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< Pokémon‎ | Competitive battling
Revision as of 03:34, 12 February 2015 by 177.44.68.222 (talk) (Pokémon with Sturdy are affected by One-Hit KO moves, but they always survive it, even if only 1 HP remains.)
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First, please note that Abilities only appear in the Third Generation and later Generations. Each Pokémon has one Ability, and they will benefit that Pokémon in one way. Some Pokémon have unique Abilities that only that Pokémon can have. Note that these are not moves, but they will activate indefinitely or when an event occurs. You do notuse these Abilities; they are activated automatically. It is important that you know Abilities exist, and that they are something you should not overlook. Below is the list of all the Abilities in alphabetical order and what they do.

  1. Adaptability: Doubles the power of a move if it is the same type as the user.
  2. Aftermath: When the Pokémon with this Ability faints, the HP of the Pokémon that dealt the final blow is reduced by 1/4 of its maximum.
  3. Air Lock: When a Pokémon with this Ability is in battle, all effects of the current weather conditions are completely negated.
  4. Anger Point: When attacked by a critical hit, increases Attack stat to maximum level.
  5. Anticipation: Warns the player when the opponent has one-hit KO moves or moves that are supereffective against that Pokémon.
  6. Arena Trap: Pokémon with this Ability prevent any opposing Pokémon from leaving play, except those that are Flying-type or possess the Levitate Ability. When the Pokémon with Arena Trap is in the lead position, this increases chance of meeting wild Pokémon in the field.
  7. Battle Armor: Pokémon with this Ability have a thick layer of armor that prevents Critical Hits.
  8. Blaze: When the HP of a Pokémon with this Ability falls below 1/3 it's total HP, that Pokémon's Fire type attacks will do 1.5x damage.
  9. Cacophony: Pokémon with this Ability negate the effects of sound-based Moves such as Screech, by drowning them out. This Ability is only available by hacking, and only in the 3rd Generation.
  10. Chlorophyll: Pokémon with this Ability absorb sunlight to double their Speed while it is Sunny.
  11. Clear Body: Pokémon with this Ability are completely immune to all stat-lowering attacks and Abilities.
  12. Cloud Nine: When a Pokémon with this Ability is in battle, all effects of the current weather are completely negated.
  13. Color Change: When a Pokémon with this Ability is attacked, it will change its type to that of the move it was hit with.
  14. Compoundeyes: Increases Accuracy of all attacks by 30%. Increases the chance of meeting wild Pokémon with held items while the Pokémon with this Ability is in the lead position.
  15. Cute Charm: When a Pokémon with this Ability is attacked with a Direct Attack, there is a 30% chance of the attacker becoming Attracted if the attacker is of the opposite gender. When the Pokémon with this Ability is in the team's lead position, the chance of meeting wild Pokémon of the opposite gender increases.
  16. Damp: When a Pokémon with this Ability is active, the battle arena becomes so damp that no active Pokémon can use Explosion or Selfdestruct.
  17. Drizzle: Pokémon with this Ability cause Rain to fall for the entire time they are in play, as well as five turns after they leave play.
  18. Drought: Pokémon with this Ability cause the weather to be Sunny for the remainder of the time they are in battle, as well as five turns after they leave battle.
  19. Dry Skin: Restores HP when hit by Water-type moves or when raining; weak against Fire-type moves; lowers HP in strong sunlight.
  20. Early Bird: When a Pokémon with this Ability falls asleep, the duration of its sleep will be only half as long as it would have been.
  21. Effect Spore: When a Pokémon with this Ability is attacked with a Direct Attack, there is a 10% chance of the attacker becoming either Paralyzed, Poisoned, or Asleep.
  22. Filter: Decreases damage taken by super-effective moves.
  23. Flame Body: When a Pokémon with this Ability is attacked with a Direct Attack, there is a 30% chance of the attacker becoming Burned. Eggs hatch more quickly when a teammate with this Ability is put in the party slot next to the Egg.
  24. Flash Fire: When a Pokémon with this Ability is attacked with a Fire-type move, no damage is taken, and its own Fire-type moves become 1.5x more powerful.
  25. Flower Gift: Multiplies ally Pokémon's Attack and Special Attack by 1.5x during strong sunlight.
  26. Forecast: Pokémon with this Ability change their type according to the weather.
  27. Forewarn: Learn opponent's strongest move by base power.
  28. Frisk: Learn opponent's held item.
  29. Gluttony: When HP is low, eats a held berry earlier than normal.
  30. Guts: When a Pokémon with this Ability is suffering from a status ailment, its Attack is increased by 1.5x.
  31. Heatproof: Halves damage caused by Fire-type attacks and Burns.
  32. Honey Gather: May pick up honey after battle; likelihood depends on level.
  33. Huge Power: Pokémon with this Ability have double their normal Attack, but the effect is reduced by half if Skill Swap is used.
  34. Hustle: Attacks from Pokémon with this Ability do 1.5x more damage, but their accuracy is 20% lower. Increases chance of meeting wild Pokémon of higher level in the field.
  35. Hydration: Cures Status Effects when it is raining.
  36. Hyper Cutter: The Attack stat of any Pokémon with this Ability cannot be lowered.
  37. Ice Body: Heals some HP every time it hails.
  38. Illuminate: Pokémon with this Ability emit a warm glow that attracts wild Pokémon when the team member with this Ability is in the lead position. It has no effect in battle.
  39. Illusion: Pokémon with this Ability will come out disguised as the final Pokémon in the party until damage is taken.
  40. Immunity: Pokémon with this move have a natural immunity to all forms of Poison.
  41. Inner Focus: Pokémon with this Ability concentrate intensely to prevent Flinching.
  42. Insomnia: Pokémon with this Ability are unable to fall Asleep.
  43. Intimidate: When Pokémon with this Ability enter play, their presence is so intimidating that any opposing Pokémon has its Attack stat reduced by one level. Decreases the chance of meeting low-level Pokémon when the team member with this Ability is in the lead position.
  44. Iron Fist: Increases power of punch attacks (Ice Punch, Fire Punch, etc.) by 20%.
  45. Justified: When hit with Dark type attacks, this ability raises the attack stat by .5X.
  46. Keen Eye: Pokémon with this Ability have exceptional vision, and their Accuracy cannot be lowered. Decreases chance of meeting lower-leveled wild Pokémon when the Pokémon with this Ability is in the lead position.
  47. Klutz: Pokémon with this Ability can't use held items except ones that improve stats or affect experience.
  48. Leaf Guard: Pokémon with this Ability are protected from Status Effects during strong sunlight.
  49. Levitate: Pokémon with this Ability can float in the air, thereby avoiding all Ground-type attacks.
  50. Lightning Rod: When a Pokémon with this Ability is in play, all Electric attacks are drawn to it, regardless of the intended target.
  51. Limber: Pokémon with this Ability have extremely flexible bodies that are unable to be Paralyzed.
  52. Liquid Ooze: When Pokémon with this Ability are attacked by a HP draining attack, such as Giga Drain, the attacker's HP will drop instead of rise.
  53. Magic Guard: Protects all damage except from Direct Attacks.
  54. Magma Armor: Pokémon with this Ability are covered in a burning exterior that prevents Freezing. Eggs hatch faster when a Pokémon with Magma Armor is in the team slot next to the Egg.
  55. Magnet Pull: Pokémon with this Ability are magnetically charged and will prevent all Steel-type Pokémon from leaving play. Increases chance of meeting wild Steel-type Pokémon when the team member with this Ability is in the lead position.
  56. Marvel Scale: When a Pokémon with this Ability is suffering from a status ailment, its Defense is increased by 1.5x.
  57. Minus: If the Ally of a Pokémon with this Ability has the Ability "Plus", its Special Attack will be 1.5x greater.
  58. Mold Breaker: This Pokémon is not affected by the foe's Ability during battle.
  59. Motor Drive: When a Pokémon with this Ability is hit with an Electric-type attack, no damage is received and this Pokémon's Speed raises one level.
  60. Natural Cure: Pokémon with this Ability possess the ability to cure themselves of all status ailments upon leaving play.
  61. No Guard: Both this Pokémon and the foe have 100% accuracy in battle. Increases chance of meeting wild Pokémon in the field when the Pokémon with No Guard is in the lead position.
  62. Normalize: Changes the type of all moves in battle, including the opponent's moves, to Normal-type.
  63. Oblivious: Pokémon with this Ability are immune to the move Attract.
  64. Overgrow: When the HP of a Pokémon with this Ability falls below 1/3 its total HP, that Pokémon's Grass-type attacks will do 1.5x damage.
  65. Own Tempo: Pokémon with this Ability have unique minds and cannot become Confused.
  66. Pickup: Pokémon with this Ability have a chance to pick up items after battles with wild Pokémon. It has no effect in battle.
  67. Plus: If the Ally of a Pokémon with this Ability has the Ability "Minus", its Special Attack will be 1.5x greater.
  68. Poison Heal: When a Pokémon with this Ability is poisoned, its HP is restored every turn instead of lost.
  69. Poison Point: When a Pokémon with this Ability is attacked with a Direct Attack, there is a 30% chance of the attacker becoming Poisoned.
  70. Pressure: When a Pokémon with this Ability is attacked, the attacker uses double the PP of that move. Increases chance of meeting high-level wild Pokémon when the team member with Pressure is in the lead position.
  71. Pure Power: Pokémon with this Ability have double their normal Attack, but the effect is halved if Skill Swap is used.
  72. Quick Feet: Doubles a Pokémon's Speed if affected by a Status Condition other than Paralysis. If afflicted with Paralysis, Speed is reduced by 1/4 maximum. Decreases chance of meeting wild Pokémon if the team member with this Ability is in the lead position.
  73. Rain Dish: Pokémon with this Ability use a dish atop their heads to collect rainwater and use it to heal themselves by 1/16 of their total HP each turn it Rains.
  74. Reckless: Increases power of moves but causes recoil damage each time a move hits.
  75. Rivalry: Increases Attack if opponent has same gender; decreases Attack if opponent has different gender.
  76. Rock Head: Pokémon with this Ability have a thick skull that prevents recoil damage from moves such as Double-Edge.
  77. Rough Skin: Pokémon with this Ability have extremely coarse skin that damages any Pokémon that uses a Direct Attack against it by 1/16 of their total HP.
  78. Run Away: Pokémon with this Ability can flee from wild Pokémon without fail.
  79. Sand Rush: Doubles the speed of the Pokémon during a sand storm.
  80. Sand Stream: Pokémon with this Ability cause a ferocious Sandstorm to rage for the remainder of the battle when they enter play.
  81. Sand Veil: Pokémon with this Ability are slightly more evasive during a Sandstorm. In the field, if there is a sandstorm and the Pokémon with this Ability is in the lead position, the chance of meeting wild Pokémon is reduced.
  82. Scrappy: Makes opponent Ghost-types vulnerable to Normal-type attacks.
  83. Serene Grace: When a Pokémon with this Ability uses an attack that has an extra effect, the chances of the effect occurring are doubled.
  84. Shadow Tag: Pokémon with this Ability possess the Ability to freeze the shadows of opponents and prevent them from leaving play.
  85. Shed Skin: When a Pokémon with this Ability has a status ailment, there is a 33% chance each turn of the Pokémon curing the ailment.
  86. Shell Armor: Pokémon with this Ability have a thick layer of armor that prevents Critical Hits.
  87. Shield Dust: Pokémon with this Ability are coated in a strange powder that the negates the extra effects of most moves.
  88. Simple: Doubles the effectiveness of all stat modifications, both good and bad.
  89. Skill Link: Always hit 5 times with a move that attacks 2-5 times.
  90. Slow Start: Halves Attack and Defense for the first five turns in battle.
  91. Sniper: Triples the power of critical hits.
  92. Snow Cloak: Pokémon avoid moves more easily during hail. Decreases chance of meeting wild Pokémon in hail when the Pokémon with Snow Cloak is in the team's lead position.
  93. Snow Warning: Summons hail when a Pokémon with this Ability is sent into battle.
  94. Solar Power: Multiplies the Pokémon's Special Attack by 1.5x and decreases HP every turn during strong sunlight.
  95. Solid Rock: Pokémon with this Ability reduce the damage taken from supereffective moves.
  96. Soundproof: Pokémon with this Ability are completely immune to all moves involving sound, such as Grasswhistle, Uproar, Growl, etc.
  97. Speed Boost: The Speed of any Pokémon with this Ability rises by one level at the end of every turn.
  98. Stall: Pokémon with this Ability always move after the foe.
  99. Static: When a Pokémon with this Ability is attacked with a Contact Move, there is a 30% chance of the attacker becoming Paralyzed. Increases chance of meeting wild Electric-type Pokémon when the Pokémon with Static is in the lead position.
  100. Steadfast: Raises Speed by one level each time the Pokémon with this Ability flinches.
  101. Stench: Pokémon with this Ability posses an unbearable stench that helps keep away wild Pokémon in the field. It has no effect in battle.
  102. Sticky Hold: Pokémon with this Ability cannot have their item stolen in any way. When in the lead position, increases chance of catching a wild Pokémon while fishing.
  103. Storm Drain: Draws in all Water-type attacks in a two-on-two battle.
  104. Sturdy: Pokémon with this Ability survive all One-Hit KO attacks.
  105. Suction Cups: Pokémon with this Ability use suction cups to anchor themselves, negating the effects of Roar and Whirlwind. When in the lead position, increases chance of catching a wild Pokémon while fishing.
  106. Super Luck: Increases chance of landing a Critical Hit; allows use of Dire Hit and Focus Energy at the same time.
  107. Swarm: When the HP of a Pokémon with this Ability falls below 1/3 of its total HP, that Pokémon's Bug type attacks will do 1.5x damage. Increases the chance of hearing the Pokémon's cry when in the lead position.
  108. Swift Swim: Pokémon with this Ability use their incredible swimming Ability to double their Speed while it is Raining.
  109. Synchronize: When a Pokémon with this Ability becomes Paralyzed, Poisoned, or Burned, the Pokémon that inflicted it receives the same status as well. When in the lead position, increases chance of meeting wild Pokémon of the same nature.
  110. Tangled Feet: This Pokémon's Evasion increases when it is Confused.
  111. Technician: Multiplies base power of moves that have a base power of 60 or less by 1.5x.
  112. Thick Fat: Pokémon with this Ability receive half damage from Fire type and Ice type attacks.
  113. Tinted Lens: Doubles damage of "not very effective" attacks.
  114. Torrent: When the HP of a Pokémon with this Ability falls below 1/3 of its total HP, that Pokémon's Water-type attacks will do 1.5x damage.
  115. Trace: When a Pokémon with this Ability enters play, it copies the Ability of an opposing Pokémon until it leaves play.
  116. Truant: Pokémon with this Ability are extremely lazy, and only attack every other turn.
  117. Unaware: This Pokémon is unaffected by the foe's stat modifications.
  118. Unburden: Doubles Speed after it consumes a held item.
  119. Unnerve: Unnerves opposing Pokémon and makes them unable to eat berries.
  120. Vital Spirit: Pokémon with this Ability are extremely alert and cannot fall Asleep. When in the lead position, increases chance of meeting wild Pokémon of a higher level.
  121. Volt Absorb: When a Pokémon with this Ability is attacked with an Electric-type move, it will absorb the damage and recover a maximum of 1/4 its total HP.
  122. Water Absorb: When a Pokémon with this Ability is attacked with a Water-type move, it will absorb the damage and recover a maximum of 1/4 its total HP.
  123. Water Veil: Pokémon with this Ability are surrounded by a shield of water that prevents Burns.
  124. White Smoke: Pokémon with this Ability are protected by a veil of smoke that negates the effects of all stat-lowering moves. Decreases chance of meeting wild Pokémon when the team member with White Smoke is in the lead position.
  125. Wonder Guard: Pokémon with this Ability are protected by a mystical barrier that negates damage from all attacks except those that are supereffective against the Pokémon with Wonder Guard.