Name
|
Effect
|
Generation
|
Single
|
Dual
|
Hidden
|
Adaptability
|
Powers up moves of the same type as the Pokémon.
|
IV
|
2
|
4
|
7
|
Aerilate
|
Normal-type moves become Flying-type moves. The power of those moves is boosted a little.
|
VI
|
2
|
0
|
0
|
Aftermath
|
Damages the attacker if it contacts the Pokémon with a finishing hit.
|
IV
|
0
|
4
|
4
|
Air Lock
|
Eliminates the effects of weather.
|
III
|
1
|
0
|
0
|
Analytic
|
Boosts move power when the Pokémon moves last.
|
V
|
0
|
0
|
12
|
Anger Point
|
The Pokémon is angered when it takes a critical hit, and that maxes its Attack stat.
|
IV
|
0
|
3
|
6
|
Anticipation
|
The Pokémon can sense an opposing Pokémon's dangerous moves.
|
IV
|
1
|
4
|
2
|
Arena Trap
|
Prevents opposing Pokémon from fleeing.
|
III
|
0
|
3
|
0
|
Aroma Veil
|
Protects itself and its allies from attacks that limit their move choices.
|
VI
|
0
|
0
|
2
|
Aura Break
|
The effects of "Aura" Abilities are reversed to lower the power of affected moves.
|
VI
|
0
|
1
|
0
|
Bad Dreams
|
Reduces the HP of sleeping opposing Pokémon.
|
IV
|
1
|
0
|
0
|
Battery
|
Powers up ally Pokémon's special moves.
|
VII
|
1
|
0
|
0
|
Battle Armor
|
Hard armor protects the Pokémon from critical hits.
|
III
|
3
|
4
|
2
|
Battle Bond
|
Defeating an opposing Pokémon strengthens the Pokémon's bond with its Trainer, and it becomes Ash-Greninja. Water Shuriken gets more powerful.
|
VII
|
1
|
0
|
0
|
Beast Boost
|
The Pokémon boosts its most proficient stat each time it knocks out a Pokémon.
|
VII
|
11
|
0
|
0
|
Berserk
|
Boosts the Pokémon's Sp. Atk stat when it takes a hit that causes its HP to become half or less.
|
VII
|
0
|
1
|
0
|
Big Pecks
|
Protects the Pokémon from Defense-lowering effects.
|
V
|
1
|
7
|
4
|
Blaze
|
Powers up Fire-type moves when the Pokémon's HP is low.
|
III
|
21
|
0
|
2
|
Blubbery
|
Reduces damage taken by Electric and Fighting-type attacks by 50%.
|
A
|
0
|
0
|
0
|
Bulletproof
|
Protects the Pokémon from some ball and bomb moves.
|
VI
|
0
|
3
|
3
|
Cheek Pouch
|
Restores HP as well when the Pokémon eats a Berry.
|
VI
|
0
|
3
|
0
|
Chlorophyll
|
Boosts the Pokémon's Speed stat in sunshine.
|
III
|
10
|
19
|
6
|
Clear Body
|
Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.
|
III
|
8
|
2
|
3
|
Cloud Nine
|
Eliminates the effects of weather.
|
III
|
0
|
2
|
5
|
Color Change
|
The Pokémon's type becomes the type of the move used on it.
|
III
|
1
|
0
|
0
|
Comatose
|
It's always drowsing and will never wake up. It can attack without waking up.
|
VII
|
1
|
0
|
0
|
Competitive
|
Boosts the Sp. Atk stat sharply when a stat is lowered.
|
VI
|
0
|
7
|
1
|
Compound Eyes
|
The Pokémon's compound eyes boost its accuracy.
|
III
|
2
|
6
|
1
|
Contrary
|
Makes stat changes have an opposite effect.
|
V
|
0
|
2
|
7
|
Corrosion
|
The Pokémon can poison the target even if it's a Steel or Poison type.
|
VII
|
2
|
0
|
0
|
Cursed Body
|
May disable a move used on the Pokémon.
|
V
|
1
|
3
|
3
|
Cute Charm
|
Contact with the Pokémon may cause infatuation.
|
III
|
1
|
11
|
2
|
Damp
|
Prevents the use of explosive moves such as Self-Destruct by dampening its surroundings.
|
III
|
0
|
8
|
10
|
Dancer
|
When another Pokémon uses a dance move, it can use a dance move following it regardless of its Speed.
|
VII
|
1
|
0
|
0
|
Dark Aura
|
Powers up each Pokémon's Dark-type moves.
|
VI
|
1
|
0
|
0
|
Dazzling
|
Surprises the opposing Pokémon, making it unable to attack using priority moves.
|
VII
|
0
|
1
|
0
|
Defeatist
|
Halves the Pokémon's Attack and Sp. Atk stats when its HP becomes half or less.
|
V
|
2
|
0
|
0
|
Defiant
|
Boosts the Pokémon's Attack stat sharply when its stats are lowered.
|
V
|
0
|
2
|
11
|
Delta Stream
|
The Pokémon changes the weather to eliminate all of the Flying type's weaknesses.
|
VI
|
1
|
0
|
0
|
Desolate Land
|
The Pokémon changes the weather to nullify Water-type attacks.
|
VI
|
1
|
0
|
0
|
Disguise
|
Once per battle, the shroud that covers the Pokémon can protect it from an attack.
|
VII
|
1
|
0
|
0
|
Download
|
Compares an opposing Pokémon's Defense and Sp. Def stats before raising its own Attack or Sp. Atk stat—whichever will be more effective.
|
IV
|
1
|
3
|
0
|
Drizzle
|
The Pokémon makes it rain when it enters a battle.
|
III
|
1
|
1
|
1
|
Drought
|
Turns the sunlight harsh when the Pokémon enters a battle.
|
III
|
2
|
1
|
2
|
Dry Skin
|
Restores HP in rain or when hit by Water-type moves. Reduces HP in sunshine, and increases the damage received from Fire-type moves.
|
IV
|
0
|
6
|
1
|
Early Bird
|
The Pokémon awakens twice as fast as other Pokémon from sleep.
|
III
|
0
|
13
|
2
|
Effect Spore
|
Contact with the Pokémon may inflict poison, sleep, or paralysis on its attacker.
|
III
|
2
|
6
|
1
|
Electric Surge
|
Turns the ground into Electric Terrain when the Pokémon enters a battle.
|
VII
|
1
|
0
|
0
|
Element Aura
|
This Pokémon gets an attack bonus for attacks matching any of its opponents' types as well as any of its allies or its own.
|
A
|
0
|
0
|
0
|
Emergency Exit
|
The Pokémon, sensing danger, switches out when its HP becomes half or less.
|
VII
|
1
|
0
|
0
|
Fairy Aura
|
Powers up each Pokémon's Fairy-type moves.
|
VI
|
1
|
0
|
0
|
Filter
|
Reduces the power of supereffective attacks taken.
|
IV
|
1
|
2
|
0
|
Flame Body
|
Contact with the Pokémon may burn the attacker.
|
III
|
7
|
5
|
4
|
Flare Boost
|
Powers up special attacks when the Pokémon is burned.
|
V
|
0
|
0
|
2
|
Flash Fire
|
Powers up the Pokémon's Fire-type moves if it's hit by one.
|
III
|
4
|
10
|
3
|
Flower Gift
|
Boosts the Attack and Sp. Def stats of itself and allies when it is sunny.
|
IV
|
1
|
0
|
0
|
Flower Veil
|
Ally Grass-type Pokémon are protected from status conditions and the lowering of their stats.
|
VI
|
3
|
1
|
0
|
Fluffy
|
Halves the damage taken from moves that make direct contact, but doubles that of Fire-type moves.
|
VII
|
0
|
2
|
0
|
Forecast
|
The Pokémon transforms with the weather to change its type to Water, Fire, or Ice.
|
III
|
1
|
0
|
0
|
Forewarn
|
When it enters a battle, the Pokémon can tell one of the moves an opposing Pokémon has.
|
IV
|
0
|
6
|
0
|
Friend Guard
|
Reduces damage done to allies.
|
V
|
0
|
0
|
8
|
Frisk
|
When it enters a battle, the Pokémon can check an opposing Pokémon's held item.
|
IV
|
1
|
12
|
8
|
Full Metal Body
|
Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.
|
VII
|
1
|
0
|
0
|
Fur Coat
|
Halves the damage from physical moves.
|
VI
|
1
|
1
|
0
|
Gale Wings
|
Gives priority to Flying-type moves when the Pokémon's HP is full.
|
VI
|
0
|
0
|
3
|
Galvanize
|
Normal-type moves become Electric-type moves. The power of those moves is boosted a little.
|
VII
|
0
|
0
|
3
|
Gluttony
|
Makes the Pokémon eat a held Berry when its HP drops to half or less, which is sooner than usual.
|
IV
|
6
|
8
|
9
|
Gooey
|
Contact with the Pokémon lowers the attacker's Speed stat.
|
VI
|
0
|
0
|
3
|
Grass Pelt
|
Boosts the Pokémon's Defense stat in Grassy Terrain.
|
VI
|
0
|
0
|
2
|
Grassy Surge
|
Turns the ground into Grassy Terrain when the Pokémon enters a battle.
|
VII
|
1
|
0
|
0
|
Greedy
|
Prevents the Pokémon from having its held item taken away.
|
A
|
0
|
0
|
0
|
Guts
|
It's so gutsy that having a status condition boosts the Pokémon's Attack stat.
|
III
|
3
|
14
|
4
|
Harvest
|
May create another Berry after one is used.
|
V
|
0
|
0
|
6
|
Healer
|
Sometimes heals an ally's status condition.
|
V
|
3
|
2
|
3
|
Heatproof
|
The heatproof body of the Pokémon halves the damage from Fire-type moves that hit it.
|
IV
|
0
|
2
|
0
|
Heavy Metal
|
Doubles the Pokémon's weight.
|
V
|
0
|
0
|
5
|
Honey Gather
|
The Pokémon may gather Honey after a battle.
|
IV
|
1
|
2
|
1
|
Huge Power
|
Doubles the Pokémon's Attack stat.
|
III
|
1
|
3
|
2
|
Hustle
|
Boosts the Attack stat, but lowers accuracy.
|
III
|
3
|
9
|
8
|
Hydration
|
Heals status conditions if it's raining.
|
IV
|
2
|
11
|
9
|
Hyper Cutter
|
The Pokémon's proud of its powerful pincers. They prevent other Pokémon from lowering its Attack stat.
|
III
|
0
|
11
|
0
|
Ice Body
|
The Pokémon gradually regains HP in a hailstorm.
|
IV
|
0
|
10
|
4
|
Illuminate
|
Raises the likelihood of meeting wild Pokémon by illuminating the surroundings.
|
III
|
0
|
8
|
0
|
Illusion
|
Comes out disguised as the Pokémon in the party's last spot.
|
V
|
2
|
0
|
0
|
Immunity
|
The immune system of the Pokémon prevents it from getting poisoned.
|
III
|
1
|
1
|
1
|
Imposter
|
The Pokémon transforms itself into the Pokémon it's facing.
|
V
|
0
|
0
|
1
|
Infiltrator
|
Passes through the opposing Pokémon's barrier, substitute, and the like and strikes.
|
V
|
0
|
7
|
14
|
Innards Out
|
Damages the attacker landing the finishing hit by the amount equal to its last HP.
|
VII
|
1
|
0
|
0
|
Inner Focus
|
The Pokémon's intensely focused, and that protects the Pokémon from flinching.
|
III
|
5
|
17
|
11
|
Insomnia
|
The Pokémon is suffering from insomnia and cannot fall asleep.
|
III
|
1
|
10
|
3
|
Intimidate
|
The Pokémon intimidates opposing Pokémon upon entering battle, lowering their Attack stat.
|
III
|
7
|
19
|
6
|
Iron Barbs
|
Inflicts damage to the attacker on contact with iron barbs.
|
V
|
2
|
1
|
0
|
Iron Fist
|
Powers up punching moves.
|
IV
|
0
|
7
|
7
|
Justified
|
Being hit by a Dark-type move boosts the Attack stat of the Pokémon, for justice.
|
V
|
4
|
0
|
5
|
Karma
|
Any opposing Pokémon will take 1/8 of its health in damage if it uses a move that raises any of its stats.
|
A
|
0
|
0
|
0
|
Keen Eye
|
Keen eyes prevent other Pokémon from lowering this Pokémon's accuracy.
|
III
|
3
|
30
|
5
|
Klutz
|
The Pokémon can't use any held items.
|
IV
|
0
|
8
|
1
|
Leaf Guard
|
Prevents status conditions in sunny weather.
|
IV
|
3
|
9
|
7
|
Levitate
|
By floating in the air, the Pokémon receives full immunity to all Ground-type moves.
|
III
|
31
|
2
|
0
|
Light Metal
|
Halves the Pokémon's weight.
|
V
|
0
|
0
|
5
|
Lightning Rod
|
The Pokémon draws in all Electric-type moves. Instead of being hit by Electric-type moves, it boosts its Sp. Atk.
|
III
|
1
|
11
|
6
|
Limber
|
Its limber body protects the Pokémon from paralysis.
|
III
|
1
|
9
|
2
|
Liquid Ooze
|
Oozed liquid has strong stench, which damages attackers using any draining move.
|
III
|
0
|
4
|
0
|
Liquid Voice
|
All sound-based moves become Water-type moves.
|
VII
|
0
|
0
|
3
|
Long Reach
|
The Pokémon uses its moves without making contact with the target.
|
VII
|
0
|
0
|
3
|
Magic Bounce
|
Reflects status moves, instead of getting hit by them.
|
V
|
3
|
0
|
3
|
Magic Guard
|
The Pokémon only takes damage from attacks.
|
IV
|
0
|
7
|
3
|
Magician
|
The Pokémon steals the held item of a Pokémon it hits with a move.
|
VI
|
1
|
0
|
4
|
Magma Armor
|
The Pokémon is covered with hot magma, which prevents the Pokémon from becoming frozen.
|
III
|
0
|
3
|
0
|
Magnet Pull
|
Prevents Steel-type Pokémon from escaping using its magnetic force.
|
III
|
0
|
8
|
0
|
Marvel Scale
|
The Pokémon's marvelous scales boost the Defense stat if it has a status condition.
|
III
|
0
|
1
|
2
|
Mega Launcher
|
Powers up aura and pulse moves.
|
VI
|
3
|
0
|
0
|
Meltdown
|
The Pokémon posesses such intense heat that ice-type moves melt into water-type moves and water-type moves evaporate into air-type moves.
|
A
|
1
|
0
|
0
|
Merciless
|
The Pokémon's attacks become critical hits if the target is poisoned.
|
VII
|
0
|
2
|
0
|
Minus
|
Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.
|
III
|
1
|
3
|
2
|
Misty Surge
|
Turns the ground into Misty Terrain when the Pokémon enters a battle.
|
VII
|
1
|
0
|
0
|
Mold Breaker
|
Moves can be used on the target regardless of its Abilities.
|
IV
|
4
|
6
|
8
|
Moody
|
Raises one stat sharply and lowers another every turn.
|
V
|
0
|
0
|
7
|
Motor Drive
|
Boosts its Speed stat if hit by an Electric-type move, instead of taking damage.
|
IV
|
1
|
2
|
1
|
Moxie
|
The Pokémon shows moxie, and that boosts the Attack stat after knocking out any Pokémon.
|
V
|
0
|
5
|
8
|
Multiscale
|
Reduces the amount of damage the Pokémon takes when its HP is full.
|
V
|
0
|
0
|
2
|
Multitype
|
Changes the Pokémon's type to match the Plate or Z-Crystal it holds.
|
IV
|
1
|
0
|
0
|
Mummy
|
Contact with the Pokémon changes the attacker's Ability to Mummy.
|
V
|
2
|
0
|
0
|
Natural Cure
|
All status conditions heal when the Pokémon switches out.
|
III
|
4
|
11
|
1
|
Neuroforce
|
Powers up moves that are super effective.
|
VII
|
1
|
0
|
0
|
No Guard
|
The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land.
|
IV
|
3
|
3
|
4
|
Normalize
|
All the Pokémon's moves become Normal type. The power of those moves is boosted a little.
|
IV
|
0
|
2
|
0
|
Oblivious
|
The Pokémon is oblivious, and that keeps it from being infatuated or falling for taunts.
|
III
|
0
|
19
|
5
|
Overcoat
|
Protects the Pokémon from things like sand, hail, and powder.
|
V
|
0
|
5
|
15
|
Overgrow
|
Powers up Grass-type moves when the Pokémon's HP is low.
|
III
|
21
|
0
|
2
|
Own Tempo
|
This Pokémon has its own tempo, and that prevents it from becoming confused.
|
III
|
0
|
18
|
5
|
Parental Bond
|
Parent and child each attacks.
|
VI
|
1
|
0
|
0
|
Pickpocket
|
Steals an item from an attacker that made direct contact.
|
V
|
0
|
0
|
7
|
Pickup
|
The Pokémon may pick up the item an opposing Pokémon used during a battle. It may pick up items outside of battle, too.
|
III
|
1
|
15
|
2
|
Pixilate
|
Normal-type moves become Fairy-type moves. The power of those moves is boosted a little.
|
VI
|
2
|
0
|
1
|
Plus
|
Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.
|
III
|
1
|
3
|
4
|
Poison Heal
|
Restores HP if the Pokémon is poisoned, instead of losing HP.
|
IV
|
0
|
2
|
1
|
Poison Point
|
Contact with the Pokémon may poison the attacker.
|
III
|
0
|
16
|
0
|
Poison Touch
|
May poison a target when the Pokémon makes contact.
|
V
|
0
|
5
|
4
|
Power Construct
|
Other Cells gather to aid when its HP becomes half or less. Then the Pokémon changes its form to Complete Forme.
|
VII
|
0
|
1
|
0
|
Power of Alchemy
|
The Pokémon copies the Ability of a defeated ally.
|
VII
|
0
|
0
|
2
|
Prankster
|
Gives priority to a status move.
|
V
|
4
|
2
|
8
|
Pressure
|
By putting pressure on the opposing Pokémon, it raises their PP usage.
|
III
|
19
|
2
|
4
|
Primordial Sea
|
The Pokémon changes the weather to nullify Fire-type attacks.
|
VI
|
1
|
0
|
0
|
Prism Armor
|
Reduces the power of supereffective attacks taken.
|
VII
|
1
|
0
|
0
|
Protean
|
Changes the Pokémon's type to the type of the move it's about to use.
|
VI
|
0
|
0
|
4
|
Psychic Surge
|
Turns the ground into Psychic Terrain when the Pokémon enters a battle.
|
VII
|
1
|
0
|
0
|
Pure Power
|
Using its pure power, the Pokémon doubles its Attack stat.
|
III
|
2
|
0
|
0
|
Queenly Majesty
|
Its majesty pressures the opposing Pokémon, making it unable to attack using priority moves.
|
VII
|
0
|
1
|
0
|
Quick Feet
|
Boosts the Speed stat if the Pokémon has a status condition.
|
IV
|
0
|
5
|
4
|
Rain Dish
|
The Pokémon gradually regains HP in rain.
|
III
|
0
|
3
|
10
|
Rattled
|
Dark-, Ghost-, and Bug-type moves scare the Pokémon and boost its Speed stat.
|
V
|
0
|
0
|
13
|
Receiver
|
The Pokémon copies the Ability of a defeated ally.
|
VII
|
1
|
0
|
0
|
Reckless
|
Powers up moves that have recoil damage.
|
IV
|
0
|
3
|
9
|
Refrigerate
|
Normal-type moves become Ice-type moves. The power of those moves is boosted a little.
|
VI
|
3
|
0
|
0
|
Regenerator
|
Restores a little HP when withdrawn from battle.
|
V
|
1
|
3
|
15
|
Rivalry
|
Becomes competitive and deals more damage to Pokémon of the same gender, but deals less to Pokémon of the opposite gender.
|
IV
|
0
|
14
|
4
|
RKS System
|
Changes the Pokémon's type to match the memory disc it holds.
|
VII
|
1
|
0
|
0
|
Rock Head
|
Protects the Pokémon from recoil damage.
|
III
|
2
|
17
|
2
|
Rough Skin
|
This Pokémon inflicts damage with its rough skin to the attacker on contact.
|
III
|
2
|
1
|
3
|
Run Away
|
Enables a sure getaway from wild Pokémon.
|
III
|
0
|
16
|
8
|
Sand Force
|
Boosts the power of Rock-, Ground-, and Steel-type moves in a sandstorm.
|
V
|
3
|
2
|
13
|
Sand Rush
|
Boosts the Pokémon's Speed stat in a sandstorm.
|
V
|
0
|
5
|
2
|
Sand Stream
|
The Pokémon summons a sandstorm when it enters a battle.
|
III
|
4
|
1
|
0
|
Sand Veil
|
Boosts the Pokémon's evasion in a sandstorm.
|
III
|
7
|
8
|
9
|
Sap Sipper
|
Boosts the Attack stat if hit by a Grass-type move, instead of taking damage.
|
V
|
2
|
7
|
8
|
Schooling
|
When it has a lot of HP, the Pokémon forms a powerful school. It stops schooling when its HP is low.
|
VII
|
1
|
0
|
0
|
Scrappy
|
The Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves.
|
IV
|
1
|
2
|
8
|
Serene Grace
|
Boosts the likelihood of additional effects occurring when attacking.
|
III
|
3
|
7
|
2
|
Shadow Shield
|
Reduces the amount of damage the Pokémon takes while its HP is full.
|
VII
|
1
|
0
|
0
|
Shadow Tag
|
This Pokémon steps on the opposing Pokémon's shadow to prevent it from escaping.
|
III
|
3
|
0
|
3
|
Sharpshooter
|
This Pokémon has such great accuracy that it can bypass the lowering of Accuracy or the raising of the opponent's Evasion.
|
A
|
0
|
0
|
0
|
Shed Skin
|
The Pokémon may heal its own status conditions by shedding its skin.
|
III
|
11
|
5
|
0
|
Sheer Force
|
Removes additional effects to increase the power of moves when attacking.
|
V
|
2
|
6
|
18
|
Shell Armor
|
A hard shell protects the Pokémon from critical hits.
|
III
|
3
|
13
|
7
|
Shield Dust
|
This Pokémon's dust blocks the additional effects of attacks taken.
|
III
|
4
|
5
|
0
|
Shields Down
|
When its HP becomes half or less, the Pokémon's shell breaks and it becomes aggressive.
|
VII
|
1
|
0
|
0
|
Simple
|
The stat changes the Pokémon receives are doubled.
|
IV
|
0
|
3
|
2
|
Skill Link
|
Maximizes the number of times multi-strike moves hit.
|
IV
|
1
|
5
|
4
|
Slow Start
|
For five turns, the Pokémon's Attack and Speed stats are halved.
|
IV
|
1
|
0
|
0
|
Slush Rush
|
Boosts the Pokémon's Speed stat in a hailstorm.
|
VII
|
0
|
2
|
2
|
Sniper
|
Powers up moves if they become critical hits when attacking.
|
IV
|
0
|
9
|
5
|
Snow Cloak
|
Boosts evasion in a hailstorm.
|
IV
|
6
|
7
|
1
|
Snow Warning
|
The Pokémon summons a hailstorm when it enters a battle.
|
IV
|
2
|
1
|
4
|
Solar Power
|
Boosts the Sp. Atk stat in sunny weather, but HP decreases every turn.
|
IV
|
1
|
3
|
5
|
Solid Rock
|
Reduces the power of supereffective attacks taken.
|
IV
|
0
|
4
|
0
|
Soul-Heart
|
Boosts its Sp. Atk stat every time a Pokémon faints.
|
VII
|
1
|
0
|
0
|
Soundproof
|
Soundproofing of the Pokémon itself gives full immunity to all Sound-type moves.
|
III
|
3
|
7
|
5
|
Speed Boost
|
Its Speed stat is boosted every turn.
|
III
|
2
|
2
|
8
|
Stakeout
|
Doubles the damage dealt to the target's replacement if the target switches out.
|
VII
|
0
|
2
|
0
|
Stall
|
The Pokémon moves after all other Pokémon do.
|
IV
|
0
|
1
|
0
|
Stamina
|
Boosts the Defense stat when hit by an attack.
|
VII
|
0
|
2
|
0
|
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.
|
VI
|
1
|
0
|
0
|
Static
|
The Pokémon is charged with static electricity, so contact with it may cause paralysis.
|
III
|
9
|
5
|
1
|
Steadfast
|
The Pokémon's determination boosts the Speed stat each time the Pokémon flinches.
|
IV
|
2
|
3
|
7
|
Steelworker
|
Powers up Steel-type moves.
|
VII
|
1
|
0
|
0
|
Stench
|
By releasing stench when attacking, this Pokémon may cause the target to flinch.
|
III
|
0
|
6
|
1
|
Sticky Hold
|
Items held by the Pokémon are stuck fast and cannot be removed by other Pokémon.
|
III
|
0
|
8
|
0
|
Storm Drain
|
Draws in all Water-type moves. Instead of being hit by Water-type moves, it boosts its Sp. Atk.
|
IV
|
0
|
4
|
3
|
Strong Jaw
|
The Pokémon's strong jaw boosts the power of its biting moves.
|
VI
|
3
|
3
|
0
|
Sturdy
|
It cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either.
|
III
|
6
|
28
|
7
|
Suction Cups
|
This Pokémon uses suction cups to stay in one spot to negate all moves and items that force switching out.
|
III
|
2
|
3
|
0
|
Super Luck
|
The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.
|
IV
|
0
|
6
|
3
|
Surge Surfer
|
Doubles the Pokémon's Speed stat on Electric Terrain.
|
VII
|
1
|
0
|
0
|
Swarm
|
Powers up Bug-type moves when the Pokémon's HP is low.
|
III
|
5
|
16
|
4
|
Sweet Veil
|
Prevents itself and ally Pokémon from falling asleep.
|
VI
|
2
|
0
|
5
|
Swift Swim
|
Boosts the Pokémon's Speed stat in rain.
|
III
|
8
|
21
|
10
|
Symbiosis
|
The Pokémon passes its item to an ally that has used up an item.
|
VI
|
0
|
0
|
4
|
Synchronize
|
The attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon.
|
III
|
3
|
12
|
0
|
Tangled Feet
|
Raises evasion if the Pokémon is confused.
|
IV
|
0
|
5
|
2
|
Tangling Hair
|
Contact with the Pokémon lowers the attacker's Speed stat.
|
VII
|
0
|
2
|
0
|
Technician
|
Powers up the Pokémon's weaker moves.
|
IV
|
2
|
11
|
5
|
Telepathy
|
Anticipates an ally's attack and dodges it.
|
V
|
0
|
3
|
18
|
Teravolt
|
Moves can be used on the target regardless of its Abilities.
|
V
|
2
|
0
|
0
|
Thick Fat
|
The Pokémon is protected by a layer of thick fat, which halves the damage taken from Fire- and Ice-type moves.
|
III
|
1
|
16
|
7
|
Thick Hide
|
The Pokémon takes halved damage from cutting and piercing attacks due to its thick hide.
|
A
|
0
|
0
|
0
|
Tinted Lens
|
The Pokémon can use "not very effective" moves to deal regular damage.
|
IV
|
0
|
4
|
5
|
Tiptoe
|
The Pokémon is extra careful when entering battle and avoids all entry hazards.
|
A
|
0
|
0
|
0
|
Torrent
|
Powers up Water-type moves when the Pokémon's HP is low.
|
III
|
21
|
0
|
2
|
Tough Claws
|
Powers up moves that make direct contact.
|
VI
|
3
|
2
|
0
|
Toxic Boost
|
Powers up physical attacks when the Pokémon is poisoned.
|
V
|
0
|
0
|
1
|
Trace
|
When it enters a battle, the Pokémon copies an opposing Pokémon's Ability.
|
III
|
1
|
5
|
0
|
Triage
|
Gives priority to a healing move.
|
VII
|
0
|
1
|
0
|
Truant
|
The Pokémon can't use a move the following turn if it uses one.
|
III
|
2
|
0
|
1
|
Turboblaze
|
Moves can be used on the target regardless of its Abilities.
|
V
|
2
|
0
|
0
|
Unaware
|
When attacking, the Pokémon ignores the target Pokémon's stat changes.
|
IV
|
1
|
4
|
4
|
Unburden
|
Boosts the Speed stat if the Pokémon's held item is used or lost.
|
IV
|
0
|
5
|
7
|
Unnerve
|
Unnerves opposing Pokémon and makes them unable to eat Berries.
|
V
|
0
|
4
|
16
|
Victory Star
|
Boosts the accuracy of its allies and itself.
|
V
|
1
|
0
|
0
|
Vital Spirit
|
The Pokémon is full of vitality, and that prevents it from falling asleep.
|
III
|
1
|
6
|
7
|
Volt Absorb
|
Restores HP if hit by an Electric-type move, instead of taking damage.
|
III
|
3
|
2
|
2
|
Water Absorb
|
Restores HP if hit by a Water-type move, instead of taking damage.
|
III
|
2
|
12
|
9
|
Water Bubble
|
Lowers the power of Fire-type moves done to the Pokémon and prevents the Pokémon from getting a burn.
|
VII
|
2
|
0
|
0
|
Water Compaction
|
Boosts the Pokémon's Defense stat sharply when hit by a Water-type move.
|
VII
|
2
|
0
|
0
|
Water Veil
|
The Pokémon is covered with a water veil, which prevents the Pokémon from getting a burn.
|
III
|
0
|
4
|
7
|
Weak Armor
|
Physical attacks to the Pokémon lower its Defense stat but sharply raise its Speed stat.
|
V
|
0
|
3
|
15
|
White Smoke
|
The Pokémon is protected by its white smoke, which prevents other Pokémon from lowering its stats.
|
III
|
0
|
1
|
1
|
Wimp Out
|
The Pokémon cowardly switches out when its HP becomes half or less.
|
VII
|
1
|
0
|
0
|
Wonder Guard
|
Its mysterious power only lets supereffective moves hit the Pokémon.
|
III
|
1
|
0
|
0
|
Wonder Skin
|
Makes status moves more likely to miss.
|
V
|
0
|
1
|
4
|
Zen Mode
|
Changes the Pokémon's shape when HP is half or less.
|
V
|
0
|
0
|
1
|