AbilitieDex

AbilitieDex
# Name Effect Generation
076 Air Lock Eliminates the effects of weather. III
071 Arena Trap Prevents the foe from fleeing. III
072 Vital Spirit Prevents the Pokémon from falling asleep. III
073 White Smoke Prevents the Pokémon’s stats from being lowered. III
074 Pure Power Boosts the power of physical attacks. III
075 Shell Armor The Pokémon is protected against critical hits. III
061 Shed Skin The Pokémon may heal its own status problems. III
062 Guts Boosts Attack if there is a status problem. III
063 Marvel Scale Boosts Defense if there is a status problem. III
064 Liquid Ooze Inflicts damage on foes using any draining move. III
065 Overgrow Powers up Grass-type moves in a pinch. III
070 Drought The Pokémon makes it sunny if it is in battle. III
069 Rock Head Protects the Pokémon from recoil damage. III
068 Swarm Powers up Bug-type moves in a pinch. III
067 Torrent Powers up Water-type moves in a pinch. III
066 Blaze Powers up Fire-type moves in a pinch. III
041 Water Veil Prevents the Pokémon from getting a burn. III
042 Magnet Pull Prevents Steel-type Pokémon from escaping. III
043 Soundproof Gives full immunity to all sound-based moves. III
044 Rain Dish The Pokémon gradually recovers HP in rain. III
045 Sand Stream The Pokémon summons a sandstorm in battle. III
060 Sticky Hold Protects the Pokémon from item theft. III
059 Forecast Transforms with the weather. III
058 Minus Boosts Sp. Atk if another Pokémon has Plus. III
057 Plus Boosts Sp. Atk if another Pokémon has Minus. III
056 Cute Charm Contact with the Pokémon may cause infatuation. III
055 Hustle Boosts the Attack stat, but lowers accuracy. III
054 Truant The Pokémon can't attack on consecutive turns. III
053 Pickup The Pokémon may pick up items. III
052 Hyper Cutter Prevents the Attack stat from being lowered. III
051 Keen Eye Prevents the Pokémon from losing accuracy. III
050 Run Away Enables sure getaway from wild Pokémon. III
049 Flame Body Contact with the Pokémon may burn the foe. III
048 Early Bird The Pokémon awakens quickly from sleep. III
047 Thick Fat Raises resistance to Fire- and Ice-type moves. III
046 Pressure The Pokémon raises the foe’s PP usage. III
- Cacophony Avoids sound-based moves. III
001 Stench The stench helps keep wild Pokémon away. III
002 Drizzle The Pokémon makes it rain if it appears in battle. III
003 Speed Boost The Pokémon’s Speed stat is gradually boosted. III
004 Battle Armor The Pokémon is protected against critical hits. III
040 Magma Armor Prevents the Pokémon from becoming frozen. III
039 Inner Focus The Pokémon is protected from flinching. III
038 Poison Point Contact with the Pokémon may poison the foe. III
037 Huge Power Raises the Pokémon’s Attack stat. III
036 Trace The Pokémon copies a foe's Ability. III
035 Illuminate Raises the likelihood of meeting wild Pokémon. III
034 Chlorophyll Boosts the Pokémon’s Speed in sunshine. III
033 Swift Swim Boosts the Pokémon’s Speed in rain. III
032 Serene Grace Boosts the likelihood of added effects appearing. III
031 Lightningrod The Pokémon draws in all Electric-type moves. III
030 Natural Cure All status problems are healed upon switching out. III
029 Clear Body Prevents the Pokémon’s stats from being lowered. III
028 Synchronize Passes on a burn, poison, or paralysis to the foe. III
027 Effect Spore Contact may paralyze, poison, or cause sleep. III
026 Levitate Gives full immunity to all Ground-type moves. III
025 Wonder Guard Only super effective moves will hit. III
024 Rough Skin Inflicts damage to the foe on contact. III
023 Shadow Tag Prevents the foe from escaping. III
022 Intimidate Lowers the foe’s Attack stat. III
021 Suction Cups Negates moves that force switching out. III
020 Own Tempo Prevents the Pokémon from becoming confused. III
019 Shield Dust Blocks the added effects of attacks taken. III
018 Flash Fire Powers up Fire-type moves if hit by a fire move. III
017 Immunity Prevents the Pokémon from getting poisoned. III
016 Color Change Changes the Pokémon’s type to the foe’s move. III
015 Insomnia Prevents the Pokémon from falling asleep. III
014 Compoundeyes The Pokémon’s accuracy is boosted. III
013 Cloud Nine Eliminates the effects of weather. III
012 Oblivious Prevents the Pokémon from becoming infatuated. III
011 Water Absorb Restores HP if hit by a Water-type move. III
010 Volt Absorb Restores HP if hit by an Electric-type move. III
009 Static Contact with the Pokémon may cause paralysis. III
008 Sand Veil Boosts the Pokémon’s evasion in a sandstorm. III
007 Limber The Pokémon is protected from paralysis. III
006 Damp Prevents combatants from self destructing. III
005 Sturdy The Pokémon is protected against 1-hit KO attacks. III
087 Dry Skin Reduces HP if it is hot. Water restores HP. IV
088 Download Adjusts power according to the foe’s lowest defensive stat. IV
089 Iron Fist Boosts the power of punching moves. IV
090 Poison Heal Restores HP if the Pokémon is poisoned. IV
091 Adaptability Powers up moves of the same type. IV
092 Skill Link Increases the frequency of multi-strike moves. IV
093 Hydration Heals status problems if it is raining. IV
094 Solar Power Boosts Sp. Atk, but lowers HP in sunshine. IV
095 Quick Feet Boosts Speed if there is a status problem. IV
096 Normalize All the Pokémon’s moves become the Normal type. IV
097 Sniper Powers up moves if they become critical hits. IV
098 Magic Guard The Pokémon only takes damage from attacks. IV
099 No Guard Ensures the Pokémon and its foe’s attacks land. IV
100 Stall The Pokémon moves after even slower foes. IV
101 Technician Powers up the Pokémon’s weaker moves. IV
102 Leaf Guard Prevents status problems in sunny weather. IV
103 Klutz The Pokémon can’t use any held items. IV
104 Mold Breaker Moves can be used regardless of Abilities. IV
105 Super Luck Heightens the critical-hit ratios of moves. IV
106 Aftermath Damages the foe landing the finishing hit. IV
107 Anticipation Senses the foe’s dangerous moves. IV
108 Forewarn Determines what moves the foe has. IV
109 Unaware Ignores any change in stats by the foe. IV
110 Tinted Lens Powers up “not very effective” moves. IV
111 Filter Powers down super- effective moves. IV
112 Slow Start Temporarily halves Attack and Speed. IV
113 Scrappy Enables moves to hit Ghost-type foes. IV
114 Storm Drain The Pokémon draws in all Water-type moves. IV
115 Ice Body The Pokémon regains HP in a hailstorm. IV
116 Solid Rock Powers down super- effective moves. IV
117 Snow Warning The Pokémon summons a hailstorm in battle. IV
118 Honey Gather The Pokémon may gather Honey from somewhere. IV
119 Frisk The Pokémon can check the foe’s held item. IV
120 Reckless Powers up moves that have recoil damage. IV
121 Multitype Changes type to match the held Plate. IV
122 Flower Gift Powers up party Pokémon when it is sunny. IV
077 Tangled Feet Raises evasion if the Pokémon is confused. IV
078 Motor Drive Raises Speed if hit by an Electric-type move. IV
079 Rivalry Raises Attack if the foe is of the same gender. IV
080 Steadfast Raises Speed each time the Pokémon flinches. IV
081 Snow Cloak Raises evasion in a hailstorm. IV
123 Bad Dreams Reduces a sleeping foe’s HP. IV
086 Simple The Pokémon is prone to wild stat changes. IV
085 Heatproof Weakens the power of Fire-type moves. IV
084 Unburden Raises Speed if a held item is used. IV
083 Anger Point Raises Attack upon taking a critical hit. IV
082 Gluttony Encourages the early use of a held Berry. IV
124 Pickpocket Steals attacking Pokémon's held item on contact. V
125 Sheer Force Strengthens moves with extra effects to 1.3× their power, but prevents their extra effects. V
126 Contrary Inverts stat modifiers. V
127 Unnerve Prevents opposing Pokémon from eating held Berries. V
128 Defiant Raises Attack two stages upon having any stat lowered. V
129 Defeatist Halves Attack and Special Attack below 50% HP. V
130 Cursed Body Has a 30% chance of Disabling any move that hits the Pokémon. V
131 Healer Has a 30% chance of curing each adjacent ally of any major status ailment after each turn. V
132 Friend Guard Decreases damage inflicted against ally Pokémon. V
133 Weak Armor Raises Speed and lowers Defense by one stage each upon being hit by any move. V
134 Heavy Metal Doubles the Pokémon's weight. V
135 Light Metal Halves the Pokémon's weight. V
136 Multiscale Halves damage taken from full HP. V
137 Toxic Boost Increases Attack to 1.5× when poisoned. V
138 Flare Boost Increases Special Attack to 1.5× when burned. V
139 Harvest Restores any held Berry after the turn on which it is used. V
140 Telepa thy Protects against damaging moves from friendly Pokémon. V
141 Moody Raises a random stat two stages and lowers another one stage after each turn. V
142 Overcoat Protects against damage from weather. V
143 Poison Touch Has a 30% chance of poisoning Pokémon upon contact when attacking. V
144 Regenerator Heals for 1/3 max HP upon leaving battle. V
145 Big Pecks Protects the Pokémon from Defense-lowering attacks. V
146 Sand Rush Doubles Speed during a sandstorm. V
147 Wonder Skin Has a 50% chance of protecting against non-damaging moves that inflict major status ailments. V
148 Analytic Strengthens moves when moving last. V
149 Illusion Takes the appearance of the last conscious party Pokémon upon being sent out until hit by a damaging move. V
150 Imposter Transforms upon entering battle. V
151 Infiltrator Ignores Light Screen, Reflect, and Safeguard. V
152 Mummy Contact with this Pokémon spreads this Ability. V
153 Moxie Raises Attack one stage upon KOing a Pokémon. V
154 Justified Raises Attack when hit by dark-type moves. V
155 Rattled Raises Speed one stage upon being hit by a Dark, Ghost, or Bug move. V
156 Magic Bounce Reflects most non-damaging moves back at their user. V
157 Sap Sipper Absorbs Grass moves, raising Attack one stage. V
158 Prankster Raises non-damaging moves' priority by one stage. V
159 Sand Force Strengthens Rock, Ground, and Steel moves to 1.3× their power during a sandstorm. V
160 Iron Barbs Damages attacking Pokémon for 1/8 their max HP on contact. V
161 Zen Mode Changes the Pokémon's shape when HP is halved. V
162 Victory Star Raises moves' accuracy to 1.1× for friendly Pokémon. V
163 Turboblaze Moves can be used regardless of Abilities. V
164 Teravolt Moves can be used regardless of Abilities. V