Neither the framework nor the concept mention this. We proceeded with that ruling based on what I recall to be discord discussion, but I don't think its required by either the framework nor the concept.Giving Ramnarok another ability is anti concept since it's based on Meloetta and that only has one ability
======
Taunt makes a lot of sense as a stallbreakery set of Inferno/Blizzard/Polar/Taunt does make sense and does leverage our bulk, typing, and STABs well to pressure some existing low-tempo switchins (Mollux, Shox) at the cost of pressuring opposing waters nearly as well.
At the same time, its unclear how much it moves the needle on promoting flexibility as water types are well, good, common, and not something you want to be mid into. It is conceivable that you could run Inferno/Freeze-Dry/Polar/Taunt instead, however being walled that hard by Garg is not exactly wise. Still, its a good experiment to run, as Taunt does scale well with speed, making them likely best alongside Polar Flare, and the chip inflicted by Inferno likely does at least help you vs Waters, especially with Snael becoming more dominant as of late.
======
Grass Knot is in a similar place, being a tech option over Thunder that trades basically any and all damage into Fires (and Kril/Rotom-W) for better damage into Garg. You're never running both Thunder and Grass Knot, so the chance of a 4 Attacks no-Polar Flare build is relatively low, and while it chips away at our counters, it still keeps a number of extremely hard ones, notably Rotom-Wash, Mollux, Krilowatt, and Shox. I should note that the primary reason to run GK is that Tera-Grass Grass Knot comes very close to an OHKO on Garg, and you are a mon that is quite happy to run Tera Grass anyways.
======
Package : Increase Flexibility, keep raw power constant
+Grass Knot
+Sound Based Polar Flare
Being hard-walled by Garg is simply not something I want for this mon, and this package lets you tech past it. Grass Knot combined with Tera-Grass lets you nearly, but not quite OHKO Garg with a Timid nature. Garg's a mon that naturally swaps into Inferno all the time, is very common, and is incredibly punishing to give free turns to, so making it more of a check than a counter is something that I think benefits Ram in a lot of ways. Sound-based Polar Flare is definitely a power increase, and allows Ram to focus on the late game if the matchup calls for it, though there's still a lot of incentive to spam Inferno early to e.g. get a burn vs Shox so you can break it late-game with a +1 Blizzard.