speculative effects of abilities
- stench
-- 0.8x cut to opponent's energy charge
- drizzle
-- summons rain upon entry
- speed boost
- 1.25x boost to energy gain
- battle armor
-- cannot be critical hit
- sturdy
-- 0.8x additional resistance to charge move damage
- damp
-- 0.4x damage resistance from explosion and self-destruct (should they ever be implemented)
- limber
-- paralysis immunity
- sand veil
-- 1.25x increase of energy gain in a sandstorm
- static
-- may inflict paralysis if hit with a charge move
- volt absorb
-- 3-5 energy gain when hit with an electric move
- water absorb
-- 3-5 energy gain when hit with a water move
- oblivious
-- infatuation immunity
- cloud nine
-- ignores weather effects
- compound eyes
-- 1.25x increase of energy gain
- insomnia
-- sleep immunity
- color change
-- becomes the type of a move it is hit by
- immunity
-- poison immunity
- flash fire
-- 3-5 energy gain when hit with a fire move
- shield dust
-- ignores secondary effects of charge moves
- own tempo
-- confusion immunity
- suction cups
-- cannot be forced out of battle
- intimidate
-- reduces opponent's attack -1 when entered into battle
- shadow tag
-- opponent can't switch out unless if ghost type (pvp)
- rough skin
-- when hit by an opponent's charge move, the attacker is damaged by 1/16 of the target's HP
- wonder guard
-- completely negates all damage from moves that aren't super-effective
- levitate
-- 0.4x resistance to ground attacks
- effect spore
-- chance of inflicting poison/sleep/paralysis when hit with a charge move
- synchronize
-- when burned/poisoned/paralyzed, the opponent is also inflicted (if not immune)
- clear body
-- negates stat reduction (other than by its own moves)
- natural cure
-- status conditions heal in half the time
- lightning rod
-- 0.8x resistance to electric fast moves
-- +1 attack boost when hit with an electric charge move
- serene grace
-- chances of charge moves inflicting secondary effects are doubled
- swift swim
-- 1.5x boost to energy gain in rain
- chlorophyll
-- 1.5x boost to energy gain in sunlight
- illuminate
-- cuts opponent's energy gain in half
- trace
-- copies opponent's ability
- huge power
-- doubles base attack stat
- poison point
-- may inflict poison if hit with a charge move
- inner focus
-- energy gain cannot be lowered
- magma armor
-- freeze immunity
- water veil
-- burn immunity
- magnet pull
-- steel types cannot switch out (pvp)
- soundproof
-- 0.8x resistance to sound moves
-- negates all secondary effects of sound moves
- rain dish
-- 1-3 HP recovered per 3 secs in rain
- sand stream
-- summons sandstorm upon entry
- pressure
-- 1.25x increase to the energy costs of an opponent's charge moves
- thick fat
-- 0.8x resistance to fire and ice moves
- early bird
-- wakes up from sleep in half the usual time
- flame body
-- may inflict burn if hit with a charge move
- run away
-- avoids all damage when it successfully dodges
- keen eye
-- charge move cannot be dodged
- hyper cutter
-- attack cannot be lowered (other than by its own moves)
- pickup
-- chance of picking up an item as you're walking
- truant
-- doubles move cooldown
-- as a gym defender, it attacks every 4.5 secs
- cute charm
-- when hit by a charge move, an opposite gendered pkmn may get infatuated
- plus
-- +1 atk if something with plus/minus is in your party
- minus
-- +1 atk if something with plus/minus is in your party
- forecast
-- transforms with certain weather
- sticky hold
-- opponent cannot dodge fast moves
- shed skin
-- status conditions resolve in half the time
- guts
-- +2 atk when with a status condition
- marvel scale
-- +2 def when with a status condition
- liquid ooze
-- damages attackers that used a draining move
- overgrow
-- 1.25x grass attack damage when HP is low
- blaze
-- 1.25x fire attack damage when HP is low
- torrent
-- 1.25x water attack damage when HP is low
- swarm
-- 1.25x bug attack damage when HP is low
- rock head
-- ignores recoil damage
- drought
-- summons harsh sun upon entry
- arena trap
-- opponent can't switch out unless it is ghost, flying, or has levitate (pvp)
- vital spirit
-- sleep immunity
- white smoke
-- negates stat reduction (other than by its own moves)
- pure power
-- doubles base attack stat
- shell armor
-- prevents critical hits
- air lock
-- negates weather effects
- tangled feet
-- 0.4x damage resistance when confused
- motor drive
-- 0.8x resistance to electric fast moves
-- energy gain is boosted 1.25x when hit with an electric charge move
- rivalry
-- 1.25x damage boost against a same gendered opponent
-- 0.8x damage reduction against a different gendered opponent
- steadfast
-- effects that would lower energy gain rates now boost them instead
- snow cloak
-- 1.25x increase of energy gain in hail
- gluttony
-- doubles healing effect of potions
- anger point
-- +6 atk when it takes a critical hit
- unburden
-- should held items be implemented, double energy gain when a held item is used/lost
- heatproof
-- 0.4x resistance to fire
- simple
-- doubles stat changes
- dry skin
-- restore HP equal to 1/2 of the damage it would receive from water moves
-- 2-3 HP recovered per 3 secs in rain
-- 1.25x additional weakness to fire moves
-- 2-3 HP lost per 3 secs in sunlight
- download
-- +1 atk if the opponent's base def is higher than the user's atk
-- +1 def if the opponent's base atk is higher than the user's def
- iron fist
-- 1.25x boost to punching moves
- poison heal
-- reverses damage of poison to heal instead
- adaptability
-- additional 1.25x to STAB
- skill link
-- able to dodge while using a charge move
- hydration
-- immune to status conditions in rain
- quick feet
-- halves move cooldown when having a status condition
- normalize
-- all moves become normal type and get a 1.25x damage boost
- sniper
-- 2x additional critical hit damage
- magic guard
-- ignores passive damage
- no guard
-- 2x boost to energy gain
-- charge moves from either player cannot be dodged
- stall
- 2x boost to energy gain
-- automatically uses charge move after the opponent uses their charge move
- technician
-- 1.25x boost to fast move
- leaf guard
-- status condition immunity in sunlight
- klutz
-- unable to use held item
- mold breaker
-- moves ignores effects of opponent's ability
- super luck
-- critical hits are more likely to happen
- aftermath
-- when fainted, inflicts damage on the opponent equivalent to a typeless 50 damage attack
- anticipation
-- an exclamation point symbol appears over this pokemon when anything on an opponent's team/gym defenders has moves super-effective against this pokemon
-- if so, energy gain is doubled
- forewarn
-- displays opponent's moveset and energy bar in battle
- unaware
-- ignores opponent's stat changes
- tinted lens
-- 1.25x damage boost to "not very effective" moves
- filter
-- 0.8x resistance to super-effective damage
- slow start
-- halves base atk and halves energy gain for the first 30 seconds this pokemon is in battle
- scrappy
-- negates resistance of normal and fighting moves against ghost types
- storm drain
-- 0.8x resistance to water fast moves
-- +1 attack boost when hit with an water charge move
- ice body
-- 2-3 HP recovered per 3 secs in hail
- solid rock
-- 0.8x resistance to super-effective damage
- snow warning
-- summons hailstorm upon entry
- honey gather
-- may pick up honey as you walk (if honey is reinstated as an item)
- frisk
-- reveals opponent's held item
- reckless
-- 1.25x damage boost to recoil moves
- multitype
-- changes type depending on held plate/z-crystal
- flower gift
-- 1+ atk and def in sunlight
- bad dreams
-- sleeping opponent loses 1-3 HP per 3 secs
- pickpocket
-- steals held item from attacker when damaged
- sheer force
-- 1.25x damage boost to charge moves
-- secondary effects are removed
- contrary
-- stat changes are reversed
- unnerve
-- opponent can't eat their held berry (should they be a thing)
- defiant
-- +2 atk if it gets a stat reduction
- defeatist
-- halves base atk and def when HP drops below half
- cursed body
-- chance of disabling the opponent's energy gain for 10-20 secs when hit with a charge move
- healer
-- an ally's status condition resolves in half the time (should doubles/triples become a thing)
- friend guard
-- allies get a 0.8x damage resistance
- weak armor
-- -1 def and 1.25x additional energy gain when hit with charge moves
- heavy metal
-- 0.8x damage resistance from lightweight opponents
-- slower to dodge
- light metal
-- 1.25x additional energy gain
-- 1.25x additional weakness from heavyweight opponents
- multiscale
-- 0.8x damage resistance for the first 25 seconds in battle
- toxic boost
-- 1.25x damage boost when poisoned
- flare boost
-- 1.25x damage boost when burned
-- ignores burn's attack cut
- harvest
-- may spawn another berry after using it
- telepathy
-- negates damage from an ally's attack
- moody
-- increases either atk/def/energy gain/cooldown reduction/dodge damage reduction by +2 and lowers another stat by 1 every 15 secs
- overcoat
-- negates weather damage and the effects of powder moves
- poison touch
-- chance of poisoning a target when attacking it with a charge move
- regenerator
-- restores some HP when withdrawn from battle
- big pecks
-- negates drops to defense
- sand rush
-- 1.25x boost to energy gain in a sandstorm
- wonder skin
-- reduced success of status moves (should they ever become a thing)
to be continued