>Slow Start
Whenever sent on the field, the user starts with -3 combat stages in Attack and Speed. At the end of each turn its Attack and Speed raise by one stage, up to +6.
>Truant
User has a base 100% chance to act normally which halves after every consecutive turn (50%, 25%, 12.5%, etc.) kind of like using Protect over and over. After it wastes a turnloafing around, chance is reset to 100%.
>Defeatist
When HP is reduced under 50%, Attack and Sp Atk are halved but normal priority moves are made with priority.
>Emergency Exit
User gets to take its turn before being switched out.
Fixes for other various other useless or subpar abilities:
>Gale Wings
Only works on the first active turn the mon is on the field (like First Impression), regardless of its HP.
>Illuminate
Like Intimidate except it lowers Sp Atk.
>Run Away
User cannot be trapped and can always switch out, and it's immune to the move Pursuit.
>Hyper Cutter
Atk stat can't be lowered by other Pokemon and the user also gets a 20% boosts to its total Atk (like a lesser Huge Power/Pure Power)
>Big Pecks
Atk stat can't be lowered by other Pokemon and the user also gets a 20% boosts to its total Atk (like a lesser Huge Power/Pure Power)
>Big Pecks
Def and Sp Def stats can't be lowered by other Pokemon, and the user takes 25% less damage from critical hits (x1.125 instead of x1.5, and x1.6875 instead of x2.25 if the opponent has Sniper)
>Pick Up
If the user isn't holding an Item and any other Pokemon on the field loses its own Held Item without consuming it (ie eating a Berry, consuming a Focus Sash or having a Air Balloon pop doesn't qualify, but using Fling or being hit by Knock Off does), the user takes it.
[this can make for a pretty sinergic Dark Gem + Knock Off + Pick Up combo that deals high damage and allows you to steal the knocked off item]