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List of all Abilities

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

List of Signature Abilities

Name Effect Generation Pokémon
Air Lock Eliminates the effects of weather. III Rayquaza
Aroma Veil Protects itself and its allies from attacks that limit their move choices. VI Spritzee Line
Aura Break The effects of "Aura" Abilities are reversed to lower the power of affected moves. VI Zygarde (10% and 50%)
Bad Dreams Reduces the HP of sleeping opposing Pokémon. IV Darkrai
Battery Powers up ally Pokémon's special moves. VII Charjabug
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 Battle Bond Greninja and Ash-Greninja
Beast Boost The Pokémon boosts its most proficient stat each time it knocks out a Pokémon. VII Ultra Beasts
Berserk Boosts the Pokémon's Sp. Atk stat when it takes a hit that causes its HP to become half or less. VII Drampa
Color Change The Pokémon's type becomes the type of the move used on it. III Keckleon
Comatose It's always drowsing and will never wake up. It can attack without waking up. VII Komala
Corrosion The Pokémon can poison the target even if it's a Steel or Poison type. VII Salandit Line
Dancer When another Pokémon uses a dance move, it can use a dance move following it regardless of its Speed. VII Oricorio
Dark Aura Powers up each Pokémon's Dark-type moves. VI Yveltal
Dazzling Surprises the opposing Pokémon, making it unable to attack using priority moves. VII Bruxish
Defeatist Halves the Pokémon's Attack and Sp. Atk stats when its HP becomes half or less. V Archen Line
Delta Stream The Pokémon changes the weather to eliminate all of the Flying type's weaknesses. VI Mega Rayquaza
Desolate Land The Pokémon changes the weather to nullify Water-type attacks. VI Primal Groudon
Disguise Once per battle, the shroud that covers the Pokémon can protect it from an attack. VII Mimikyu
Electric Surge Turns the ground into Electric Terrain when the Pokémon enters a battle. VII Tapu Koko
Emergency Exit The Pokémon, sensing danger, switches out when its HP becomes half or less. VII Golisopod
Fairy Aura Powers up each Pokémon's Fairy-type moves. VI Xerneas
Flare Boost Powers up special attacks when the Pokémon is burned. V Drifloon Line
Flower Gift Boosts the Attack and Sp. Def stats of itself and allies when it is sunny. IV Cherrim
Fluffy Halves the damage taken from moves that make direct contact, but doubles that of Fire-type moves. VII Stufful Line
Forecast The Pokémon transforms with the weather to change its type to Water, Fire, or Ice. III Castform
Full Metal Body Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats. VII Solgaleo
Gale Wings Gives priority to Flying-type moves when the Pokémon's HP is full. VI Fletchling Line
Galvanize Normal-type moves become Electric-type moves. The power of those moves is boosted a little. VII Alolan Geodude Line
Gooey Contact with the Pokémon lowers the attacker's Speed stat. VI Goomy Line
Grass Pelt Boosts the Pokémon's Defense stat in Grassy Terrain. VI Skiddo Line
Grassy Surge Turns the ground into Grassy Terrain when the Pokémon enters a battle. VII Tapu Bulu
Heatproof The heatproof body of the Pokémon halves the damage from Fire-type moves that hit it. IV Bronzor Line
Illusion Comes out disguised as the Pokémon in the party's last spot. V Zorua Line
Imposter The Pokémon transforms itself into the Pokémon it's facing. V Ditto
Innards Out Damages the attacker landing the finishing hit by the amount equal to its last HP. VII Pyukumuku
Liquid Voice All sound-based moves become Water-type moves. VII Popplio Line
Long Reach The Pokémon uses its moves without making contact with the target. VII Rowlet Line
Merciless The Pokémon's attacks become critical hits if the target is poisoned. VII Mareanie Line
Misty Surge Turns the ground into Misty Terrain when the Pokémon enters a battle. VII Tapu Fini
Multitype Changes the Pokémon's type to match the Plate or Z-Crystal it holds. IV Arceus
Mummy Contact with the Pokémon changes the attacker's Ability to Mummy. V Yamask Line
Neuroforce Powers up moves that are super effective. VII Ultra Necrozma
Normalize All the Pokémon's moves become Normal type. The power of those moves is boosted a little. IV Skitty Line
Parental Bond Parent and child each attacks. VI Mega Kangaskhan
Power Construct Other Cells gather to aid when its HP becomes half or less. Then the Pokémon changes its form to Complete Forme. VII Zygarde (all formes)
Power of Alchemy The Pokémon copies the Ability of a defeated ally. VII Alolan Grimer Line
Primordial Sea The Pokémon changes the weather to nullify Fire-type attacks. VI Primal Kyogre
Prism Armor Reduces the power of supereffective attacks taken. VII Necrozma (Dusk Mane and Dawn Wings included)
Psychic Surge Turns the ground into Psychic Terrain when the Pokémon enters a battle. VII Tapu Lele
Pure Power Using its pure power, the Pokémon doubles its Attack stat. III Meditite Line
Queenly Majesty Its majesty pressures the opposing Pokémon, making it unable to attack using priority moves. VII Tsareena
Receiver The Pokémon copies the Ability of a defeated ally. VII Passimian
RKS System Changes the Pokémon's type to match the memory disc it holds. VII Silvally
Schooling When it has a lot of HP, the Pokémon forms a powerful school. It stops schooling when its HP is low. VII Wishiwashi
Shadow Shield Reduces the amount of damage the Pokémon takes while its HP is full. VII Lunala
Shields Down When its HP becomes half or less, the Pokémon's shell breaks and it becomes aggressive. VII Minior
Slow Start For five turns, the Pokémon's Attack and Speed stats are halved. IV Regigigas
Soul-Heart Boosts its Sp. Atk stat every time a Pokémon faints. VII Magearna
Stakeout Doubles the damage dealt to the target's replacement if the target switches out. VII Yungoos Line
Stall The Pokémon moves after all other Pokémon do. IV Sableye
Stamina Boosts the Defense stat when hit by an attack. VII Mudbray Line
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 Aegislash
Steelworker Powers up Steel-type moves. VII Dhelmise
Surge Surfer Doubles the Pokémon's Speed stat on Electric Terrain. VII Alolan Raichu
Tangling Hair Contact with the Pokémon lowers the attacker's Speed stat. VII Alolan Diglett Line
Teravolt Moves can be used on the target regardless of its Abilities. V Zekrom and Black Kyurem
Toxic Boost Powers up physical attacks when the Pokémon is poisoned. V Zangoose
Triage Gives priority to a healing move. VII Comfey
Turboblaze Moves can be used on the target regardless of its Abilities. V Reshiram and White Kyurem
Victory Star Boosts the accuracy of its allies and itself. V Victini
Water Bubble Lowers the power of Fire-type moves done to the Pokémon and prevents the Pokémon from getting a burn. VII Dewpider Line
Water Compaction Boosts the Pokémon's Defense stat sharply when hit by a Water-type move. VII Sandygast Line
Wimp Out The Pokémon cowardly switches out when its HP becomes half or less. VII Wimpod
Wonder Guard Its mysterious power only lets supereffective moves hit the Pokémon. III Shedinja
Zen Mode Changes the Pokémon's shape when HP is half or less. V Darmanitan
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