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Grass attacks become powered up when in danger
Fire attacks become powered up when in danger
Water attacks become powered up when in danger
You are protected from additional effects
Your status problems may heal on their own
Your accuracy is boosted
Bug attacks become powered up when in danger
Opponents cannot lower your accuracy
You can run away from wild encounters
Attack is doubled when paralyzed, poisoned, or burned
You lower your opponents' Attack upon entry
Contact may paralyze the attacker
Evasion is doubled in a sandstorm
Contact may poison the attacker
Contact may infatuate an attacker of the opposite gender
You absorb Fire attacks to power up your own
You cannot flinch
Speed is doubled in intense sunlight
Contact may cause the attacker to become paralyzed, poisoned, or fall asleep
Opponents adjacent to you cannot switch out
You may pick up Items
You cannot be paralyzed
Self-Destruct & Explosion will not work around you
All weather effects are cleared up upon entry
You cannot fall asleep
You recover HP when hit by a Water-Type move
If you become paralyzed, poisoned, or burned, you pass on your status problem to the attacker
Opponents cannot lower your stats
Opponents who drain your HP take damage
You are protected from recoil damage
You cannot be knocked out in a single hit
You are immune to infatuation
You cannot be confused
Steel-Types cannot switch out in your presence
You wake up sooner
You take less damage from Fire & Ice attacks
Your attacks have a chance to cause flinching
Opponents cannot steal your held Item
You are protected from critical damage
You are immune to all Ground attacks
You cannot fall asleep
Opponents cannot lower your Attack
You are immune to sound-based attacks
You draw in all Electric-Type moves, raising your Sp. Attack
Status problems are cured upon switching out
Your attacks are more likely to produce additional effects
Speed doubles in rain
You cannot be burned
Increases the likelihood of wild encounters
Contact may burn the attacker
You recover HP when hit by an Electric-Type move
You copy your opponent's Ability
You are protected from critical damage
Your presence raises the opponents' PP usage
You cannot be poisoned
Your Attack is boosted, but your accuracy is reduced
Your Attack is doubled
You become faster each turn
Opponents adjacent to you cannot switch out
You cannot be frozen
You cannot be forced to switch out
Summon a sandstorm upon entry
Recover HP in rain
You cannot move on consecutive turns
Only super-effective moves can hurt you
Your Attack is doubled
If an ally has Plus or Minus, your Sp. Attack is boosted
If an ally has Plus or Minus, your Sp. Attack is boosted
Opponents who attack you directly take damage
Opponents cannot lower your stats
Defense is doubled when paralyzed, poisoned, or burned
Your appearance changes with the weather
Your Type changes to match the attack that hit you
Summon rain upon entry
Intensify sunlight upon entry
All weather effects are cleared up upon entry
Your evasion is doubled when confused
Attacks deal more damage to opponents of the same gender
Only attacking moves will hurt you
Heat damages you; moisture restores HP
Attacks deal more damage if they are 'not very effective'
Attacks with 60% power or less deal double damage
Upon taking critical damage, your Attack becomes maximized
All moves made by & against you will hit, regardless of accuracy
Status problems are cured in rain
Multi-Strike attacks always hit 5 times
Reveals the opponent's strongest attack
You Speed increases each time you flinch
Recoil attacks deal more damage
Punching attacks deal more damage
You take less damage from super-effective attacks
You are protected from status problems in intense sunlight
Normal & Fighting attacks can hurt Ghost-Types
An attack deals more damage if it is a critical hit
You take less damage from super-effective attacks
Your Speed increases when hit by an Electric-Type move
Your attacks will hit the target regardless of their Ability
Your evasion is doubled in hail
Your offensive stats will increase based on the opponent's lowest stat
Attacks that match your Type deal more damage
Your Sp. Attack is boosted in intense sunlight, but you also suffer damage
Your attacks are more likely to deal critical damage
Your Speed is doubled when paralyzed, poisoned, or burned
Consume certain held Berries at 50% HP or less
Reveals your opponents' held Items
Recover HP when poisoned
All your attacks become Normal-Type
You will always move last
Your stat modifiers are doubled
Alerts you to an opponent's super-effective attack
Recover HP in hail
You ignore your opponents' stat changes
You may pick up Honey
Boosts your team's Attack & Sp. Defense in intense sunlight
You draw in all Water-Type moves, raising your Sp. Attack
The opponent who knocks you out with a direct attack takes damage
Your Speed increases if your held Item is used up
You cannot use your held Item
You take less damage from Fire attacks
Summon hail upon entry
Your Attack & Speed are halved for the first 5 turns
Everyone asleep around you takes damage each turn
Type changes to match the held Plate
Opponents cannot lower your Defense
Prevents opponents from eating Berries
Your Speed is doubled in a sandstorm
Additional effects are removed from your attacks for greater damage
You take less damage from ally attacks
You may cure your allies' status problems
Your attacks bypass protective barriers
Status moves used against have their accuracy halved
Ground, Rock, & Steel attacks get powered up in a sandstorm
Your Attack increases by 2 upon stat reduction
Your Attack increases when hit by a Dark-Type move
Recover some HP upon switching out
Your attacks deal more damage upon moving last
Your attacks may poison the target upon contact
You are protected from weather damage & 'Powder' moves
When hit by a Physical move, your Defense drops by 1, but your Speed increases by 1
You may recreate a held Berry to use again
Your weight is halved
Your Attack increases each time you knock out an opponent
Your Speed increases when hit by a Bug, Ghost, or Dark-Type move
You transform into your opponent upon entry
You take half as much damage from attacks at full HP
Status moves are reflected back at the attacker
Your Attack increases when hit by a Grass-Type move
Status moves have priority
You are protected from ally attacks
Stat modifiers are inverted
You steal the attacker's held Item upon contact
At the end of each turn, one stat is increased by 2, while another drops by 1
Your weight is doubled
Your Attack is doubled when poisoned
Moves against you may become disabled
Your Sp. Attack is doubled when burned
Your team's offensive stats & accuracy are boosted
When your HP reaches 50% or less, your form changes
Contact spreads this Ability
When your HP reaches 50% or less, your offensive stats are halved
You take on the appearance of an ally until hit
Opponents who attack you directly take damage
Your attacks will hit the target regardless of their Ability
Your attacks will hit the target regardless of their Ability
Direct attacks deal more damage
'Pulse' & 'Aura' attacks deal more damage
Your Sp. Attack increases by 2 upon stat reduction
Your child attacks after you for a fraction of the damage
Normal attacks become Flying attacks
Normal attacks become Fairy attacks
Biting attacks deal more damage
Your Type changes to match the attack you use
Normal attacks become Ice attacks
Summon heavy rain upon entry; Fire-Type moves are useless
Severely intensify the sunlight upon entry; Water-Type moves are useless
Summon a mysterious air current that removes Flying-Type weaknesses
You are protected from 'Ball' & 'Bomb' attacks
Recover some HP upon consuming a Berry
Flying-Type moves have priority
Protects Grass-Type allies from stat reduction
If your ally does not have a held Item, you will share it with them
Your Defense is boosted in Grassy Terrain
Your form changes depending on the move you use
Your team is protected from having their move options limited
You and your team cannot fall asleep
Your Defense is doubled
Contact lowers the attacker's Speed
When you attack an opponent, you steal their held Item
All Fairy attacks are powered up
All Dark attacks are powered up
Fairy Aura & Dark Aura's effects are inverted
Defense increases when hit
Switches out when HP is 50% or less
Switches out when HP is 50% or less
Defense is boosted by 2 stages when hit by a Water attack
Attacks deal critical damage if target is poisoned
The user's shell breaks and becomes aggressive when HP reachs 50% or less
The user's attack deals double damage to the retreating Pokemon's replacement
The user takes less damage from Fire attacks and cannot be burned
Steel attacks deal more more damage
The user's Sp. Attack is boosted if the damage it takes brings it to 50% HP or less
The user's Speed is doubled in hail
The user's attacks will hit the target without making contact
All sound-based attacks become Water attacks
Gives priority to a healing move
Normal attacks become Electric attacks
Speed is doubled in Electric Terrain
A school forms to help you when you have lots of HP, but disappears when it reaches 25% or less
Once per battle, your disguise will protect from an attack
Defeating an opponent strengthens your bond, allowing Greninja to become Ash-Greninja. Water Shuriken gets powered up as well.
When HP reaches 50% or less, other Cells come to you to complete your form
Allows you to poison Poison & Steel-Types
The user acts as if it were asleep, but can still attack. It is protected from other status problems
Prevents opponents from using priority moves
Damages the attacker landing the finishing hit by the amount equal to its last HP
When another Pokémon uses a dance move, it can use a dance move following it regardless of its Speed
Powers up allies' Special attacks
Takes half the damage from Physical attacks, but takes double damage from Fire attacks
Prevents opponents from using priority moves
Each time a Pokémon faints, your Sp. Attack goes up
Contact lowers the attacker's Speed
If an ally faints in battle, you will copy the ally's Ability
If an ally faints in battle, you will copy the ally's Ability
Upon knocking out a Pokémon, the user's highest stat will be boosted by 1
Type changes to match the held Memory
Activates Electric Terrain upon entry
Activates Psychic Terrain upon entry
Activates Misty Terrain upon entry
Activates Grassy Terrain upon entry
Opponents cannot lower your stats
You take half as much damage from attacks at full HP
You take less damage from super-effective attacks