>>43418285>PSI MagnetDraws in and absorbs Psychic moves to heal itself
>AdrenalineWhen this Pokemon is below 20% HP, it raises all of its stats +1
>Martial ArtistTurns all Normal moves into Fighting moves and gives them a power boost. Gives all Fighting moves a smaller power boost as well.
>OppressorWhen this Pokemon enters battle, the adjacent targets receive a -1 Defense drop
>TachykinesisDoubles Speed on Psychic Terrain
>ZestyHas a 20% chance on contact to cause a Burn and an additional 10% chance to cause Confusion
>MartyrdomLowers the attacker's Att and SpAtt -2 when this Pokemon is KO'd
>Third EyeIgnores immunities to certain moves or types when attacking
>ThaumaturgeAll special attacks are treated as physical attacks
>Steel EaterIgnores the Steel immunity to Poison attacks, though this ability still won't let you give them poison status. Grants user a resistance to Steel attacks as well.
>RadioactiveDeals 1/16 HP damage to all Pokemon in play, even the user, at the end of each turn
>RottenAll berries and Leftovers have their opposite effect while this Pokemon is in play
>Shrapnel ArmorReleases a layer of Spikes each time it is hit by a contact move
>PollutedPixilate for Poison
>QuarantineImmediately switches out if it receives a status effect. Will heal from the status effect when switching back in.
>Stony HideReduces all stat drops, including self-inflicted, to just 1 level
>SpellbinderGives STAB to Fairy moves
>HerbaceousGives STAB to Grass moves and makes user immune to spore and powder attacks
>PermafrostA slightly stronger Fur Coat, but goes away during sun
>Barricade (alternative: Absolute Zero, for Ice types?)Prevents any Pokemon on the field from raising their Speed
>Freezing PointWhen hit by water moves, it will negate damage and boost defense +1
>VaporizerSo hot it negates Water damage