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Battery: Yes to G-Luke's Vikavolt and G-Luke's Jolteon
Klutz: Yes to all
Anticipation: Yes to Adou's Toxicroak and G-Luke's Whiscash
Receiver: Yes to G-Luke's Passimian
Stench: Yes to Gravity Monkey's Skuntank and Dilasc's Goodra (abstain on own submission)
I should've been more clear, but the "yes/no" thing only applies to Klutz and Receiver since they got 3 or less submissions, the others are done in the 1st, 2nd, and 3rd place format outlined in the main post.
Battery: Yes to G-Luke's Vikavolt Demon Dragon's Raichu-Alola Klutz: Yes to all bar mine (abstain) Anticipation: Yes to Adou's Toxicroak, Gravity Monkey's Eevee line, and Demon Dragon's Rapidash-Galar Receiver: Yes to all. Stench: Yes to Gravity Monkey's Skuntank, Dilasc's Goodra, and 6Roggenrola's Garbodor
As I said before, the "yes/no" voting only applies to Klutz and Receiver, as they had as many as or less than the maximum number of winners for that ability. Please change your votes for the other abilities to the proper format (voters vote for top 3 choices, 1st gets 3 points, 2nd gets 2, 3rd gets 1, cannot give yourself more than 3 points).
Ability: Iron Fist New Effect: Regardless of Type, Punch moves are always Super Effective (as in, deal 2x) against Fairies. Can be 4x is the other type is weak to that type (ie. Fire & Drain Punch would be 4x vs Magerna) Thematic Reasoning: It's an IRON fist and these are fairies who are weak to Iron. Competitive Reasoning: Fairy is THE best type in the game almost. And quite honestly, while the loss of 20% power is bad, the easing of prediction against Fae switchins in amazing! Clefable cannot switch in on a Pangoro, who no longer needs Poison Jab for any reason ever again and may just use Ice, Fire or Thunder Punch to lay smackdown on mons who may have quad weaknesses to those moves such as Primarina to TPunch. Fight type punch moves can obliterate the likes of A-Ninetales, Steel/Fairies when they return, and Grimmsnarl. Buffed Mons: Ironically enough, the most buffed mons are the ones who needed a buff to begin with. Conk would rather have Guts, because well, it's a 50% power boost, a status blocker, and Facade pretty much does better against Fairies anyway and has coverage against a bunch of other types more importantly. Pangoro, on the other hand, has a fairy allergy, being a quad weak sufferer and is either slow enough to use Hammer Arm or can use Drain Punch for longevity alongside Knock Off for almost perfect coverage although its Bullet Punch loses the bonus damage but the tradeoffs for a type that no longer adds any coverage seems worth it. Hitmonchan, and eventually Infernape, can Mach Punch and Infernape gets amazing coverage in Thunder Punch to get around Primarina and eventually Water Tapu. Golurk's Shadow Punch is the only 4x attack vs. Psychic/Fairies and Mimikyu and it gets Elemental Punches although it has less to fear from Fairies than most. Ledian is a meme and isn't gen 8 anyway. Crabominable might not like the power hit but it almost only uses punches anyway so fairies gonna die!
One mon however is a big LOSER: Melmetal! It deserves to lose! It gets NOTHING, sure its elemental Punches and Drain Punches do more against Fairies but they're still weaker than DIB which it wants to click and a 20% loss in damage MIGHT just mean you lose that 1hko, or that 2hko. That can be big, but Melmetal sucks, the other Fisters deserve an option that gets around their biggest weakness.
So the winwin is that the mons that need a buff, get a buff, the mons that dont (Conk) is literally unchanged and Melmetal gets a deserved nerf. A Winwinwin!
Ability: Healer New Effect: Inverse Regenerator, heals the incoming Pokemon that the Healer holder switches into. Activated by any means the Pokemon is removed from the field whether Roar/Dragon Tail type force switch, U-Turn, or even if the user faints even from self infliction such as recoil, Explosion or Healing Wish. Also only 25% instead of Regen's 33. Thematic Reasoning: It's quite the healing. Competitive Reasoning: Healer's a joke! Now it's not a joke! In fact its a serious contender! Buffed Mons: All of them! Especially the ones yet unreleased (Aloma and Chansey) The only mon who might prefer a different ability is Bounce Hat and Aloma might prefer the OG Regenerator for its own ability to come in and stall for time. Bellossom might want Chloro but it's Bellossom and this ability won't bring it to top tier alone but it is, however, the only Healer who can learn Leech Seed for whatever that combo is worth.
Ability: Iron Fist New Effect: Guarantees that punching moves land critical hits. Competitive Reasoning: Iron Fist is Tough Claws but significantly worse, so now Iron Fist does something that not even Tough Claws can do! Landing crits with every hit not only gives all punching moves the user wields a 50% buff in power, but now also ignores defense boots and Attack drops! Take that Intimidate. Thematic Reasoning: If you punch until your fists hit as hard as actual metal, theoretically these punches should also be more likely to do big damage, which translate to a crit.
Tell me if this is too strong Ability: Damp New Effect: Summons Water and Mud Sport upon switch in. Competitive Reasoning: Water Sport and Mud Sport are moves were unfortunately snapped in the Movexit of Gen 8. But now they are back! With Damp, Jellicent for example turns its weakness to Electric type moves into an effective resistance, while turns Fire type moves into wet noodles in terms of damage output. The best part is that since it lasts for 5 turns, your team receives the same damage reduction! Ferothorn under Water Sport? God! Gyarados under Mud Sport? can probably survive a Thunderbolt! (probably) Thematic Reasoning: If a Pokemon makes itself and the surroundings damp, fire would have a harder time to burn. And when the ground becomes damp, you get Mud.
Ability: Healer New Effect: Heals itself and its allies for 1/16th of their maximum health at the end of each turn. Competitive Reasoning: Bulky Pokemon getting wat is effectively another Leftovers its pretty godlike for them, essentially removing chip like weather damage and burns, allowing yourself to still have more HP if being seeded, and canceling out Poison chip. Thematic Reasoning: Healers should be able to heal themselves and the members of their party. Its basic RPG logic.
Congrats to the winners, I really liked a lot of the submissions and everything added feels right to me.
Moving on:
Iron Fist is a good ability that is much worse than a lot of other really good abilities. In every way it's a poor-man's Tough Claws and plenty of other "boost X type moves" give much higher boosts than this does, like Strong Jaw for biting moves, Mega Launcher for pulse/aura moves, even Technician does the whole boosting moves thing better, and it only boosts weak ones!
I feel like anyone could say "punching moves deal 1.5 damage" and win, and rather than be the one to say it first, I propose punching moves deal x1.3 damage and ignore the opponent's Defense increases. I'd rather not boost this too much and make Conkeldurr better than it already is, and we just buffed Golurk already. Pangoro and Chan are also both prime for a good stat buff and that should be more than enough to help.
Mummy is something I hadn't considered, but it is a rather unusual, generally low-impact ability, especially in the face of Wandering Spirit. I looked up a bit about what the original translation was going for, and its effects are quite similar to a Japanese phrase which references the popular mythos of the "mummy's curse". So coming up with a good flavorful change is hard. A Pokemon with Mummy deals 2/3 damage to another Pokemon with Mummy (retains original effect). Seeing as Coffin likes to be a wall that wears down opponents rather than sweep, this ability greatly debilitates Physical contact attackers by weakening their next moves. Obviously you'll do less damage back to them, but I don't think that matters too much.
Healer causes the user to regain 1/16 of their max HP at the end of their turn if they did not take attack damage this turn. Good but not good enough to make Chansey too horrible. Attack damage means "direct" damage from moves like Earthquake or Flamethrower: "passive damage" like burn, poison, hazards, Substitute, and recoil do not count. Likely necessitates Protect. Having any effect is nice at this point.
(editor's note: i wholeheartedly came up with these just as g-luke posted. they're pretty similar ngl so pick your poison)
Ability: Mummy New Effect: Upon switching in, all pokemon on the field get the "Heal Block" effect, including the user. Flavor: Mummies are dead lol. Reasoning: Transforms Cofag into a really potent stallbraker at the cost of its own longevity.
Ability: Illuminate New Effect: User takes half damage from dark and ghost-type moves Flavor: The light that cuts the darkness Reasoning: Dark and Ghost are types that are spammed a lot in the OU metagame. Giving some mons those key resists could help them become more potent walls.
Ability: Illuminate New Effect: Upon switching in, opponent’s accuracy is lowered by one stage Thematic Reasoning: The bright flash of light causes the opponent to be unable to see their target Competitive Reasoning: Lanturn and Shiinotic now carve a valuable niche by making all of the opponent’s moves have a higher chance to miss, which helps offset their mediocre defensive and offensive stats and give them more opportunities to stall them out.
Ability: Healer New Effect: When an ally switches to the user, either by regular switching, pivoting moves, Eject Button, Roar, Red Card, etc, the ally's status conditions will be cured. Competitive Reasoning: Providing a pseudo-Natural Cure could be incredibly helpful when you're trying to keep a teammate alive after they've been hit by Toxic, or restore an attacker that's been crippled by paralysis or a burn. Thematic Reasoning: healer heals yes
Ability: Iron Fist New Effect: The user's punch-based moves are boosted by 20%. Consecutive damaging punch-based moves are boosted an additional 20%. (Effect caps out at 100%.) Competitive Reasoning: Iron Fist just needs a slight power boost to be viable and I decided to make it a Metronome for punching moves instead of a basic Tough Claws or Strong Jaw clone. This new effect mainly turns Power-up Punch into a pseudo Swords Dance for punches, which just might give Assault Vest Golurk/Hitmonchan the power they need to jump from NU to UU. Thematic Reasoning: Pokemon with iron fist deserve a boost for landing combos.
Ability: Mummy New Effect: The user is put under the effects of Trick-or-Treat. Contact with the user turns the attacker's ability to Mummy. Competitive Reasoning: Cofagrigus can now hit back with super-effective STAB moves when opposing Pokemon make contact with it (unless the opponent is Normal, Dark, or has a locked ability.) Thematic Reasoning: When a Pokemon turns into a mummy it should be ghost-type like Cofagrigus.
Ability: Healer
New Effect: When the Pokemon with Healer switches out, the incoming Pokemon regains 20% of its HP. Effect triggers via U-Turn, Teleport, etc.
Competitive Reasoning: Inverse Regenerator, so bound to be competitively viable. I reduced the HP amount compared to Regen because I don't want switching each turn to be a viable strategy, and so hazards will still result in a net reduction to HP.
Thematic Reasoning: Healers... heal
Ability: Damp New Effect: Pokemon that make contact with this Pokemon have their type changed to Water Competitive Reasoning: Changing the opponent's type is a rare but dangerous way to impede opposing sweepers, so having an ability that can cause that (and not against yourself like Color Change did) can be very potent when used correctly, like being able to Toxic a Steel-type to burn a Fire-type with Scald Thematic Reasoning: This Pokemon is so damp that touching causes the aggressor to be damp as well Buffed Mons: Quagsire's somewhat low stats means that it likely still prefers Unaware to this, but it can be a great way to punish a non-Power Whip Ferrothorn or Corviknight for attacking you by allowing it to Toxic them. Can similarly punish Knock Off Toxapex as well. Likely its best ability, as it can remove the opponent's STAB boost, letting it Strength Sap in their face, while letting it burn or poison whatever it wants to set up into Hex
Its use is likely still only as a niche Swift Swimmer, but on non-Rain teams it can be pretty annoying as the removal of STAB can stop a sweep dead in its tracks Can abuse it in a similar way to Jellicent, though instead of statusing anything it wants, it can Circle Throw or Close Combat anything it wants Basically the Golduck situation but better
Ability: Healer
New Effect: When the Pokemon with Healer switches out, the incoming Pokemon regains 20% of its HP. Effect triggers via U-Turn, Teleport, etc.
Competitive Reasoning: Inverse Regenerator, so bound to be competitively viable. I reduced the HP amount compared to Regen because I don't want switching each turn to be a viable strategy, and so hazards will still result in a net reduction to HP.
Thematic Reasoning: Healers... heal
Ability: Healer New Effect: Inverse Regenerator, heals the incoming Pokemon that the Healer holder switches into. Activated by any means the Pokemon is removed from the field whether Roar/Dragon Tail type force switch, U-Turn, or even if the user faints even from self infliction such as recoil, Explosion or Healing Wish. Also only 25% instead of Regen's 33. Thematic Reasoning: It's quite the healing. Competitive Reasoning: Healer's a joke! Now it's not a joke! In fact its a serious contender! Buffed Mons: All of them! Especially the ones yet unreleased (Aloma and Chansey) The only mon who might prefer a different ability is Bounce Hat and Aloma might prefer the OG Regenerator for its own ability to come in and stall for time. Bellossom might want Chloro but it's Bellossom and this ability won't bring it to top tier alone but it is, however, the only Healer who can learn Leech Seed for whatever that combo is worth.
That inverse Regen sounds pretty overpowered, just saying. It’s essentially passive wishpassing, and we know how much wishpassing slows the game pace (see OU)
Ability: Iron Fist New Effect: Regardless of Type, Punch moves are always Super Effective (as in, deal 2x) against Fairies. Can be 4x is the other type is weak to that type (ie. Fire & Drain Punch would be 4x vs Magerna) Thematic Reasoning: It's an IRON fist and these are fairies who are weak to Iron. Competitive Reasoning: Fairy is THE best type in the game almost. And quite honestly, while the loss of 20% power is bad, the easing of prediction against Fae switchins in amazing! Clefable cannot switch in on a Pangoro, who no longer needs Poison Jab for any reason ever again and may just use Ice, Fire or Thunder Punch to lay smackdown on mons who may have quad weaknesses to those moves such as Primarina to TPunch. Fight type punch moves can obliterate the likes of A-Ninetales, Steel/Fairies when they return, and Grimmsnarl. Buffed Mons: Ironically enough, the most buffed mons are the ones who needed a buff to begin with. Conk would rather have Guts, because well, it's a 50% power boost, a status blocker, and Facade pretty much does better against Fairies anyway and has coverage against a bunch of other types more importantly. Pangoro, on the other hand, has a fairy allergy, being a quad weak sufferer and is either slow enough to use Hammer Arm or can use Drain Punch for longevity alongside Knock Off for almost perfect coverage although its Bullet Punch loses the bonus damage but the tradeoffs for a type that no longer adds any coverage seems worth it. Hitmonchan, and eventually Infernape, can Mach Punch and Infernape gets amazing coverage in Thunder Punch to get around Primarina and eventually Water Tapu. Golurk's Shadow Punch is the only 4x attack vs. Psychic/Fairies and Mimikyu and it gets Elemental Punches although it has less to fear from Fairies than most. Ledian is a meme and isn't gen 8 anyway. Crabominable might not like the power hit but it almost only uses punches anyway so fairies gonna die!
Iron Fist is a good ability that is much worse than a lot of other really good abilities. In every way it's a poor-man's Tough Claws and plenty of other "boost X type moves" give much higher boosts than this does, like Strong Jaw for biting moves, Mega Launcher for pulse/aura moves, even Technician does the whole boosting moves thing better, and it only boosts weak ones!
I feel like anyone could say "punching moves deal 1.5 damage" and win, and rather than be the one to say it first, I propose punching moves deal x1.3 damage and ignore the opponent's Defense increases. I'd rather not boost this too much and make Conkeldurr better than it already is, and we just buffed Golurk already. Pangoro and Chan are also both prime for a good stat buff and that should be more than enough to help.
Ability: Iron Fist New Effect: The user's punch-based moves are boosted by 20%. Consecutive damaging punch-based moves are boosted an additional 20%. (Effect caps out at 100%.) Competitive Reasoning: Iron Fist just needs a slight power boost to be viable and I decided to make it a Metronome for punching moves instead of a basic Tough Claws or Strong Jaw clone. This new effect mainly turns Power-up Punch into a pseudo Swords Dance for punches, which just might give Assault Vest Golurk/Hitmonchan the power they need to jump from NU to UU. Thematic Reasoning: Pokemon with iron fist deserve a boost for landing combos.
Mummy is something I hadn't considered, but it is a rather unusual, generally low-impact ability, especially in the face of Wandering Spirit. I looked up a bit about what the original translation was going for, and its effects are quite similar to a Japanese phrase which references the popular mythos of the "mummy's curse". So coming up with a good flavorful change is hard. A Pokemon with Mummy deals 2/3 damage to another Pokemon with Mummy (retains original effect). Seeing as Coffin likes to be a wall that wears down opponents rather than sweep, this ability greatly debilitates Physical contact attackers by weakening their next moves. Obviously you'll do less damage back to them, but I don't think that matters too much.
Ability: Mummy New Effect: Upon switching in, all pokemon on the field get the "Heal Block" effect, including the user. Flavor: Mummies are dead lol. Reasoning: Transforms Cofag into a really potent stallbraker at the cost of its own longevity.
Ability: Mummy New Effect: The user is put under the effects of Trick-or-Treat. Contact with the user turns the attacker's ability to Mummy. Competitive Reasoning: Cofagrigus can now hit back with super-effective STAB moves when opposing Pokemon make contact with it (unless the opponent is Normal, Dark, or has a locked ability.) Thematic Reasoning: When a Pokemon turns into a mummy it should be ghost-type like Cofagrigus.
Ability: Damp New Effect: Summons Water and Mud Sport upon switch in. Competitive Reasoning: Water Sport and Mud Sport are moves were unfortunately snapped in the Movexit of Gen 8. But now they are back! With Damp, Jellicent for example turns its weakness to Electric type moves into an effective resistance, while turns Fire type moves into wet noodles in terms of damage output. The best part is that since it lasts for 5 turns, your team receives the same damage reduction! Ferothorn under Water Sport? God! Gyarados under Mud Sport? can probably survive a Thunderbolt! (probably) Thematic Reasoning: If a Pokemon makes itself and the surroundings damp, fire would have a harder time to burn. And when the ground becomes damp, you get Mud.
Ability: Damp New Effect: Pokemon that make contact with this Pokemon have their type changed to Water Competitive Reasoning: Changing the opponent's type is a rare but dangerous way to impede opposing sweepers, so having an ability that can cause that (and not against yourself like Color Change did) can be very potent when used correctly, like being able to Toxic a Steel-type to burn a Fire-type with Scald Thematic Reasoning: This Pokemon is so damp that touching causes the aggressor to be damp as well Buffed Mons: Quagsire's somewhat low stats means that it likely still prefers Unaware to this, but it can be a great way to punish a non-Power Whip Ferrothorn or Corviknight for attacking you by allowing it to Toxic them. Can similarly punish Knock Off Toxapex as well. Likely its best ability, as it can remove the opponent's STAB boost, letting it Strength Sap in their face, while letting it burn or poison whatever it wants to set up into Hex
Its use is likely still only as a niche Swift Swimmer, but on non-Rain teams it can be pretty annoying as the removal of STAB can stop a sweep dead in its tracks Can abuse it in a similar way to Jellicent, though instead of statusing anything it wants, it can Circle Throw or Close Combat anything it wants Basically the Golduck situation but better
Ability: Healer New Effect: Inverse Regenerator, heals the incoming Pokemon that the Healer holder switches into. Activated by any means the Pokemon is removed from the field whether Roar/Dragon Tail type force switch, U-Turn, or even if the user faints even from self infliction such as recoil, Explosion or Healing Wish. Also only 25% instead of Regen's 33. Thematic Reasoning: It's quite the healing. Competitive Reasoning: Healer's a joke! Now it's not a joke! In fact its a serious contender! Buffed Mons: All of them! Especially the ones yet unreleased (Aloma and Chansey) The only mon who might prefer a different ability is Bounce Hat and Aloma might prefer the OG Regenerator for its own ability to come in and stall for time. Bellossom might want Chloro but it's Bellossom and this ability won't bring it to top tier alone but it is, however, the only Healer who can learn Leech Seed for whatever that combo is worth.
Ability: Healer New Effect: Heals itself and its allies for 1/16th of their maximum health at the end of each turn. Competitive Reasoning: Bulky Pokemon getting wat is effectively another Leftovers its pretty godlike for them, essentially removing chip like weather damage and burns, allowing yourself to still have more HP if being seeded, and canceling out Poison chip. Thematic Reasoning: Healers should be able to heal themselves and the members of their party. Its basic RPG logic.
Healer causes the user to regain 1/16 of their max HP at the end of their turn if they did not take attack damage this turn. Good but not good enough to make Chansey too horrible. Attack damage means "direct" damage from moves like Earthquake or Flamethrower: "passive damage" like burn, poison, hazards, Substitute, and recoil do not count. Likely necessitates Protect. Having any effect is nice at this point.
(editor's note: i wholeheartedly came up with these just as g-luke posted. they're pretty similar ngl so pick your poison)
Ability: Healer New Effect: When an ally switches to the user, either by regular switching, pivoting moves, Eject Button, Roar, Red Card, etc, the ally's status conditions will be cured. Competitive Reasoning: Providing a pseudo-Natural Cure could be incredibly helpful when you're trying to keep a teammate alive after they've been hit by Toxic, or restore an attacker that's been crippled by paralysis or a burn. Thematic Reasoning: healer heals yes
Ability: Illuminate New Effect: User takes half damage from dark and ghost-type moves Flavor: The light that cuts the darkness Reasoning: Dark and Ghost are types that are spammed a lot in the OU metagame. Giving some mons those key resists could help them become more potent walls.
For Iron Fist, Mummy, Damp, and Healer, vote in the standard 3 points, 2 points, 1 point format. For Illuminate, vote yes or no on Gravity Monkey's submission. Voting will end at roughly 8pm EST tomorrow.