List of Abilities

091	Adaptability	 Powers up moves of the same type. IV	 0	 4	 5

184	Aerilate	 Normal-type moves become Flying-type moves. VI	 1	 0	 0

106	Aftermath	 Damages the foe landing the finishing hit. IV	 0	 4	 4

076	Air Lock	 Eliminates the effects of weather. III	 1	 0	 0

148	Analytic	 Strengthens moves when moving last. V	 0	 0	 12

083	Anger Point	 Raises Attack upon taking a critical hit. IV	 0	 3	 4

107	Anticipation	 Senses the foe’s dangerous moves. IV	 1	 4	 2

071	Arena Trap	 Prevents the foe from fleeing. III	 0	 3	 0

165	Aroma Veil	 Protects allies from attacks that limit their move choices. VI	 0	 0	 2

188	Aura Break	 The effects of "Aura" Abilities are reversed. VI	 1	 0	 0

123	Bad Dreams	 Reduces a sleeping foe’s HP. IV	 1	 0	 0

004	Battle Armor	 The Pokémon is protected against critical hits. III	 2	 4	 2

145	Big Pecks	 Protects the Pokémon from Defense-lowering attacks. V	 0	 8	 4

066	Blaze	 Powers up Fire-type moves in a pinch. III	 18	 0	 2

171	Bulletproof	 Protects the Pokémon from some ball and bomb moves. VI	 0	 0	 3

—	Cacophony	 Avoids sound-based moves. III	 0	 0	 0

167	Cheek Pouch	 Restores HP as well when the Pokémon eats a Berry. VI	 0	 3	 0

034	Chlorophyll	 Boosts the Pokémon’s Speed in sunshine. III	 10	 19	 6

029	Clear Body	 Prevents the Pokémon’s stats from being lowered. III	 7	 2	 3

013	Cloud Nine	 Eliminates the effects of weather. III	 0	 2	 4

016	Color Change	 Changes the Pokémon’s type to the foe’s move. III	 1	 0	 0

172	Competitive	 Boosts the Sp.Atk stat when a stat is lowered. VI	 0	 7	 1

014	Compound Eyes	 The Pokémon’s accuracy is boosted. III	 2	 6	 1

126	Contrary	 Inverts stat modifiers. V	 0	 2	 5

130	Cursed Body	 Has a 30% chance of Disabling any move that hits the Pokémon. V	 0	 2	 3

056	Cute Charm	 Contact with the Pokémon may cause infatuation. III	 1	 12	 1

006	Damp	 Prevents combatants from self destructing. III	 0	 8	 10

186	Dark Aura	 Powers up each Pokémon's Dark-type moves. VI	 1	 0	 0

129	Defeatist	 Halves Attack and Special Attack below 50% HP. V	 2	 0	 0

128	Defiant	 Raises Attack two stages upon having any stat lowered. V	 0	 2	 10

088	Download	 Adjusts power according to the foe’s lowest defensive stat. IV	 1	 3	 0

002	Drizzle	 The Pokémon makes it rain if it appears in battle. III	 1	 0	 1

070	Drought	 The Pokémon makes it sunny if it is in battle. III	 2	 0	 2

087	Dry Skin	 Reduces HP if it is hot. Water restores HP. IV	 0	 6	 1

048	Early Bird	 The Pokémon awakens quickly from sleep. III	 0	 13	 2

027	Effect Spore	 Contact may paralyze, poison, or cause sleep. III	 2	 4	 1

187	Fairy Aura	 Powers up each Pokémon's Fairy-type moves. VI	 1	 0	 0

111	Filter	 Powers down super-effective moves. IV	 1	 2	 0

049	Flame Body	 Contact with the Pokémon may burn the foe. III	 9	 5	 4

138	Flare Boost	 Increases Special Attack to 1.5× when burned. V	 0	 0	 2

018	Flash Fire	 Powers up Fire-type moves if hit by a fire move. III	 4	 10	 4

122	Flower Gift	 Powers up party Pokémon when it is sunny. IV	 1	 0	 0

166	Flower Veil	 Prevents lowering of ally Grass-type Pokémon's stats. VI	 3	 0	 0

059	Forecast	 Transforms with the weather. III	 1	 0	 0

108	Forewarn	 Determines what moves the foe has. IV	 0	 6	 0

132	Friend Guard	 Decreases damage inflicted against ally Pokémon. V	 0	 0	 8

119	Frisk	 The Pokémon can check the foe’s held item. IV	 0	 12	 8

169	Fur Coat	 Halves damage from physical moves. VI	 1	 0	 0

177	Gale Wings	 Gives priority to Flying-type moves. VI	 0	 0	 3

082	Gluttony	 Encourages the early use of a held Berry. IV	 6	 4	 9

183	Gooey	 Contact with the Pokémon lowers the attacker's Speed stat. VI	 0	 0	 3

179	Grass Pelt	 Boosts the Defense stat in Grassy Terrain. VI	 0	 0	 2

062	Guts	 Boosts Attack if there is a status problem. III	 3	 14	 4

139	Harvest	 Restores any held Berry after the turn on which it is used. V	 0	 0	 5

131	Healer	 Has a 30% chance of curing each adjacent ally of any major status ailment after each turn. V	 2	 2	 3

085	Heatproof	 Weakens the power of Fire-type moves. IV	 0	 2	 0

134	Heavy Metal	 Doubles the Pokémon's weight. V	 0	 0	 5

118	Honey Gather	 The Pokémon may gather Honey from somewhere. IV	 1	 0	 1

037	Huge Power	 Raises the Pokémon’s Attack stat. III	 1	 3	 2

055	Hustle	 Boosts the Attack stat, but lowers accuracy. III	 3	 7	 8

093	Hydration	 Heals status problems if it is raining. IV	 2	 10	 9

052	Hyper Cutter	 Prevents the Attack stat from being lowered. III	 0	 9	 0

115	Ice Body	 The Pokémon regains HP in a hailstorm. IV	 3	 7	 4

035	Illuminate	 Raises the likelihood of meeting wild Pokémon. III	 0	 6	 0

149	Illusion	 Takes the appearance of the last conscious party Pokémon upon being sent out until hit by a damaging move. V	 2	 0	 0

017	Immunity	 Prevents the Pokémon from getting poisoned. III	 1	 1	 1

150	Imposter	 Transforms upon entering battle. V	 0	 0	 1

151	Infiltrator	 Ignores Light Screen, Reflect, and Safeguard. V	 0	 7	 14

039	Inner Focus	 The Pokémon is protected from flinching. III	 4	 16	 6

015	Insomnia	 Prevents the Pokémon from falling asleep. III	 0	 11	 3

022	Intimidate	 Lowers the foe’s Attack stat. III	 5	 19	 3

160	Iron Barbs	 Damages attacking Pokémon for 1/8 their max HP on contact. V	 2	 0	 0

089	Iron Fist	 Boosts the power of punching moves. IV	 0	 5	 7

154	Justified	 Raises Attack when hit by Dark-type moves. V	 4	 0	 5

051	Keen Eye	 Prevents the Pokémon from losing accuracy. III	 5	 21	 5

103	Klutz	 The Pokémon can’t use any held items. IV	 0	 6	 1

102	Leaf Guard	 Prevents status problems in sunny weather. IV	 1	 6	 7

026	Levitate	 Gives full immunity to all Ground-type moves. III	 30	 2	 0

135	Light Metal	 Halves the Pokémon's weight. V	 0	 0	 5

031	Lightning Rod	 The Pokémon draws in all Electric-type moves. III	 0	 9	 5

007	Limber	 The Pokémon is protected from paralysis. III	 1	 7	 2

064	Liquid Ooze	 Inflicts damage on foes using any draining move. III	 0	 4	 0

156	Magic Bounce	 Reflects most non-damaging moves back at their user. V	 1	 0	 3

098	Magic Guard	 The Pokémon only takes damage from attacks. IV	 0	 7	 3

170	Magician	 The Pokémon steals the held item of a Pokémon it hits with a move. VI	 0	 0	 4

040	Magma Armor	 Prevents the Pokémon from becoming frozen. III	 0	 3	 0

042	Magnet Pull	 Prevents Steel-type Pokémon from escaping. III	 0	 5	 0

063	Marvel Scale	 Boosts Defense if there is a status problem. III	 1	 0	 2

178	Mega Launcher	 Powers up aura and pulse moves. VI	 3	 0	 0

058	Minus	 Boosts Sp. Atk if another Pokémon has Plus. III	 1	 3	 2

104	Mold Breaker	 Moves can be used regardless of Abilities. IV	 4	 6	 8

141	Moody	 Raises a random stat two stages and lowers another one stage after each turn. V	 0	 0	 7

078	Motor Drive	 Raises Speed if hit by an Electric-type move. IV	 1	 2	 1

153	Moxie	 Raises Attack one stage upon KOing a Pokémon. V	 0	 5	 8

136	Multiscale	 Halves damage taken from full HP. V	 0	 0	 2

121	Multitype	 Changes type to match the held Plate. IV	 1	 0	 0

152	Mummy	Contact with this Pokémon spreads this Ability. V	 2	 0	 0

030	Natural Cure	 All status problems are healed upon switching out. III	 3	 12	 0

099	No Guard	 Ensures the Pokémon and its foe’s attacks land. IV	 2	 3	 3

096	Normalize	 All the Pokémon’s moves become the Normal type. IV	 0	 2	 0

012	Oblivious	 Prevents the Pokémon from becoming infatuated. III	 0	 16	 3

142	Overcoat	 Protects against damage from weather. V	 0	 5	 12

065	Overgrow	 Powers up Grass-type moves in a pinch. III	 18	 0	 2

020	Own Tempo	 Prevents the Pokémon from becoming confused. III	 0	 15	 5

185	Parental Bond	 Parent and child attack together. VI	 1	 0	 0

124	Pickpocket	 Steals attacking Pokémon's held item on contact. V	 0	 0	 7

053	Pickup	 The Pokémon may pick up items. III	 1	 14	 0

182	Pixilate	 Normal-type moves become Fairy-type moves. VI	 1	 0	 1

057	Plus	 Boosts Sp. Atk if another Pokémon has Minus. III	 1	 3	 4

090	Poison Heal	 Restores HP if the Pokémon is poisoned. IV	 0	 2	 1

038	Poison Point	 Contact with the Pokémon may poison the foe. III	 0	 16	 0

143	Poison Touch	 Has a 30% chance of poisoning Pokémon upon contact when attacking. V	 0	 3	 4

158	Prankster	 Raises non-damaging moves' priority by one stage. V	 4	 2	 8

046	Pressure	 The Pokémon raises the foe’s PP usage. III	 18	 3	 4

168	Protean	 Changes the Pokémon's type to the same type of the move it is using. VI	 0	 0	 4

074	Pure Power	 Boosts the power of physical attacks. III	 3	 0	 0

095	Quick Feet	 Boosts Speed if there is a status problem. IV	 0	 5	 4

044	Rain Dish	 The Pokémon gradually recovers HP in rain. III	 0	 3	 8

155	Rattled	 Raises Speed one stage upon being hit by a Dark, Ghost, or Bug move. V	 0	 0	 11

120	Reckless	 Powers up moves that have recoil damage. IV	 0	 3	 8

174	Refrigerate	 Normal-type moves become Ice-type moves. VI	 2	 0	 0

144	Regenerator	 Heals for 1/3 max HP upon leaving battle. V	 0	 3	 14

079	Rivalry	 Raises Attack if the foe is of the same gender. IV	 0	 14	 4

069	Rock Head	 Protects the Pokémon from recoil damage. III	 2	 16	 5

024	Rough Skin	 Inflicts damage to the foe on contact. III	 2	 1	 3

050	Run Away	 Enables sure getaway from wild Pokémon. III	 0	 16	 8

159	Sand Force	 Strengthens Rock, Ground, and Steel moves to 1.3× their power during a sandstorm. V	 1	 2	 11

146	Sand Rush	 Doubles Speed during a sandstorm. V	 0	 4	 2

045	Sand Stream	 The Pokémon summons a sandstorm in battle. III	 3	 0	 0

008	Sand Veil	 Boosts the Pokémon’s evasion in a sandstorm. III	 7	 6	 7

157	Sap Sipper	 Absorbs Grass moves, raising Attack one stage. V	 2	 6	 8

113	Scrappy	 Enables moves to hit Ghost-type foes. IV	 0	 2	 8

032	Serene Grace	 Boosts the likelihood of added effects appearing. III	 2	 8	 2

023	Shadow Tag	 Prevents the foe from escaping. III	 2	 0	 3

061	Shed Skin	 The Pokémon may heal its own status problems. III	 11	 5	 0

125	Sheer Force	 Strengthens moves with extra effects to 1.3× their power, but prevents their extra effects. V	 1	 6	 17

075	Shell Armor	 The Pokémon is protected against critical hits. III	 1	 13	 7

019	Shield Dust	 Blocks the added effects of attacks taken. III	 4	 3	 0

086	Simple	 The Pokémon is prone to wild stat changes. IV	 0	 3	 2

092	Skill Link	 Increases the frequency of multi-strike moves. IV	 0	 2	 4

112	Slow Start	 Temporarily halves Attack and Speed. IV	 1	 0	 0

097	Sniper	 Powers up moves if they become critical hits. IV	 0	 9	 5

081	Snow Cloak	 Raises evasion in a hailstorm. IV	 4	 3	 1

117	Snow Warning	 The Pokémon summons a hailstorm in battle. IV	 3	 0	 2

094	Solar Power	 Boosts Sp. Atk, but lowers HP in sunshine. IV	 0	 3	 5

116	Solid Rock	 Powers down super-effective moves. IV	 0	 4	 0

043	Soundproof	 Gives full immunity to all sound-based moves. III	 3	 6	 3

003	Speed Boost	 The Pokémon’s Speed stat is gradually boosted. III	 1	 2	 8

100	Stall	 The Pokémon moves after even slower foes. IV	 0	 1	 0

176	Stance Change	 The Pokémon changes form depending on how it battles. VI	 1	 0	 0

009	Static	 Contact with the Pokémon may cause paralysis. III	 9	 5	 1

080	Steadfast	 Raises Speed each time the Pokémon flinches. IV	 2	 3	 5

001	Stench	 The stench may cause the target to flinch. III	 0	 6	 1

060	Sticky Hold	 Protects the Pokémon from item theft. III	 0	 8	 0

114	Storm Drain	 The Pokémon draws in all Water-type moves. IV	 0	 4	 3

173	Strong Jaw	 The Pokémon's strong jaw gives it tremendous biting power. VI	 2	 0	 0

005	Sturdy	 The Pokémon is protected against 1-hit KO attacks. III	 8	 22	 5

021	Suction Cups	 Negates moves that force switching out. III	 2	 3	 0

105	Super Luck	 Heightens the critical-hit ratios of moves. IV	 0	 6	 3

068	Swarm	 Powers up Bug-type moves in a pinch. III	 4	 16	 4

175	Sweet Veil	 Prevents itself and its allies from falling asleep. VI	 2	 0	 0

033	Swift Swim	 Boosts the Pokémon’s Speed in rain. III	 8	 20	 10

180	Symbiosis	 The Pokémon can pass an item to an ally. VI	 0	 0	 3

028	Synchronize	 Passes on a burn, poison, or paralysis to the foe. III	 3	 12	 0

077	Tangled Feet	 Raises evasion if the Pokémon is confused. IV	 0	 5	 2

101	Technician	 Powers up the Pokémon’s weaker moves. IV	 0	 9	 5

140	Telepathy	 Protects against damaging moves from friendly Pokémon. V	 0	 2	 14

164	Teravolt	 Moves can be used regardless of Abilities. V	 2	 0	 0

047	Thick Fat	 Raises resistance to Fire- and Ice-type moves. III	 0	 16	 5

110	Tinted Lens	 Powers up “not very effective” moves. IV	 0	 4	 5

067	Torrent	 Powers up Water-type moves in a pinch. III	 18	 0	 2

181	Tough Claws	 Powers up moves that make direct contact. VI	 2	 2	 0

137	Toxic Boost	 Increases Attack to 1.5× when poisoned. V	 0	 0	 1

036	Trace	 The Pokémon copies a foe's Ability. III	 0	 5	 0

054	Truant	 The Pokémon can't attack on consecutive turns. III	 2	 0	 1

163	Turboblaze	 Moves can be used regardless of Abilities. V	 2	 0	 0

109	Unaware	 Ignores any change in stats by the foe. IV	 0	 4	 3

084	Unburden	 Raises Speed if a held item is used. IV	 0	 5	 7

127	Unnerve	 Prevents opposing Pokémon from eating held Berries. V	 0	 4	 15

162	Victory Star	 Raises moves' accuracy to 1.1× for friendly Pokémon. V	 1	 0	 0

072	Vital Spirit	 Prevents the Pokémon from falling asleep. III	 1	 4	 7

010	Volt Absorb	 Restores HP if hit by an Electric-type move. III	 1	 2	 2

011	Water Absorb	 Restores HP if hit by a Water-type move. III	 1	 12	 8

041	Water Veil	 Prevents the Pokémon from getting a burn. III	 0	 4	 7

133	Weak Armor	 Raises Speed and lowers Defense by one stage each upon being hit by any move. V	 0	 1	 15

073	White Smoke	 Prevents the Pokémon’s stats from being lowered. III	 1	 0	 1

025	Wonder Guard	 Only super effective moves will hit. III	 1	 0	 0

147	Wonder Skin	 Has a 50% chance of protecting against non-damaging moves that inflict major status ailments. V	 0	 1	 3

161	Zen Mode	 Changes the Pokémon's shape when HP is halved. V	 0	 0	 1