Abilities Guide

165 abilities · Click any ability for details and which Pokémon have it

Ability Description
Adaptability Powers up moves of the same type as the Pokémon.
Aerilate Normal-type moves become Flying-type and gain power.
Aftermath Damages the attacker if it knocks out the Pokémon with a contact move.
Air Lock Eliminates the effects of weather.
Analytic Boosts move power when the Pokémon moves last.
Anger Point Maxes Attack after taking a critical hit.
Anticipation Senses an opposing Pokémon's dangerous moves.
Arena Trap Prevents opposing Pokémon from fleeing.
Aroma Veil Protects allies from attacks that affect mental state.
Battery Powers up ally Pokémon's special moves.
Battle Armor Protects the Pokémon from critical hits.
Beast Boost Boosts the highest stat after KOing a target.
Big Pecks Prevents Defense from being lowered.
Blaze Powers up Fire-type moves when HP is low.
Bulletproof Protects from some ball and bomb moves.
Cheek Pouch Restores HP when eating a Berry.
Chlorophyll Doubles Speed in sunshine.
Clear Body Prevents other Pokémon from lowering its stats.
Cloud Nine Eliminates the effects of weather.
Competitive Sharply raises Sp. Atk when a stat is lowered.
Compound Eyes Boosts the accuracy of moves.
Contrary Stat changes have an opposite effect.
Corrosion Allows poisoning of Steel and Poison types.
Cursed Body May disable a move that hits the Pokémon.
Cute Charm May infatuate on contact.
Damp Prevents self-destructing moves.
Dancer Copies dance moves used by others.
Defiant Sharply raises Attack when a stat is lowered.
Disguise Takes a hit without damage once.
Download Adjusts power based on opposing defenses.
Drizzle Summons rain when entering battle.
Drought Summons harsh sunlight when entering battle.
Dry Skin Heals in rain, hurts in sun.
Early Bird Wakes up faster from sleep.
Effect Spore May inflict status on contact.
Electric Surge Turns the ground into Electric Terrain on entry.
Filter Reduces damage from super effective hits.
Flame Body May burn on contact.
Flash Fire Powers up Fire moves if hit by a Fire move.
Fluffy Halves contact damage, doubles Fire damage.
Forecast Changes type with the weather.
Friend Guard Reduces damage to allies.
Fur Coat Halves physical damage taken.
Gale Wings Gives priority to Flying-type moves at full HP.
Galvanize Normal-type moves become Electric-type.
Gluttony Eats Berries at half HP instead of quarter.
Guts Boosts Attack when statused.
Harvest May recreate a used Berry.
Huge Power Doubles Attack stat.
Hustle Boosts Attack but lowers accuracy.
Hydration Heals status in rain.
Hyper Cutter Prevents Attack from being lowered.
Ice Body Gradually heals HP in hail.
Ice Scales Halves special damage taken.
Illuminate Raises encounter rate.
Immunity Prevents poisoning.
Impostor Transforms into the opposing Pokémon.
Infiltrator Passes through barriers.
Inner Focus Prevents flinching.
Insomnia Prevents sleep.
Intimidate Lowers opposing Attack on entry.
Iron Barbs Damages attackers on contact.
Iron Fist Powers up punching moves.
Justified Raises Attack when hit by Dark-type moves.
Keen Eye Prevents accuracy reduction.
Levitate Immune to Ground-type moves.
Lightning Rod Draws Electric moves and boosts Sp. Atk.
Limber Prevents paralysis.
Liquid Ooze Damages Pokémon using draining moves.
Magic Bounce Reflects status moves.
Magic Guard Only takes damage from attacks.
Magnet Pull Prevents Steel-types from escaping.
Marvel Scale Boosts Defense when statused.
Mega Launcher Powers up aura and pulse moves.
Mold Breaker Ignores opposing abilities.
Moody Raises one stat and lowers another each turn.
Motor Drive Raises Speed when hit by Electric moves.
Moxie Raises Attack after KOing a target.
Multiscale Halves damage taken at full HP.
Mummy Spreads Mummy on contact.
Natural Cure Cures status on switching out.
No Guard Ensures all moves hit.
Oblivious Prevents infatuation and Taunt.
Overcoat Protects from weather and powder moves.
Overgrow Powers up Grass-type moves when HP is low.
Own Tempo Prevents confusion.
Parental Bond Attacks hit twice.
Pixilate Normal-type moves become Fairy-type.
Poison Heal Restores HP when poisoned.
Poison Point May poison on contact.
Power Construct Changes to Complete Forme at low HP.
Prankster Gives priority to status moves.
Pressure Opponents use 2 PP per move.
Protean Changes type to match the used move.
Pure Power Doubles Attack stat.
Quick Feet Boosts Speed when statused.
Rain Dish Heals HP in rain.
Reckless Powers up recoil moves.
Refrigerate Normal-type moves become Ice-type.
Regenerator Restores HP on switching out.
Rock Head Prevents recoil damage.
Rough Skin Damages attackers on contact.
Sand Force Boosts Rock/Ground/Steel moves in sand.
Sand Rush Doubles Speed in a sandstorm.
Sand Stream Summons a sandstorm on entry.
Sand Veil Raises evasion in a sandstorm.
Sap Sipper Immune to Grass moves; boosts Attack.
Scrappy Allows Normal/Fighting moves to hit Ghost.
Serene Grace Doubles secondary effect chances.
Shadow Tag Prevents opposing Pokémon from fleeing.
Shed Skin May cure status each turn.
Sheer Force Boosts moves with secondary effects but removes them.
Shell Armor Protects from critical hits.
Shield Dust Blocks secondary effects of moves.
Simple Doubles stat changes.
Skill Link Multi-hit moves always hit 5 times.
Slow Start Halves Attack and Speed for 5 turns.
Sniper Powers up critical hits.
Snow Cloak Raises evasion in hail.
Snow Warning Summons hail on entry.
Solar Power Boosts Sp. Atk in sun but loses HP.
Solid Rock Reduces damage from super effective hits.
Soul-Heart Raises Sp. Atk when another Pokémon faints.
Speed Boost Gradually raises Speed.
Stall Always moves last.
Stamina Raises Defense when hit.
Static May paralyze on contact.
Steadfast Raises Speed when flinched.
Steelworker Powers up Steel-type moves.
Stench May cause flinching.
Sticky Hold Prevents item theft.
Storm Drain Draws Water moves and boosts Sp. Atk.
Strong Jaw Powers up biting moves.
Sturdy Survives a one-hit KO at full HP.
Suction Cups Prevents forced switching.
Super Luck Raises critical hit ratio.
Surge Surfer Doubles Speed on Electric Terrain.
Swarm Powers up Bug-type moves when HP is low.
Sweet Veil Prevents allies from falling asleep.
Swift Swim Doubles Speed in rain.
Synchronize Passes status to the attacker.
Tangled Feet Raises evasion when confused.
Technician Powers up weaker moves.
Telepathy Avoids ally attacks in doubles.
Thick Fat Resists Fire and Ice moves.
Tinted Lens Doubles 'not very effective' damage.
Torrent Powers up Water-type moves when HP is low.
Tough Claws Powers up contact moves.
Toxic Boost Boosts Attack when poisoned.
Trace Copies the opponent's Ability.
Triage Gives priority to healing moves.
Truant Can only attack every other turn.
Unaware Ignores opposing stat changes.
Unburden Doubles Speed when item is used/lost.
Unnerve Prevents opposing Pokémon from eating Berries.
Vital Spirit Prevents sleep.
Volt Absorb Heals HP when hit by Electric moves.
Water Absorb Heals HP when hit by Water moves.
Water Bubble Halves Fire damage, doubles Water moves.
Water Compaction Raises Defense sharply when hit by Water.
Water Veil Prevents burns.
Weak Armor Contact hits lower Def and raise Speed.
Wonder Guard Only super effective moves deal damage.
Wonder Skin Makes status moves more likely to miss.
Zen Mode Changes form when HP drops below half.