The following lists every ability from all generations of Pokémon games, along with a brief description, the number of Pokémon with this ability as a common ability, and the number of Pokémon with it as a hidden ability.
List of Abilities
Abilities Introduced in Generation III
# | Name | Description | Common | Hidden |
---|---|---|---|---|
1 | Stench | By releasing a stinky smell, it sometimes causes the opponent to flinch during an attack. |
6 | 3 |
2 | Drizzle | Upon entering the field, it changes the weather to rain. |
2 | 1 |
3 | Speed Boost | Speed increases every turn. |
4 | 10 |
4 | Battle Armor | Protected by a hard shell, it cannot be hit in a vital spot by the opponent's attacks. |
9 | 2 |
5 | Sturdy | When HP is full, even if attacked by a move, it cannot be knocked out in one hit. Moves that guarantee a one-hit KO are also ineffective. |
39 | 8 |
6 | Damp | By making the surroundings wet, it prevents anyone from using self-destruct and other explosion-type moves. |
8 | 12 |
7 | Limber | Because of its soft body, it does not become paralyzed. |
12 | 2 |
8 | Sand Veil | During a sandstorm, its evasion rate increases. |
15 | 14 |
9 | Static | Carrying static electricity, it sometimes paralyzes opponents that come into contact with it. |
19 | 1 |
10 | Volt Absorb | When attacked by an Electric-type move, it does not take damage but instead restores HP. |
11 | 2 |
11 | Water Absorb | When attacked by a Water-type move, it does not take damage but instead restores HP. |
19 | 9 |
12 | Oblivious | Due to being dull to sensations, it does not become infatuated or provoked. It is also unaffected by intimidation. |
20 | 5 |
13 | Cloud Nine | All weather effects disappear. |
2 | 5 |
14 | Compound Eyes | With compound eyes, the accuracy of its moves increases. |
11 | 1 |
15 | Insomnia | Due to its inability to sleep, it does not fall asleep. |
15 | 3 |
16 | Color Change | Its type changes to match the type of move it receives from the opponent. |
1 | 0 |
17 | Immunity | With immunity within its body, it does not become poisoned. |
2 | 1 |
18 | Flash Fire | When attacked by a Fire-type move, it absorbs the flames and strengthens its own Fire-type moves. |
21 | 6 |
19 | Shield Dust | Protected by a layer of pollen, it is not affected by additional effects of moves. |
11 | 0 |
20 | Own Tempo | Due to its self-willed nature, it does not become confused. It is also unaffected by intimidation. |
27 | 6 |
21 | Suction Cups | Using suction cups to firmly attach to the ground, it renders moves and items that switch Pokémon ineffective. |
5 | 0 |
22 | Intimidate | Upon entering the field, it intimidates the opponent, causing them to recoil and lowering their attack. |
34 | 7 |
23 | Shadow Tag | By stepping on the opponent's shadow, it prevents them from fleeing or switching. |
3 | 3 |
24 | Rough Skin | When attacked, it damages the opponent that touches its rough skin. |
3 | 3 |
25 | Wonder Guard | Incredible power, only moves with excellent effects can hit. |
1 | 0 |
26 | Levitate | It floats above the ground, thus not being affected by Ground-type moves. |
34 | 0 |
27 | Effect Spore | When attacked, it sometimes poisons, paralyzes, or puts the opponent to sleep. |
8 | 3 |
28 | Synchronize | It spreads its Poison, Paralysis, or Burn status to the opponent. |
18 | 0 |
29 | Clear Body | It does not have its stats lowered by the opponent's moves or abilities. |
13 | 6 |
30 | Natural Cure | When it returns to its team, it is cured of its status conditions. |
18 | 1 |
31 | Lightning Rod | It attracts Electric-type moves to itself, taking no damage and instead boosting its Special Attack. |
13 | 6 |
32 | Serene Grace | Thanks to divine grace, additional effects of moves are more likely to occur. |
11 | 2 |
33 | Swift Swim | During rainy weather, its speed increases. |
33 | 12 |
34 | Chlorophyll | During clear weather, its speed increases. |
32 | 6 |
35 | Illuminate | By illuminating the surroundings, it prevents its accuracy from being lowered. |
8 | 0 |
36 | Trace | Upon entering the field, it copies the opponent's ability, becoming the same ability. |
6 | 0 |
37 | Huge Power | The power of physical attacks is doubled. |
4 | 2 |
38 | Poison Point | Sometimes it poisons the opponent that comes into contact with it. |
19 | 0 |
39 | Inner Focus | With a trained spirit, it does not flinch from the opponent's attacks. It is also unaffected by intimidation. |
25 | 11 |
40 | Magma Armor | Covered in hot lava, it does not become frozen. |
3 | 0 |
41 | Water Veil | Wrapped in a water screen, it does not become burned. |
5 | 8 |
42 | Magnet Pull | Using magnetism, it holds Steel-type Pokémon in place, preventing them from escaping. |
9 | 0 |
43 | Soundproof | By blocking sound, it is not affected by sound-based moves. |
10 | 5 |
44 | Rain Dish | During rainy weather, it slowly restores HP. |
3 | 10 |
45 | Sand Stream | Upon entering the field, it changes the weather to a sandstorm. |
5 | 0 |
46 | Pressure | It exerts pressure on the opponent, greatly reducing the PP of their moves. |
24 | 5 |
47 | Thick Fat | Protected by thick fat, it halves the damage taken from Fire-type and Ice-type moves. |
19 | 11 |
48 | Early Bird | Even if it becomes asleep, it wakes up twice as fast. |
14 | 2 |
49 | Flame Body | Sometimes it burns the opponent that comes into contact with it. |
14 | 7 |
50 | Run Away | It can always escape from wild Pokémon. |
25 | 8 |
51 | Keen Eye | Thanks to its sharp gaze, its accuracy is not lowered. |
37 | 5 |
52 | Hyper Cutter | With pincers that take pride in their strength, it cannot have its attack lowered by the opponent. |
11 | 0 |
53 | Pickup | Sometimes it picks up items used by the opponent, and also finds items during adventures. |
19 | 2 |
54 | Truant | If it uses a move, it rests during the next turn. |
2 | 1 |
55 | Hustle | Its attack increases, but its accuracy decreases. |
16 | 9 |
56 | Cute Charm | Sometimes it enchants the opponent that comes into contact with it. |
13 | 2 |
57 | Plus | If there are Pokémon with the Plus or Minus ability among its partners, its Special Attack increases. |
5 | 4 |
58 | Minus | If there are Pokémon with the Plus or Minus ability among its partners, its Special Attack increases. |
5 | 2 |
59 | Forecast | Affected by the weather, it becomes Water, Fire, or Ice type. |
1 | 0 |
60 | Sticky Hold | Because its item is stuck to its sticky body, it cannot be taken by the opponent. |
8 | 2 |
61 | Shed Skin | By shedding its skin, it sometimes cures itself of status conditions. |
19 | 1 |
62 | Guts | If it becomes affected by a status condition, it will show perseverance, increasing its attack. |
19 | 5 |
63 | Marvel Scale | If it becomes affected by a status condition, its Wonder Scale will react, increasing its defense. |
1 | 2 |
64 | Liquid Ooze | Opponents that absorb sludge are harmed by the strong stench, reducing their HP. |
4 | 0 |
65 | Overgrow | When HP decreases, the power of Grass-type moves increases. |
28 | 2 |
66 | Blaze | When HP decreases, the power of Fire-type moves increases. |
28 | 2 |
67 | Torrent | When HP decreases, the power of Water-type moves increases. |
28 | 2 |
68 | Swarm | When HP decreases, the power of Bug-type moves increases. |
27 | 4 |
69 | Rock Head | Even if it uses a move that causes recoil damage, its HP does not decrease. |
19 | 4 |
70 | Drought | Upon entering the field, it changes the weather to clear. |
3 | 2 |
71 | Arena Trap | In battle, it prevents the opponent from fleeing. |
3 | 0 |
72 | Vital Spirit | By mustering up energy, it does not become asleep. |
9 | 7 |
73 | White Smoke | Protected by white smoke, it cannot have its stats lowered by the opponent. |
3 | 1 |
74 | Pure Power | Thanks to the power of yoga, the power of physical attacks is doubled. |
3 | 0 |
75 | Shell Armor | Protected by a hard shell, the opponent's attacks do not hit vital spots. |
21 | 7 |
076* | Cacophony | It is not affected by sound-based moves. |
0 | 0 |
076* | Air Lock | All weather effects disappear. |
1 | 0 |
Abilities Introduced in Generation III
# | Name | Description | Common | Hidden |
---|---|---|---|---|
77 | Tangled Feet | When in a confused state, the evasion rate increases. |
7 | 2 |
78 | Motor Drive | When attacked by Electric-type moves, no damage is taken, but speed increases. |
3 | 1 |
79 | Rivalry | Facing an opponent of the same gender, a fighting spirit ignites, becoming stronger. However, facing an opponent of the opposite gender, one becomes weaker. |
14 | 4 |
80 | Steadfast | Each time flinching, the heart of determination flares up, and speed increases. |
8 | 7 |
81 | Snow Cloak | During snowfall weather, the evasion rate increases. |
14 | 1 |
82 | Gluttony | Normally, Berries are only eaten when HP is very low, but now they are eaten when HP is still at half. |
22 | 11 |
83 | Anger Point | When a critical point is hit, one becomes furious, and attack power becomes maximum. |
4 | 6 |
84 | Unburden | When losing held items, speed increases. |
10 | 7 |
85 | Heatproof | A heat-resistant constitution halves the damage taken from Fire-type moves. |
3 | 2 |
86 | Simple | Ability changes become double their normal value. |
3 | 2 |
87 | Dry Skin | During rainy weather and when hit by Water-type moves, HP recovers. During sunny weather and when hit by Fire-type moves, HP decreases. |
6 | 1 |
88 | Download | Compare the opponent's Defense and Special Defense, and based on the lower of the two, increase your own Attack or Special Attack accordingly. |
4 | 0 |
89 | Iron Fist | The power of Fist-type moves increases. |
8 | 10 |
90 | Poison Heal | When poisoned, HP does not decrease but instead increases. |
2 | 1 |
91 | Adaptability | The power of moves of the same type as oneself increases. |
8 | 7 |
92 | Skill Link | When using consecutive moves, the highest number of uses can always be achieved. |
6 | 4 |
93 | Hydration | During rainy weather, abnormal status conditions are cured. |
13 | 9 |
94 | Solar Power | During sunny weather, Special Attack increases, but HP decreases each turn. |
4 | 5 |
95 | Quick Feet | When in an abnormal status, speed increases. |
5 | 4 |
96 | Normalize | All moves become Normal-type moves regardless of their original type. The power increases slightly. |
2 | 0 |
97 | Sniper | When hitting a critical point, the power becomes stronger. |
9 | 8 |
98 | Magic Guard | Damage from sources other than attacks is not taken. |
7 | 3 |
99 | No Guard | Due to the No Guard tactic, all moves from both sides will definitely hit. |
6 | 5 |
100 | Stall | The order of using moves will definitely be last. |
1 | 0 |
101 | Technician | When attacking, the power of low-power moves can be increased. |
13 | 11 |
102 | Leaf Guard | During sunny weather, one will not become an abnormal status. |
13 | 8 |
103 | Klutz | Unable to use held items. |
8 | 4 |
104 | Mold Breaker | Can attack the opponent without being affected by the opponent's Ability. |
15 | 10 |
105 | Super Luck | Due to having Ultra Luck, attacks are more likely to hit the opponent's critical points. |
6 | 3 |
106 | Aftermath | When near death, will cause damage to opponents that make contact. |
4 | 4 |
107 | Anticipation | Can detect dangerous moves that the opponent has. |
9 | 4 |
108 | Forewarn | When playing, only 1 opponent's move is read. |
6 | 0 |
109 | Unaware | You can attack regardless of changes in your opponent's abilities. |
6 | 9 |
110 | Tinted Lens | You can use moves that don't work well with your usual power. |
4 | 8 |
111 | Filter | When receiving an attack with excellent effect, its power can be reduced. |
3 | 1 |
112 | Slow Start | For 5 turns, attack and speed are halved. |
1 | 1 |
113 | Scrappy | Moves with general attributes and fighting attributes can hit Pokémon with ghost attributes. He is also unwavering in his response to intimidation. |
4 | 11 |
114 | Storm Drain | If you direct a water-type move to yourself, you will not take damage, but will increase your special attack. |
4 | 4 |
115 | Ice Body | In snowy weather, it slowly restores HP. |
12 | 9 |
116 | Solid Rock | When receiving an attack with excellent effect, its power can be reduced. |
4 | 0 |
117 | Snow Warning | When you appear, the weather changes to snow. |
4 | 4 |
118 | Honey Gather | At the end of the battle, sometimes sweet and sweet will be picked up. |
3 | 1 |
119 | Frisk | When you are out of the game, you can detect your opponent's possession. |
20 | 10 |
120 | Reckless | Moves that cause recoil damage to oneself have their power increased. |
4 | 9 |
121 | Multitype | One's type changes according to the held orb. |
1 | 0 |
122 | Flower Gift | During sunny weather, both one's own and allies' attack and Special Defense increase. |
1 | 0 |
123 | Bad Dreams | Causes damage to opponents that are asleep. |
1 | 0 |
Abilities Introduced in Generation III
# | Name | Description | Common | Hidden |
---|---|---|---|---|
124 | Pickpocket | Steal the item of an opponent that comes into contact with you. |
1 | 13 |
125 | Sheer Force | The additional effect of the move disappears, but it can be used with greater power. |
12 | 21 |
126 | Contrary | The change in ability is reversed; when it would normally increase, it decreases, and when it would normally decrease, it increases. |
2 | 8 |
127 | Unnerve | Cause the opponent to become tense, preventing them from eating berries. |
8 | 18 |
128 | Defiant | When your ability is decreased by the opponent, your attack greatly increases. |
5 | 11 |
129 | Defeatist | When HP is halved, become weak, with attack and special attack halved. |
2 | 0 |
130 | Cursed Body | When attacked, sometimes turn the opponent's move into a status of being unable to move. |
4 | 9 |
131 | Healer | Sometimes heal status conditions of allies. |
8 | 3 |
132 | Friend Guard | Can reduce damage to our side. |
1 | 8 |
133 | Weak Armor | When taking damage from a physical move, defense decreases, and speed greatly increases. |
7 | 17 |
134 | Heavy Metal | Your weight becomes double. |
1 | 7 |
135 | Light Metal | Your weight is halved. |
1 | 5 |
136 | Multiscale | When HP is full, take less damage. |
0 | 2 |
137 | Toxic Boost | When poisoned, the power of physical moves increases. |
0 | 1 |
138 | Flare Boost | When burned, the power of special moves increases. |
0 | 2 |
139 | Harvest | Can repeatedly produce berries that have already been used. |
0 | 9 |
140 | Telepathy | Read the attack of our side and dodge the damage of the move. |
3 | 22 |
141 | Moody | Each turn, one of your stats greatly increases, and another greatly decreases. |
0 | 8 |
142 | Overcoat | Is not affected by damage from sandstorms, nor by moves of the powder and spore types. |
8 | 15 |
143 | Poison Touch | Can possibly poison the opponent through contact alone. |
6 | 5 |
144 | Regenerator | When withdrawn to the party, HP slightly recovers. |
7 | 20 |
145 | Big Pecks | Is not affected by effects that lower defense. |
9 | 6 |
146 | Sand Rush | When it is sandstorm weather, speed increases. |
6 | 4 |
147 | Wonder Skin | Become a body that is less susceptible to status moves. |
1 | 4 |
148 | Analytic | If the move is used last, its power increases. |
0 | 12 |
149 | Illusion | Disguise as the last Pokémon in the party to appear, deceiving the opponent. |
2 | 0 |
150 | Imposter | Transform into the Pokémon currently facing you. |
0 | 1 |
151 | Infiltrator | Can penetrate the opponent's barrier or substitute and attack. |
10 | 16 |
152 | Mummy | When contacted by the opponent, turn the opponent into a mummy. |
2 | 0 |
153 | Moxie | If you defeat the opponent, become confident, and your attack increases. |
5 | 11 |
154 | Justified | When attacked by a Dark-type move, your attack increases due to a sense of justice. |
4 | 5 |
155 | Rattled | When attacked or intimidated by Dark-type, Ghost-type, and Bug-type moves, speed increases due to fear. |
5 | 15 |
156 | Magic Bounce | Can avoid being affected by status moves used by the opponent and reflect them. |
3 | 6 |
157 | Sap Sipper | When attacked by a Grass-type move, take no damage and instead your attack increases. |
11 | 10 |
158 | Prankster | Can use status moves first. |
9 | 10 |
159 | Sand Force | When it is sandstorm weather, the power of Rock-type, Ground-type, and Steel-type moves increases. |
5 | 13 |
160 | Iron Barbs | Cause damage to opponents that come into contact with your spikes. |
3 | 0 |
161 | Zen Mode | When HP becomes less than half, appearance changes. |
0 | 2 |
162 | Victory Star | Your and your allies' accuracy increases. |
1 | 0 |
163 | Turboblaze | Can use moves on the opponent without being affected by their abilities. |
2 | 0 |
164 | Teravolt | Can use moves on the opponent without being affected by their abilities. |
2 | 0 |
Abilities Introduced in Generation III
# | Name | Description | Common | Hidden |
---|---|---|---|---|
165 | Aroma Veil | Can block psychic attacks directed at oneself and allies. |
2 | 5 |
166 | Flower Veil | Our grass-type Pokémon's abilities will not decrease, nor will they become abnormal status. |
4 | 0 |
167 | Cheek Pouch | After eating any type of berry, HP will be restored. |
6 | 0 |
168 | Protean | Changes to the same type as the move used. This effect only activates once per battle appearance. |
0 | 7 |
169 | Fur Coat | The damage from physical moves dealt by the opponent is halved. |
2 | 0 |
170 | Magician | Takes away the opponent's items when hit by one's own move. |
1 | 4 |
171 | Bulletproof | Can block the opponent's ball and bullet-type moves. |
4 | 6 |
172 | Competitive | If one's abilities are lowered by the opponent, Special Attack will greatly increase. |
8 | 7 |
173 | Strong Jaw | Because of the strong jaw, the power of bite-type moves will increase. |
11 | 0 |
174 | Refrigerate | Normal-type moves will change to Ice type. Power will slightly increase. |
3 | 0 |
175 | Sweet Veil | Neither oneself nor allies' Pokémon will fall asleep. |
4 | 5 |
176 | Stance Change | If an attack move is used, it will change into a sword form. If the move |
1 | 0 |
177 | Gale Wings | When HP is full, flying-type moves can be used first. |
0 | 3 |
178 | Mega Launcher | The power of wave and aura-type moves will increase. |
3 | 0 |
179 | Grass Pelt | Defense will increase when in a grassy terrain. |
0 | 2 |
180 | Symbiosis | When allies use items, they will pass their held items to their allies. |
0 | 4 |
181 | Tough Claws | The power of moves that contact the opponent will increase. |
8 | 0 |
182 | Pixilate | Normal-type moves will change to Fairy type. Power will slightly increase. |
2 | 1 |
183 | Gooey | For opponents that attack with contact, their speed will be lowered. |
2 | 5 |
184 | Aerilate | Normal-type moves will change to Flying type. Power will slightly increase. |
2 | 0 |
185 | Parental Bond | A parent and child can combine to attack twice. |
1 | 0 |
186 | Dark Aura | All of the evil attribute moves are strengthened. |
1 | 0 |
187 | Fairy Aura | All of the fairy attribute moves become stronger. |
1 | 0 |
188 | Aura Break | Reverses the effect of the aura, reducing power. |
1 | 0 |
189 | Primordial Sea | Becomes weather that is not affected by fire-type attacks. |
1 | 0 |
190 | Desolate Land | Becomes weather that is not affected by water-type attacks. |
1 | 0 |
191 | Delta Stream | Becomes weather that eliminates the weakness of flying-type. |
1 | 0 |
Abilities Introduced in Generation III
# | Name | Description | Common | Hidden |
---|---|---|---|---|
192 | Stamina | Defense increases when attacked. |
3 | 0 |
193 | Wimp Out | When HP becomes half, it will flee in a panic, retreating to the same team. |
1 | 0 |
194 | Emergency Exit | When HP becomes half, it will retreat to the same team to avoid danger. |
1 | 0 |
195 | Water Compaction | Defense greatly increases when attacked by a Water-type move. |
2 | 0 |
196 | Merciless | When attacking a poisoned opponent, it will always hit a critical hit. |
2 | 0 |
197 | Shields Down | When HP becomes half, the shell will break, becoming more aggressive. |
1 | 0 |
198 | Stakeout | Can attack the opponent who replaces the field with double damage. |
2 | 6 |
199 | Water Bubble | Reduces the power of Fire-type moves received, preventing burns. |
2 | 0 |
200 | Steelworker | Steel-type move power will increase. |
1 | 0 |
201 | Berserk | When HP becomes half due to the opponent's attack, Special Attack will increase. |
2 | 0 |
202 | Slush Rush | Speed will increase during snowing weather. |
3 | 4 |
203 | Long Reach | Can use all moves without making contact with the opponent. |
0 | 3 |
204 | Liquid Voice | All sound moves will become Water-type. |
0 | 3 |
205 | Triage | Can use recovery moves first. |
1 | 0 |
206 | Galvanize | Normal-type moves will become Electric-type and their power will slightly increase. |
0 | 3 |
207 | Surge Surfer | When in an Electric terrain, speed will become double. |
1 | 0 |
208 | Schooling | When HP is high, it will gather strength and become stronger. When HP remains low, the group will disintegrate. |
1 | 0 |
209 | Disguise | By covering the body with a phantom skin, it can withstand one attack. |
1 | 0 |
210 | Battle Bond | When defeating the opponent, the bond with the trainer will strengthen, increasing one's own attack, Special Attack, and speed. |
1 | 0 |
211 | Power Construct | When HP becomes half, cells will come to support, transforming into a complete form. |
1 | 0 |
212 | Corrosion | Can cause Steel-type and Poison-type Pokémon to also become poisoned. |
2 | 2 |
213 | Comatose | Always in a half-asleep state, will never wake up. Can attack while sleeping. |
1 | 0 |
214 | Queenly Majesty | Imposes intimidation on the opponent, preventing them from using priority moves against us. |
1 | 0 |
215 | Innards Out | When defeated by the opponent, it will deal damage equivalent to the remaining HP to the opponent. |
1 | 0 |
216 | Dancer | When someone uses a dance move, one can continue using the dance move without interruption. |
1 | 0 |
217 | Battery | Will increase the power of our side's special moves. |
1 | 0 |
218 | Fluffy | Will halve the damage from contact moves given by the opponent, but the damage from Fire-type moves will become double. |
4 | 2 |
219 | Dazzling | Startles the opponent, preventing them from using priority moves against us. |
1 | 0 |
220 | Soul-Heart | Each time the Pokémon becomes near-fainted, Special Attack will increase. |
1 | 0 |
221 | Tangling Hair | For opponents that make contact with it, it will lower their speed. |
2 | 0 |
222 | Receiver | Inherit the trait of the defeated teammate, becoming the same trait. |
1 | 0 |
223 | Power of Alchemy | Inherit the trait of the defeated teammate, becoming the same trait. |
0 | 2 |
224 | Beast Boost | When defeating the opponent, the highest stat will increase. |
11 | 0 |
225 | RKS System | Depending on the held memory card, its type will change. |
1 | 0 |
226 | Electric Surge | When you go out, you will be laid out in the electrical field. |
1 | 1 |
227 | Psychic Surge | When you play, you will set up a mental field. |
1 | 2 |
228 | Misty Surge | When you play, a misty field will be laid down. |
1 | 1 |
229 | Grassy Surge | When you play, you will lay a grass field. |
1 | 3 |
230 | Full Metal Body | Will not have its abilities lowered by the opponent's moves or traits. |
1 | 0 |
231 | Shadow Shield | When HP is full, it will take less damage. |
1 | 0 |
232 | Prism Armor | When attacked with a super effective move, can weaken its power. |
1 | 0 |
233 | Neuroforce | Super effective moves will become even stronger. |
1 | 0 |
Abilities Introduced in Generation III
# | Name | Description | Common | Hidden |
---|---|---|---|---|
234 | Intrepid Sword | Attack increases upon first appearance. |
1 | 0 |
235 | Dauntless Shield | Defense increases upon first appearance. |
1 | 0 |
236 | Libero | Changes to the same type as the move used upon first appearance. This effect only activates once per battle. |
0 | 3 |
237 | Ball Fetch | If no item is held, picks up the first Poké Ball thrown and missed. |
1 | 0 |
238 | Cotton Down | After being attacked, sheds cotton that lowers the speed of all other Pokémon except itself. |
2 | 0 |
239 | Propeller Tail | Can ignore the effects of abilities or moves that attract the opponent. |
0 | 2 |
240 | Mirror Armor | Only reflects the effects of stat-lowering on itself. |
0 | 1 |
241 | Gulp Missile | While surfing or diving, brings back prey. When taking damage, spits out prey to attack. |
1 | 0 |
242 | Stalwart | Can ignore the effects of abilities or moves that attract the opponent. |
0 | 2 |
243 | Steam Engine | Speed greatly increases when attacked by Water or Fire-type moves. |
3 | 0 |
244 | Punk Rock | The power of sound moves increases. Damage taken from sound moves is halved. |
2 | 0 |
245 | Sand Spit | Causes a sandstorm when attacked. |
2 | 0 |
246 | Ice Scales | Due to the protection of icy scales, special attack damage is halved. |
0 | 2 |
247 | Ripen | Makes berries ripe, doubling their effect. |
3 | 0 |
248 | Ice Face | The ice on its head takes the place of physical attacks, but its appearance changes. The ice restores when it snows. |
1 | 0 |
249 | Power Spot | The power of moves increases if in adjacent positions. |
1 | 0 |
250 | Mimicry | The Pokémon's type changes according to the state of the field. |
1 | 0 |
251 | Screen Cleaner | Upon appearance, the effects of Light Screen, Reflect, and Aurora Veil on both sides disappear. |
2 | 0 |
252 | Steely Spirit | The power of Steel-type attacks from our side increases. |
0 | 1 |
253 | Perish Body | Both sides enter a near-fainted state 3 turns after being attacked by a contact move. The effect disappears upon replacement. |
0 | 1 |
254 | Wandering Spirit | Swaps abilities with the Pokémon that used a contact move to attack it. |
2 | 0 |
255 | Gorilla Tactics | Although attack increases, can only use the move initially selected. |
1 | 0 |
256 | Neutralizing Gas | When a Pokémon with the Chemical Change ability is in play, all Pokémon on the field lose their ability effects or cannot activate them. |
3 | 0 |
257 | Pastel Veil | Neither itself nor its allies will fall into the poisoned status condition. |
2 | 0 |
258 | Hunger Switch | Alternates appearance between full stomach and empty stomach markings at the end of each turn. |
1 | 0 |
259 | Quick Draw | Sometimes moves before the opponent. |
1 | 0 |
260 | Unseen Fist | If the move used is a contact move, can attack ignoring the protection effects. |
1 | 0 |
261 | Curious Medicine | Upon appearance, scatters medicine from a shell, restoring status changes to our side. |
1 | 0 |
262 | Transistor | The power of Electric-type moves increases. |
1 | 0 |
263 | Dragon’s Maw | The power of Dragon-type moves increases. |
1 | 0 |
264 | Chilling Neigh | When defeating an opponent, it screeches with a cold voice and increases Attack. |
1 | 0 |
265 | Grim Neigh | When defeating an opponent, it screeches with a terrifying voice and increases Special Attack. |
1 | 0 |
266 | As One | Possesses the tension of Crowned Beast and the pale screech of Snowy Horse as abilities. |
1 | 0 |
267 | As One | Possesses the tension of Crowned Beast and the dark screech of Ghostly Horse as abilities. |
1 | 0 |
Abilities Introduced in Generation III
# | Name | Description | Common | Hidden |
---|---|---|---|---|
268 | Lingering Aroma | When touched by an opponent, the inescapable scent will stick to the opponent. |
1 | 0 |
269 | Seed Sower | Upon being attacked, the ground underfoot will turn into a grassy field. |
1 | 0 |
270 | Thermal Exchange | When attacked by a fire-type move, attack will increase and will not fall into the burn status. |
3 | 0 |
271 | Anger Shell | When HP becomes half due to being attacked by an opponent, anger will lower defense and special defense. However, attack, special attack, and speed will increase. |
1 | 0 |
272 | Purifying Salt | Due to pure salt, will not fall into abnormal status. Will halve the damage from ghost-type moves. |
3 | 0 |
273 | Well-Baked Body | When attacked by a fire-type move, will not take damage but will greatly increase defense. |
1 | 0 |
274 | Wind Rider | When a tailwind blows or is attacked by a wind-type move, will not take damage but will increase attack. |
3 | 0 |
275 | Guard Dog | When intimidated, attack will increase. Makes the move and item that switches out Pokémon ineffective. |
1 | 1 |
276 | Rocky Payload | Rock-type move power will increase. |
0 | 1 |
277 | Wind Power | When attacked by a wind-type move, will enter a charging state. |
2 | 0 |
278 | Zero to Hero | Upon returning to the party, will transform into the All-Powerful Form. |
1 | 0 |
279 | Commander | When you are in the field, if you have a roaring bully, you will enter its mouth and give a command from its mouth. |
1 | 0 |
280 | Electromorphosis | When you take damage, it becomes charged. |
1 | 0 |
281 | Protosynthesis | When carrying Drive Energy or when the weather is clear, the ability with the highest value increases. |
10 | 0 |
282 | Quark Drive | When carrying Drive Energy or on an electrical field, the ability with the highest value increases. |
10 | 0 |
283 | Good as Gold | A sturdy golden body that does not oxidize is not affected by the opponent's changing moves. |
1 | 0 |
284 | Vessel of Ruin | With the power of the tripod that can call calamity, reduce the special attack of Pokémon other than yourself. |
1 | 0 |
285 | Sword of Ruin | Reduces the defense of Pokémon other than yourself with the power of a sword that can call calamity. |
1 | 0 |
286 | Tablets of Ruin | Reduces the attack of Pokémon other than herself with the power of Jane, who can call calamity. |
1 | 0 |
287 | Beads of Ruin | With the power of Magatama that can summon calamity, the special defense of Pokémon other than oneself is reduced. |
1 | 0 |
288 | Orichalcum Pulse | When you appear, the weather will change to sunny. When the sun is strong, it attacks through the ancient pulsation. |
1 | 0 |
289 | Hadron Engine | When you go out, you will be laid out in the electrical field. When in an electric field, it will use future traps to increase its special attack. |
1 | 0 |
290 | Opportunist | When your opponent's abilities increase, you will also take the opportunity to improve your abilities in the same way. |
1 | 0 |
291 | Cud Chew | After eating the tree fruit, it will regurgitate from the stomach at the end of the next round and eat it 1 more time. |
1 | 1 |
292 | Sharpness | Increase the power of your opponent's slashing moves. |
1 | 3 |
293 | Supreme Overlord | When you play, your attacks and special attacks will gradually increase according to the number of companions you have been defeated so far, and the more you are defeated, the more you will improve. |
1 | 0 |
294 | Costar | When you appear, copy the changes in your companion's abilities. |
0 | 1 |
295 | Toxic Debris | When taking damage from a physical move, it spreads poison lings under the opponent's feet. |
2 | 0 |
296 | Armor Tail | The mysterious tail that wraps around the head prevents the opponent from making the first move against us. |
1 | 0 |
297 | Earth Eater | When you are attacked by a ground-based move, you will not take damage, but will be healed. |
1 | 0 |
298 | Mycelium Might | When performing a change move, your actions will always be slower, but you will not be hindered by your opponent's characteristics. |
2 | 0 |
299 | Hospitality | Treat your companion to a small amount of HP when you appear. |
2 | 0 |
300 | Mind's Eye | Moves with general attributes and fighting attributes can hit Pokémon with ghost attributes. Ignores changes in the opponent's evasion rate and the accuracy is not reduced. |
1 | 0 |
301 | Embody Aspect | Keep your memories in your heart, let the Turquoise Mask shine, and increase your speed. |
1 | 0 |
302 | Embody Aspect | Keep your memories in your heart, let the stove mask shine brightly, and improve your attacks. |
1 | 0 |
303 | Embody Aspect | Reflect the memories in your heart, let the Mizui mask shine, and improve your special defense. |
1 | 0 |
304 | Embody Aspect | Keep your memories in your heart and let the Cornerstone Mask shine brightly to improve your defenses. |
1 | 0 |
305 | Toxic Chain | With the power of the toxin-containing chains, it can sometimes cause opponents who are hit by moves to be poisonous. |
3 | 0 |
306 | Supersweet Syrup | When it first appears, it emits a sweet honey scent to reduce the opponent's evasion rate. |
2 | 0 |
308 | Tera Shift | When it appears, it absorbs the surrounding energy and transforms into a crystalline form. |
1 | 0 |
309 | Tera Shell | The carapace contains the power of all attributes, and all the damage taken when your HP is full will be turned into a bad effect. |
1 | 0 |
310 | Teraform Zero | When Tarabagos transforms into a star crystal, the power contained in it will nullify the effects of the weather and the field. |
1 | 0 |
311 | Poison Puppeteer | Opponents who are poisoned by Momo's moves will also be in a state of confusion. |
1 | 0 |