Edit: Since it's have been decided that a dedicated Weather Project will be done next time, Greenhouse will be removed from the list and people whom voted for it are allowed to edit their original vote with a new selection. Any and all votes that still have Greenhouse in them will be ignored.
Alright I have enough abilities to start this poll and finally decide what this creature’s First and Secondary ability. I would like to mention that for abilities like Rock Head or Leaf Guard, they won't have any name changes placed on them just because of stereotypically views. You have to look at things from a different point of view. It's not hard to image certain ability working on it despite their names.
Now then, here's the rules since every poll need some. It's a bold poll response and you cast two votes. These two votes are for Main and Secondary ability. The reasoning behind this is because having one poll for both Main and Secondary abilities is easier than making two polls. This will also allow voter to vote on if it get one ability or two. The ability with the most votes overall will be considered its "Main" ability and second highest vote will be considered its "Secondary" ability. If in the case where it's not clear cut as one like, The ability with the most vote become main and then a spillover poll will be done for the remaining options.
Also did I mention it's a bold poll? Please bold your freaking votes. It's not that hard to click that capital "B" in the submission window and make your words darker. This poll will be open for three days. That's the combined time it would take if Main and Secondary ability were separated polls.
Battle Armor - Pokémon with this ability cannot be hit by critical hits.
Chlorophyll - Sun doubles the Speed of Pokémon with Chlorophyll. This is not a stat boost. If the sunlight ends or a new weather condition is brought into play, the Pokémon's Speed returns to normal.
Flash Fire - When this Pokémon is hit by a Fire move, it takes no damage, and all Fire moves used by this Pokémon are 50% stronger. Further hits by Fire moves simply do no damage, they do not boost damage further. This power boost is lost upon switching out. Will-O-Wisp also activates Flash Fire. If a Pokemon with Flash Fire is frozen, when it is hit by a Fire move, it will be defrosted and take damage without boosting Flash Fire.
Heatproof - Fire attacks deal 50% less damage against this Pokémon, and Burn does 1/16 max HP per turn, rather than 1/8.
Intimidate - Lowers the enemy's Attack 1 stage on entering the battlefield. Affects both opponents in doubles. Activates even if gained through Trace, Skill Swap, or Role Play. When a Pokémon with this ability is first in the party, wild encounters have a lower chance of occurring.
Leaf Guard - Opponent-induced burn, paralysis, poison, and sleep are blocked while Sunny Day is in effect. This does not prevent those inflicted by the user (such as sleep induced by Rest), and it does not heal status effects that are already present when Sunny Day is used.
Pressure - Moves that affect this Pokémon (including Spikes, Toxic Spikes, and Stealth Rock) lose 1 extra PP per turn.
Rock Head - The ability-bearer gets no recoil if it uses a recoil move. This does not block Struggle's recoil, nor does it block the recoil from Life Orb.
Scrappy - This Pokémon is able to hit Ghost-type opponents with Normal and Fighting moves, at normal damage. Other resistances still apply (a Fighting type move would still be not very effective on Gengar due to its Poison typing).
Sniper - When this Pokémon scores a Critical Hit, damage is multiplied by 3 instead of the standard 2.
Solar Power - When Sunny Day is in effect, this Pokémon loses 1/8 HP per turn, but Special Attack is increased by 50%.
Code:
Type: Fire/Grass
Stat Spread: 120 HP / 70 Atk / 105 Def / 95 SpA / 90 SpD / 60 Speed
BST: 540
Pokemon Appearance: [URL="http://i23.photobucket.com/albums/b358/KnightOfLodis/woodman.png"]Woodman+BurnerMan+Lizardman bastard child[/URL]
Now then, here's the rules since every poll need some. It's a bold poll response and you cast two votes. These two votes are for Main and Secondary ability. The reasoning behind this is because having one poll for both Main and Secondary abilities is easier than making two polls. This will also allow voter to vote on if it get one ability or two. The ability with the most votes overall will be considered its "Main" ability and second highest vote will be considered its "Secondary" ability. If in the case where it's not clear cut as one like, The ability with the most vote become main and then a spillover poll will be done for the remaining options.
Also did I mention it's a bold poll? Please bold your freaking votes. It's not that hard to click that capital "B" in the submission window and make your words darker. This poll will be open for three days. That's the combined time it would take if Main and Secondary ability were separated polls.
Battle Armor - Pokémon with this ability cannot be hit by critical hits.
Chlorophyll - Sun doubles the Speed of Pokémon with Chlorophyll. This is not a stat boost. If the sunlight ends or a new weather condition is brought into play, the Pokémon's Speed returns to normal.
Flash Fire - When this Pokémon is hit by a Fire move, it takes no damage, and all Fire moves used by this Pokémon are 50% stronger. Further hits by Fire moves simply do no damage, they do not boost damage further. This power boost is lost upon switching out. Will-O-Wisp also activates Flash Fire. If a Pokemon with Flash Fire is frozen, when it is hit by a Fire move, it will be defrosted and take damage without boosting Flash Fire.
Heatproof - Fire attacks deal 50% less damage against this Pokémon, and Burn does 1/16 max HP per turn, rather than 1/8.
Intimidate - Lowers the enemy's Attack 1 stage on entering the battlefield. Affects both opponents in doubles. Activates even if gained through Trace, Skill Swap, or Role Play. When a Pokémon with this ability is first in the party, wild encounters have a lower chance of occurring.
Leaf Guard - Opponent-induced burn, paralysis, poison, and sleep are blocked while Sunny Day is in effect. This does not prevent those inflicted by the user (such as sleep induced by Rest), and it does not heal status effects that are already present when Sunny Day is used.
Pressure - Moves that affect this Pokémon (including Spikes, Toxic Spikes, and Stealth Rock) lose 1 extra PP per turn.
Rock Head - The ability-bearer gets no recoil if it uses a recoil move. This does not block Struggle's recoil, nor does it block the recoil from Life Orb.
Scrappy - This Pokémon is able to hit Ghost-type opponents with Normal and Fighting moves, at normal damage. Other resistances still apply (a Fighting type move would still be not very effective on Gengar due to its Poison typing).
Sniper - When this Pokémon scores a Critical Hit, damage is multiplied by 3 instead of the standard 2.
Solar Power - When Sunny Day is in effect, this Pokémon loses 1/8 HP per turn, but Special Attack is increased by 50%.