Buffing/Changing Underutilized & Non-Competitive Abilities
There are too many abilities that serve little to no competitive purpose, and while that isn't necessarily a bad thing, it is a clear waste of potential. I'd like to go over the ones I feel could use work, and I'm interested to hear your opinions on what these changes could mean, and how they would interact with other abilities.
**Anticipation**: Warns the user exactly what move is most dangerous (e.g. warning the Ferrothorn user that the opponent has Overheat) and reduces the damage from the move by 50% one time. This ability reactivates upon each switch-in.
This now allows scouting as well as an immediate use of that information. You can combine this with damage reduction berries to perhaps survive numerous supereffective attacks you wouldn't normally.
**Big Pecks**: Boosts Attack by one stage for each Defense or Special Defense stage reduction. Cannot be activated by the user.
Sort of an equivalent to Defiant for more underwhelming Pokémon, allowing them a small but somewhat useful niche.
**Damp**: While rain is active, prevents the user from being Burned. Negates the rain damage boost from opposing Water-type attacks. Prevents the opponent(s) from using self-KO moves and abilities.
A more defensive alternative to Swift Swim while changing the original use to only benefit the user.
**Early Bird**: Always wakes up after one turn of Sleep (Rest included). Upon switching in, receives +1 Priority on the first move used.
A huge buff to compete with the already strong abilities to which Early Bird users have access.
**Forewarn**: Warns the user of any powerful, supereffective attack of the opponent(s). If the opponent uses the move against the Forewarn user, the move is guaranteed to miss the first time it is used.
More for VGC usage, but still an interesting addition to give the user time to plan. Lower distribution than Anticipation warrants a better ability.
**Gooey**: Pokémon making contact with this ability's user will have their Speed continually lowered by one stage at the end of each turn.
A minor change, but a possibly game-altering effect.
**Healer**: Cures all conditions afflicting the user's adjacent ally every 3rd turn.
A more consistent, yet powerful change to encourage a more defensive playstyle.
**Honey Gather**: Becomes the target of the opponent's attacks. Grass- and Bug-type Pokémon ignore the effects of this ability.
Another interesting, yet somewhat underwhelming ability. Definitely niche, but still possible to get some use.
**Illuminate**: Increases the accuracy of the user and its allies by one stage upon switching in.
A possibly huge buff, allowing many more strategies to emerge, especially without the need for Gravity.
**Klutz**: Upon taking contact damage from the opponent, Klutz activates. The user Flings their item at double the normal BP at the attacker.
A dumb meme ability made to be at least somewhat "useful".
**Plus/Minus**: Multiplies the user and its ally's Special Attack by 2 if both abilities are active.
A boost to encourage its use. It might actually be something to look out for now.
**Run Away**: Can switch out without taking damage and ignores trapping abilities and moves.
Pretty basic and obvious change. Still not a great ability, considering its distribution, but an option nonetheless.
**Stall**: Any moves used before the user can act cannot be used the following turn.
The Torment status affecting every Pokémon in the field, including your own. Another weird niche ability, but at least it goes from completely useless to somewhat useless.
**Stench**: Activates upon switch-in. All other Pokémon on the field will be forced to switch after 3 turns.
Similar to Perish Song or Perish Body, but less lethal. Perhaps somewhat useful ... ?
Let me know what you think, what effects these changes would have on the meta, and if you have any suggestions of your own.