>>33609918Kamikaze: Attacks deal 1.5x damage, but deal 1/4th damage dealt back to the attacker (In addition to recoil the attack may have previously had)
Last Stand: If reduced to 0 HP, the pokemon does not faint until the end of turn. Recovery moves or draining moves will not restore health if used at 0 HP.
>Center of Attention: All moves used by opponents that can legally target this pokemon must do so.>Serene Guard: Whenever the pokemon's action fails in a turn (Sleeping, Flinched, no viable target, ect. does not count misses), it takes half damage from all attacks until the next action it takes.>GrapplerStriking a pokemon with a contact move causes that pokemon to be trapped for 1 turn. Refreshes itself, but does not stack with itself.
>Strong Horn: Increase the damage of the pokemon's horn-based attacks by 1.2x>Steel Leg: Increases the damage of the pokemon's kick-based attacks by 1.2x>Fastball Pitcher: Increases the damage of the pokemon's orb and ball based attacks by 1.2x (Shit like Energy Ball, Aura Sphere, Shadow Ball, Seed Bomb, Smack Down, not Gyro Ball)>Cross Streams: Increase the damage of the pokemon's beam-based attacks by 1.2x (Shit like Ice Beam, Flash Cannon, Hyper Beam, ect.)>Invert Force: All of the pokemon's attacks have Base Power 150 Minus the actual base power of the attack itself. Cannot be reduced lower than Base Power 1. Abilities such as Technician calculate a move's Base Power after the inversion.>Maybe apply this to enemies as well?>Reverse RegistryThe pokemon gains reversed effects from every status ailment. Recovers HP from poison, receives an attack boost from burn, doubles speed while paralyzed, and receives increased evasion and crit rate while asleep or frozen. Burn still inflicts damage, Paralyze can still make attacks fail. Rest fails when used by this pokemon.
>Imitate: The pokemon's ability becomes that of the pokemon that was just swapped out for it. It has no effect if the pokemon was sent out first.