List of Abilities

S/N Gen Ability Summary
001 III Stench Adds a 10% flinch chance for damaging moves that do not already have one.
002 III Drizzle Summons rain for five turns.
003 III Speed Boost Speed raises at end of turn.
004 III Battle Armor Prevents critical hits.
005 III Sturdy The wielder cannot be KO'd in one hit from full health. OHKO moves will fail.
006 III Damp Prevents the use of Self-Destruct or Explosion, and Aftermath from doing damage.
007 III Limber Prevents paralysis.
008 III Sand Veil Evasion increases by 20% in a sandstorm.
009 III Static 30% chance to inflict paralysis on the opponent when hit by a contact move.
010 III Volt Absorb Grants immunity and heals 25% HP when hit by an Electric-type attack.
011 III Water Absorb Grants immunity and heals 25% HP when hit by a Water-type attack.
012 III Oblivious Grants immunity to infatuation, Captivate, and Taunt.
013 III Cloud Nine Blocks the effects of weather.
014 III Compound Eyes Increases accuracy by 30%.
015 III Insomnia Prevents sleep.
016 III Color Change Changes user's type to type of last attack that hit this Pokémon.
017 III Immunity Prevents poison.
018 III Flash Fire Grants immunity and increases the power of Fire-type moves by 50% when hit by a Fire-type move.
019 III Shield Dust Secondary effects won't occur.
020 III Own Tempo Prevents confusion.
021 III Suction Cups Cannot be forced to switch.
022 III Intimidate Lowers the foe's Attack by one stage.
023 III Shadow Tag Prevents switching.
024 III Rough Skin Deals recoil damage of 1/8 of the opponent's max HP when this Pokémon is hit by a contact move.
025 III Wonder Guard Only super effective attacks harm this Pokémon.
026 III Levitate Immune to Ground-type moves.
027 III Effect Spore 30% chance to inflict sleep (11%), paralysis (10%), or poison (9%) on the opponent when hit by a contact move.
028 III Synchronise When inflicted with burn, paralysis, poison, or bad poison by the foe, the foe receives the same status condition.
029 III Clear Body Prevents the enemy from lowering this Pokémon's stats.
030 III Natural Cure Cures status upon switching out.
031 III Lightning Rod Grants immunity and boosts Special Attack by one stage when hit by an Electric-type attack. All Electric-type attacks target this Pokémon.
032 III Serene Grace This Pokémon's secondary effect chances are doubled.
033 III Swift Swim Speed doubles in rain.
034 III Chlorophyll Speed doubles in sun.
035 III Illuminate Increases wild encounter rate (no effect in battles).
036 III Trace Copies foe's ability.
037 III Huge Power Doubles Attack stat.
038 III Poison Point 30% chance to inflict poison on the opponent when hit by a contact move.
039 III Inner Focus Prevents flinching.
040 III Magma Armor Prevents freeze.
041 III Water Veil Prevents burn.
042 III Magnet Pull Prevents Steel-type Pokémon from switching.
043 III Soundproof Unaffected by sound moves.
044 III Rain Dish Heals 1/16 of max HP in rain.
045 III Sand Stream Summons sandstorm for five turns.
046 III Pressure Enemy attacks lose one extra PP.
047 III Thick Fat Halves Fire- and Ice-type damage by 50%.
048 III Early Bird Reduces sleep time by decreasing the sleep counter by two every turn before this Pokémon attacks, rather than the usual one.
049 III Flame Body 30% chance to inflict burn on the opponent when hit by a contact move.
050 III Run Away Increases chances of successfully escaping from a wild battle (no effect in battles).
051 III Keen Eye Prevents the enemy from lowering this Pokémon's accuracy and the opponent's evasion boosts are ignored.
052 III Hyper Cutter Prevents the enemy from lowering this Pokémon's Attack.
053 III Pickup 10% chance of finding an item after each battle (only usable once per week).
054 III Truant This Pokémon does nothing every other turn.
055 III Hustle Physical moves do 50% more damage at the cost of 20% accuracy.
056 III Cute Charm 30% chance to infatuate Pokémon of opposite gender when hit by a contact move.
057 III Plus If allied with a Pokémon with Plus or Minus, its Special Attack increases by 50%.
058 III Minus If allied with a Pokémon with Plus or Minus, its Special Attack increases by 50%.
059 III Forecast Changes type according to weather.
060 III Sticky Hold This Pokémon's item cannot be removed.
061 III Shed Skin 1/3 chance to heal any non-volatile status every turn.
062 III Guts Attack is increased by 50% when afflicted by a non-volatile status. Attack drop from burn is nullified.
063 III Marvel Scale Boosts defense by 50% when afflicted by a non-volatile status.
064 III Liquid Ooze Leeching moves cause the enemy to lose HP equal to the amount that would been recovered instead.
065 III Overgrow Raises the power of Grass-type moves by 50% when at 1/3 HP or less.
066 III Blaze Raises the power of Fire-type moves 50% when at 1/3 HP or less.
067 III Torrent Raises the power of Water-type moves by 50% when at 1/3 HP or less.
068 III Swarm Raises the power of Bug-type moves by 50% when at 1/3 HP or less.
069 III Rock Head Negates recoil from recoil moves.
070 III Drought Summons sun for five turns.
071 III Arena Trap Prevents grounded Pokémon from switching.
072 III Vital Spirit Prevents sleep.
073 III White Smoke Prevents the enemy from lowering this Pokémon's stats.
074 III Pure Power Doubles Attack stat.
075 III Shell Armor Prevents critical hits.
076 III Air Lock Blocks the effects of weather.
077 IV Tangled Feet Raises evasion by 20% when this Pokémon is confused.
078 IV Motor Drive Grants immunity and boosts Speed by one stage when hit by an Electric-type attack.
079 IV Rivalry Raises move power by 25% if the opponent has the same gender, and reduces by 25% if the opponent has the opposite gender. Power is unaltered if either Pokémon is genderless.
080 IV Steadfast Speed is boosted one stage when flinched.
081 IV Snow Cloak Evasion increases by 20% in hail.
082 IV Gluttony Consumes pinch Berries at 50% HP or less.
083 IV Anger Point Raises Attack to +6 if struck by a critical hit move.
084 IV Unburden Speed increases when an item is used or lost.
085 IV Heatproof Reduces Fire damage by 50%.
086 IV Simple Doubles the effect of stat boosts and drops.
087 IV Dry Skin Heals 1/4 max HP when hit by Water-type moves but takes 25% more damage from Fire-type moves. During rain, 1/8 max HP is regained each turn. During sun, 1/8 max HP is lost each turn instead.
088 IV Download Raises either Attack or Special Attack by one stage depending on the foe's lowest current defensive stat (i.e. Attack is raised when the foe's Defense is lower). Special Attack is raised if both stats are equal.
089 IV Iron Fist Increases the power of punching moves by 20%.
090 IV Poison Heal Heals 1/8 max HP per turn when poisoned.
091 IV Adaptability This Pokémon's STAB modifier becomes 2x.
092 IV Skill Link Multi-hit moves will always hit the maximum number of times.
093 IV Hydration Heals status effects in rain.
094 IV Solar Power In sunshine, Special Attack increases by 50% but 1/8 max HP is lost each turn.
095 IV Quick Feet Boosts Speed by 50% when afflicted with a non-volatile status.
096 IV Normalize All moves used by this Pokémon becomes Normal-type and receives a 20% boost in power. Hidden Power is not affected.
097 IV Sniper Critical hits do 2.25x damage instead of 1.5x.
098 IV Magic Guard Prevents indirect damage.
099 IV No Guard All attacks used by and used on this Pokémon will never miss.
100 IV Stall This Pokémon moves last.
101 IV Technician Boosts the power of moves with 60 base power or less by 50%.
102 IV Leaf Guard Prevents status effects in sun.
103 IV Klutz The wielder both is unaffected by and will not utilize held items.
104 IV Mold Breaker Abilities that hinder attacks are nullified.
105 IV Super Luck Critical hit rate increases one stage.
106 IV Aftermath Deals 25% damage when KOed by contact damage.
107 IV Anticipation Alerts the Pokémon of certain dangerous moves.
108 IV Forewarn Tells which of the opponent's moves has the highest Base Power.
109 IV Unaware Ignores stat boosts and debuffs on other Pokémon barring Speed.
110 IV Tinted Lens Doubles damage on resisted hits.
111 IV Filter Reduces damage from super effective hits by 1/4.
112 IV Slow Start Attack and Speed are halved for 5 turns.
113 IV Scrappy Can hit Ghost-types with Fighting- and Normal-type moves.
114 IV Storm Drain Grants immunity and boosts Special Attack by one stage when hit by a Water-type attack. All Water-type attacks are drawn to this Pokémon.
115 IV Ice Body Heals 1/16 of max HP in hail.
116 IV Solid Rock Reduces damage from super effective hits by 1/4.
117 IV Snow Warning Summons hail for five turns.
118 IV Honey Gather Adds a chance of finding Honey after each in-game battle (no effect in battles).
119 IV Frisk Reveals the foe's item.
120 IV Reckless Increases the power of recoil moves by 20%.
121 IV Multitype Type changes depending on the held plate. Prevents item loss.
122 IV Flower Gift Raises this Pokémon and its partners' Attack and Special Defense by 50% in sun.
123 IV Bad Dreams Deals 12.5% max HP damage to sleeping opponents per turn.
124 V Pickpocket The wielder immediately steals an item from an attacker using a contact move.
125 V Sheer Force Increases power of moves with secondary effects by 30%, but removes the effects.
126 V Contrary The wielder's stat changes are reversed.
127 V Unnerve Prevents the foe from consuming its held Berry item.
128 V Defiant Boosts Attack by two stages for every stat drop caused by an opposing Pokémon.
129 V Defeatist Halves the wielder's Attack and Special Attack if its HP drops below 50%.
130 V Cursed Body The wielder has a 30% chance to disable any move that hits it.
131 V Healer 30% chance to heal an adjacent teammate of a status condition every turn.
132 V Friend Guard Reduces damage done to a teammate by 25%.
133 V Weak Armor Boosts Speed by two stages and lowers Defense by one stage when hit by a physical attack move.
134 V Heavy Metal The wielder's weight is doubled.
135 V Light Metal The wielder's weight is halved.
136 V Multiscale Reduces damage by 50% if the wielder is at full health.
137 V Toxic Boost Attack is increased by 50% when poisoned.
138 V Flare Boost Special Attack is increased by 50% when burned.
139 V Harvest After each turn, the wielder may receive the Berry it used at a 50% chance (100% if in sun).
140 V Telepathy Does not take damage from allies' attacks.
141 V Moody A random stat is lowered by one stage and another is boosted by two stages every turn.
142 V Overcoat Grants immunity to damage from weather effects and powder-based moves.
143 V Poison Touch The wielder's contact moves gain a 30% chance to inflict poison on the opponent.
144 V Regenerator This Pokémon heals 1/3 of its max HP on switching out.
145 V Big Pecks The wielder's Defense cannot be lowered.
146 V Sand Rush Speed doubles in sandstorm.
147 V Wonder Skin Reduces the accuracy of a status move to 50%.
148 V Analytic Raises the power of all moves by 30% if the wielder moves last.
149 V Illusion The wielder is disguised as the last conscious Pokémon in the party and the illusion fades when it is damaged directly by an attack.
150 V Imposter The wielder transforms into the opponent when it switches in.
151 V Infiltrator The wielder bypasses the foe's Light Screen, Reflect, Mist, Safeguard, and Substitute.
152 V Mummy The opponent's ability becomes Mummy when it hits the wielder with a contact move.
153 V Moxie Boosts Attack by one stage when the wielder knocks out another Pokémon.
154 V Justified Raises Attack by one stage when hit by a Dark-type move.
155 V Rattled Raises Speed by one stage when hit by a Bug-, Dark-, or Ghost-type move.
156 V Magic Bounce Reflects back certain non-damaging moves. Magic Bounce reflects the same moves that Magic Coat does.
157 V Sap Sipper Grants immunity and boosts Attack by one stage when hit by a Grass-type move.
158 V Prankster Non-damaging moves have their priority increased by one level, but Dark-type foes are immune (except Trick Room, Spikes, hazards, and weather moves).
159 V Sand Force Increases power of Ground-, Rock-, and Steel-type attacks by 30% in a sandstorm.
160 V Iron Barbs Deals 1/8 recoil damage of the opponent's max HP when the opponent makes contact.
161 V Zen Mode The wielder changes forme when below 50% of its max HP.
162 V Victory Star Increases the accuracy of the wielder and allies on its side of the field by 10%.
163 V Turboblaze Abilities that hinder attacks are nullified.
164 V Teravolt Abilities that hinder attacks are nullified.
165 VI Aroma Veil Protects this Pokémon and its allies from the effects of Taunt, Torment, Encore, Disable, Heal Block, and Attract.
166 VI Flower Veil This Pokémon and its Grass-type allies on the field cannot have their stat lowered by other Pokémon or have a major status condition inflicted on them by other Pokémon.
167 VI Cheek Pouch Restores 1/3 max HP when this Pokémon consumes a Berry, in addition to the Berry's regular effect.
168 VI Protean Right before this Pokémon uses a move, it changes its type to match that move.
169 VI Fur Coat Halves damage from physical attacks.
170 VI Magician If this Pokémon is not holding an item, it steals the held item of the target it hits with a move.
171 VI Bulletproof Immune to ball- and bomb-based moves.
172 VI Competitive Raises Special Attack by two stages upon having any stat lowered by the opponent.
173 VI Strong Jaw Increases the power of biting moves by 50%.
174 VI Refrigerate All Normal-type moves used by this Pokémon becomes Ice-type and receives a 20% boost in power. Hidden Power is not affected.
175 VI Sweet Veil Prevents allies from being put to sleep.
176 VI Stance Change Changes Aegislash to Blade Forme before using a damaging move. If King's Shield is used, it changes back to Shield Forme. Stance Change activates prior to and independently of any checks for status conditions. Sleep Talk does not trigger this ability.
177 VI Gale Wings If the Pokémon is at full health, its Flying-type moves have their priority increased by one stage.
178 VI Mega Launcher Increases the power of aura and pulse moves by 50%.
179 VI Grass Pelt Boosts Defense by 50% in Grassy Terrain.
180 VI Symbiosis This Pokémon immediately passes its held item to an ally after their item is consumed.
181 VI Tough Claws Increases the power of contact moves by 33%.
182 VI Pixilate All Normal-type moves used by this Pokémon becomes Fairy-type and receives a 20% boost in power. Hidden Power is not affected.
183 VI Gooey Contact with this Pokémon decreases the attacker's Speed by one stage.
184 VI Aerilate All Normal-type moves used by this Pokémon becomes Flying-type and receives a 20% boost in power. Hidden Power is not affected.
185 VI Parental Bond Allows the wielder to hit twice with the same move in one turn. Second hit has 0.25x base power, but has an equal chance to trigger all effects. Accuracy check is only performed once. Does not affect status, multi-hit, self-KO, or spread moves (in doubles).
186 VI Dark Aura Increases the power of all Dark-type moves by 33%.
187 VI Fairy Aura Increases the power of all Fairy-type moves by 33%.
188 VI Aura Break Reverses the effects of Dark Aura and Fairy Aura.
189 VI Primordial Sea Summons Heavy Rain until Pokémon leaves battle. Fire-type moves and weather changing moves/abilities fail, except for Desolate Land and Delta Stream.
190 VI Desolate Land Summons Heavy Sun until Pokémon leaves battle. Water-type moves and weather changing moves/abilities fail, except for Primordial Sea and Delta Stream.
191 VI Delta Stream Summons Strong Winds until Pokémon leaves battle. Electric/Ice/Rock-type moves do half damage against all Flying-type Pokémon and weather changing moves/abilities fail, except for Primordial Sea and Desolate Land.
192 VII Stamina Boosts the Defense stat by one stage when damaged by a move.
193 VII Wimp Out This Pokémon cowardly switches out when its HP becomes half or less.
194 VII Emergency Exit This Pokémon, sensing danger, switches out when its HP becomes half or less.
195 VII Water Compaction Boosts the Pokémon's Defense stat by two stages when hit by a Water-type move.
196 VII Merciless This Pokémon's attacks become critical hits if the target is poisoned.
197 VII Shields Down Minior changes to its Core forme if it has half or less of its maximum HP, and changes back to its Meteor forme if it has more than half of its maximum HP. Check is done on switch-in and at the end of each turn. While in its Meteor forme and possessing this ability, it is immune to major status conditions. Rest will fail if used by Minior in its Meteor forme.
198 VII Stakeout This Pokémon's attacks deal double damage if the target switched in this turn.
199 VII Water Bubble Doubles the power of this Pokémon's Water-type attacks and halves the power of Fire-type attacks against it. Burn is also prevented. Gaining this ability while burned cures it.
200 VII Steelworker Powers up Steel-type moves by 50%.
201 VII Berserk Boosts the Pokémon's Special Attack stat by one stage when it takes direct damage that causes its HP to become half or less. Indirect damage from weather, recoil, status conditions, etc will not trigger Berserk. If its health goes above 50% and drops to become half or less, Berserk can be triggered again.
202 VII Slush Rush Speed doubles in a hailstorm and hail damage is also negated.
203 VII Long Reach The Pokémon uses its moves without making contact with the target.
204 VII Liquid Voice This Pokémon's sound-based moves become Water-type moves.
205 VII Triage This Pokémon's healing moves have their priority increased by 3. Does not work with Leech Seed, Pain Split, or Ingrain.
206 VII Galvanize All Normal-type moves used by this Pokémon becomes Electric-type and receives a 20% boost in power. Hidden Power is not affected.
207 VII Surge Surfer Speed doubles on Electric Terrain.
208 VII Schooling When Wishiwashi has more than 1/4 of its maximum HP left, it changes to the School Forme. If it is in the School Forme and its HP drops to 1/4 of its maximum HP or less, it changes back to the Solo Forme at the end of the turn, and vice-versa.
209 VII Disguise If this Pokémon is a Mimikyu, it will not take any damage the first time it is attacked in battle. Entry hazard or weather damage are not affected. It then changes to Busted forme.
210 VII Battle Bond Greninja transforms into Ash-Greninja after knocking out an opposing Pokémon. As Ash-Greninja, Water Shuriken has 20 Base Power and will always hit three times.
211 VII Power Construct If this Pokemon is a Zygarde in its 10% or 50% Forme, it changes to Complete Forme when it has 1/2 or less of its maximum HP at the end of the turn.
212 VII Corrosion This Pokémon can poison the target even if it's a Steel- or Poison-type. Toxic Spikes used by a Pokémon with Corrosion will still not poison Steel- or Poison-types. Corrosion does not allow the user to damage Steel-type Pokémon with Poison-type moves but does allow the secondary effect of moves to poison Poison-type Pokémon.
213 VII Comatose This Pokémon cannot be statused, and is considered to be asleep. Rest will fail when used. Sleep Talk and Snore can be used. Hex and Wake-Up Slap will deal double damage. This ability cannot be Skill Swapped, changed via Simple Beam or Mummy, or passed with Entrainment.
214 VII Queenly Majesty While this Pokémon is active, priority moves from opposing Pokémon targeted at allies are prevented from having an effect.
215 VII Innards Out Damages the attacker landing the finishing hit by the amount equal to the damage inflicted.
216 VII Dancer When another Pokémon uses a dance move, it can use a dance move following it regardless of its Speed. This does not use up the Pokémon's turn and it can still use its move for that turn. Rain Dance cannot be copied by Dancer. Checks like fully paralyzed or hurting itself in confusion will still happen with Dancer.
217 VII Battery Powers up the power of ally Pokémon's special attacks by 30%.
218 VII Fluffy Halves the damage taken from moves that makes direct contact, but doubles that of Fire-type moves.
219 VII Dazzling While this Pokémon is active, priority moves from opposing Pokémon targeted at allies are prevented from having an effect.
220 VII Soul-Heart This Pokémon's Special Attack is raised by one stage when another Pokémon faints.
221 VII Tangling Hair Contact with the Pokémon lowers the attacker's Speed by one stage.
222 VII Receiver This Pokémon copies the Ability of an ally that faints, with the exception of Flower Gift, Forecast, Illusion, Imposter, Mulitype, Stance Change, Trace, Wonder Guard, and Zen Mode.
223 VII Power of Alchemy This Pokémon copies the Ability of an ally that faints, with the exception of Flower Gift, Forecast, Illusion, Imposter, Multitype, Stance Change, Trace, Wonder Guard, and Zen Mode.
224 VII Beast Boost This Pokémon's highest raw stat is raised by one stage if it attacks and knocks out another Pokémon. Any kind of modifiers from status, items, or moves, are ignored. If two or more stats have the same raw value, the stat to boost is prioritized in the following order: Atk, Def, SpA, SpD, Spe.
225 VII RKS System If this Pokémon is a Silvally, its type changes to match its held Memory.
226 VII Electric Surge On switch-in, this Pokémon summons Electric Terrain. The ability will fail to activate if the user faints upon entering the field due to damage from entry hazards.
227 VII Psychic Surge On switch-in, this Pokémon summons Psychic Terrain. The ability will fail to activate if the user faints upon entering the field due to damage from entry hazards.
228 VII Misty Surge On switch-in, this Pokémon summons Misty Terrain. The ability will fail to activate if the user faints upon entering the field due to damage from entry hazards.
229 VII Grassy Surge On switch-in, this Pokémon summons Grassy Terrain. The ability will fail to activate if the user faints upon entering the field due to damage from entry hazards.
230 VII Full Metal Body Prevents other Pokémon from lowering this Pokémon's stat stages.
231 VII Shadow Shield If this Pokémon is at full HP, damage taken from attacks is halved.
232 VII Prism Armor This Pokémon receives 3/4 damage from super effective attacks.