Name: Unbreakable
Effect: This Pokémon is immune to Fighting-type moves, and when targetted by one, the attacker is damaged for 1/8th of its maximum HP.
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability:
Justification: Let Avalugg be viable. Steelix and Bastiodon also appreciate the Fighting weakness turning into an immunity.
Name: Echo Chamber
Effect: If another Pokémon on the field uses a sound move, this Pokémon immediately uses that same move afterwards.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability:
Justification: Dancer is cool, but there just aren't enough dance moves for it to be usable in singles. Sound moves are a bit more common, so here's this. This is definitely broken in doubles lol
Name: Status Quo
Effect: This Pokémon ignores the attacker's Ability if it would affect the success or damage of the incoming move.
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability:
Justification: Defensive Mold Breaker! Lets these Pokémon answer certain sweepers that rely on their Abilities for their damage output, like Flapple, Mega Mawile, Gourgeist, and Melmetal. Name is weird but relatively flavour-neutral, same as Mold Breaker.
Name: Plus / Minus
Effect: If the user is on the field while another Pokémon has the Ability Plus or Minus, its Sp. Attack stat is boosted by 50%. When another Pokémon makes contact with a Pokémon with Plus, the attacker's Ability is replaced with Minus. When another Pokémon makes contact with a Pokémon with Minus, the attacker's Ability is replaced with Plus.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Current distribution +
Justification: Plus and Minus are now a weird little sidegrade to Mummy. Getting rid of your opponent's Ability is nice, and when you do that you also get to boost your own Sp. Attack! Since most contact moves are physical, your opponent most likely won't be able to benefit from the Ability at all, and you'll get to take advantage of the Sp. Attack boost, especially on slower Pokémon like Ampharos and Porygon2. Bulkier Magnezone and Ampharos sets can also pivot with Volt Switch immediately, dealing extra damage and leaving your opponent without an Ability.
Effect: This Pokémon is immune to Fighting-type moves, and when targetted by one, the attacker is damaged for 1/8th of its maximum HP.
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability:
Justification: Let Avalugg be viable. Steelix and Bastiodon also appreciate the Fighting weakness turning into an immunity.
Name: Echo Chamber
Effect: If another Pokémon on the field uses a sound move, this Pokémon immediately uses that same move afterwards.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability:
Justification: Dancer is cool, but there just aren't enough dance moves for it to be usable in singles. Sound moves are a bit more common, so here's this. This is definitely broken in doubles lol
Name: Status Quo
Effect: This Pokémon ignores the attacker's Ability if it would affect the success or damage of the incoming move.
Adaptability, Aerilate, Analytic, Corrosion, Dark Aura, Defeatist, Dragon's Maw, Fairy Aura, Flare Boost, Flower Gift, Galvanize, Gorilla Tactics, Guts, Huge Power, Hustle, Infiltrator, Iron Fist, Libero, Light Power, Liquid Voice, Long Reach, Mega Launcher, Minus, Neuroforce, Normalize, Overclock, Pixilate, Plus, Power Spot, Punk Rock, Pure Power, Reckless, Refrigerate, Rivalry, Sand Force, Scrappy, Sheer Force, Slow Start, Sniper, Solar Power, Stakeout, Steelworker, Steely Spirit, Strong Jaw, Technician, Tinted Lens, Tough Claws, Toxic Boost, Transistor, Unaware, Unseen Fist, Water Bubble
Mold Breaker: Yes
Potential Pokémon With This Ability:
Justification: Defensive Mold Breaker! Lets these Pokémon answer certain sweepers that rely on their Abilities for their damage output, like Flapple, Mega Mawile, Gourgeist, and Melmetal. Name is weird but relatively flavour-neutral, same as Mold Breaker.
Name: Plus / Minus
Effect: If the user is on the field while another Pokémon has the Ability Plus or Minus, its Sp. Attack stat is boosted by 50%. When another Pokémon makes contact with a Pokémon with Plus, the attacker's Ability is replaced with Minus. When another Pokémon makes contact with a Pokémon with Minus, the attacker's Ability is replaced with Plus.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Current distribution +
Justification: Plus and Minus are now a weird little sidegrade to Mummy. Getting rid of your opponent's Ability is nice, and when you do that you also get to boost your own Sp. Attack! Since most contact moves are physical, your opponent most likely won't be able to benefit from the Ability at all, and you'll get to take advantage of the Sp. Attack boost, especially on slower Pokémon like Ampharos and Porygon2. Bulkier Magnezone and Ampharos sets can also pivot with Volt Switch immediately, dealing extra damage and leaving your opponent without an Ability.
Name: Parting Gift
Effect: When the holder faints, the next Pokémon to switch in has its highest stat boosted one stage.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30, none
Justification: Potentially useful on suicide leads to keep momentum up. Also useful on anything running Healing Wish.
Name: Warp Engine
Effect: If Trick Room activates while the holder is on the field, the holder immediately switches out. Consumed after use.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30, confuses the target
Justification: Lets you set Trick Room and pivot to an abuser at the same time, but only once.
Name: Safety Policy
Effect: If the holder is affected by entry hazards upon switching in, its Defense and Sp. Def sharply rise, and the item is consumed.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 80, none
Justification: An alternative to Heavy-Duty Boots. Only works once, but can make certain Pokémon very difficult to break. Pokémon with Simple in particular can triple their defenses just by switching in while hazards are up, granting Pokémon like Bibarel and Swoobat an actual chance to set up in a higher-tier environment.
Effect: When the holder faints, the next Pokémon to switch in has its highest stat boosted one stage.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30, none
Justification: Potentially useful on suicide leads to keep momentum up. Also useful on anything running Healing Wish.
Name: Warp Engine
Effect: If Trick Room activates while the holder is on the field, the holder immediately switches out. Consumed after use.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30, confuses the target
Justification: Lets you set Trick Room and pivot to an abuser at the same time, but only once.
Name: Safety Policy
Effect: If the holder is affected by entry hazards upon switching in, its Defense and Sp. Def sharply rise, and the item is consumed.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 80, none
Justification: An alternative to Heavy-Duty Boots. Only works once, but can make certain Pokémon very difficult to break. Pokémon with Simple in particular can triple their defenses just by switching in while hazards are up, granting Pokémon like Bibarel and Swoobat an actual chance to set up in a higher-tier environment.
Name: Zarude | Zarude-Dada
Type: Grass / Dark
Abilities: Natural Cure (Zarude) | Parental Bond (Zarude-Dada)
New Moves: None
Removed Moves: None
Justification: Natural Cure over Leaf Guard is a tiny bump for standard Zarude, essentially making it an even better status absorber even if you choose not to run Jungle Healing. Zarude-Dada, though, picks up an extremely nice new Ability in Parental Bond. Fun fact: Zarude and Mega Kangaskhan have uncannily similar stats. Zarude, however, lacks the things that broke Mega Kangaskhan (Seismic Toss and to a much lesser extent Power-Up Punch), so instead Parental Bond is mostly a damage increase for it, one that it very much appreciates. Regular Zarude can stay comfortably in its present UU niche, while Zarude-Dada could legitimately break into OU.
Name: Celesteela
Type: Steel / Flying
Abilities: Beast Boost / Flare Boost (Hidden)
New Moves: Aeroblast, Thunderbolt
Removed Moves: None
Justification: Celesteela is in a bit of a weird place. Its stats and typing are great, but its lack of recovery and strong Flying-type moves put it in an awkward spot compared to Corviknight and Skarmory. This aims to give it a niche as a more offensive Pokémon. Flare Boost is great as flavour, since it's a giant rocket, while Aeroblast finally gives it a better Flying STAB than Air Slash. Thunderbolt is a fun new coverage option alongside the Flamethrower it already has.
Name: Klinklang
Type: Steel
Abilities: Overclock / Levitate / Clear Body (Hidden)
New Moves: Superpower, Lightning Lance, High Horsepower, Overheat, Spikes
Removed Moves: None
Justification: Klinklang has one of the best set-up moves in the game, but it's held back by its lack of coverage and generally useless Abilities. All of that is fixed now. Superpower and High Horsepower offer useful physical coverage alongside Gear Grind and an Electric move, while Lightning Lance is a stronger physical Electric move than Wild Charge, and Overheat can be a one-use nuke for low-Sp. Def Steels. Overheat, Superpower, and Lightning Lance are all boosted by Overclock, while Levitate negates one of its weaknesses and protects it against Spikes damage - and speaking of which, it can set Spikes now, too. On Levitate sets, run Electro Ball instead of Wild Charge, it'll hit harder after a Shift Gear and lets you murder physical counters.
Name: Drapion
Type: Poison / Dark
Abilities: Stakeout / Sniper / Merciless (Hidden)
New Moves: Jaw Lock, Parting Shot
Removed Moves: None
Justification: Drapion's always needed a bit of a power boost, and Stakeout might be just the ticket. It combines very well with Jaw Lock and Pursuit, putting your opponent in a tense situation whether or not they switch out - you might get trapped if you don't switch, but you might lose something to Pursuit if you do, or the incoming Pokémon might get smashed by a Stakeout-boosted move otherwise. Parting Shot makes Jaw Lock more usable, because if you predict wrong and end up in an unfavourable situation, you can still use that to escape.
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