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ABILITIES

Abilities

371 abilities

Technician

Powers up weak moves so the Pokémon can deal more damage with them.

#101
Leaf Guard

Prevents status conditions in harsh sunlight.

#102
Klutz

The Pokémon can't use any held items.

#103
Mold Breaker

The Pokémon's moves are unimpeded by the Ability of the target.

#104
Super Luck

The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.

#105
Aftermath

Damages the attacker if it knocks out the Pokémon with a move that makes direct contact.

#106
Anticipation

The Pokémon can sense an opposing Pokémon's dangerous moves.

#107
Forewarn

When it enters a battle, the Pokémon can tell one of the moves an opposing Pokémon has.

#108
Unaware

When attacking, the Pokémon ignores the target's stat changes.

#109
Tinted Lens

The Pokémon can use “not very effective” moves to deal regular damage.

#110
Filter

Reduces the power of supereffective attacks that hit the Pokémon.

#111
Slow Start

For five turns, the Pokémon's Attack and Speed stats are halved.

#112
Scrappy

The Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves. It is also unaffected by Intimidate.

#113
Storm Drain

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

#114
Ice Body

The Pokémon gradually regains HP in snow.

#115
Solid Rock

Reduces the power of supereffective attacks that hit the Pokémon.

#116
Snow Warning

The Pokémon makes it snow when it enters a battle.

#117
Honey Gather

The Pokémon may gather Honey after a battle.

#118
Frisk

When it enters a battle, the Pokémon can check an opposing Pokémon's held item.

#119
Reckless

Powers up moves that have recoil damage.

#120
Multitype

Changes the Pokémon's type to match the plate it holds.

#121
Flower Gift

Boosts the Attack and Sp. Def stats of itself and allies in harsh sunlight.

#122
Bad Dreams

Damages opposing Pokémon that are asleep.

#123
Pickpocket

The Pokémon steals the held item from attackers that made direct contact with it.

#124
Sheer Force

Removes any additional effects from the Pokémon's moves, but increases the moves' power.

#125
Contrary

Reverses any stat changes affecting the Pokémon so that attempts to boost its stats instead lower them—and attempts to lower its stats will boost them.

#126
Unnerve

Unnerves opposing Pokémon and makes them unable to eat Berries.

#127
Defiant

If the Pokémon has any stat lowered by an opposing Pokémon, its Attack stat will be boosted sharply.

#128
Defeatist

Halves the Pokémon’s Attack and Sp. Atk stats when its HP becomes half or less.

#129
Cursed Body

May disable a move that has dealt damage to the Pokémon.

#130
Healer

Sometimes cures the status conditions of the Pokémon's allies.

#131
Friend Guard

Reduces damage dealt to allies.

#132
Weak Armor

The Pokémon's Defense stat is lowered when it takes damage from physical moves, but its Speed stat is sharply boosted.

#133
Heavy Metal

Doubles the Pokémon's weight.

#134
Light Metal

Halves the Pokémon's weight.

#135
Multiscale

Reduces the amount of damage the Pokémon takes while its HP is full.

#136
Toxic Boost

Powers up physical moves when the Pokémon is poisoned.

#137
Flare Boost

Powers up special moves when the Pokémon is burned.

#138
Harvest

May create another Berry after one is used.

#139
Telepathy

The Pokémon anticipates and dodges the attacks of its allies.

#140
Moody

Every turn, one of the Pokémon's stats will be boosted sharply but another stat will be lowered.

#141
Overcoat

The Pokémon takes no damage from sandstorms. It is also protected from the effects of powders and spores.

#142
Poison Touch

May poison a target when the Pokémon makes contact.

#143
Regenerator

The Pokémon has a little of its HP restored when withdrawn from battle.

#144
Big Pecks

Prevents the Pokémon from having its Defense stat lowered.

#145
Sand Rush

Boosts the Pokémon's Speed stat in a sandstorm.

#146
Wonder Skin

Makes status moves more likely to miss the Pokémon.

#147
Analytic

Boosts the power of the Pokémon's move if it is the last to act that turn.

#148
Illusion

The Pokémon fools opponents by entering battle disguised as the last Pokémon in its Trainer's party.

#149
Imposter

The Pokémon transforms itself into the Pokémon it's facing.

#150
Infiltrator

The Pokémon's moves are unaffected by the target's barriers, substitutes, and the like.

#151
Mummy

Contact with the Pokémon changes the attacker’s Ability to Mummy.

#152
Moxie

When the Pokémon knocks out a target, it shows moxie, which boosts its Attack stat.

#153
Justified

When the Pokémon is hit by a Dark-type attack, its Attack stat is boosted by its sense of justice.

#154
Rattled

The Pokémon gets scared when hit by a Dark-, Ghost-, or Bug-type attack or if intimidated, which boosts its Speed stat.

#155
Magic Bounce

The Pokémon reflects status moves instead of getting hit by them.

#156
Sap Sipper

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

#157
Prankster

Gives priority to the Pokémon's status moves.

#158
Sand Force

Boosts the power of Rock-, Ground-, and Steel-type moves in a sandstorm.

#159
Iron Barbs

Inflicts damage on the attacker upon contact with iron barbs.

#160
Zen Mode

Changes the Pokémon’s shape when HP is half or less.

#161
Victory Star

Boosts the accuracy of its allies and itself.

#162
Turboblaze

The Pokémon's moves are unimpeded by the Ability of the target.

#163
Teravolt

The Pokémon's moves are unimpeded by the Ability of the target.

#164
Aroma Veil

Protects the Pokémon and its allies from effects that prevent the use of moves.

#165
Flower Veil

Ally Grass-type Pokémon are protected from status conditions and the lowering of their stats.

#166
Cheek Pouch

The Pokémon's HP is restored when it eats any Berry, in addition to the Berry's usual effect.

#167
Protean

Changes the Pokémon's type to the type of the move it's about to use. This works only once each time the Pokémon enters battle.

#168
Fur Coat

Halves the damage from physical moves.

#169
Magician

The Pokémon steals the held item from any target it hits with a move.

#170
Bulletproof

Protects the Pokémon from ball and bomb moves.

#171
Competitive

Boosts the Pokémon's Sp. Atk stat sharply when its stats are lowered by an opposing Pokémon.

#172
Strong Jaw

The Pokémon's strong jaw boosts the power of its biting moves.

#173
Refrigerate

Normal-type moves become Ice-type moves. The power of those moves is boosted a little.

#174
Sweet Veil

Prevents the Pokémon and its allies from falling asleep.

#175
Stance Change

The Pokémon changes its form to Blade Forme when it uses an attack move and changes to Shield Forme when it uses King’s Shield.

#176
Gale Wings

Gives priority to the Pokémon's Flying-type moves while its HP is full.

#177
Mega Launcher

Powers up pulse moves.

#178
Grass Pelt

Boosts the Pokémon's Defense stat on Grassy Terrain.

#179
Symbiosis

The Pokémon passes its held item to an ally that has used up an item.

#180
Tough Claws

Powers up moves that make direct contact.

#181
Pixilate

Normal-type moves become Fairy-type moves. The power of those moves is boosted a little.

#182
Gooey

Contact with the Pokémon lowers the attacker's Speed stat.

#183
Aerilate

Normal-type moves become Flying-type moves. The power of those moves is boosted a little.

#184
Parental Bond

Parent and child each attacks.

#185
Dark Aura

Powers up each Pokémon’s Dark-type moves.

#186
Fairy Aura

Powers up each Pokémon’s Fairy-type moves.

#187
Aura Break

The effects of “Aura” Abilities are reversed to lower the power of affected moves.

#188
Primordial Sea

The Pokémon changes the weather to nullify Fire-type attacks.

#189
Desolate Land

The Pokémon changes the weather to nullify Water-type attacks.

#190
Delta Stream

The Pokémon changes the weather to eliminate all of the Flying type’s weaknesses.

#191
Stamina

Boosts the Defense stat when the Pokémon is hit by an attack.

#192
Wimp Out

The Pokémon cowardly switches out when its HP becomes half or less.

#193
Emergency Exit

The Pokémon, sensing danger, switches out when its HP becomes half or less.

#194
Water Compaction

Boosts the Defense stat sharply when the Pokémon is hit by a Water-type move.

#195
Merciless

The Pokémon's attacks become critical hits if the target is poisoned.

#196
Shields Down

When its HP drops to half or less, the Pokémon's shell breaks and it becomes aggressive.

#197
Stakeout

Doubles the damage dealt to a target that has just switched into battle.

#198
Water Bubble

Lowers the power of Fire-type moves that hit the Pokémon and prevents it from being burned.

#199
Steelworker

Powers up Steel-type moves.

#200