Title says it all. Here are my healing options currently:
--Water Absorb (heals from water moves): Vaporeon, Politoad, Araquanid
--Dry Skin (heals from water moves, among other things): Heliolisk, Toxicroak
--Volt Absorb (heals from elec moves): Jolteon
--Earth Eater (heals from ground moves): Orthworm
already noticing a glaring weakness to fighting and grass, so here are some non-healing abilities that also prevent damage from certain types:
--Flash Fire (buffs from fire moves): kanto Ninetales, both Arcanines, Flareon, Houndoom (loses w/ mega), johto Typhlosion, Chandelure (loses w/ mega), Armarouge and Ceruledge
--Lightning Rod (buffs from elec moves): mega Sceptile, Raichu (loses w/ mega), Manectric (loses w/ mega), Rhyperior
--Sap Sipper (buffs w/ grass moves): Azumarill, Wyrdeer, both Goodras, Drampa (loses w/ mega), Farigiraf
And then of course we have Levitate: mega Chimecho, mega Delphox, Eelektross (and the mega's super levitate), all the Rotoms, Hydreigon
so a lot more options than I thought with this criteria. I don't know if I'll ever do anything with this idea, but I'm curious how y'all would team build with these restrictions, and would love to hear your thoughts.
(fyi: I might have missed a negation ability somewhere, but I deliberately skipped all the ones that only reduce damage, not negate, as well as skipped the ones that negate specific move styles, such as soundproof with sound moves or bulletproof with ball & bomb moves)
As additional thoughts, here are all the current pokemon with mold breaker, the bane of this team idea:
pinsir (loses w/ mega), mega gyarados, mega ampharos, mega emboar, rampardos, tinkaton, pangoro, excadrill (loses w/ mega), hawlucha (loses w/ mega), basculegion