Ability Name - Gearing Up
Effect - Steel type allies take 20% less damage from everything. (This includes: Damage, Burns, Confusion, Life Orb, Sticky Barb, entry hazards, Leech Seed, Binding moves and Hail.)
Given To -
Competitive Analysis - Steel Types now take less damage from everything, making it extremely useful for certain mons. It also gives Registeel a niche in allowing other steel types to be more bulky, or even more offensive with Life Orb dealing 8% instead of 10%.
Ability Name - Sand Armour (I'm British, get over it)
Effect - Allies are immune to the effects of sandstorm, and are immune to being statused and stat changes while it is active. Any status already active functions as normal.
Given To -
Competitive Analysis - This ability allows allies to run sand even if they aren't Rock, Steel or Ground types. If sand is up, it's essentially like having Misty Terrain on your side. It also protects like clear body which is a nice little niche for it to fill too, which can help against attacks that lower defence, although they're uncommon.
Ability Name - Absolute Zero
Effect - Ice Type allies are immune to fire type moves and burns. All water type moves used on an Ice Type become Ice type. Status Moves function as usual.
Given To -
Competitive Analysis - Heatproof but it's actually heatproof, not heat resistant. Gives a resistance to water moves and also removes STAB of it from a lot of pokemon. also prevents burns so Weavile and Mamoswine are happy.
Ability Name - En Garde
Effect - Fighting And Normal Type allies take 1/4 less damage from contact attacks. The effects stack (Will remove if unbalanced on a certain pokemon)
Given To -
Competitive Analysis - A simple ability that helps Fighting and Normal types work better defensively. Also, Mega Lopunny is happy, as it basically gains fur coat.
Edit 1: changed En Garde to contact instead of physical. It was the original intention, I just forgot not all physical moves are contact.