Here is how Abilities work in BW style of Contesting.
If you spot please contact AmericanTreeFrog or another Moderator.
Adaptability – Moves that are of the same Attribute as the bearer cost half the PP.
Aftermath - If a direct attack by a non-bearer causes bearer to faint, that non-bearer loses 1/4 of total PP unless an active Pokémon that isn't rotated out has Damp.
Air Lock – +1 heart each turn the bearer performs in weather.
Analytic – +1 heart if the bearer moves after the opponent.
Anger Point – PP is fully restored when bearer is hit by a critical.
Anticipation – If Stats are in effect user Pokemon steals a quarter of those points and adds them to its own (random opposing Pokemon is chosen).
Bad Dreams – Sleeping opponents lose 20PP each turn they spend sleeping.
Battle Armor – Opposing Abilities cannot cause extra PP loss.
Big Pecks – All Cute-Attribute moves cost -10PP.
Blaze – If current HP is 1/3 or less, Beauty-attribute appeals cost half the PP.
Chlorophyll –+1 heart for each attacking move performed under sunlight.
Clear Body – Opposing Abilities cannot cause extra PP loss.
Cloud Nine – +1 heart each turn the bearer performs in weather
Color Change – The Pokemon’s Attribute becomes the Attribute of the last attack to hit it.
Compoundeyes – -20pp cost for each move that has 90% acc or less
Contrary – The PP cost of a move is the following: 60 minus the move’s normal cost
Cursed Body – 30% chance that the hitter loses 30PP (rolled separately to Disable chance)
Cute Charm – 30% chance that the hitter loses 30PP if they’re of the opposite gender (rolled separately to attraction chance)
Damp – -20pp cost for each Beauty-attribute move
Defeatist – PP cost of moves is doubled if bearer is below 50% HP
Defiant – Gain 50PP upon ability activation
Download – Your Pokemon’s Attribute becomes one that is neutral to the scanned Pokemon’s Attribute (Trainer’s choice)
Drizzle – -10pp for each Beauty-attribute move used while Rain is up
Drought – -10pp for each Beauty-attribute move used while Sun is up
Dry Skin – Recover 20PP each time you heal from Rain
Early Bird – +1 heart each turn that user is asleep
Effect Spore – +1 heart upon successful ability activation
Filter – +2 hearts upon being struck by a super-effective move
Flame Body – 30% chance that the hitter loses 30PP (rolled separately to Burn chance)
Flare Boost – recovers 30PP each turn user is inflicted by Burn
Flash Fire – recovers 50PP upon Ability activation
Flower Gift – +1 heart upon Ability activation
Forecast – +1 heart each time Castform transforms
Forewarn – Divide the selected move’s BP by 50 then round to the nearest whole number. The Pokemon gets that many hearts.
Friend Guard – Allies' move cost is reduced by 20PP
Frisk – +1 heart upon Frisk detecting an item
Gluttony – Recover 50PP upon Ability activation
Harvest – Recover 50PP upon Berry being restored
Healer – +1 heart upon successful Ability activation
Heatproof – Beauty-Attribute moves used by the opponent cost an extra 20pp
Heavy Metal – Earn one extra heart for using a weight-based move
Honey Gather – +1 heart for using Cool-Attribute moves
Huge Power – 10PP cost for using Physical moves
Hustle – -10pp cost for using Physical moves
Hydration – Recover 20PP upon ability activation
Hyper Cutter – Recover 50PP each time Ability negates an attack drop
Ice Body – Recover 20PP each time you heal from Hail
Illuminate – One extra heart upon completing a Combo
Illusion – Recover 50pp upon Illusion being broken
Immunity – Moves that can cause Poison/Toxic cost the opponent 20pp more to use
Imposter – +1 heart upon Ability activation
Infiltrator – Moves cost -10PP when Reflect, Light Screen or Safeguard is up
Inner Focus – Moves that can cause flinching cost the opponent 20pp more to use
Insomnia – Moves that can cause sleep cost the opponent 20pp more to use
Intimidate – Pokemon affected by Intimidate loses 30pp
Iron Barbs – +1 heart upon Ability activation
Iron Fist – Punching moves cost -10pp to perform
Justified – Recover 20pp when hit by a Dark move
Keen Eye – Moves that can cause accuracy loss cost the opponent 20pp more to use
Klutz – -10pp cost for all moves if the user is holding an item
Leaf Guard – Recover 20pp every turn in sunlight
Levitate – Tough-attribute moves cost the opponent 10pp more to use
Light Metal – Cost for using weight-based moves is halved
Lightningrod – recovers 50PP upon an electric attack being absorbed
Limber – Moves that can cause paralysis cost the opponent 20pp more to use
Liquid Ooze – HP-draining moves cost the opponent 20pp more to use
Magic Bounce – Recover 20pp upon ability activation
Magic Guard – Recover 10pp a turn
Magma Armour – Moves that can cause Freeze cost the opponent 20pp more to use
Magnet Pull – +1 heart each turn your opponent is Steel-typed
Marvel Scale – All moves cost 50% pp while this ability is active
Minus – Earn an extra heart for each move while a Plus-bearing mon is on the field
Mold Breaker – +1 heart each time this Ability activates
Moody – One of the following occurs randomly: Recover 30pp, Recover 20pp, Recover 10pp, Lose 40pp, Lose 30pp, Lose 20pp, Lose 10pp
Motor Drive – Restore 50pp on activation
Moxie – Restore 30pp
Mulitscale – Moves cost -10pp when this ability is active
Multitype – +1 heart every turn
Mummy – Pokemon who don’t have Mummy as a natural ability cost double PP to perform moves
Natural Cure – Recover 30pp upon healing using this ability
No Guard – +1 heart each time a move would have missed without No Guard
Normalize – All moves have the Cute Attribute.
Oblivious – Moves that can cause attraction cost the opponent 20pp more to use
Overcoat - +10pp per turn in hazardous weather
Overgrow – If current HP is 1/3 or less, Smart moves cost half PP
Own Tempo – Moves that can cause confusion cost the opponent 20pp more to use
Pickpocket – Restore 10pp on Activation
Pickup – 10% chance to pick up a berry of your choice after the battle. Trainers must post in the Berry Store to collect.
Plus - Earn an extra heart for each move while a Minus-bearing mon is on the field
Poison Heal - +10 PP per turn if you’re poisoned.
Poison Point – Earn an extra Heart if you induce poison on your opponent.
Poison Touch - Earn an extra Heart if you induce poison on your opponent.
Prankster - –10PP cost for using Status moves
Pressure - +10pp cost to all opponent moves, whilst ability is in effect.
Pure Power – –10PP cost for using Physical moves
Quick Feet - recovers 30PP each turn user is inflicted by Paralysis
Rain Dish - +1 Heart every round when the weather is Rain
Rattled - +1 Heart when hit by a Dark-, Bug-, or Ghost-type attack
Reckless – Costs 10pp extra to use recoil-inducing attacks
Regenerator – Regains a third of the maximum PP when switched back in.
Rivalry – When the opposite gender is on the field, physical attacks cost half the PP
Rock Head – Recoil attacks cost 10PP less.
Rough Skin - Non-bearer loses 20PP on contact with the bearer of this ability.
Run Away – +1 heart upon switching out
Sand Force - +1 Heart when they use a Tough-attribute Move.
Sand Rush - +1 heart for each attacking move performed under Sandy Weather.
Sand Stream - -10pp for each Tough-attribute move used while Rain is up
Sand Veil – +1 heart if this Ability causes a miss
Sap Sipper - +2 Hearts when hit by a Grass Move
Scrappy +1 heart for each Normal-type attack to hit a Ghost Pokemon
Serene Grace - +10 PP cost for every move that is affected by this ability.
Shadow Tag – The opponent loses 10PP per turn.
Shed Skin - +1 Heart if this ability works
Sheer Force - -10PP cost for every move effected by this ability
Shell Armor - +20pp cost for opponent to use moves with a crit chance
Shield Dust - +1 heart each time the opponent uses a move that can potentially cause an effect blocked by this ability
Simple – PP costs and heals are doubled
Skill Link - Regain 5PP for each multi-hit move hit on opponent?
Slow Start – All PP usage is doubled until 5 rounds, and then it returns to normal.
Sniper - +2 Hearts if this ability activates
Snow Cloak - +1 heart if this Ability causes a miss
Snow Warning –-10PP cost for using Beauty-Attribute moves while Hail is up
Solar Power – Earns an extra heart each turn if sun is play, however looses -10 PP at the end of the round.
Solid Rock - +1 heart upon being struck by a super-effective move
Soundproof +1 heart upon being struck by a Sound Move.
Speed Boost - +10pp move cost if opponent is faster than bearer
Stall - -10PP cost if the user moves after the opponent.
Static - Earn an extra Heart if you induce Paralysis on your opponent through this ability.
Steadfast - Earn an extra Heart if you are Flinched.****
Stench – Earn an extra Heart if you cause the opponent to flinch.
Sticky Hold - +1 Heart if someone tries to take your item away from you.
Storm Drain - +2 Hearts when hit by a Water Move
Sturdy - +2 Hearts if this ability is used
Suction Cups - +1 Heart if your opponent tries to end or switch out. Bonus does not work when you try and withdraw it out yourself.
Super Luck +1 heart for every Critical Hit.
Swarm - If current HP is 1/3 or less, Cool-attribute appeals cost half the PP.
Swift Swim - +1 heart for each attacking move performed under Rainy Weather.
Synchronize - +1 Heart if you’ve been inflicted with a status.
Tangled Feet - -10PP cost when you are confused.
Technician - -10PP cost for all moves effected by this ability.
Telepathy - +1 heart each time you avoid a move with this Ability
Teravolt – -20PP cost for all moves when the bearer of this Ability is versus a mon with Turboblaze
Thick Fat – Beauty-attribute moves used against the bearer of this ability, cost 10PP more.
Tinted Lens - -10pp cost for all ineffective moves
Torrent - If current HP is 1/3 or less, Beauty-attribute appeals cost half the PP.
Toxic Boost - -10pp cost when the user is under toxic status
Trace – Copies PP when switched in
Truant - +2 Hearts for every move used.
Turboblaze – -20PP cost for all moves when the bearer of this Ability is versus a mon with Turboblaze
Unaware – -10pp cost when positive changes are ignored, and +10pp cost when negative stat changes are ignored
Unburden – When an item is used up, -10PP cost for all moves.
Unnerve - -20PP cost for all bearer moves if opponent is holding a Berry
Victory Star - -10PP cost for the bearer and its allies.
Vital Spirit – If the user is tried to put to sleep, +1 Heart
Volt Absorb - recovers 50PP upon a Electric attack being absorbed
Water Absorb - recovers 50PP upon a water attack being absorbed
Water Veil - If the user is tried to be burned, +1 Heart
Weak Armor – User regains 10x number of physical hits in PP at the end of the turn.
White Smoke - Opposing Abilities cannot cause PP loss.
Wonder Guard - +1 heart for being struck by a move that doesn't deal damage
Wonder Skin - +1 heart upon ability activation
Zen Mode – When the ability has been activated, Darmantian will have 200PP. If the Darmantian had a PP lower than 200 before transformation, it will keep the same PP.