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ABILITIES

Abilities

371 abilities

Stench

By releasing a stench when attacking, the Pokémon may cause the target to flinch.

#001
Drizzle

The Pokémon makes it rain when it enters a battle.

#002
Speed Boost

The Pokémon's Speed stat is boosted every turn.

#003
Battle Armor

Hard armor protects the Pokémon from critical hits.

#004
Sturdy

The Pokémon cannot be knocked out by a single hit as long as its HP is full. One-hit KO moves will also fail to knock it out.

#005
Damp

The Pokémon dampens its surroundings, preventing all Pokémon from using explosive moves such as Self-Destruct.

#006
Limber

The Pokémon's limber body prevents it from being paralyzed.

#007
Sand Veil

Boosts the Pokémon's evasiveness in a sandstorm.

#008
Static

The Pokémon is charged with static electricity and may paralyze attackers that make direct contact with it.

#009
Volt Absorb

If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage.

#010
Water Absorb

If hit by a Water-type move, the Pokémon has its HP restored instead of taking damage.

#011
Oblivious

The Pokémon is oblivious, keeping it from being infatuated, falling for taunts, or being affected by Intimidate.

#012
Cloud Nine

Eliminates the effects of weather.

#013
Compound Eyes

The Pokémon's compound eyes boost its accuracy.

#014
Insomnia

The Pokémon's insomnia prevents it from falling asleep.

#015
Color Change

The Pokémon’s type becomes the type of the move used on it.

#016
Immunity

The Pokémon's immune system prevents it from being poisoned.

#017
Flash Fire

If hit by a Fire-type move, the Pokémon absorbs the flames and uses them to power up its own Fire-type moves.

#018
Shield Dust

Protective dust shields the Pokémon from the additional effects of moves.

#019
Own Tempo

The Pokémon sticks to its own tempo, preventing it from becoming confused or being affected by Intimidate.

#020
Suction Cups

The Pokémon uses suction cups to stay in one spot. This protects it from moves and items that would force it to switch out.

#021
Intimidate

When the Pokémon enters a battle, it intimidates opposing Pokémon and makes them cower, lowering their Attack stats.

#022
Shadow Tag

The Pokémon steps on the opposing Pokémon's shadows to prevent them from fleeing or switching out.

#023
Rough Skin

The Pokémon's rough skin damages attackers that make direct contact with it.

#024
Wonder Guard

Its mysterious power only lets supereffective moves hit the Pokémon.

#025
Levitate

By floating in the air, the Pokémon receives full immunity to all Ground-type moves.

#026
Effect Spore

Contact with the Pokémon may inflict poison, sleep, or paralysis on the attacker.

#027
Synchronize

If the Pokémon is burned, paralyzed, or poisoned by another Pokémon, that Pokémon will be inflicted with the same status condition.

#028
Clear Body

Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.

#029
Natural Cure

The Pokémon's status conditions are cured when it switches out.

#030
Lightning Rod

The Pokémon draws in all Electric-type moves. Instead of taking damage from them, its Sp. Atk stat is boosted.

#031
Serene Grace

Raises the likelihood of additional effects occurring when the Pokémon uses its moves.

#032
Swift Swim

Boosts the Pokémon's Speed stat in rain.

#033
Chlorophyll

Boosts the Pokémon's Speed stat in harsh sunlight.

#034
Illuminate

By illuminating its surroundings, the Pokémon prevents its accuracy from being lowered.

#035
Trace

When it enters a battle, the Pokémon copies an opposing Pokémon's Ability.

#036
Huge Power

Doubles the Pokémon's Attack stat.

#037
Poison Point

Contact with the Pokémon may poison the attacker.

#038
Inner Focus

The Pokémon's intense focus prevents it from flinching or being affected by Intimidate.

#039
Magma Armor

The Pokémon’s hot magma coating prevents it from being frozen.

#040
Water Veil

The Pokémon's water veil prevents it from being burned.

#041
Magnet Pull

Prevents Steel-type Pokémon from fleeing by pulling them in with magnetism.

#042
Soundproof

Soundproofing gives the Pokémon full immunity to all sound-based moves.

#043
Rain Dish

The Pokémon gradually regains HP in rain.

#044
Sand Stream

The Pokémon summons a sandstorm when it enters a battle.

#045
Pressure

Puts other Pokémon under pressure, causing them to expend more PP to use their moves.

#046
Thick Fat

The Pokémon is protected by a layer of thick fat, which halves the damage taken from Fire- and Ice-type moves.

#047
Early Bird

The Pokémon awakens from sleep twice as fast as other Pokémon.

#048
Flame Body

Contact with the Pokémon may burn the attacker.

#049
Run Away

Enables a sure getaway from wild Pokémon.

#050
Keen Eye

The Pokémon's keen eyes prevent its accuracy from being lowered.

#051
Hyper Cutter

The Pokémon's prized, mighty pincers prevent other Pokémon from lowering its Attack stat.

#052
Pickup

The Pokémon may pick up an item another Pokémon used during a battle. It may pick up items outside of battle, too.

#053
Truant

Each time the Pokémon uses a move, it spends the next turn loafing around.

#054
Hustle

Boosts the Pokémon's Attack stat but lowers its accuracy.

#055
Cute Charm

The Pokémon may infatuate attackers that make direct contact with it.

#056
Plus

Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.

#057
Minus

Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.

#058
Forecast

The Pokémon transforms with the weather to change its type to Water, Fire, or Ice.

#059
Sticky Hold

The Pokémon's held items cling to its sticky body and cannot be removed by other Pokémon.

#060
Shed Skin

The Pokémon may cure its own status conditions by shedding its skin.

#061
Guts

It's so gutsy that having a status condition boosts the Pokémon's Attack stat.

#062
Marvel Scale

The Pokémon's marvelous scales boost its Defense stat if it has a status condition.

#063
Liquid Ooze

The strong stench of the Pokémon's oozed liquid damages attackers that use HP-draining moves.

#064
Overgrow

Powers up Grass-type moves when the Pokémon's HP is low.

#065
Blaze

Powers up Fire-type moves when the Pokémon's HP is low.

#066
Torrent

Powers up Water-type moves when the Pokémon's HP is low.

#067
Swarm

Powers up Bug-type moves when the Pokémon's HP is low.

#068
Rock Head

Protects the Pokémon from recoil damage.

#069
Drought

Turns the sunlight harsh when the Pokémon enters a battle.

#070
Arena Trap

Prevents opposing Pokémon from fleeing from battle.

#071
Vital Spirit

The Pokémon is full of vitality, and that prevents it from falling asleep.

#072
White Smoke

The Pokémon is protected by its white smoke, which prevents other Pokémon from lowering its stats.

#073
Pure Power

Using its pure power, the Pokémon doubles its Attack stat.

#074
Shell Armor

A hard shell protects the Pokémon from critical hits.

#075
Air Lock

Eliminates the effects of weather.

#076
Tangled Feet

Boosts the Pokémon's evasiveness if it is confused.

#077
Motor Drive

The Pokémon takes no damage when hit by Electric-type moves. Instead, its Speed stat is boosted.

#078
Rivalry

The Pokémon's competitive spirit makes it deal more damage to Pokémon of the same gender, but less damage to Pokémon of the opposite gender.

#079
Steadfast

The Pokémon's determination boosts its Speed stat every time it flinches.

#080
Snow Cloak

Boosts the Pokémon's evasiveness in snow.

#081
Gluttony

If the Pokémon is holding a Berry to be eaten when its HP is low, it will instead eat the Berry when its HP drops to half or less.

#082
Anger Point

The Pokémon is angered when it takes a critical hit, and that maxes its Attack stat.

#083
Unburden

Boosts the Speed stat if the Pokémon's held item is used or lost.

#084
Heatproof

The Pokémon's heatproof body halves the damage taken from Fire-type moves.

#085
Simple

Doubles the effects of the Pokémon's stat changes.

#086
Dry Skin

Restores the Pokémon's HP in rain or when it is hit by Water-type moves. Reduces HP in harsh sunlight, and increases the damage received from Fire-type moves.

#087
Download

The Pokémon compares an opposing Pokémon's Defense and Sp. Def stats before raising its own Attack or Sp. Atk stat—whichever will be more effective.

#088
Iron Fist

Powers up punching moves.

#089
Poison Heal

If poisoned, the Pokémon has its HP restored instead of taking damage.

#090
Adaptability

Powers up moves of the same type as the Pokémon.

#091
Skill Link

Maximizes the number of times multistrike moves hit.

#092
Hydration

Cures the Pokémon's status conditions in rain.

#093
Solar Power

In harsh sunlight, the Pokémon's Sp. Atk stat is boosted, but its HP decreases every turn.

#094
Quick Feet

Boosts the Speed stat if the Pokémon has a status condition.

#095
Normalize

All the Pokémon’s moves become Normal type. The power of those moves is boosted a little.

#096
Sniper

If the Pokémon's attack lands a critical hit, the attack is powered up even further.

#097
Magic Guard

The Pokémon only takes damage from attacks.

#098
No Guard

The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land.

#099
Stall

The Pokémon is always the last to use its moves.

#100