>>43414462>FeatherweightWhen hit by an air or wind move, this Pokemon increases its Speed and begins to levitate for 3 turns. Counter resets if it is hit by another wind/air move.
>SupernaturalLowers adjacent foe's SpAtt upon switching in (re: Intimidate)
>Double DipHas a 50% chance to recycle one-use items at the end of the turn (berries, sash, policy...)
>ImmolateTurns Normal-type moves in Fire moves and increases their power (re: Galvanize, Pixilate, etc.)
>Rock BiterReduces damage from Rock-type moves by 25% and increases Att +1 for each hit (works against Stealth Rock)
>Perennial (or Evergreen, not sure)If damage (direct or passive) causes this Pokemon to fall below 25% HP, it will immediately regain 30% HP on the spot. Activates on the first hit to bring it to a qualifying HP value, so it may heal in the middle of multi-strike moves. Only activates once per turn, but can be activated multiple times per battle (so it can heal in the middle of a multihit attack or if both opponents team up on it, but it will only heal the first time it drops below 1/4 HP). Cannot self activate. Only activates after damage is dealt, so it will not activate if this Pokemon switches in already weakened -- it must be hit first (so you can send it into a move it can wall, and that will activate the healing, but you can just send it in and expect it to heal).
>Clutter GlutterAbsorbs entry hazards and gains a stat boost as a result. Activates upon entering battle or if the hazard is used while it's on the field. (Spikes = +1 Def per layer, T. Spikes = +1 SpDef per layer, Rocks = +1 Att, Web = +1 Spe)
>Neat FreakClears hazards off both sides of the field at the end of each turn or upon switching in (basically an auto Defog)
>Frost HeaveRaises power of Ice moves during Hail (re: Sand Force)