These abilities might not be the most consistent, but they can come in clutch in certain circumstances and are still worth factoring into a faction's gameplan.
Regenerator: If you have less than 3 Energy, fail to sub to gain 1 Energy.
Cratersmash - Burn
This ability is strongest in earlygame, when faction pushing is less important, which makes it all the worse that you can't stack up Energy with it. Honestly I was expecting this ability to be way more broken than it actually is, and I think Crater winning came more down to the ability encouraging passive gameplay (the winning strategy this MMM) rather than the ability itself being strong.
Weak Armor: If targeted by a negative ability during the Day, your submission's Defense halves and Speed doubles. Gain 3 votes. Not stackable.
Paulluxx - Burn
This ability is what ended up getting Paul killed, which is why it's not going to S despite being such consistent vote manipulation. Besides the fact that it getting randomly activated is like a big neon sign saying "Kill me!", +3 votes is a ton, and it would be pretty easy to set up consistently with an ally targeting you. There was better vote manip, and I also have to say I personally dislike this one because it's positively terrible for meta health, but overall it's still a very strong ability.
Stakeout: Fail to vote to gain 2 voting power the next day.
Annadeneko - Factionless
The drawback on this one is pretty heavy, and it's really telegraphed, but +2 votes is still a strong effect, especially in lategame.
Unburden: Day, target self. After voting ends, your sub's vote count is 1.5x.
Jumpheart - Poison
Simple ability, pretty much guarantees you one win, which is always nice to have.
Shadow Tag: Day, target a player. Any ability used on them lasts forever.
Seito Chinchou/Mintly - Sleep
The single most broken ability in the game, thank god we didn't see its true potential here. If you found a way to pair this with something like Huge Power or Intimidate, you could easily create a behemoth of voting power or completely screw over a target of your choice. Definitely inconsistent and required communicating with other factions, but since Sleep was already built around that thanks to Bad Dreams, you wouldn't need to change up your gameplan much to make full use of this ability.
Hadron Engine: Day, target a player. If your submission's STAB(s) hit their submission super-effectively, your entire faction gains one Energy.
readytolose - Paralysis
Not the flashiest ability, mainly because of that one-time use restriction, but the extra energy with no signal to other teams that it even happened can still be really valuable in the right circumstances.
Wandering Spirit: If you are targeted by an ability, swap this ability with the attacker's.
Darthus - Burn
Pretty solid ability, providing both ability disruption and the potential to get a strong ability for yourself. Could also enable some really funny ability swapping shenanigans if you have a teammate with a targeting ability.
Natural Cure: Day, target a dead player. Acquire their Pokemon as a Wild Pokemon. Their ability may only be activated/used once.
Squawkerz - Paralysis
This ability's strength depends on the strength of other abilities, which makes it overall pretty inconsistent. Honestly, I might have put it in C, since the GMs almost entirely got rid of one-time use vote manip abilities this go around, which would've been some of the strongest targets for Natural Cure. However, Steadfast exists, and getting that abil could literally swing an entire game even with one use, so based on that alone I'm putting this abil in B.
Unaware: Day, target a player. Their sub's additional votes are ignored.
Tanny89k - Factionless
With how vote manip-heavy this game was, Unaware can definitely come in handy at times. Its biggest downside is just that you have to be tuned into the game and know what opposing factions are pushing to make good use of it, but being able to use it every round does make random hits possible, which makes up for that a bit.