iteration, though.

There's also the issue of how it interacts with Trace or Roleplay, but that's another terrible bag of worms altogether. Does he become Water/Dark again if nailed with Worry Seed?
 
So, I went ahead and did a couple that no one else went for.

Gale Wings

Type: Passive

The Pokemon can move through the air faster than the eye can register, giving its Flying-type moves an increase in priority level.

Pokemon with this ability: Fletchinder, ???

Fur Coat

Type: Passive

This Pokemon has thick, stiff fur that increases its resistance to strikes and blows, reducing the type effectiveness of Physical attacks to the next level of resistance (2x becomes neutral, neutral becomes resistance, etc.)

Pokemon with this ability: Furfrou

Mega Launcher

Type: Passive

This Pokemon has an incredible amount of accuracy or power with its pulses, increasing the base attack power of all Pulse and Aura moves by two (2). Known attacks affected: Aura Sphere, Dark Pulse, Water Pulse, Dragon Pulse, ???

Pokemon with this ability: Clauncher, Clawitzer, Mega-Blastoise
 
Last edited:
Does Fur Coat reduces the power the power of the move based one resistances? I thought it halved the damage regardless of it, consider this distinction is unimportant in-game but in here it basically means how do we proceed, we have 3 possible scenarios: Halve BP of every physical move, Halve the Final damage & do it by modifiers, now the difference is important in that if we only halve the BP then the STAB & difference between Atk & Def is unaffected, the second is the most powerful reducing the whole thing and thus affecting every modifier from physical moves, while the third is about as good as the second reducing the power of the whole thing to 2/3 of the damage it would normally do.
 
Does Fur Coat reduces the power the power of the move based one resistances? I thought it halved the damage regardless of it, consider this distinction is unimportant in-game but in here it basically means how do we proceed, we have 3 possible scenarios: Halve BP of every physical move, Halve the Final damage & do it by modifiers, now the difference is important in that if we only halve the BP then the STAB & difference between Atk & Def is unaffected, the second is the most powerful reducing the whole thing and thus affecting every modifier from physical moves, while the third is about as good as the second reducing the power of the whole thing to 2/3 of the damage it would normally do.
Fur Coat does not change the resistance/weakness value of moves. All it does is halve the BP of incoming physical attacks. It is not worded like Filter or Solid Rock.

We do not know the priority level to which Gale Wings changes Flying-Type moves.
 
Does Fur Coat reduces the power the power of the move based one resistances? I thought it halved the damage regardless of it, consider this distinction is unimportant in-game but in here it basically means how do we proceed, we have 3 possible scenarios: Halve BP of every physical move, Halve the Final damage & do it by modifiers, now the difference is important in that if we only halve the BP then the STAB & difference between Atk & Def is unaffected, the second is the most powerful reducing the whole thing and thus affecting every modifier from physical moves, while the third is about as good as the second reducing the power of the whole thing to 2/3 of the damage it would normally do.

Fur Coat does not change the resistance/weakness value of moves. All it does is halve the BP of incoming physical attacks. It is not worded like Filter or Solid Rock.

We do not know the priority level to which Gale Wings changes Flying-Type moves.
I was kinda taking a shot in the dark at that, so would this be better?
Fur Coat

Type: Passive

This Pokemon has thick, stiff fur that increases its resistance to strikes and blows, halving the Base Attack Power of all Physical attacks it is hit by.

Pokemon with this ability: Furfrou

Also, I'd assume that Gale Wings increases the priority level by one, like Prankster.
 
Deck Knight has communicated to me that he will be solely handling all ability effects in ASB without assistance.

What this thread should instead now be purposed towards is identifying past-generation move and ability changes that will affect ASB.

As well, this thread can serve as a collection for all new Gen 6 moves that will require data entries and potential effects (n.b. Deck will likely have final say on CTs)
 
Status
Not open for further replies.
Back
Top