>>13622118It's not that we don't know what the abilities do. We don't know why they're more useful than Magic Guard.
Magic Guard's pretty fucking OP.
AS WRITTEN BY A GUY WHO DOESN'T COMPETITIVELY BATTLE:
>Drizzle/DroughtSaves a turn to set up perma-weather upon entry. Good on weather teams, otherwise pointless
>Speed BoostIncreases speed each turn. If the target survives, they still get their turn. Great on Pokemon who can flinch-stall or glass cannons who NEED to hit first. Otherwise not very useful and requires a turn or two to be effective.
>Magic BounceReflects stat-changing moves. Arguably as good as Magic Guard if only for the shenanigans you could pull on teams that love making your Pokemon weak via stats.
>Huge/Pure PowerDoubles attack stat IIRC. Would be better if it had more distribution, but only on fast Pokemon with a decent attack stat anyways. I'd personally pick Magic Guard over it.
>AdaptabilityMakes STAB 2x instead of 1.5x, which is nice, but again, I'd pick Magic Guard.
>TechnicianDoubles power of moves under 60 power (or is it 80?). I really like this one, actually. Arguably as good as Magic Guard.
>Serene GraceDoubles side-effect chance. Again, I like it.
>DownloadFree boost to the stat that would most benefit you against the target. For Porygon/2/Z and Genesect. Novel but not great, and an attack boost is totally lost on Porygon IIRC.
>Sheer ForceStronger attacks, no side-effects. Can be lethal. I also like this one.
>HydrationHeals status effects in rain. Good on rain teams, useless elsewhere.
>MultiscaleLowers the power of a move when it hits a full HP target. Good, not great.
>Shadow TagOpponent can't switch out or escape. It'd be lethal if it had good spread on it.
>SimpleAll moves are normal. Probably the blandest ability in the game.
>WonderguardIt will never be on anything besides Shedinja and you know it.