Ability Cards
Browse and search through all available abilities in the game.
Ability Badges
Passive
Attached to a Pokémon by default, can be overwritten.
Party
Active while Pokémon is in your party and not fainted.
Persistent
Always active while you own a Pokémon with this ability.
Keepsake
Available through a Keepsake effect.
Filter Abilities
Showing 326 of 326 abilities
White Smoke
Effect:
All effects of the signature move of the target are negated when the move is used the first time against the user.
Move effects of the user and the target cannot remove dice from their opponent's rolls.
Galvanize
Effect:
All moves are treated as Electric-type moves. Converted moves deal +1 damage.
All moves are treated as Electric-type moves. Converted moves deal 1 extra damage.
Pixilate
Effect:
All moves are treated as Fairy-type moves. Converted moves deal +1 damage.
All moves are treated as Fairy-type moves. Converted moves deal 1 extra damage.
Aerilate
Effect:
All moves are treated as Flying-type moves. Converted moves deal +1 damage.
All moves are treated as Flying-type moves. Converted moves deal 1 extra damage.
Refrigerate
Effect:
All moves are treated as Ice-type moves. Converted moves deal +1 damage.
All moves are treated as Ice-type moves. Converted moves deal 1 extra damage.
Normalize
Effect:
All moves are treated as Normal-type moves. Converted moves deal +1 damage.
All moves are treated as Normal-type moves. Converted moves deal 1 extra damage.
Air Lock
Effect:
All moves of the user and target ignore resistances.
The signature move of the user and the target ignore resistances.
No Guard
Effect:
All moves used by the user and target deal 1 extra damage.
Ball Fetch
Effect:
Always active. After a successful capture attempt: Gain 1 Journey Point.
After a successful capture attempt: Gain 1 extra Journey Point.
Well-Baked Body
Effect:
Always active. If a Pokémon in your party takes damage from Fire-type moves, redirect the calculated damage to the user.
If your active Pokémon is attacked with a Fire-type or Dragon-type move, you may redirect the calculated damage to the user.
Steely Spirit
Effect:
Always active. If a Pokémon in your party takes damage from Steel-type moves, redirect the calculated damage to the user.
If your active Pokémon is attacked with a Steel-type or Fighting-type move, you may redirect the calculated damage to the user.
Protosynthesis
Effect:
Always active. Increase the base health or intiative by 1. Whichever value is higher natually will be chosen. On tie, choose when first equipping this ability.
Increase the base health or intiative by 1, whichever base value is higher. On tie, choose when first equipping this ability. Cannot be disabled.
Quark Drive
Effect:
Always active. Increase the base health or intiative by 1. Whichever value is higher natually will be chosen. On tie, choose when first equipping this ability.
Increase the base health or intiative by 1, whichever base value is higher. On tie, choose when first equipping this ability. Cannot be disabled.
Guard Dog
Effect:
Always active. Once per battle: If your active Pokémon is attacked, you may switch the user in from your party and take the calculated damage.
Once per battle: If your active Pokémon is attacked, you may switch the user in from your party and take the calculated damage.
Quick Draw
Effect:
Always active. Once per battle: Switch the user in and use the signature move with a base attack strength of 1.
Once per battle (during your turn): Switch the user into battle and use the signature move with a base attack strength of 1.
Suction Cups
Effect:
Always active. Once per turn: You may gain 1 extra applicable Apricorn when gaining Apricorns from a battle.
When gaining Apricorns after a wild battle, you gain any (one) additional Apricorn of the same tier.
Sticky Hold
Effect:
Always active. Once per turn: You may gain any tier 1 Apricorn when crafting any item.
Once per turn: You gain any (one) Tier 1 Apricorn after crafting a stew or held item.
Illuminate
Effect:
Always active. When a non-active Pokémon in your party takes damage, you may redirect the damage to the user.
When a non-active Pokémon in your party takes damage, you may redirect the calculated damage to the user, if possible.
Honey Gather
Effect:
Always active. When gaining Apricorns after a battle, you may change one to any other Apricorn of the same tier or lower.
Once per turn: When gaining Apricorns, you may exchange one of them for another Apricorn of the same or lower tier.
Trace
Effect:
Always active. When receiving battle rewards, you may take one additional ability.
When receiving battle rewards, you may take one additional ability.
Hustle
Effect:
Attack strength is increased by 1 but all status symbols deal -1 damage.
Attack strength for all user's moves is increased by 1 but all status symbols deal -1 damage.
Tera Shift
Effect:
Attack strength is increased by 1 for all moves matching the user's Terastal-type.
Gulping Missile
Effect:
Attack strength is increased by 1 if any Water-type move was used (by either Pokémon) last turn.
Attack strength is increased by 1 for all Water-type and Flying-type moves of the user.
Rivalry
Effect:
Attack strength is increased by 1 if the target is the same type as the user.
Attack strength is increased by 1 for all moves of the user that the target could learn.
Strong Jaw
Effect:
Attack strength is increased by 1 while the user's battle fatigue is 2 or higher.
Attack strength of the signature move is increased by 1 if the battle fatigue of the user or the target is 2 or higher.
Tough Claws
Effect:
Attack strength is increased by 1 while the user's battle fatigue is 2 or higher.
Attack strength of the signature move is increased by 1 if the battle fatigue of the user or the target is 2 or higher.
Solar Power
Effect:
Attack strength is increased by 1, but the user takes 2 damage at the end of every turn.
Attack strength for all user's moves is increased by 1, but the user takes 2 damage after every (own) attack.
Reckless
Effect:
Attack strength is increased by 1, but the user takes 2 damage at the end of your turns.
Attack strength for all user's moves is increased by 1, but the user takes 2 damage after every (own) attack.
Stakeout
Effect:
Attack strength is increased by 1, if the target is different (form or Pokémon) than last turn.
Attack strength for all user's moves is increased by 1, if the target is different (form or Pokémon) than last turn.
Truant
Effect:
Attack strength is increased by 1. Remove 2 regular hits from attacks if the battle fatigue of the user is odd.
Adaptability
Effect:
Attack strength of moves matching the user's type is increased by 1.
Attack strength of moves matching the user's primary type is increased by 1.
Power Spot
Effect:
Attack strength of moves used by the user and target is increased by 1.
Attack strength of all moves of the user and target is increased by 1.
Gorilla Tactics
Effect:
Attack strength of moves used twice in a row is increased by 1.
Toxic Boost
Effect:
Attack strength of the signature move is increased by 1 if any non-fainted Pokémon in your party is Poisoned.
Attack strength of the signature move is increased by 1 if the user known any non-signature Poison-type moves.
Beads of Ruin
Effect:
Attack strength of the signature move is increased by 1.
Tablets of Ruin
Effect:
Base health is increased by 2.
Base health is increased by 2. Cannot be disabled.
Vessel of Ruin
Effect:
Base initiative is increased by 1.
Base health and Initiative are increased by 1. Cannot be disabled.
Queenly Majesty
Effect:
Battle fatigue for the user and the target will always be treated as 3. Pokémon still take normal damage from fatique.
The battle fatigue of the target and the user is treated as (but not changed to) 3, if their battle fatigue is lower than 3.
Hadron Engine
Effect:
Bug-type and Psychic-type moveH39:I40s of the user and the target deal -1 damage.
Bug-type and Psychic-type moves of the user and the target deal -1 damage.
Swarm
Effect:
Bug-type moves of the user and the target deal 1 extra damage.
Aura Break
Effect:
Dark-type and Fairy-type moves of the user and the target deal -1 extra damage.
Orichalcum Pulse
Effect:
Dark-type and Ghost-type moves of the user and the target deal -1 damage.
Dark Aura
Effect:
Dark-type moves of the user and the target deal 1 extra damage.
Dragon's Maw
Effect:
Dragon-type moves of the user and the target deal 1 extra damage.
Transistor
Effect:
Electric-type moves of the user and the target deal 1 extra damage.
Fairy Aura
Effect:
Fairy-type moves of the user and the target deal 1 extra damage.
Scrappy
Effect:
Fighting-type and Normal-type moves of the user and the target ignore resistances.
Moves of the user and the target that match their (own) primary type ignore resistances.
Mind's Eye
Effect:
Fighting-type and Normal-type moves of the user and the target ignore resistances.
Iron Fist
Effect:
Fighting-type moves of the user and the target deal 1 extra damage.
Primordial Sea
Effect:
Fire-type and Steel-type moves of the user and the target deal -1 damage.
Drought
Effect:
Fire-type moves of the user and the target deal 1 extra damage.
Gale Wings
Effect:
Flying-type moves of the user and the target deal 1 extra damage.
Delta Stream
Effect:
Grass-type and Bug-type moves of the user and the target deal -1 damage.
Ice-type and Poison-type moves of the user and the target deal -1 damage.
Flower Veil
Effect:
Grass-type and Fairy-type moves of the user cannot be negatively affected by the target.
Grass-type and Fairy-type moves of the user cannot have their dice removed from opponent's move effects.
Overgrow
Effect:
Grass-type moves of the user and the target deal 1 extra damage.
Sand Stream
Effect:
Ground-type moves of the user and the target deal 1 extra damage.
Rain Dish
Effect:
Heal 1 damage at the end of your turns.
Unnerve
Effect:
Held items of the user and the target cannot be activated.
Frisk
Effect:
Held items of the user and the target cannot be activated.
Klutz
Effect:
Held items of the user and the target cannot be activated. Form changes are not affected.
Held items of the user and the target cannot be activated.
Snow Warning
Effect:
Ice-type moves of the user and the target deal 1 extra damage.
Toxic Chain
Effect:
If 2 or more status symbols are rolled when attacking, inflict the Poisoned status on the target.
Once per battle (during your turn): If the target is Poisoned, you may transfer the Poisoned status to a different Pokémon in the opponent's party.
Skill Link
Effect:
If 3 or more regular hits are rolled when attacking, deal 1 extra damage.
Technician
Effect:
If a move's attack strength is 2 or lower, increase it by 1.
Sharpness
Effect:
If any critical hits are rolled when attacking, deal 1 extra damage.
Sniper
Effect:
If any critical hits are rolled when attacking, deal 1 extra damage.
Simple
Effect:
If any status symbols are rolled when attacking, deal 1 extra damage.
Serene Grace
Effect:
If any status symbols are rolled when attacking, deal 1 extra damage.
Shields Down
Effect:
If the health of the user is 2 or less at the end of your turn: Faint and deal 4 damage to the target.
If the health of the user is 2 or less at the end of your turn: Faint, then deal 4 damage to the target.
Battle Bond
Effect:
If the target faints, add 1 critical hit to the next roll of the user.
Once per battle: If the target faints, add 1 critical hit to the next roll of the user.
Chilling Neigh
Effect:
If the target faints, add 1 regular hit and 1 status symbol to the next roll of the user.
If the target faints, add 1 regular hit to the next roll of the user.
Moxie
Effect:
If the target faints, add 1 regular hit to the next roll of the user.
Soul-Heart
Effect:
If the target faints, add 1 status symbol to the next roll of the user.
Grim Neigh
Effect:
If the target faints, add 2 status symbols to the next roll of the user.
If the target faints, add 1 status symbol to the next roll of the user.
Bad Dreams
Effect:
If the target is Drowsy, attack strength is increased by 1.
Attack strength of the signature move of the user is increased by 1 if any Pokémon in the opponent's party is Drowsy.
Merciless
Effect:
If the target is Poisoned, attack strength is increased by 1.
Attack strength of the signature move of the user is increased by 1 if any Pokémon in the opponent's party is Burned.
Poison Point
Effect:
If the target is Poisoned, non-signature moves of the target deal -1 damage.
Attack strength of the signature move of the user is increased by 1 if any Pokémon in the opponent's party is Poisoned.
Mummy
Effect:
If the user faints, inflict the Drowsy status on the target.
Corrosion
Effect:
If the user faints, inflict the Poisoned status on the target.
Aftermath
Effect:
If the user faints, roll 3 typeless dice. Deal damage to the target equal to the damage rolled.
Innards Out
Effect:
If the user faints, roll 3 typeless dice. Deal damage to the target equal to the damage rolled.
Accelerator
Effect:
If the user has a consumable or no held item, initiative is increased by 2.
Quick Feet
Effect:
If the user has any status effect, initiative is increased by 1.
If the user has any status effect, initiative is increased by 2.
Tangled Feet
Effect:
If the user has any status effect, the user takes -1 damage from all sources.
If the user has any status effect, the user takes -1 damage from all attacks from the target.
Marvel Scale
Effect:
If the user has any status effect, the user takes -1 damage from all sources.
The user takes no damage from the Poisoned or Confused status.
Deepsea Swarm
Effect:
If the user has full health, attack strength is increased by 1.
Attack strength for all user's moves is increased by 1, if the user has full health.
Shadow Shield
Effect:
If the user has full health, opponent's Ghost-type, Normal-type and Dark-type attacks deal -2 damage.
If the user has full health: Ghost-type, Normal-type and Dark-type moves of the target deal -2 damage.
Minus
Effect:
If the user has no held item, attack strength is increased by 1.
Attack strength of the signature move of the user is increased by 1, if the user has a consumable or no held item.
Plus
Effect:
If the user has no held item, initiative is increased by 1.
If the user has a consumable or no held item, initiative is increased by 1.
Unburden
Effect:
If the user has no held item, initiative is increased by 1.
If the user has a consumable or no held item, initiative is increased by 1.
Pickpocket
Effect:
If the user has no held item, you may use the berry equipped to the target if the usage conditions are met.
If the user has no held item, you may use (and discard) the target's berry (during your turn), if the usage conditions are met.
Stamina
Effect:
If the user is attacked and any status symbols are rolled, take -1 damage.
Shed Skin
Effect:
If the user is attacked by a Dragon-type move: You may remove any status effect from a Pokémon in your party.
If the user is attacked by a Pokémon that knows a Dragon-type move, you may remove any status effect from a Pokémon in your party.
Leaf Guard
Effect:
If the user is attacked by a Grass-type move: You may remove any status effect from a Pokémon in your party.
If the user is attacked by a Pokémon that knows a Grass-type move, you may remove any status effect from a Pokémon in your party.
Mycelium Might
Effect:
If the user is attacked by a Poison-type move: You may remove any status effect from a Pokémon in your party.
If the user is attacked by a Pokémon that knows a Poison-type move, you may remove any status effect from a Pokémon in your party.
Wonder Skin
Effect:
If the user is attacked by a Psychic-type move: You may remove any status effect from a Pokémon in your party.
If the user is attacked by a Pokémon that knows a Psychic-type move, you may remove any status effect from a Pokémon in your party.
Overcoat
Effect:
If the user is attacked, Flying-type and Ice-type moves deal -2 damage.
Motor Drive
Effect:
If the user is attacked, Psychic and Electic-type moves deal -2 damage.
Friend Guard
Effect:
If the user is attacked, take -1 damage if the move matches any learnable type of the user.
Water Compaction
Effect:
If the user is attacked, Water-type and Rock-type moves deal -2 damage.
Perish Body
Effect:
If the user is attacked, battle fatigue is increased by 2 for the user and the target.
If the user is attacked, battle fatigue of the target is increased by 1.
Battle Armor
Effect:
If the user is attacked, change 1 critical hits into a status symbol.
If the user is attacked, change 1 regular hit into a status symbol.
Rough Skin
Effect:
If the user is attacked, deal 1 damage to the target.
Wind Power
Effect:
If the user is attacked, Electric-type and Flying-type moves deal -2 damage.
Volt Absorb
Effect:
If the user is attacked, Electric-type moves deal -4 damage.
Lightning Rod
Effect:
If the user is attacked, Electric-type moves deal -4 damage.
If the user is attacked and the target knows an Electric-type move: Heal 2 damage at the end of the target's turn.
Thermal Exchange
Effect:
If the user is attacked, Fire-type and Fairy-type moves deal -2 damage.
Fluffy
Effect:
If the user is attacked, Fire-type moves deal 2 extra damage and Fighting-type moves deal -2 damage.
Dry Skin
Effect:
If the user is attacked, Fire-type moves deal 2 extra damage and Water-type moves deal -2 damage.
Heatproof
Effect:
If the user is attacked, Fire-type moves deal -4 damage.
Wind Rider
Effect:
If the user is attacked, Flying-type moves deal -4 damage.
Shell Armor
Effect:
If the user is attacked, for every critical hit rolled, remove one regular hit.
If the user is attacked, change 1 regular hit into a status symbol.
Sap Sipper
Effect:
If the user is attacked, Grass-type moves deal -4 damage.
Levitate
Effect:
If the user is attacked, Ground-type and Fighting-type moves deal -2 damage.
Sand Veil
Effect:
If the user is attacked, Ground-type moves deal -4 damage.
Thick Fat
Effect:
If the user is attacked, Ice-type and Fire-type moves deal -2 damage.
Snow Cloak
Effect:
If the user is attacked, Ice-type moves deal -4 damage.
If the user is attacked and 2 status symbols were rolled: Inflict the Frozen status on the target, if possible.
Punk Rock
Effect:
If the user is attacked, Normal-type and Flying-type moves deal -2 damage.
Soundproof
Effect:
If the user is attacked, Normal-type moves deal -4 damage.
Fur Coat
Effect:
If the user is attacked, Normal-type, Fighting-type and Ground-type moves deal -2 damage.
If the user is attacked, Steel-type and Fighting-type moves deal -2 damage.
Earth Eater
Effect:
If the user is attacked, Rock-type moves deal 2 extra damage and Ground-type moves deal -2 damage.
Cute Charm
Effect:
If the user is attacked, roll 1 attack dice and 1 status dice in response. On critical hit, inflict the rolled status on the target.
If the user is attacked and 2 (or more) non-regular hits were rolled: Inflict the Drowsy status on the target, if possible.
Flame Body
Effect:
If the user is attacked, roll 1 status dice in response. Inflict the Burned status on the target if it was rolled.
If the user is attacked and 2 status symbols were rolled: Inflict the Burned status on the target, if possible.
Iron Barbs
Effect:
If the user is attacked, roll 1 status dice in response. Inflict the Confused status on the target if it was rolled.
If the user is attacked and 2 (or more) non-regular hits were rolled: Inflict the Confused status on the target, if possible.
Static
Effect:
If the user is attacked, roll 1 status dice in response. Inflict the Paralyzed status on the target if it was rolled.
If the user is attacked and 2 (or more) non-regular hits were rolled: Inflict the Paralyzed status on the target, if possible.
Liquid Ooze
Effect:
If the user is attacked, roll 1 status dice in response. Inflict the Poisoned status on the target if it was rolled.
If the user is attacked and 2 (or more) non-regular hits were rolled: Inflict the Poisoned status on the target, if possible.
Toxic Debris
Effect:
If the user is attacked, roll 1 status dice in response. Inflict the Poisoned status on the target if it was rolled.
Once per battle: If the user or the target is inflicted with the Poisoned status, initiative is increased by 1 until the end of the battle.
Magnet Pull
Effect:
If the user is attacked, Steel-type and Ghost-type moves deal -2 damage.
Filter
Effect:
If the user is attacked, super-effective moves deal -1 damage.
Justified
Effect:
If the user is attacked, take -1 damage if the target knows a Dark-type or Ghost-type move.
Grass Pelt
Effect:
If the user is attacked, take -1 damage if the target knows a Grass-type or Poison-type move.
Mirror Armor
Effect:
If the user is attacked, take -1 damage if the target knows a Psychic-type or Dark-type move.
Water Absorb
Effect:
If the user is attacked, take -1 damage if the target knows a Water-type or Ice-type move.
Intimidate
Effect:
If the user is attacked, take -1 damage if the target rolled any critical hit.
Disguise
Effect:
If the user is attacked, type effectiveness is flipped.
Steam Engine
Effect:
If the user is attacked, Water-type and Fire-type moves deal -2 damage.
Storm Drain
Effect:
If the user is attacked, Water-type moves deal -4 damage.
Inner Focus
Effect:
If the user is being inflicted with the Confused status, negate it and (once per battle) initiative is increased by 1 for the rest of the battle.
Once per battle: If the user or the target is inflicted with the Confused status, heal 2 damage.
Oblivious
Effect:
If the user is being inflicted with the Confused status, negate it and (once per battle) initiative is increased by 1 for the rest of the battle.
Once per battle: If the user or the target is inflicted with the Confused status, (own) initiative is increased by 1 until the end of the battle.
Insomnia
Effect:
If the user is being inflicted with the Drowsy status, negate it and (once per battle) initiative is increased by 1 for the rest of the battle.
Once per battle: If the user or the target is inflicted with the Drowsy status, (own) initiative is increased by 1 until the end of the battle.
Early Bird
Effect:
If the user is being inflicted with the Drowsy status, negate it and heal 2 damage instead.
Once per battle: If the user or the target is inflicted with the Drowsy status, heal 2 damage.
Magma Armor
Effect:
If the user is being inflicted with the Frozen status, negate it and heal 2 damage instead.
Once per battle: If the user or the target is inflicted with the Frozen status, heal 2 damage.
Limber
Effect:
If the user is being inflicted with the Paralyzed status, negate it and (once per battle) initiative is increased by 1 for the rest of the battle.
Once per battle: If the user or the target is inflicted with the Paralyzed status, (own) initiative is increased by 1 until the end of the battle.
Immunity
Effect:
If the user is being inflicted with the Poisoned status, negate it and heal 2 damage instead.
Once per battle: If the user or the target is inflicted with the Poisoned status, heal 2 damage.
Power Construct
Effect:
If the user is below half health rounded down, attack strength is increased by 1.
Attack strength for all user's moves is increased by 1, if the user's health is equal to or less than half its base value.
Guts
Effect:
If the user is inflicted by any status effect, attack strength is increased by 1.
Attack strength for all user's moves is increased by 1, if the user's has any status effect.
Competitive
Effect:
If the user is inflicted by any status effect, initiative is increased by 1.
If the user has any status effect, initiative is increased by 1.
Synchronize
Effect:
If the user is inflicted with a status effect, inflict the same status effect on the target, if possible.
Once per battle: If the user is inflicted with a status effect, you may inflict the same status on the target, if possible.
Flower Gift
Effect:
If the user is not in it's base form (excluding dynamax and mega evolution), attack strength is increased by 1.
Attack strength of the signature move is increased by 1 if the user is not in it's base form.
Poison Heal
Effect:
If the user is Poisoned, heal 1 damage at the end of every turn instead of taking damage.
Poison Puppeteer
Effect:
If the user or the target are inflicted with Poisoned status, also inflict Confused.
If the user or the target are inflicted with Poisoned status, also inflict Confused simultaneously.
Battery
Effect:
If the user switched out or faints, your next Pokémon deals 1 extra damage on the first move.
If the user faints, the next Pokémon you switch into battle heals 2 damage and any status effects.
Anger Point
Effect:
If the user took more than half of it's base health as damage in one hit, attack strength of the next attack is increased by 2.
Once per battle: If the user has 2 or less health, you may add 2 regular hits or 2 status symbols to your next roll.
Hunger Switch
Effect:
If the user used a berry this battle: Attack strength is increased by 1.
If the user used a consumable this battle: (All) moves of the user deal 1 extra damage.
Cheek Pouch
Effect:
If the user used a berry this battle: Heal 1 damage at the end of your turns.
When the user uses a berry: Heal 1 damage at the end of your turns (until switched out).
Harvest
Effect:
If the user used a berry this battle: Roll an attack dice. On critical hit: You may return the berry to your bag instead of discarding it.
When the user uses a berry: Roll the status dice and inflict the result on the target, if possible.
Defeatist
Effect:
If the user's health is equal to or more than half it's base value, attack strength is increased by 1.
If the user is missing 2 health or less: The attack strength of all moves of the user is increased by 1.
Defiant
Effect:
If the user's initiative is higher than it's base value, moves deal 1 extra damage.
Surge Surfer
Effect:
If the user's initiative is lower than the target's, the user's signature move ignores resistances.
Electromorphosis
Effect:
If the user's initiative is lower than the target's: Electric-type moves deal 1 extra damage.
Analytic
Effect:
If the user's initiative is lower than the target's: The first move of the user deals 2 extra damage.
Once until switched out (during your turn): You may heal any status effect from the target to heal 2 damage.
Light Metal
Effect:
Increases the initiative of the user by 1 for every Steel-type move it knows.
Increases the initiative of the user by 1 for every Steel-type move the user knows.
Chlorophyll
Effect:
Initiative is increased by 1.
If the user has a Fire-type or Grass-type non-signature move, initiative is increased by 1.
Speed Boost
Effect:
Initiative is increased by 1.
If the user has a Electric-type or Flying-type non-signature move, initiative is increased by 1.
Cloud Nine
Effect:
Move effects of the user and target that increase the attack strength of moves are negated.
Move effects of the user and target that increase the attack strength of (own) moves are negated.
Sheer Force
Effect:
Move effects that inflict status effects are negated. Attack strength of affected moves is increased by 1.
Mold Breaker
Effect:
Non-signature moves deal +2 damage if the move type is resisted by the target.
Non-signature moves deal +2 damage if the move is resisted by the target.
Tinted Lens
Effect:
Non-signature moves ignore resistances.
The third move of the user ignores resistances.
Screen Cleaner
Effect:
Once ber battle: If the opponent uses their signature move, you may disable the move effect for this turn.
Multitype
Effect:
Once per battle: Your next signature move roll may be treated as super-effective (+2).
Once per battle (during your turn): Your next signature move roll may be treated as super-effective (+2).
Mega Launcher
Effect:
Once per battle: Add 1 critical hit to the next attack roll of the user.
Once per battle (during your turn): Add 1 critical hit to the next attack roll of the user.
Super Luck
Effect:
Once per battle: Add 1 critical hit to your attack roll.
Once per battle (during your turn): Change all your rolled status symbols into regular hits.
Moody
Effect:
Once per battle: Add 1 regular hit and 1 status symbol to the next attack roll of the user.
Once per battle (during your turn): Add 1 regular hit and 1 status symbol to the next attack roll of the user.
Stance Change
Effect:
Once per battle: Add 1 regular hits or 1 status symbols to the next attack roll of the user.
Once per battle (during your turn): Add 1 regular hit and 1 status symbol to the next attack roll of the user.
Victory Star
Effect:
Once per battle: Add 2 regular hits or 1 critical hit to the next attack roll of the user.
Once per battle (during your turn): Add 2 regular hits to the next attack roll of the user.
Zero to Hero
Effect:
Once per battle: Add 2 regular hits to the next attack roll of the user.
Once per battle (during your turn): Add 2 regular hits to the next attack roll of the user.
Download
Effect:
Once per battle: Add 2 regular hits to the next attack roll of the user.
Once per battle (during your turn): Add 2 regular hits to the next attack roll of the user.
Regenerator
Effect:
Once per battle: Heal 2 damage.
Once per battle (during your turn): Heal 2 damage.
Triage
Effect:
Once per battle: Heal 2 damage.
Once per battle (during your turn): Heal 2 damage.
Beast Boost
Effect:
Once per battle: If the target faints, add 2 regular hits to the next roll of the user.
Rocky Payload
Effect:
Once per battle: If the user attacked with a Rock-type move: You may heal 2 damage.
Once until switched out: If the user attacks with a Rock-type move, you may heal 1 damage and any status effects.
Tera Shell
Effect:
Once per battle: If the user has full health, take -2 damage from all sources.
Ice Face
Effect:
Once per battle: If the user has full health, take -2 damage from all sources.
Multiscale
Effect:
Once per battle: If the user has full health, take -2 damage from all sources.
Illusion
Effect:
Once per battle: If the user has full health, take -2 damage from all sources.
Symbiosis
Effect:
Once per battle: If the user has no held item, you may use the effect of a held item in your party (for one turn) if the usage conditions are met.
Once per battle (during your turn): If the user has no held item, you may equip a berry from your bag to the user.
Magician
Effect:
Once per battle: If the user has no held item, you may use the effect of the target's held item (for one turn) if the usage conditions are met.
Once per battle (during your turn): If the user has no held item, you may equip a berry from your bag to the user.
Effect Spore
Effect:
Once per battle: If the user inflicts the target with a status effect, you may roll the status dice and inflict the result on the target instead.
Emergency Exit
Effect:
Once per battle: If the user is about to take lethal damage, negate all damage and inflict the Drowsy status on the user.
Once per battle: If the user is about to take lethal damage from an opponent's move, negate all damage and inflict the Drowsy status on the user.
Rattled
Effect:
Once per battle: If the user is attacked by a Ghost-type, Dark-type or Bug-type move, initiative is increased by 2 for the rest of the battle.
Once per battle: If the user is attacked by a Pokémon knowing a Bug-type or Dark-type move, initiative is increased by 2 for the rest of the battle.
Purifying Salt
Effect:
Once per battle: If the user is attacked by a Pokémon knowing a Ghost-type move: Remove any status effect from a Pokémon in your party.
Hydration
Effect:
Once per battle: If the user is attacked by a Pokémon knowing a Water-type move: Remove any status effect from a Pokémon in your party.
Steadfast
Effect:
Once per battle: If the user is attacked, initiative is increased by 1 for the rest of the battle.
Sand Spit
Effect:
Once per battle: If the user is attacked, roll 1 status dice in response. Inflict the result on the target.
Seed Sower
Effect:
Once per battle: If the user is attacked, roll 1 status dice in response. Inflict the result on the target.
Weak Armor
Effect:
Once per battle: If the user is attacked, take 1 extra damage and increase initiative by 2 for the rest of the battle.
Bulletproof
Effect:
Once per battle: If the user is attacked, you may change all critical hits into a regular hits.
Once per battle: If the user is attacked, you may treat the type effectiveness as neutral (+0).
Cotton Down
Effect:
Once per battle: If the user is attacked, you may decrease the initiative of the target by 2 for the rest of the battle.
Good as Gold
Effect:
Once per battle: If the user is inflicted by a status effect(s), you may change it to any (1) other status effect.
Cud Chew
Effect:
Once per battle: if the user used a berry, you may equip another berry from your bag.
Once per battle: if the user used a berry, you may equip the same berry from your bag, if possible.
Sturdy
Effect:
Once per battle: If the user would take lethal while at full health, negate all damage but critical hits.
Once per battle (during the opponent's turn): If the user would take lethal damage while at full health, negate all damage but critical hits.
Swift Swim
Effect:
Once per battle: If the user's base initiative is lower than the target's, initiative is increased by 2 until the user switches out.
Slush Rush
Effect:
Once per battle: If the user's base initiative is lower than the target's, initiative is increased by 2 until the user switches out.
Sand Rush
Effect:
Once per battle: If the user's base initiative is lower than the target's, initiative is increased by 2 until the user switches out.
Irradiance
Effect:
Once per battle: Take 1 damage and inflict the Burned status on the target.
Once per battle: The user may take 1 damage and inflict the Burned status on the target.
Mimicry
Effect:
Once per battle: The signature move can be treated as any learnable type of the target.
RKS System
Effect:
Once per battle: The signature move can be treated as any type the user cannot learn.
Once per battle: The signature move can be treated as any learnable type of the target.
Liquid Voice
Effect:
Once per battle: The signature move may be treated as a Water-type move and attack strength is increased by 1.
Color Change
Effect:
Once per battle: The signature move may be treated as any learnable type of the user.
Protean
Effect:
Once per battle: The signature move may be treated as any learnable type of the user.
Libero
Effect:
Once per battle: The signature move may be treated as any learnable type of the user.
Dancer
Effect:
Once per battle: The signature move may be treated as any non-signature move known by the target.
Compound Eyes
Effect:
Once per battle: The user may reroll all non-regular hit dice when using a move.
Telepathy
Effect:
Once per battle: The user may switch out after using a move.
Once per battle: The user may switch out after using a move. Cannot be used if a second move was used this turn.
Run Away
Effect:
Once per battle: The user may switch out after using a move.
Once per battle: The user may switch out after using a move. Cannot be used if a second move was used this turn.
Magic Bounce
Effect:
Once per battle: When inflicted with a status effect, inflict it on the target instead.
Supersweet Syrup
Effect:
Once per battle: When the target next attacks, remove all regular hits from the roll.
Once per battle (during your turn): When the target next attacks, remove all regular hits from the roll.
Stench
Effect:
Once per battle: When the user is attacked, inflict the Confused status on the target.
Once per battle: If the user is attacked, inflict the Confused status on the target.
Dazzling
Effect:
Once per battle: When the user is attacked, you may change the attack strength to 3.
Once per battle (during your opponent's turn): If the user is attacked, you may change the attack strength to 3.
Costar
Effect:
Once per battle: When using the signature move, you may change the effect to the effect of a signature move of a non-fainted Pokémon in your party.
Wimp Out
Effect:
Once per battle: While the user is below half of it's base health (rounded down), the user may switch out, ignoring all restrictions.
Once per battle (during your turn): While the user is below half of it's base health (rounded down), the user may switch out, ignoring all restrictions.
Hospitality
Effect:
Once per battle: You may heal 3 damage from any Pokémon in your party.
Once per battle (during your turn): You may heal 2 damage from any Pokémon in your party.
Huge Power
Effect:
Once per battle: You may increase the attack strength of your next move by 1.
Once per battle (during your turn): You may increase the attack strength of your next move by 1.
Pure Power
Effect:
Once per battle: You may increase the attack strength of your next move by 1.
Once per battle (during your turn): You may increase the attack strength of your next move by 1.
Healer
Effect:
Once per battle: You may remove any status effect from a Pokémon in your party.
Once per battle (during your turn): You may remove any status effect from a Pokémon in your party.
Curious Medicine
Effect:
Once per battle: You may remove any status effect from a Pokémon in your party.
Once per battle (during your turn): You may remove any status effect from a Pokémon in your party.
Opportunist
Effect:
Once per battle: You may replace the effect of your signature move with an opponent's move effect when attacking.
Once per battle: When using the signature move, you may change the effect to the effect of a signature move of a non-fainted Pokémon in your party.
As One
Effect:
Once per battle: You may treat this ability as one other ability attached to a non-fainted Pokémon in your party for one turn.
Once per battle: The user may use a spent 'Once per battle' ability of a non-fainted Pokémon in your party.
Receiver
Effect:
Once per battle: You may treat this ability as one other ability attached to a non-fainted Pokémon in your party for one turn.
Once per battle: The user may use a spent 'Once per battle' ability of a non-fainted Pokémon in your party.
Power of Alchemy
Effect:
Once per battle: You may treat this ability as one other ability attached to a non-fainted Pokémon in your party for one turn.
Once per battle: The user may use a spent 'Once per battle' ability of a non-fainted Pokémon in your party.
Parental Bond
Effect:
Once per battle: You may use a second move this turn. Attack strength for the second move is set to 1 and cannot be altered by other effects.
Once per battle: You may use a second move this turn. Attack strength for this move is 1 and cannot be increased.
Prankster
Effect:
Once per battle: You may use a second move this turn. Attack strength for the second move is set to 1.
Once per battle: You may use a second move this turn. Attack strength for this move is 1 and cannot be increased.
Gluttony
Effect:
Once per battle: You may use the effect of a berry in your bag if the usage conditions are met. Discard the berry afterwards.
Once per battle (during your turn): You may use the effect of a berry in your bag if the usage conditions are met. Discard the berry afterwards.
Pickup
Effect:
Once per battle: You may use the effect of a berry in your bag. Discard the berry afterwards.
Once per battle (during your turn): You may use the effect of a berry in your bag if the usage conditions are met. Discard the berry afterwards.
Wandering Spirit
Effect:
Once per battle: You may use the effect of the ability of the target.
Sword of Ruin
Effect:
Once per battle: Your next signature move roll deals 2 extra damage.
Attack strength of the third move of the user is increased by 1.
Supreme Overlord
Effect:
Once until switched out: For each 2 fainted Pokémon in your party: Your next move may deals 1 extra damage.
Gooey
Effect:
Once until switched out: If the user is attacked, decrease the initiative of the target by 1 for the rest of the battle.
Tangling Hair
Effect:
Once until switched out: If the user is attacked, decrease the initiative of the target by 1 for the rest of the battle.
Flash Fire
Effect:
Once until switched out: If the user is attacked, Fire-type and Dragon-type moves deal -2 damage.
Intrepid Sword
Effect:
Once until switched out: The next signature move roll deals 1 extra damage.
Once until switched out: The first use of the signature move deals 1 extra damage.
Hyper Cutter
Effect:
Once until switched out: The user may change all non-regular hits to regular hits when using a move.
Rock Head
Effect:
Once until switched out: The user takes no self-inflicted damage from using a move (including Confused damage).
The user takes -1 self-inflicted damage from moves effects.
Keen Eye
Effect:
Once until switched out: You may change all critical hits into status symbols when attacking.
Ice Scales
Effect:
Once until switched out: You may remove all added dice from any roll.
Once until switched out: You may remove one added dice froman opponent's roll.
Sand Force
Effect:
Rock-type moves of the user and the target deal 1 extra damage.
Steelworker
Effect:
Steel-type moves of the user and the target deal 1 extra damage.
Neuroforce
Effect:
Super-effective moves deal 1 extra damage.
Embody Aspect
Effect:
The base health of the user is increased by 1 for each move matching the user's types.
The base health of the user is increased by 1 for each move matching the user's type(s). Cannot be disabled.
Unaware
Effect:
The dice rolled when attacking cannot be replaced or removed by any effect.
Once until switched out: The first time the user has to remove a dice (from the next roll) by an opponent's effect, negate this effect.
Stalwart
Effect:
The dice rolled when using non-signature moves cannot be replaced or removed by opponent's effect.
The dice rolled when using non-signature moves cannot be removed by opponent's move effects.
Propeller Tail
Effect:
The dice rolled when using the signature move cannot be replaced or removed by any opponent's effects.
The dice rolled when using the signature move cannot be removed by opponent's move effects.
Unseen Fist
Effect:
The dice rolled when using the signature move cannot be replaced or removed by opponent's effect.
The dice rolled when using the signature move cannot be removed by opponent's move effects.
Ripen
Effect:
The effect (healing, damage, attack strength) of consumed berries is increased by 1.
Armor Tail
Effect:
The opponent may not use moves effects that copy other moves (or move effects) or allow the usage of a second move in the same turn.
The opponent may not use moves effects that allow the usage of a second move in the same turn.
Infiltrator
Effect:
The signature move ignores resistances.
Teraform Zero
Effect:
The signature move ignores resistances.
Big Pecks
Effect:
The target may not use move effects that add regular hits to rolls.
The target may not use move effects that add regular hits to (own) rolls.
Clear Body
Effect:
The target may not use move effects that add status symbols to rolls.
The target may not use move effects that add status symbols to (own) rolls.
Contrary
Effect:
The target may not use move effects that remove dice from the user's rolls.
If a move effect of the opponent removes dice (from your next roll), add 1 regular hit to the next roll.
Pressure
Effect:
The target may not use the same move twice in a row, if possible.
Neutralizing Gas
Effect:
The target's and all abilities in the parties cannot be activated.
Turboblaze
Effect:
The target's and all abilities in the parties cannot be activated.
Teravolt
Effect:
The target's and all abilities in the parties cannot be activated.
Arena Trap
Effect:
The user and the target may not change form, switch out or flee the battle.
Shadow Tag
Effect:
The user and the target may not change form, switch out or flee the battle.
Damp
Effect:
The user and the target may not use moves that deal self-inflicted damage, if possible.
Lingering Aroma
Effect:
The user and the target's ability are treated as: Heal 1 damage at the end of every turn.
Water Veil
Effect:
The user cannot be inflicted with the Burned status.
The user is immune to the effect of the Burned status. If the user is Burned, heal 1 damage at the end of your turns.
Own Tempo
Effect:
The user cannot be inflicted with the Confused status.
The user is immune to the effect of the Confused status. If the user is Confused, increase initiative by 1.
Vital Spirit
Effect:
The user cannot be inflicted with the Drowsy status.
The user is immune to the effect of the Paralyzed status. If the user is Paralyzed, increase initiative by 1.
Sweet Veil
Effect:
The user cannot be inflicted with the Drowsy status.
The user is immune to the effect of the Drowsy status. If the user is Drowsy, the user takes -1 damage from opponent's moves.
Pastel Veil
Effect:
The user cannot be inflicted with the Poisoned status.
The user is immune to the effect of the Poisoned status. If the user is Poisoned, heal 1 damage at the end of your turns.
Anger Shell
Effect:
The user deals and takes 1 extra damage from all sources (except status effects).
All moves of the user and the target deal 1 extra damage.
Flare Boost
Effect:
The user is always Burned. The user does not suffer negative effects from being Burned.
The user is always Burned, ignoring type resistance. The user does not suffer negative effects from being Burned.
Comatose
Effect:
The user is always Drowsy. The user does not suffer negative effects from being Drowsy.
The user is always Drowsy, ignoring type resistance. The user does not suffer negative effects from being Drowsy.
Ice Body
Effect:
The user is always Frozen. The user does not suffer negative effects from being Frozen.
The user is always Frozen, ignoring type resistance. The user does not suffer negative effects from being Frozen.
Toxic Mantle
Effect:
The user is always Poisoned, ignoring status immunity. The user does not suffer negative effects from (all) status effects.
Aroma Veil
Effect:
The user is not affected by move effects of opponent's move that are used twice in a row against the user.
Inflict the Drowsy status on the target, if the target used the same move against the user twice in a row.
Cursed Body
Effect:
The user is not affected by move effects of opponent's move that are used twice in a row against the user.
Inflict the Poisoned status on the target, if the target used the same move against the user twice in a row.
Forewarn
Effect:
The user is not negatively affected by move effects of moves of the target that are super-effective.
The user cannot be inflicted by status effects by the target's super-effective moves.
Copycat
Effect:
The user may use the signature move of the target, but the attack strength is set to 1.
The user may use the signature move of the target, but the attack strength is set to 1 and cannot be increased.
Shell Guard
Effect:
The user takes -1 damage all moves that are not super-effective.
The user takes -1 damage all moves that are resisted.
Prism Armor
Effect:
The user takes -1 damage from all super-effective moves.
The user takes -1 damage from super-effective moves.
Dauntless Shield
Effect:
The user takes -1 damage from neutral (+0 effectiveness) moves.
Anticipation
Effect:
The user takes -1 damage from super-effective moves.
Full Metal Body
Effect:
The user takes -1 self-inflicted damage from all instances (including status effects).
The user takes -1 self-inflicted damage from moves effects.
Long Reach
Effect:
The user takes -1 self-inflicted damage from all instances (including status effects).
The user takes -1 self-inflicted damage from moves effects.
Wonder Cloak
Effect:
The user takes -3 damage from moves that match the type of non-fainted Pokémon in your party.
The user takes -4 damage from moves that don't match the user's learnable types.
Wonder Guard
Effect:
The user takes -4 damage from non-super-effective moves.
Magic Guard
Effect:
The user takes no damage from status effects.
Once per battle: The user may ignore fatigue damage.
Slow Start
Effect:
The user's initiative is decreased by 4, but attack strength is increased by 1.
The user's initiative is decreased by 4, but attack strength of all moves of the user is increased by 1.
Stall
Effect:
The user's initiative is decreased by 4, but base health is increased by 3.
The user's initiative is decreased by 4, but base health is increased by 3. Cannot be disabled.
Desolate Land
Effect:
Water-type and Ice-type moves of the user and the target deal -1 damage.
Water Bubble
Effect:
Water-type moves deal 1 extra damage. If the user is attacked, Fire-type moves deal -2 damage.
Commander
Effect:
Water-type moves may be treated as Dragon-type moves.
Drizzle
Effect:
Water-type moves of the user and the target deal 1 extra damage.
Forecast
Effect:
Water-type, Fire-type, Ice-type and Ground-type moves of the user and the target ignore resistances.
Imposter
Effect:
When first switched into battle: Copy the ability, non-signature moves and initative (max. 12) of the target until the end of the battle.
Natural Cure
Effect:
When rolling any critical hits when attacking: Remove any status effect from the user.
Schooling
Effect:
When switched into battle and the user has full health: Change to School Form.
Zen Mode
Effect:
While the user is below half of it's base health (rounded down), attack strength is increased by 1.
While the user is below half of it's base health (rounded down), attack strength of all moves of the user is increased by 1.
Berserk
Effect:
While the user is below half of it's base health (rounded down), attack strength is increased by 1.
While the user is below half of it's base health (rounded down), attack strength of all moves of the user is increased by 1.
Shield Dust
Effect:
While the user is below half of it's base health (rounded down), Bug-type moves deal 1 extra damage.
Electric Surge
Effect:
While the user is below half of it's base health (rounded down), Electric-type moves deal 1 extra damage.
Misty Surge
Effect:
While the user is below half of it's base health (rounded down), Fairy-type moves deal 1 extra damage.
Blaze
Effect:
While the user is below half of it's base health (rounded down), Fire-type moves deal 1 extra damage.
Grassy Surge
Effect:
While the user is below half of it's base health (rounded down), Grass-type moves deal 1 extra damage.
Poison Touch
Effect:
While the user is below half of it's base health (rounded down), Poison-type moves deal 1 extra damage.
Psychic Surge
Effect:
While the user is below half of it's base health (rounded down), Psychic-type moves deal 1 extra damage.
Solid Rock
Effect:
While the user is below half of it's base health (rounded down), Rock-type moves deal 1 extra damage.
Heavy Metal
Effect:
While the user is below half of it's base health (rounded down), Steel-type moves deal 1 extra damage.
Torrent
Effect:
While the user is below half of it's base health (rounded down), Water-type moves deal 1 extra damage.
Living Husk
Effect:
When the user evolves, you may keep all evolutions. Additional Pokémon may be stored in any Poké Ball from your bag.
Ancient Force
Effect:
The user takes -1 damage from neutral (+0) moves, if another Pokémon in your party has this ability.
Resin Shell
Effect:
The first time (each turn) the user heals damage, heal 1 additional damage.
Lightspeed
Effect:
Once per battle: If you have would lose the initiative token, keep it.
Once per battle: Gain the initiative token.
Storm Flood
Effect:
The user takes no damage from resisted moves.
Desert Storm
Effect:
The user takes no damage from resisted moves.
Stratosphere
Effect:
The user takes no damage from resisted moves.
Once per battle: The user takes -3 damage from a super-effective move.
Righteousness
Effect:
When the user faints, the next (own) Pokémon switched in heals 2 damage and any status effect(s).
Ultra Space
Effect:
Once per battle: You may increase the effect of the signature move of the user from '1' to '3'.
Once per battle: You may increase the effect of the signature move of the user from '1' to '3' this turn.
Paradox
Effect:
The user takes -2 damage from moves matching the user's learnable types.
Shadow Walker
Effect:
If your active Pokémon is attacked, you may switch the user in from your party. Reduce the calculated damage by 2, then deal the damage to the user.
Starry Illusion
Effect:
After the user takes non-lethal damage (from an opponent's attack), you may choose to switch the user out. The current turn continues afterwards.
Marksman
Effect:
Once per battle: Heal 1 damage and Add 1 critical hit to the next roll of the user.