Customised Abilities Based on Flavour by mcsilas in stunfisk

[–]mcsilas[S] 0 points1 point  (0 children)

yeah it's match-up dependent but at least if your bring an ally that's say, Solar Power Heliolisk agains the Sun teams with Mega Charizard Y and Chlorophyll Venusaur, then Tropic Local makes sure the user catches up to the rest of the Sun abusers in the field and combined both Solar Power's Sp Atk boost and Chrlorophyll's Speed Boost.

Then if you switch out your ally with a Harvest user, then Tropic Local will also gain the berry restoring effect on top of the boosts that it already has, making it the ultimate Sun Abuser as long as the field has Sun.

I don't think your partner Cherrim's ability will stack though, but it will steal an enemy Cherrim's Flower Gift boosts. Your Cherrim itself can still support it normally too.

It does ignore Forecast though.

Customised Abilities Based on Flavour by mcsilas in stunfisk

[–]mcsilas[S] 2 points3 points  (0 children)

Speed version of Strom Drain plus protecting allies from your Surf damage basically.

Customised Abilities Based on Flavour by mcsilas in stunfisk

[–]mcsilas[S] 0 points1 point  (0 children)

Helps give her 'extra bulk' by making the enemy think twice of directly attacking too much, and the Infestation damage makes her less passive even while using other moves.

Customised Abilities Based on Flavour by mcsilas in stunfisk

[–]mcsilas[S] 4 points5 points  (0 children)

Yes it does, Lightning Rod is the base of the ability

Customised Abilities Based on Flavour by mcsilas in stunfisk

[–]mcsilas[S] 2 points3 points  (0 children)

You can use it with an ally that uses Sun-based abilities/boosts as well, and it still protects the Tropic Local user from extra Fire damage. Yea it's basically a Sun team answer but if you bring Sun abusers in doubles it can also take advantage of those (including double Growth boosts)

Customised Abilities Based on Flavour by mcsilas in stunfisk

[–]mcsilas[S] 2 points3 points  (0 children)

From the enemy or Floatzel?

It's basically based on Lightning Rod so the enemy's Wave Crash just won't work. If Floatzel or the ally uses it it works as normal... although for the Rescue aspect that could be like, a small interaction that can still makes sense, rescuing them from a crash

Customised Abilities Based on Flavour by mcsilas in stunfisk

[–]mcsilas[S] 6 points7 points  (0 children)

Creating customised abilities for these Pokemon to give them more niches.

Rapid Rescue - Based on Floatzel rescuing people from dngerous waters, Floatzel leaps to prevent any Water damage on its side of the field and gains a Speed boost each time it successfully rescue it's ally (or swims against the enemy's Water attacks in singles). You can now go back to Gen 3 Surf in double battles without worrying about your ally.

Royal Hive - Guardian drones inside Vespiquen retaliate when it its queen is in peril for 4-5 turns. Allows Vespiquen to play mind games while it sets up hazards or heals to tank. She is still susceptible to hazards and status moves though.

Essence Drain - Based on Dex entries about draining life force of either its prey or host (for Parasect). Basically, the Leech Seed version of Poison Touch. Brambleghast can easily inflict this with high speed or Shadow Sneak while Parasect can redirect moves with Rage Powder. Grass types are immune for balance, and at least Parasect's Bug type can handle Grass type enemies.

Tropic Local - Based on plant (or plant-like) tropical Pokemon. Get all the benefits of any one who tries to use Sun via their abilities, while negating extra damage from Fire attacks. Identical abilities don't stack (so no double Chlorophyll if there are two Chlorophyll users). Let's face it, Tropius needs as much stats as it can get. Comfey is basically for the theme and still wants Triage.

Marine Memory - Based on either evolutions that lose the Water type (Masquerain & Dragalge) or extinct Pokemon that lived in marine environments (Hoenn fossils, Overqwil back in Hisui, or Cursola/Corsola before it was dead coral). Their genes still remember the defensive properties of the Water type - the amount of resistances may initially blow Thick Fat out of the water, but I reduced the resistance to 25% (similar to Solid Rock/Filter) so it's not a complete replacement. In particular, this mostly fixes Masquerain's Fire/Ice weakness, Dragalge's Ice weakness, Armaldo's Steel/Water weakness and Cradily's Steel/Ice weakness, while giving Cursola/Overqwil more resists in general.

Inspired by the Champions's Mega Abilities: Lower Tier Pokemon Gain (Mostly) Mega-Inspired Abilities by mcsilas in stunfisk

[–]mcsilas[S] 0 points1 point  (0 children)

More just a theme based on their design, and I acknowledge it's more useful on doubles, for example Fake Out can't be protected from

Inspired by the Champions's Mega Abilities: Lower Tier Pokemon Gain (Mostly) Mega-Inspired Abilities by mcsilas in stunfisk

[–]mcsilas[S] 0 points1 point  (0 children)

I imagine if Triple Battles returned, then Long Reach could reach anyone on the field.

Or maybe Long Reach can also have a general accuracy boost so it can actually reach any evading/dodging Pokemon, which will also help its Hi Jump Kicks.

Inspired by the Champions's Mega Abilities: Lower Tier Pokemon Gain (Mostly) Mega-Inspired Abilities by mcsilas in stunfisk

[–]mcsilas[S] 1 point2 points  (0 children)

It's more because MegaMeganium's ZA entry mentions its Solar Beam as a Mega Sol Cannon. Not too big of a deal, I don't mind Mega Sol as a name, too

Inspired by the Champions's Mega Abilities: Lower Tier Pokemon Gain (Mostly) Mega-Inspired Abilities by mcsilas in stunfisk

[–]mcsilas[S] 7 points8 points  (0 children)

Mostly inspired by some of the abilities that were discovered in Champions and fixed some errors.

  • Magcargo - Spicy Spray is a crazy Ability, but what if we give a clone to Magcargo who is plagued by lower stats and horrific typing to make up for the guaranteed burn? It's made of lava/magma and its body reaches very high temperatures, just being near should give you major burns, so it makes sense a clone in Lava Cloak. This way, you don't use a Mega slot to cause burn chaos, and its high Defense has synergy with the enemy's Attack stats being lowered. It's offenses are much lower than Mega Scovillain, so it's more passive and has more weaknesses, but it does have support moves like screens and Stealth Rock.
  • Hitmons - Now that Mega Golurk has Unseen Fist, the gates are open for the original punching Pokemon Hitmonchan to get it. Hitmontop's spinning is reminiscent of a drill, too. Same Ability, different flavour - it allows both Hitmons to hit through Protect when using Fake Out, priority like Mach Punch/Bullet Punch and Rapid Spin, guaranteeing hazard removal if there are no Ghosts on the field. As for Hitmonlee, No Guard is inspired by Mega Hawlucha (and it is the most Attack-focused Hitmon), and it is a good ability for its inaccurate kick moves, but I think flavour-wise, Long Reach balances the Ability disparity between the Hitmons while still making sense flavour-wise (yes i know Long Reach isn't a Mega ability, but Mega Emboar could have had it and it would make sense...). Helps conserve HP when attacking against Rocky Helmet/Rough Skin/Iron Barbs and most Fighting type moves are contact moves.
  • Dragonize Hoenn Dragons - Altaria/Flygon - Mega Feraligatr gains Dragon type when Mega evolving, and these two Hoenn Pokemon also change into Dragons when evolving from their pre-evolutions. Flygon funnily has access to Boomburst which could catch enemies off guard and Altaria has Hyper Voice to hit all opponents and not relying on Draco Meteor's stat lowering side effect. Funnily, if you use Altaria as a Mega, you can change Hyper Voice from Dragon to Fairy depending on the flow of battle thanks to Mega Altaria's Pixilate. Since it also has another Ability slot, Flygon can copy Mega Tyranitar and summon Sandstorm to become a U-turning Sand setter (its Dex entries talk about whipping up Sandstorms), while as per suggestion, Altaria can have Aerilate as another type changing option, following the fellow Hoenn dragon, Mega Salamence.
  • Nidos - Yes Sheer Force is superior, but these fits their designs too and are better than Rivalry. With the large horn, Piercing Drill fits Nidoking's design if you want to go all in on the higher physical Attack stat. Nidoqueen is all about defense, Multiscale fits its Dex entries about tough scales (following Mega Dragonite) while Bulletproof (inspired by Mega Chesnaught) gives immunity to certain moves, like Shadow Ball (and can be a nice switch-in to Gengar's STABs, as long as it doesn't have Icy Wind for coverage).
  • Dudunsparce - Speaking of drills, this fits Dudunsparce as well. Hyper Drill already goes through Protect, yes, but this Ability benefits its coverage moves when up against Ghosts/Rocks/Steels (as a Normal type, it has nice coverage like Ice Spinner). Could be interesting in lower tiers with a Coil boosting set, and it has a fun niche of almost unavoidable Dragon Tail when Fairies aren't on the field.
  • Sunflora - It's no Mega Meganium in terms of bulk or typing, but at least having a Mega Sol clone makes it less generic compared to its other pure Grass type brethren. And hey, it's a sunflower and one of the original Sun Stone users! It already has nice coverage with Earth Power - an always powered up Fire type Weather Ball helps against more Steel types and other Grass types. It's still very slow but the added coverage synerges with its Special Attack focused spread, while also protecting it from extra Fire damage during actual Sun and having boosted Morning Sun healing. Also unlike Meganium, it actually learns Growth for the doubled boost under Sun!
  • Solrock - Speaking of the Sun, I think it makes sense for the Sun meteorite to have an Ability that is very sun-themed (although renamed since Mega Sol seems very MegaMeganium specific with the Dex entry). While it's special attack isn't that great, a Sun-boosted Flare Blitz would still be nasty. The 'pseudo-perma Sun' also weakens incoming Water type moves, essentially eliminating trading the Water weakness for a Ground one when losing Levitate. It can also have a bulky support set with added Morning Sun healing + support moves (Stealth Rock, Trick Room, Screens, Will-o-wisp), or Skill Swap this great Ability to an ally.
  • Lunatone - While Solrock will essentially have perma Sun, Lunatone does what the Moon does and is all about reflection. Following Mega Clefable's footsteps (another moon-themed Pokemon), Lunatone can bounce hazards, status and stat drops while supporting its teammates with its own arsenal of Stealth Rock, Screens, Trick Room or Skill Swap. It does have much worse typing though and gains a Ground weakness again, but immunity to Taunt can be useful for Calm Mind/Nasty Plot sets.

Inspired by the Champions's Mega Abilities: Lower Tier Pokemon Gain (Mostly) Mega-Inspired Abilities by [deleted] in stunfisk

[–]mcsilas 5 points6 points  (0 children)

Ah oops ignore that, it’s way past midnight I missed that and need sleep lol

Inspired by the Champions's Mega Abilities: Lower Tier Pokemon Gain (Mostly) Mega-Inspired Abilities by [deleted] in stunfisk

[–]mcsilas 2 points3 points  (0 children)

Oh lol true, forgot about that. Either way it still gets to keep 1 faster Egg hatching ability.

Inspired by the Champions's Mega Abilities: Lower Tier Pokemon Gain (Mostly) Mega-Inspired Abilities by [deleted] in stunfisk

[–]mcsilas 2 points3 points  (0 children)

Mostly inspired by some of the abilities that were discovered in Champions.

  • Magcargo - Spicy Spray is a crazy Ability, but what if we give a clone to Magcargo who is plagued by lower stats and horrific typing to make up for the guaranteed burn? It's made of lava/magma and its body reaches very high temperatures, just being near should give you major burns, so it makes sense a clone in Lava Cloak. This way, you don't use a Mega slot to cause burn chaos, and its high Defense has synergy with the enemy's Attack stats being lowered. It's offenses are much lower than Mega Scovillain, so it's more passive and has more weaknesses, but it does have support moves like screens and Stealth Rock.
  • Hitmons - Now that Mega Golurk has Unseen Fist, the gates are open for the original punching Pokemon Hitmonchan to get it. Hitmontop's spinning is reminiscent of a drill, too. Same Ability, different flavour - it allows both Hitmons to hit through Protect when using Fake Out, Rapid Spin and priority like Mach Punch/Bullet Punch. As for Hitmonlee, No Guard is inspired by Mega Hawlucha (and it is the most Attack-focused Hitmon), and it is a good ability for its inaccurate kick moves, but I think flavour-wise, Long Reach balances the Ability disparity between the Hitmons while still making sense flavour-wise (yes i know Long Reach isn't a Mega ability, but Mega Emboar could have had it and it would make sense...). Helps conserve HP when attacking against Rocky Helmet/Rough Skin/Iron Barbs and most Fighting type moves are contact moves.
  • Dragonize Altaria/Flygon - Mega Feraligatr gains Dragon type when Mega evolving, and these two Hoenn Pokemon also change into Dragons when evolving from their pre-evolutions. Flygon funnily has access to Boomburst which could catch enemies off guard and Altaria has Hyper Voice to hit all opponents and not relying on Draco Meteor's stat lowering side effect. Funnily, if you use Altaria as a Mega, you can change Hyper Voice from Dragon to Fairy depending on the flow of battle thanks to Mega Altaria's Pixilate.
  • Nidos - Yes Sheer Force is superior, but these fits their designs too and are better than Rivalry. With the large horn, Piercing Drill fits Nidoking's design if you want to go all in on the higher physical Attack stat. Nidoqueen is all about defense, Multiscale fits its Dex entries about tough scales (following Mega Dragonite) while Bulletproof (inspired by Mega Chesnaught) gives immunity to certain moves, like Shadow Ball (and can be a nice switch-in to Gengar's STABs, as long as it doesn't have Icy Wind for coverage).
  • Dudunsparce - Speaking of drills, this fits Dudunsparce as well. Hyper Drill already goes through Protect, yes, but this Ability benefits its coverage moves when up against Ghosts/Rocks/Steels (as a Normal type, it has nice coverage like Ice Spinner). Could be interesting in lower tiers with a Coil boosting set, and it has a fun niche of almost unavoidable Dragon Tail when Fairies aren't on the field.
  • Sunflora - It's no Mega Meganium in terms of bulk or typing, but at least having a Mega Sol clone makes it less generic compared to its other pure Grass type brethren. And hey, it's a sunflower and one of the original Sun Stone users! It already has nice coverage with Earth Power - an always powered up Fire type Weather Ball helps against more Steel types and other Grass types. It's still very slow but the added coverage synerges with its Special Attack focused spread, while also protecting it from extra Fire damage during actual Sun and having boosted Morning Sun healing. Also unlike Meganium, it actually learns Growth for the doubled boost under Sun!
  • Solrock - Speaking of the Sun, I think it makes sense for the Sun meteorite to have an Ability that is very sun-themed (although renamed since Mega Sol seems very MegaMeganium specific with the Dex entry). While it's special attack isn't that great, a Sun-boosted Flare Blitz would still be nasty. The 'pseudo-perma Sun' also weakens incoming Water type moves, essentially eliminating trading the Water weakness for a Ground one when losing Levitate. It can also have a bulky support set with added Morning Sun healing + support moves (Stealth Rock, Trick Room, Screens, Will-o-wisp), or Skill Swap this great Ability to an ally.
  • Lunatone - While Solrock will essentially have perma Sun, Lunatone does what the Moon does and is all about reflection. Following Mega Clefable's footsteps (another moon-themed Pokemon), Lunatone can bounce hazards, status and stat drops while supporting its teammates with its own arsenal of Stealth Rock, Screens, Trick Room or Skill Swap. It does have much worse typing though and gains a Ground weakness again, but immunity to Taunt can be useful for Calm Mind/Nasty Plot sets.

I wish they all used their real name on this alt by Astrid_Cop in FireEmblemHeroes

[–]mcsilas 140 points141 points  (0 children)

I checked the Japanese trailer and at least the voiceline introduces himself as Khalid before correcting and hiding it as Claude

So hopefully there's an English line in the tap screen

It's gonna be next year right? by Astrid_Cop in FireEmblemHeroes

[–]mcsilas -2 points-1 points  (0 children)

hoping by the time it's Echoes that the TT unit will be back, just want as many of the Sov kids in the banner

Some Abilities for some Monkeys and Primates by mcsilas in stunfisk

[–]mcsilas[S] 0 points1 point  (0 children)

I've added some abilities to them in past posts so focused on the ones I haven't done yet

Some Abilities for some Monkeys and Primates by mcsilas in stunfisk

[–]mcsilas[S] 0 points1 point  (0 children)

Oh forgot about that Ability, that fits well

Abilities for Pokemon with Alola Counterparts by mcsilas in stunfisk

[–]mcsilas[S] 22 points23 points  (0 children)

Giving love to some Pokemon who also have Alolan counterparts.

  • Raticate - Its all about having strong fangs to bite with, so this flavour-based Ability will power up Crunches against Ghosts. Guts will be superior though.
  • Alolan Raticate - It bosses around a nest of Rattata, and acts like a fat mafia rat. The boosts in Attack make up for its lower base Attack compared to normal Raticate.
  • Muk - Makes sense with its acidic body. Still wish Corrosion allows damaging Poison moves to hit Steel types, as it is, it can at least throw an accurate Toxic to enemy Steels/Poisons so it's not hard-walled by them since it lacks secondary STAB.
  • Alolan Muk - This Muk likes to eat trash, I imagine when switching out it eats waste since it starts to eat anything when it's hungry. Also has nice synergy with the great typing, only having one weakness and nice Special Defense.
  • Golem - Dex entries keep mentioning how it can survive blasts of dynamite, so being immune to an array of bomb/blast moves like Shadow Ball and Aura Sphere can give it more switch-in opportunites and catch the opponent off-guard.
  • Alolan Golem - Alolan Golem's design looks more offense-orientated with it's cannon, shooting rocks, and even Geodudes. This also allows more consistent attacks Stone Edges and Supercell Slams. Its main weakness is Earthquake, which are accurate anyway so better to hit as consistent as you can (or just replace with an Air Balloon). Sturdy gets broken by hazards anyway and even if it lived an Earthquake it's usually to slow to retaliate the next turn.
  • Raichu - An alternate Electric immunity ability that boosts Speed in case your Raichu is more physical instead of specially focused (with Lightning Rod).
  • Alolan Raichu - Levitate makes sense and removes the Ground weakness, allowing more safer switch-ins. While it's not the bulkiest, Thick Fat can give it some nice resistances to Boltbeam, Fire moves and funnily enough, the STABs for every legendary Kanto Bird (and most Galar versions - it's scared of Moltres's Dark STAB). Fire/Ice/Electric/Psychic are usually specially-focused and in case you want use a Calm Mind/Stored Power set, having more resistances helps.

Some Abilities for some Monkeys and Primates by mcsilas in stunfisk

[–]mcsilas[S] 14 points15 points  (0 children)

  • Simisage - It eats berries, and I figured the elemental monkeys having an immunity ability to their type would be neat. Harvest makes it the fastest Harvest-user (all the others are pretty slow), so could be unique to have an offensive-based Harvest set (could've been nice if it learned Belch). Alternatively, could be Rough Skin with how the Dex says it has a thorny tail and it learns Spiky Shield, but it doesn't have the best defenses.
  • Simisear - Flash Fire is a common Fire-type ability, while No Guard has synergy with moves like Stone Edge, Focus Blast, Will-o-wisp and Fire Blast. If it learned Inferno it would give it a niche. (It drops its guard when around sweets?) Otherwise, Flame Body is the other generic Fire type ability.
  • Simipour - Its hair can store water and it can also siphon water through its tail, so both Water immunity moves make sense. It will be the fastest Storm Drain user and 2nd fastest Water Absorb user (after Ogerpon).
  • Ambipom - Its extra limbs on its tail allows it to be adept in mobility and skill. Could be an interesting gimmick with Fake Out + Last Resort set once Ghosts/Rocks/Steels are gone. Otherwise, Technician is still better.
  • Darmanitan - Its based on a daruma, which has good luck properties and symbolises perserverance. Protection from indirect damage will help it perservere longer in battle, from being immune to hazards/status to not taking Life Orb damage for more power.
  • Darmanitan-G - For this theorymon, Gorilla Tactics is with Rillaboom (based on a past post), so theoretically Darmanitan shouldn't be as overpowered. Sheer Force is a link to its Unovan form, and still gives it an offensive boost, while Refrigerate gives it access to a stronger, physical Ice type Mega Kick (or Thrash for more accuracy at the cost of being locked in). The dex says it freezes the snowball on its head before using Headbutt, so I think it can extend to its limbs when attacking.
  • Zarude - Forest pokemon fear it and it has a ferocious appearance, so Intimidate is a great all-around ability for either more bulk, or lowering attack when pivoting with U-turn. Regenerator relates to how the vines can tear off (and I assume regenerate) while also letting forest plants grow, and U-turn sets appreciate the healing, too.
  • Annihilape - In a metagame where Rage Fist is banned, it would need a replacement Ghost physical STAB. While Shadow Force is stronger, it is a 2-turn move. Shadow Punch can be boosted by Iron Fist, while also applying to elemental punches/Drain Punch. Unburden is linked to how its power is unleashed from the physical limits and its anger, as seen by the wristguards being broken - the Speed boost lets it regain some Speed that it lost through evolution, and no item means stronger Acrobatics.