Bench Abilities

Yung Dramps

awesome gaming
Approved by Ludicrousity and charizard8888

The Premise
Unlike many other pet mods, this one is designed exclusively for Battle Spot Singles. During these matches, you send out 3 mons while the other 3 stay on the bench. But what if those benched mons could still help out your allies even if not in battle? This Pet Mod answers this question by giving certain mons bench abilities that boost their allies in various ways, even when they're off the field. These abilities are active only when their users remain on the bench. Bench abilities are separate from standard abilities, occupying their own special "slot".

Slates
When making your bench ability, there are 3 factors you must specify:

Ability Effect: Duh. This can be anything from stat boosts, boosts to the effects of certain moves/abilities, etc. To prevent power-creep, I have implemented the following guidelines:
  1. You may not make bench abilities that are blatantly superior to pre-existing ones, even if you try to give it to weaker mons to balance it out. For example, if there's a BA that gives +20% Attack to fire types, you may not make an ability that does that with an additional chance to burn, even if you give it to shit like Heatmor or Magmar.
  2. There will be balance changes if something is determined to be under/over-powered.
Who's affected: Which mons are affected by the ability? These can be categorized by type, normal ability or stats.

Who gets the bench ability: Who gets the actual ability? Try to give passives to underutilized/normally weak mons. Up to 7 evolutionary lines are allowed for each ability, 5 submissions in total, and each mon can only have one bench ability!

Template
Ability Name:
Effect:
Given to:

Spreadsheet

https://docs.google.com/spreadsheets/d/14GDawSGTJsvZD6aAaTgnsdygPRFb3Kx1Pb6lEksvXLo/edit#gid=0
Discord Server
https://discord.gg/EzqynZy
 
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Yung Dramps

awesome gaming
Before we begin our first slate, there’s a few things I would like to say.

In my time in the Pet Mods community, I have seen too many mods enter what I like to call “submission hell” where they constantly have submissions up but never get around to actually playing games to where by the time they do, it’s unbalanced as shit and there’s too much to test; and that’s assuming they even get around to playtesting before interest is lost. In addition, seeing as Gen 8 is right around the corner, I’ve formulated a little long-term plan:
  1. Our first slate (the one going on right now as of posting this) will be a FFA slate.
  2. The slate after this will be a defense slate: Only defensive bench abilities!
  3. The 3rd slate will be an offense slate: Only offensive bench abilities!
  4. After that, we’ll have at least 1 other FFA slate, maybe 2. Then we’ll move on to...
  5. Submissions will stop and coding/playtesting will begin. Definitely gonna host a few tours or so.
  6. Balance Patch! Underused abilities will be buffed, evidently broken ones will be nerfed. This will likely be done via analyzing replays from tours and getting feedback directly from the community.
  7. By the time all of this is done, there’s a pretty good chance we’ll be at the final days of Gen 7’s lifespan. This will constitute a “wrapping up” phase of sorts: A final VR will be made for both active AND bench mons, and we’ll get in a few sample sets and teams. After this stuff is done, the mod will be temporarily shelved until Gen 8.
In addition, there’s a few key questions I would like to ask the community.
  1. For Potential Coders: How difficult/time-consuming would it be to code these abilities?
  2. For Players: Should we allow OU mons not allowed in Battle Spot like Magearna or Zeraora?
  3. Who wants to be a council member?
With that said and done, LET THE FIRST SLATE BEGIN!!!!
 

Yung Dramps

awesome gaming
Since the thread seems to be off to a slow start, Imma make my submissions right away.


Ability Name: Mythic Shield
Effect: Steel-type allies are always under the effect of Crafty Shield
Users: Bastiodon line, Klefki, Cofagrigus line, Chimecho, Aegislash


Ability Name: Bomb Shelter
Effect: Allies weak to Stealth Rock will only take neutral damage from it
Users: Xatu line, Sigilyph, Chesnaught line, Kommo-o line, Octillery


Ability Name: Omnimorph
Effect: Allies who share a type with this ability’s user have their Normal moves changed to this Pokemon’s type.
Users: Silvally (All Forms)

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Ability Name: Gigawatt Charge
Effect: Electric Allies' Electric moves do resisted damage against Ground types.
Given to: Golem-Alola line, Electivire line, Rhyperior line

Also, we have a discord server baybeee, be sure to join
 
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Gravity Monkey

meow? (waiting for something to happen?)
is an Artist
Question: Can we modify an existing ability into having another "benching effect"? Like, I don't know, if Healer worked if you were on the bench as well?
 
Ability Name: Bide Barricade
Effect: Abilities of all Pokemon are nullified unless they are from a Psychic-typed Pokemon or from Pokemon with Bide Barricade
Given to: Wobbuffet line, Reuniclus line, Chimecho line, Bronzong


Ability Name: Shadow Hunt
Effect: Fainted allies attacks can be used by Pokemon with a lower BST than them.
Given to: Marshadow, Cofagrigus line, Dusknoir line, Sableye, maybe Hoopa-C, Gothitelle line, Mr. Mime line.


Ability Name: Lucky Star
Effect: Your Pokemon that miss an attack use it immeditately after it misses, but consumes 1 more pp off that move as well. This ability cannot activate more than 1 time in a turn.
Given to: Victini, Starmie line, Clefairy line, Solrock and Lunatone


Ability Name: Zap Zone
Effect: Your Electric-typed attacks ignore Abilities and stat changes.
Given to: Zebstrika line, Manectric line, Tapu Koko, Electivire line
 
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Yung Dramps

awesome gaming
Ability Name: Bide Barricade
Effect: Abilities of all Pokemon are nullified unless they are from a Psychic-typed Pokemon or from Pokemon with Bide Barricade
Given to: Wobbuffet line, Xatu line, Sigilyph, Bronzong


Ability Name: Shadow Hunt
Effect: Fainted allies attacks can be used by Pokemon with a lower BST than them.
Given to: Marshadow, Cofagrigus line, Dusknoir line, Sableye, maybe Hoopa-C, Gothitelle line, Mr. Mime line.


Ability Name: Victory Star
Effect: Your Pokemon that miss an attack use it immeditately after it misses, but consumes 1 more pp off that move as well. This ability cannot activate more than 1 time in a turn.
Given to: Victini, Starmie line, Clefairy line, Solrock and Lunatone
I would recommend renaming Victory Star since there's already a normal ability of the same name. Also, we're sticking to one Bench Ability per mon, so if both my Anti-Aerial and your Bide Barricade ability win, you're gonna have to change some of your ability's recipients.
 
This thread deserves an award
37670137-3581-4EDE-BAE1-A4C0CB786733.jpeg


You sir, have created an excellent metagame based on a unique feature that perfectly encapsulates Battle Spot, Team Preview and functions much like the TCG with the “Bench Abilities” feature.

10 points for you.

Ability Name: Arctic Assault
Effect: Hail Damage deals 12.5% at the end of each turn. Hail and Snow Warning now lasts 8 turns instead of 5, regardless of item.
Users: Dewgong line, Galalie / Froslass line, Regice, Glaceon

Ability Name: Arctic Armor
Effect: Allies who are Ice type summon Mist upon switching in (Prevents Stats from being lowered for 5 turns). Aurora Veil now lasts 8 turns, regardless of held item.
Users: Walrein line, Lapras, Rotom-Frost, Kyurem

Ability Name: Winter’s Wrath
Effect: Hail grants all Ice-types 1.5x Defense. Sandstorm grants all Ice types 1.5x Special Defense. Rain grants all Ice types 1.5x Attack. Sunny weather grants all Ice types 1.5x SpA. Strong Winds weather grants all Ice Types 1.5x Speed.
Users: Aurorus line, Articuno, Avalugg line, Cryogonal, Abomasnow line

Ability Name: Clear Skies
Effect: Ally Flying-types that switch in summon five turns of Strong Winds (the temporary version of Delta Stream on Rayquaza-Mega). This functions like all weather, so it replaces any active weather, and can be replaced by another weather.
Users: Altaria line, Delibird, Tormadus (all forms), Skarmary

Ability Name: Rising Air Current
Effect: Tail Wind triggers whenever a Flying-Type ally faints. If Strong Winds is active, Tail Wind lasts 6 turns.
Users: Staraptor, Crobat, Dodrio, Farfetch’d, Mantine
 
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Behold, a few submissions!

Ability Name: Living Weapon
Effect: Allies that use a move with Slash or Sword in its name will receive a 1.3x boost to said move.
Given to: Aegislash (and its line), Kartana, Excadrill, Skarmory

Ability Name: Blazing Will
Effect: Allies that use Water Pledge or Grass Pledge will have their move boosted by 1.3x power and summon the corresponding effect of the upgraded move.
Given to: Charizard, Typhlosion, Blaziken, Infernape, Emboar, Simisear, Delphox, Incineroar

Ability Name: Overgrowing Will
Effect: Allies that use Fire Pledge or Water Pledge will have their move boosted by 1.3x power and summon the corresponding effect of the upgraded move.
Given to: Venusaur, Meganium, Sceptile, Torterra, Serperior, Simisage, Chesnaught, Decidueye

Ability Name: Torrential Will
Effect: Allies that use Grass Pledge or Fire Pledge will have their move boosted by 1.3x power and summon the corresponding effect of the upgraded move.
Given to: Blastoise, Feraligatr, Swampert, Empoleon, Samurott, Simipour, Greninja, Primarina

(Edit: Got permission to add these to the elemental monkies as well)

Ability Name: Luigi Wins By Doing Absolutely Nothing Lucky Charm
Effect: Allies receive a Super Luck effect.
Given to: Lopunny, Diggersby, Ho-Oh, Minior, Chansey
 
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Gravity Monkey

meow? (waiting for something to happen?)
is an Artist

Ability Name: Spark Scavenger
Effect: Allies' electric moves will heal their user by 25% of the damage done.
Given to: Eelektross line, Luxray line, Vikavolt line


Ability Name: Sinister Escort
Effect: The first dark-type move used by the opponent gets reflected.
Given to: Hydreigon, Mismagius line


Ability Name: Dune Doom
Effect: Summons sandstorm for 5 turns if an ally knocks out an opposing pokemon with a super-effective ground, rock or steel type move. Increases to 8 turns if this ally is holding a smooth rock.
Given to: Palossand line, Garchomp, Sandslash


Ability Name: Legacy
Effect: If an ally dragon-type pokemon faints, it is replaced by this ability's user. If two or more pokemon with this ability are on the bench, the one sent will be decided randomly.
Given to: Deino, Zwellious, Gible, Gabite


Ability Name: Cleaner
Effect: Phasing moves used by normal of fighting-type allies have +1 priority (like Mach Punch), but they take 7 additional PP when used.
Given to: Exploud line, Throh
 
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Yung Dramps

awesome gaming
This thread deserves an awardView attachment 167556

You sir, have created an excellent metagame based on a unique feature that perfectly encapsulates Battle Spot, Team Preview and functions much like the TCG with the “Bench Abilities” feature.

10 points for you.

Ability Name: Arctic Assault
Effect: Allies who are Ice type have a 20% chance to Freeze on all Ice Attacks. If their move already had a 10% chance to Freeze, it is now 20%. Hail and Snow Warning now lasts 8 turns instead of 5, regardless of item.
Users: Dewgong line, Galalie / Froslass line.

Ability Name: Arctic Armor
Effect: Allies who are Ice type summon Mist upon switching in (Prevents Stats from being lowered for 5 turns). If Hail is up, Mist now lasts for 8 turns instead of 5.
Users: Walrein line, Lapras, Rotom-Frost.

Ability Name: Frozen Solid
Effect: Opponents that make contact with ally Ice-types now have a 20% of being Frozen. If Mist is in effect, Freeze lasts exactly 2 turns. If Aurora Veil is in effect, Freeze lasts exactly 3 turns. If Hail is in effect, Freeze lasts exactly 4 turns. If multiple are in effect, the greatest number of turns takes precedence. This impacts all causes of Freeze including Tri-Attack.
Users: Regice, Cryogonal, Abomasnow line.

Ability Name: Winter’s Wrath
Effect: Hail Damage deals 12.5% at the end of each turn. Aurora Veil lasts 8 turns regardless of held item.
Users: Articuno, Avalugg line, Glaceon,

Ability Name: Frozen Tundra
Effect: Hail grants all Ice-types 1.5x Defense. Sandstorm grants all Ice types 1.5x Special Defense. Rain grants all Ice types 1.5x Attack. Sunny weather grants all Ice types 1.5x SpA. Strong Winds weather grants all Ice Types 1.5x Speed.
Users: Aurorus line

Ability Name: Clear Skies
Effect: Ally Flying-types that switch in summon five turns of Strong Winds (the temporary version of Delta Stream on Rayquaza-Mega). This functions like all weather, so it replaces any active weather, and can be replaced by another weather.
Users: Altaria line

Ability Name: Rising Air Current
Effect: Tail Wind triggers whenever a Flying-Type ally faints. If Strong Winds is active, Tail Wind lasts 6 turns.
Users: Staraptor, Crobat
Behold, a few submissions!

Ability Name: Living Weapon
Effect: Allies that use a move with Slash or Sword in its name will receive a 1.3x boost to said move.
Given to: Aegislash (and its line), Kartana

Ability Name: Blazing Will
Effect: Allies that use Water Pledge or Grass Pledge will have their move boosted by 1.3x power and summon the corresponding effect of the upgraded move.
Given to: Charizard, Typhlosion, Blaziken, Infernape, Emboar, Delphox, Incineroar

Ability Name: Overgrowing Will
Effect: Allies that use Fire Pledge or Water Pledge will have their move boosted by 1.3x power and summon the corresponding effect of the upgraded move.
Given to: Venusaur, Meganium, Sceptile, Torterra, Serperior, Chesnaught, Decidueye

Ability Name: Torrential Will
Effect: Allies that use Grass Pledge or Fire Pledge will have their move boosted by 1.3x power and summon the corresponding effect of the upgraded move.
Given to: Blastoise, Feraligatr, Swampert, Empoleon, Samurott, Greninja, Primarina

Ability Name: Luigi Wins By Doing Absolutely Nothing Lucky Charm
Effect: Allies receive a Super Luck effect.
Given to: Lopunny, Diggersby, Ho-Oh, Minior, Chansey
Your submissions are great and I appreciate the reception, but the OP says the submission limit is 5. You're both gonna have to cut stuff out.
 

Yung Dramps

awesome gaming
Excuse the double post, but I have an important announcement to make:

After some deliberation, I have decided Bench Abilities will only be active when their users are on the bench. This should mitigate the likelihood of a Shared Power situation where the meta is reduced to stacking broken abilities and should promote more critical thought in teambuilding.
 

Scoopapa

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Moderator
Name: Spotter
Effect: Your team's physical and special attacks have 1.2x accuracy
Given to: Gengar line, Aerodactyl, Pidgeot Line

Name: Bench Healer
Effect: Your pokemon heal 12.5% of their max HP when they switch out
Given to: Blissey Line, Audino, Alomomola Line

Name: Prophesy
Effect: At the end of turn 3, the opponent's side is hit with a 60 BP Special Psychic type attack calculated from this pokemon's SpA.
Given to: Xatu Line, Slowking, Delphox Line

Name: Heroic Cantata
Effect: Your pokemon gain +1 speed if they fall below 25% health
Given to: Primarina Line, Wigglytuff Line,

Name: Dragon Focus
Effect: Draco Meteor and Outrage have 10% less BP and no drawbacks when used by your pokemon. ( doesn't change accuracy )
Given to: Dragonite, Latios, Latias, Kommo-O

It might be a good idea if the game displayed which bench abilities would be in effect at the start of turn 1.
 
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Name: Spotter
Effect: Your team's physical and special attacks have 1.2x accuracy
Given to: Gengar line, Aerodactyl, Pidgeot Line

Name: Bench Healer
Effect: Your pokemon heal 12.5% of their max HP when they switch out
Given to: Blissey Line, Audino Line, Alomomola Line

Name: Time Warp
Effect: The match starts with 1 turn of Trick Room
Given to: Celebi

Name: Heroic Cantata
Effect: Your pokemon gain +1 speed if they fall below 25% health
Given to: Meloetta, Primarina,

Name: Dragon Focus
Effect: Draco Meteor and Outrage have 10% less BP and no drawbacks when used by your pokemon. ( doesn't change accuracy )
Given to: Dragonite, Latios, Latias, Kommo-O

It might be a good idea if the game displayed which bench abilities would be in effect at the start of turn 1.
Just a nick-picky thing for accuracy sake: I don't remember Audino having an actual evolution or pre-evolution, it only have a Mega Evolution.
 
Effect: Allied Psychic types will use Future Sight at the end of turn, if there isn't already a Future Sight or Doom Desire queued.
Users: Absol, Abra line, Slowpoke line, Natu line, Ralts line, Esper line
Competitive Use: Sets up a burst of damage for a later turn, that can help wall break, or finish off a weak foe.
Is it OP?: The opponent will see the future sight attack coming, and can prepare for it by switching to an immune Dark type, or other Psychic resist.


Effect: When allied Soundproof user is switched in, uses Parish Song.
Users: Misdreavus line, Chimecho line, Kricketot line, Politoed, Primarina line.
Competitive Use: Prevents opponent from setting up, and makes opposing Pokemon vulnerable to being Parish Trapped.
Is it OP?: Foes can switch out to remove the Perish counter.


Effect: Allied Bug types use Powder on switch in.
Users: Vivillon, Cutiefly line
Competitive Use: One Turn immunity to Fire moves for Bug types.
Is it OP?: Since it only protects them on the turn they switch in, so they can't exactly stay in against something that is spamming a fire move.


Effect: When ally consumes an item, user bestows their item to ally.
Users: Aipom line
Competitive Use: So. Many. Possibilities. It can be used as a psudo Recycle, to give the user a similar consumible to the one they just used, or a way to give something a more powerful hold item like AV, Leftovers, Life Orb, etc. after it has made use of a consumible.
Is it OP?: It's a one time use ability that requires the player to build around it. Battle Spot has Item clause, so the user of Hand Off can't have the same item as the intended target of Hand Off.


Effect: At start of turn 1, all active Pokemon have their ability replaced with Mummy.
Users: Yamask line.
Competitive Use: Replace negative abilities on your team with Mummy, and disable your opponent's lead's ability.
Is it OP?: Aside from Slacking, Archeops, and Golisopod, there aren't many Pokemon that benefit from having their ability removed. Just like Mummy in normal Pokemon, the condition is removed on switch out, so the opponent can reset their ability if needed.
 
So, one thing I'm unclear on about these bench abilities. Are these abilities that we would put in the Ability slot during teambuilding, or are they something that is innate and only activates when the user is placed on the bench? Because that affects how we should make these.
-If they work just like normal abilities, then Pokémon like Slaking, Regigigas, etc. would be able to replace their negative ability with a useless one in battle.
-If they don't take up the ability slot, then teams would become more flexible, since that would allow something to use it's normal abilities if it gets chosen for battle, while still being able to use its bench ability if it isn't selected.

Ability Name: High Flyer
Effect: Protects allied Flying types from Stealth Rock.
Given to: Hawlucha

Ability Name: Costume Party
Effect: Allied Ghost types cast Trick-or-Treat on foe after switching in.
Given to: Pumpkaboo line, Mimikyu

Ability Name: Open Harvest
Effect: Allied Grass types have a 50% chance to recover a consumed berry at the end of every turn. (stacks with Harvest)
Given to: Exeggcute line, Phantump line, Tropius

Ability Name: Water Wall
Effect: Allied Water types cast Aqua Ring after switch in.
Given to: Goldeen line, Mantine line, Wailmer line, Buizel line, Finneon line, Wooper Line, Frillish line.
 

Yung Dramps

awesome gaming
So, one thing I'm unclear on about these bench abilities. Are these abilities that we would put in the Ability slot during teambuilding, or are they something that is innate and only activates when the user is placed on the bench? Because that affects how we should make these.
-If they work just like normal abilities, then Pokémon like Slaking, Regigigas, etc. would be able to replace their negative ability with a useless one in battle.
-If they don't take up the ability slot, then teams would become more flexible, since that would allow something to use it's normal abilities if it gets chosen for battle, while still being able to use its bench ability if it isn't selected.

Ability Name: High Flyer
Effect: Protects allied Flying types from Stealth Rock.
Given to: Hawlucha

Ability Name: Costume Party
Effect: Allied Ghost types cast Trick-or-Treat on foe after switching in.
Given to: Pumpkaboo line, Mimikyu

Ability Name: Open Harvest
Effect: Allied Grass types have a 50% chance to recover a consumed berry at the end of every turn. (stacks with Harvest)
Given to: Exeggcute line, Phantump line, Tropius

Ability Name: Water Wall
Effect: Allied Water types cast Aqua Ring after switch in.
Given to: Goldeen line, Mantine line, Wailmer line, Buizel line, Finneon line, Wooper Line, Frillish line.
Bench abilities are effectively a different mechanic from normal abilities in the sense they do not occupy the same slot in teambuilding. They only activate when their user is on the bench.
 

charizard8888

Thank you everyone!
is a Forum Moderator Alumnus
Ability Name: Off the Mark
Effect: If the first move used by the Pokemon of this team is an attacking STAB move with BP less than 130, its power is boosted by 1.5x (Doesn't work after the first turn of the battle)
Given to: Golisopod, Honchkrow, Ambipom, Conkeldurr, Infernape

You get a very powerful attack in the first turn itself but at the cost that you almost let the opponent know that you'll be using a STAB move for a switch out or getting blocked by Fake Out, Protect, faster Substitute etc.

Ability Name: Rapid Charge
Effect: Two turn attacking moves that need to be charged like Dig, Fly, Dive, Skull Bash, Solar Beam hit in 1 turn but have a 20% recoil.
Given to: Excadrill, Dugtrio, Steelix, Aerodactyl, Venusaur
 
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Yung Dramps

awesome gaming
A few quick announcements:

First off, I have made a special exception to the "7 pokemon/evolutionary lines only" rule for KeeganSkymin4444's Blazing/Overgrowing/Torrential Will abilities so they can be given to the Elemental Monkeys. In addition, if they are voted in, they will automatically be given to the final forms of the Gen 8 starters when they are revealed and added to Showdown. Don't expect exceptions like these to become a regular thing: This is only being done to maintain consistency in a special case.

Second of all, remember when I said voting would begin Tuesday or Wednesday? Well, I've changed my mind: Unless the now-sluggish pace of submissions picks up significantly in the next 12 hours or so, voting will begin tomorrow afternoon.

Thanks for your submissions and interest in this pet mod! You've made me feel like a very good boy.
 
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