Ability List

Pokedex Moves Sign up

About Ability

An Ability is a game mechanic introduced in Generation III that provides a passive effect in battle or in the overworld. Individual Pokémon may have only one Ability at a time. Prior to Generation VI, an Ability could not be changed after a Pokémon is obtained except by evolution, where the Ability it changes into is determined by the former Ability and form change. Not every Ability is beneficial; some will hinder the user. Some species of Pokémon may have multiple Abilities. Pokémon of these species caught in the wild will have one of two possible Abilities, and there is a 50% chance of encountering either. In terms of game data, these Abilities may be thought of as being stored in separate slots (i.e. Munna has Forewarn in the first slot and Synchronize in the second).

List of all abilities

#
Name
Effect
Generation
Single
Dual
Hidden
091 Adaptability Powers up moves of the same type as the Pokémon. IV 2 4 7
184 Aerilate Normal-type moves become Flying-type moves. The power of those moves is boosted a little. VI 2 0 0
106 Aftermath Damages the attacker if it contacts the Pokémon with a finishing hit. IV 0 4 4
076 Air Lock Eliminates the effects of weather. III 1 0 0
148 Analytic Boosts move power when the Pokémon moves last. V 0 0 12
083 Anger Point The Pokémon is angered when it takes a critical hit, and that maxes its Attack stat. IV 0 3 6
107 Anticipation The Pokémon can sense an opposing Pokémon’s dangerous moves. IV 1 4 2
071 Arena Trap Prevents opposing Pokémon from fleeing. III 0 3 0
165 Aroma Veil Protects itself and its allies from attacks that limit their move choices. VI 0 0 2
188 Aura Break The effects of “Aura” Abilities are reversed to lower the power of affected moves. VI 0 1 0
123 Bad Dreams Reduces the HP of sleeping opposing Pokémon. IV 1 0 0
217 Battery Powers up ally Pokémon’s special moves. VII 1 0 0
004 Battle Armor Hard armor protects the Pokémon from critical hits. III 3 4 2
210 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
224 Beast Boost The Pokémon boosts its most proficient stat each time it knocks out a Pokémon. VII 7 0 0
201 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
145 Big Pecks Protects the Pokémon from Defense-lowering effects. V 1 7 4
066 Blaze Powers up Fire-type moves when the Pokémon’s HP is low. III 21 0 2
171 Bulletproof Protects the Pokémon from some ball and bomb moves. VI 0 3 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 stat in sunshine. III 10 19 6
029 Clear Body Prevents other Pokémon’s moves or Abilities from lowering the Pokémon’s stats. III 8 2 3
013 Cloud Nine Eliminates the effects of weather. III 0 2 5
016 Color Change The Pokémon’s type becomes the type of the move used on it. III 1 0 0
213 Comatose It’s always drowsing and will never wake up. It can attack without waking up. VII 1 0 0
172 Competitive Boosts the Sp. Atk stat sharply when a stat is lowered. VI 0 7 1
014 Compound Eyes The Pokémon’s compound eyes boost its accuracy. III 2 6 1
126 Contrary Makes stat changes have an opposite effect. V 0 2 7
212 Corrosion The Pokémon can poison the target even if it’s a Steel or Poison type. VII 2 0 0
130 Cursed Body May disable a move used on the Pokémon. V 1 3 3
056 Cute Charm Contact with the Pokémon may cause infatuation. III 1 11 2
006 Damp Prevents the use of explosive moves such as Self-Destruct by dampening its surroundings. III 0 8 10
216 Dancer When another Pokémon uses a dance move, it can use a dance move following it regardless of its Speed. VII 1 0 0
186 Dark Aura Powers up each Pokémon’s Dark-type moves. VI 1 0 0
219 Dazzling Surprises the opposing Pokémon, making it unable to attack using priority moves. VII 0 1 0
129 Defeatist Halves the Pokémon’s Attack and Sp. Atk stats when its HP becomes half or less. V 2 0 0
128 Defiant Boosts the Pokémon’s Attack stat sharply when its stats are lowered. V 0 2 11
191 Delta Stream The Pokémon changes the weather to eliminate all of the Flying type’s weaknesses. VI 1 0 0
190 Desolate Land The Pokémon changes the weather to nullify Water-type attacks. VI 1 0 0
209 Disguise Once per battle, the shroud that covers the Pokémon can protect it from an attack. VII 1 0 0
088 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
002 Drizzle The Pokémon makes it rain when it enters a battle. III 1 1 1
070 Drought Turns the sunlight harsh when the Pokémon enters a battle. III 2 1 2
087 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
048 Early Bird The Pokémon awakens twice as fast as other Pokémon from sleep. III 0 13 2
027 Effect Spore Contact with the Pokémon may inflict poison, sleep, or paralysis on its attacker. III 2 6 1
226 Electric Surge Turns the ground into Electric Terrain when the Pokémon enters a battle. VII 1 0 0
194 Emergency Exit The Pokémon, sensing danger, switches out when its HP becomes half or less. VII 1 0 0
187 Fairy Aura Powers up each Pokémon’s Fairy-type moves. VI 1 0 0
111 Filter Reduces the power of supereffective attacks taken. IV 1 2 0
049 Flame Body Contact with the Pokémon may burn the attacker. III 7 5 4
138 Flare Boost Powers up special attacks when the Pokémon is burned. V 0 0 2
018 Flash Fire Powers up the Pokémon’s Fire-type moves if it’s hit by one. III 4 10 3
122 Flower Gift Boosts the Attack and Sp. Def stats of itself and allies when it is sunny. IV 1 0 0
166 Flower Veil Ally Grass-type Pokémon are protected from status conditions and the lowering of their stats. VI 3 1 0
218 Fluffy Halves the damage taken from moves that make direct contact, but doubles that of Fire-type moves. VII 0 2 0
059 Forecast The Pokémon transforms with the weather to change its type to Water, Fire, or Ice. III 1 0 0
108 Forewarn When it enters a battle, the Pokémon can tell one of the moves an opposing Pokémon has. IV 0 6 0
132 Friend Guard Reduces damage done to allies. V 0 0 8
119 Frisk When it enters a battle, the Pokémon can check an opposing Pokémon’s held item. IV 1 12 8
230 Full Metal Body Prevents other Pokémon’s moves or Abilities from lowering the Pokémon’s stats. VII 1 0 0
169 Fur Coat Halves the damage from physical moves. VI 1 1 0
177 Gale Wings Gives priority to Flying-type moves when the Pokémon’s HP is full. VI 0 0 3
206 Galvanize Normal-type moves become Electric-type moves. The power of those moves is boosted a little. VII 0 0 3
082 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
183 Gooey Contact with the Pokémon lowers the attacker’s Speed stat. VI 0 0 3
179 Grass Pelt Boosts the Pokémon’s Defense stat in Grassy Terrain. VI 0 0 2
229 Grassy Surge Turns the ground into Grassy Terrain when the Pokémon enters a battle. VII 1 0 0
062 Guts It’s so gutsy that having a status condition boosts the Pokémon’s Attack stat. III 3 14 4
139 Harvest May create another Berry after one is used. V 0 0 6
131 Healer Sometimes heals an ally’s status condition. V 2 2 3
085 Heatproof The heatproof body of the Pokémon halves the damage from Fire-type moves that hit it. IV 0 2 0
134 Heavy Metal Doubles the Pokémon’s weight. V 0 0 5
118 Honey Gather The Pokémon may gather Honey after a battle. IV 1 2 1
037 Huge Power Doubles the Pokémon’s Attack stat. III 1 3 2
055 Hustle Boosts the Attack stat, but lowers accuracy. III 3 9 8
093 Hydration Heals status conditions if it’s raining. IV 2 11 9
052 Hyper Cutter The Pokémon’s proud of its powerful pincers. They prevent other Pokémon from lowering its Attack stat. III 0 11 0
115 Ice Body The Pokémon gradually regains HP in a hailstorm. IV 0 10 4
035 Illuminate Raises the likelihood of meeting wild Pokémon by illuminating the surroundings. III 0 8 0
149 Illusion Comes out disguised as the Pokémon in the party’s last spot. V 2 0 0
017 Immunity The immune system of the Pokémon prevents it from getting poisoned. III 1 1 1
150 Imposter The Pokémon transforms itself into the Pokémon it’s facing. V 0 0 1
151 Infiltrator Passes through the opposing Pokémon’s barrier, substitute, and the like and strikes. V 0 7 14
215 Innards Out Damages the attacker landing the finishing hit by the amount equal to its last HP. VII 1 0 0
039 Inner Focus The Pokémon’s intensely focused, and that protects the Pokémon from flinching. III 5 17 11
015 Insomnia The Pokémon is suffering from insomnia and cannot fall asleep. III 1 10 3
022 Intimidate The Pokémon intimidates opposing Pokémon upon entering battle, lowering their Attack stat. III 7 19 6
160 Iron Barbs Inflicts damage to the attacker on contact with iron barbs. V 2 1 0
089 Iron Fist Powers up punching moves. IV 0 7 7
154 Justified Being hit by a Dark-type move boosts the Attack stat of the Pokémon, for justice. V 4 0 5
051 Keen Eye Keen eyes prevent other Pokémon from lowering this Pokémon’s accuracy. III 3 30 5
103 Klutz The Pokémon can’t use any held items. IV 0 8 1
102 Leaf Guard Prevents status conditions in sunny weather. IV 3 9 7
026 Levitate By floating in the air, the Pokémon receives full immunity to all Ground-type moves. III 31 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. Instead of being hit by Electric-type moves, it boosts its Sp. Atk. III 1 11 6
007 Limber Its limber body protects the Pokémon from paralysis. III 1 9 2
064 Liquid Ooze Oozed liquid has strong stench, which damages attackers using any draining move. III 0 4 0
204 Liquid Voice All sound-based moves become Water-type moves. VII 0 0 3
203 Long Reach The Pokémon uses its moves without making contact with the target. VII 0 0 3
156 Magic Bounce Reflects status moves, instead of getting hit by them. V 3 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 1 0 4
040 Magma Armor The Pokémon is covered with hot magma, which prevents the Pokémon from becoming frozen. III 0 3 0
042 Magnet Pull Prevents Steel-type Pokémon from escaping using its magnetic force. III 0 8 0
063 Marvel Scale The Pokémon’s marvelous scales boost the Defense stat if it has a status condition. III 0 1 2
178 Mega Launcher Powers up aura and pulse moves. VI 3 0 0
196 Merciless The Pokémon’s attacks become critical hits if the target is poisoned. VII 0 2 0
058 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
228 Misty Surge Turns the ground into Misty Terrain when the Pokémon enters a battle. VII 1 0 0
104 Mold Breaker Moves can be used on the target regardless of its Abilities. IV 4 6 8
141 Moody Raises one stat sharply and lowers another every turn. V 0 0 7
078 Motor Drive Boosts its Speed stat if hit by an Electric-type move, instead of taking damage. IV 1 2 1
153 Moxie The Pokémon shows moxie, and that boosts the Attack stat after knocking out any Pokémon. V 0 5 8
136 Multiscale Reduces the amount of damage the Pokémon takes when its HP is full. V 0 0 2
121 Multitype Changes the Pokémon’s type to match the Plate or Z-Crystal it holds. IV 1 0 0
152 Mummy Contact with the Pokémon changes the attacker’s Ability to Mummy. V 2 0 0
030 Natural Cure All status conditions heal when the Pokémon switches out. III 4 11 1
099 No Guard The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land. IV 3 3 4
096 Normalize All the Pokémon’s moves become Normal type. The power of those moves is boosted a little. IV 0 2 0
012 Oblivious The Pokémon is oblivious, and that keeps it from being infatuated or falling for taunts. III 0 19 5
142 Overcoat Protects the Pokémon from things like sand, hail, and powder. V 0 5 15
065 Overgrow Powers up Grass-type moves when the Pokémon’s HP is low. III 21 0 2
020 Own Tempo This Pokémon has its own tempo, and that prevents it from becoming confused. III 0 17 5
185 Parental Bond Parent and child each attacks. VI 1 0 0
124 Pickpocket Steals an item from an attacker that made direct contact. V 0 0 7
053 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
182 Pixilate Normal-type moves become Fairy-type moves. The power of those moves is boosted a little. VI 2 0 1
057 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
090 Poison Heal Restores HP if the Pokémon is poisoned, instead of losing HP. IV 0 2 1
038 Poison Point Contact with the Pokémon may poison the attacker. III 0 16 0
143 Poison Touch May poison a target when the Pokémon makes contact. V 0 5 4
211 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
223 Power of Alchemy The Pokémon copies the Ability of a defeated ally. VII 0 0 2
158 Prankster Gives priority to a status move. V 4 2 8
046 Pressure By putting pressure on the opposing Pokémon, it raises their PP usage. III 19 2 4
189 Primordial Sea The Pokémon changes the weather to nullify Fire-type attacks. VI 1 0 0
232 Prism Armor Reduces the power of supereffective attacks taken. VII 1 0 0
168 Protean Changes the Pokémon’s type to the type of the move it’s about to use. VI 0 0 4
227 Psychic Surge Turns the ground into Psychic Terrain when the Pokémon enters a battle. VII 1 0 0
074 Pure Power Using its pure power, the Pokémon doubles its Attack stat. III 2 0 0
214 Queenly Majesty Its majesty pressures the opposing Pokémon, making it unable to attack using priority moves. VII 0 1 0
095 Quick Feet Boosts the Speed stat if the Pokémon has a status condition. IV 0 5 4
044 Rain Dish The Pokémon gradually regains HP in rain. III 0 3 10
155 Rattled Dark-, Ghost-, and Bug-type moves scare the Pokémon and boost its Speed stat. V 0 0 13
222 Receiver The Pokémon copies the Ability of a defeated ally. VII 1 0 0
120 Reckless Powers up moves that have recoil damage. IV 0 3 9
174 Refrigerate Normal-type moves become Ice-type moves. The power of those moves is boosted a little. VI 3 0 0
144 Regenerator Restores a little HP when withdrawn from battle. V 1 3 15
079 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
225 RKS System Changes the Pokémon’s type to match the memory disc it holds. VII 1 0 0
069 Rock Head Protects the Pokémon from recoil damage. III 2 17 2
024 Rough Skin This Pokémon inflicts damage with its rough skin to the attacker on contact. III 2 1 3
050 Run Away Enables a sure getaway from wild Pokémon. III 0 16 8
159 Sand Force Boosts the power of Rock-, Ground-, and Steel-type moves in a sandstorm. V 3 2 13
146 Sand Rush Boosts the Pokémon’s Speed stat in a sandstorm. V 0 5 2
045 Sand Stream The Pokémon summons a sandstorm when it enters a battle. III 4 1 0
008 Sand Veil Boosts the Pokémon’s evasion in a sandstorm. III 7 8 9
157 Sap Sipper Boosts the Attack stat if hit by a Grass-type move, instead of taking damage. V 2 7 8
208 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
113 Scrappy The Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves. IV 1 2 8
032 Serene Grace Boosts the likelihood of additional effects occurring when attacking. III 3 7 2
231 Shadow Shield Reduces the amount of damage the Pokémon takes while its HP is full. VII 1 0 0
023 Shadow Tag This Pokémon steps on the opposing Pokémon’s shadow to prevent it from escaping. III 3 0 3
061 Shed Skin The Pokémon may heal its own status conditions by shedding its skin. III 11 5 0
125 Sheer Force Removes additional effects to increase the power of moves when attacking. V 2 6 18
075 Shell Armor A hard shell protects the Pokémon from critical hits. III 3 13 7
019 Shield Dust This Pokémon’s dust blocks the additional effects of attacks taken. III 4 5 0
197 Shields Down When its HP becomes half or less, the Pokémon’s shell breaks and it becomes aggressive. VII 1 0 0
086 Simple The stat changes the Pokémon receives are doubled. IV 0 3 2
092 Skill Link Maximizes the number of times multi-strike moves hit. IV 1 5 4
112 Slow Start For five turns, the Pokémon’s Attack and Speed stats are halved. IV 1 0 0
202 Slush Rush Boosts the Pokémon’s Speed stat in a hailstorm. VII 0 2 2
097 Sniper Powers up moves if they become critical hits when attacking. IV 0 9 5
081 Snow Cloak Boosts evasion in a hailstorm. IV 6 7 1
117 Snow Warning The Pokémon summons a hailstorm when it enters a battle. IV 2 1 4
094 Solar Power Boosts the Sp. Atk stat in sunny weather, but HP decreases every turn. IV 1 3 5
116 Solid Rock Reduces the power of supereffective attacks taken. IV 0 4 0
220 Soul-Heart Boosts its Sp. Atk stat every time a Pokémon faints. VII 1 0 0
043 Soundproof Soundproofing of the Pokémon itself gives full immunity to all sound-based moves. III 3 7 5
003 Speed Boost Its Speed stat is boosted every turn. III 2 2 8
198 Stakeout Doubles the damage dealt to the target’s replacement if the target switches out. VII 0 2 0
100 Stall The Pokémon moves after all other Pokémon do. IV 0 1 0
192 Stamina Boosts the Defense stat when hit by an attack. VII 0 2 0
176 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
009 Static The Pokémon is charged with static electricity, so contact with it may cause paralysis. III 9 5 1
080 Steadfast The Pokémon’s determination boosts the Speed stat each time the Pokémon flinches. IV 2 3 7
200 Steelworker Powers up Steel-type moves. VII 1 0 0
001 Stench By releasing stench when attacking, this Pokémon may cause the target to flinch. III 0 6 1
060 Sticky Hold Items held by the Pokémon are stuck fast and cannot be removed by other Pokémon. III 0 8 0
114 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
173 Strong Jaw The Pokémon’s strong jaw boosts the power of its biting moves. VI 3 3 0
005 Sturdy It cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either. III 6 28 7
021 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
105 Super Luck The Pokémon is so lucky that the critical-hit ratios of its moves are boosted. IV 0 6 3
207 Surge Surfer Doubles the Pokémon’s Speed stat on Electric Terrain. VII 1 0 0
068 Swarm Powers up Bug-type moves when the Pokémon’s HP is low. III 5 16 4
175 Sweet Veil Prevents itself and ally Pokémon from falling asleep. VI 2 0 5
033 Swift Swim Boosts the Pokémon’s Speed stat in rain. III 8 21 10
180 Symbiosis The Pokémon passes its item to an ally that has used up an item. VI 0 0 4
028 Synchronize The attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon. III 3 12 0
077 Tangled Feet Raises evasion if the Pokémon is confused. IV 0 5 2
221 Tangling Hair Contact with the Pokémon lowers the attacker’s Speed stat. VII 0 2 0
101 Technician Powers up the Pokémon’s weaker moves. IV 2 11 5
140 Telepathy Anticipates an ally’s attack and dodges it. V 0 3 18
164 Teravolt Moves can be used on the target regardless of its Abilities. V 2 0 0
047 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
110 Tinted Lens The Pokémon can use “not very effective” moves to deal regular damage. IV 0 4 5
067 Torrent Powers up Water-type moves when the Pokémon’s HP is low. III 21 0 2
181 Tough Claws Powers up moves that make direct contact. VI 3 2 0
137 Toxic Boost Powers up physical attacks when the Pokémon is poisoned. V 0 0 1
036 Trace When it enters a battle, the Pokémon copies an opposing Pokémon’s Ability. III 1 5 0
205 Triage Gives priority to a healing move. VII 0 1 0
054 Truant The Pokémon can’t use a move the following turn if it uses one. III 2 0 1
163 Turboblaze Moves can be used on the target regardless of its Abilities. V 2 0 0
109 Unaware When attacking, the Pokémon ignores the target Pokémon’s stat changes. IV 1 4 4
084 Unburden Boosts the Speed stat if the Pokémon’s held item is used or lost. IV 0 5 7
127 Unnerve Unnerves opposing Pokémon and makes them unable to eat Berries. V 0 4 16
162 Victory Star Boosts the accuracy of its allies and itself. V 1 0 0
072 Vital Spirit The Pokémon is full of vitality, and that prevents it from falling asleep. III 1 6 7
010 Volt Absorb Restores HP if hit by an Electric-type move, instead of taking damage. III 2 2 2
011 Water Absorb Restores HP if hit by a Water-type move, instead of taking damage. III 2 12 9
199 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
195 Water Compaction Boosts the Pokémon’s Defense stat sharply when hit by a Water-type move. VII 2 0 0
041 Water Veil The Pokémon is covered with a water veil, which prevents the Pokémon from getting a burn. III 0 4 7
133 Weak Armor Physical attacks to the Pokémon lower its Defense stat but sharply raise its Speed stat. V 0 3 15
073 White Smoke The Pokémon is protected by its white smoke, which prevents other Pokémon from lowering its stats. III 0 1 1
193 Wimp Out The Pokémon cowardly switches out when its HP becomes half or less. VII 1 0 0
025 Wonder Guard Its mysterious power only lets supereffective moves hit the Pokémon. III 1 0 0
147 Wonder Skin Makes status moves more likely to miss. V 0 1 4
161 Zen Mode Changes the Pokémon’s shape when HP is half or less. V 0 0 1