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CommodoreJim

Ability Codex

Oct 30th, 2012
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  1. Adaptability - Powers up moves of the same type
  2.  
  3. Aftermath - When KO'd by a melee move, the user of the move loses 1/4 of their HP.
  4.  
  5. Air Lock - Neutralizes weather. Also, Rayquaza calls all of the oxygen in the area into a bubble around him, rendering it unbreathable to anyone else.
  6.  
  7. Analytic - If the user moves after the target, the power of the user's move is increased by 30%.
  8.  
  9. Anger Point - Maximizes the Attack stat of Pokémon with this Ability when they are hit by a critical hit.
  10.  
  11. Anticipation - Pokemon can sense when a strong opponent is nearby, or sense when an opponent is sneaking up behind it. 50 foot radius.
  12.  
  13. Arena Trap - Enemy move actions are halved. 20 radius. Pokemon immune to Ground-type attacks are immune to Arena Trap.
  14.  
  15. Bad Dreams - If you fall asleep and Darkrai is within 100 miles, you have nightmares so bad you die.
  16.  
  17. Battle Armor - Prevents the opponent from landing a critical hit on the owner.
  18.  
  19. Big Pecks - Immune to having Defense stat reduced.
  20.  
  21. Blaze - Increases power of fire type moves by 2x if the user is at 25% or less of their max HP.
  22.  
  23. Chlorophyll - Pokemon can attack twice in one turn.
  24.  
  25. Clear Body - Prevents stat reduction caused by another Pokémon's move or Ability. Does not prevent stat reduction as a side effect from paralysis or burning.
  26.  
  27. Cloud Nine - Prevents all weather effects on the owner.
  28.  
  29. Color Change - When hit by a move, the owner of the ability changes type to match the move that just hit them. In addition, once per encounter, the owner of the ability may become invisible until their next attack.
  30.  
  31. Compoundeyes - Raises accuracy by 30% of a move's original accuracy in battles.
  32.  
  33. Contrary - Inverts stat changes.
  34.  
  35. Cursed Body - Has a 30% chance of Disabling any move that hits the Pokémon.
  36.  
  37. Cute Charm - Has a 30% chance of infatuating an opponent of the opposite gender when hit with a contact move.
  38.  
  39. Damp - Prevents the use of moves such as Selfdestruct and Explosion. 30 foot radius.
  40.  
  41. Defeatist - Halves the user's Attack and Special Attack stat when its HP is at or less than half of its maximum.
  42.  
  43. Defiant - Raises Attack two stages upon having any stat lowered by an opponent.
  44.  
  45. Download - Raises either the Attack stat or Special Attack stat by one stage depending on the foe's lowest current defensive stat (i.e. it will raise Special Attack if the foe's current Special Defense is lower than its current Defense stat). If the foe's Defense and Special Defense are equal, the Special Attack stat is increased.
  46.  
  47. Drizzle - A raincloud pops up over the user at battle's start and can split and be given to targets with contact moves. Lasts the entire battle.
  48.  
  49. Drought - An intense, hot beam of light shines down over the user at battle's start and can split and be given to targets with contact moves. Lasts the entire battle.
  50.  
  51. Dry Skin - Modifies HP depending on climate. During sunshine, the Pokémon with this Ability will lose 1/8 of their maximum HP at the end of each turn. During rain the Pokémon with Dry Skin will regain 1/8 of their maximum HP at the end of each turn. In addition, Fire-type attacks do 25% more damage to these Pokémon, while Water-type attacks will have no effect and heal ¼ of their maximum HP instead.
  52.  
  53. Early Bird - Causes quick awakening from sleep. In the turn the Pokémon is put to sleep, the number of turns it will remain asleep is preset. If it is 6 turns, it will be halved to 3. If 3, it will be rounded to 1. If only 1 turn is preset, it is rounded to 0, causing the Pokémon to instantly wake up at the end of the same turn.
  54.  
  55. Effect Spore - Has a 9% chance of inducing Poison, 10% chance of inducing Paralysis, and 11% chance of inducing Sleep when hit by a contact move.
  56.  
  57. Filter - Reduces super effective damage by 1/4.
  58.  
  59. Flame Body - When hit by a move that makes contact, there is a 30% chance that the attacking foe will become burned.
  60.  
  61. Flare Boost - When burned, Special Attack is raised by 50%.
  62.  
  63. Flash Fire - Makes the owner immune to Fire-type moves, and when hit by one, the power of their own fire-type moves is increased by 1.5x.
  64.  
  65. Flower Gift - Raises the Attack and Special Attack of entire party by 50% in sunshine.
  66.  
  67. Forecast - Transforms the owner depending on weather. Sun = Fire Type, Hail = Ice Type, Rain = Water Type, Clear/Normal = Normal Type.
  68.  
  69. Forewarn - The owner will recieve visions of danger shortly before it happens. Has a 5% chance to dodge moves, even ones that normally never miss.
  70.  
  71. Friend Guard - Reduces the damage done to allies by 25%.
  72.  
  73. Frisk - Upon inflicting damage onto an opponent via contact, the user knows what item they have equipped.
  74.  
  75. Gluttony - Using a healing item does not take up the user's turn.
  76.  
  77. Guts - Raises the Attack stat by 50% while affected by the burn, paralysis, poison, or sleep status ailments. The Attack drop from burn does not occur.
  78.  
  79. Harvest - When the user uses a held Berry, there is a 50% chance of it being restored at the end of each turn. Harvest will always activate in intense sunlight.
  80.  
  81. Healer - Has a 30% chance of curing a party member's status ailment at the end of each turn (party member chosen upon ability activation).
  82.  
  83. Heatproof - Halves the damage done by Fire-type attacks and the burn status ailment.
  84.  
  85. Heavy Metal - The user's weight is doubled.
  86.  
  87. Honey Gather - The user has a chance to find honey wherever it goes, regardless of probability of it being there.
  88.  
  89. Huge Power - Doubles the attack stat.
  90.  
  91. Hustle - Increases the user's Attack stat by 50%, but lowers the Accuracy of the user's physical moves by 20%. Special and Status moves are unaffected by Hustle.
  92.  
  93. Hydration - Cures any status ailment that the Pokémon with this Ability has after each turn when it is raining, even self inflicted status such as from using Rest.
  94.  
  95. Hyper Cutter - Prevents the Attack stat from being reduced (except those self-inflicted) from moves such as Growl or Abilities such as Intimidate.
  96.  
  97. Illuminate - Part of the user's body glows. This will act as a light source in dark areas. Also, if the light touches something invisible, it will be revealed.
  98.  
  99. Illusion - User can take the shape of anything it pleases.
  100.  
  101. Immunity - User cannot be poisoned.
  102.  
  103. Imposter - User transforms into opponet of choice upon sight, copying the opponent's stats exactly, with the exception of HP. Imposter copies all stat changes on the target originating from moves and Abilities such as Swords Dance and Intimidate, but not from items such as Choice Specs. Imposter will not transform the user if the opponent is disguised or behind a substitute.
  104.  
  105. Infiltrator - Ignores Reflect, Light Screen, Safeguard, and Mist under effect on the target.
  106.  
  107. Inner Focus - Prevents the user from flinching.
  108.  
  109. Insomnia - User cannot be put to sleep, by opponent or self.
  110.  
  111. Intimidate - Lowers the Attack of enemies by one stage upon being seen or heard.
  112.  
  113. Iron Barbs - Damages attacking Pokémon for 1/8 their max HP on contact.
  114.  
  115. Iron Fist - Causes the Base Power of affected punching moves to increase by 20%.
  116.  
  117. Justified - Raises user's Attack stat one level when taking a hit from a Dark-type move.
  118.  
  119. Keen Eye - Prevents loss of Accuracy.
  120.  
  121. Klutz - Prevents user from recieving effects from held items.
  122.  
  123. Leaf Guard - Prevents non self-inflicted statuses in sunlight.
  124.  
  125. Levitate - Gives full immunity to Ground-type moves and spike traps.
  126.  
  127. Light Metal - The user's weight is halved.
  128.  
  129. Lightningrod - User draws Electric-type attacks toward itself and absorbs them, raising Special Attack one stage.
  130.  
  131. Limber - User is immune to paralysis.
  132.  
  133. Liquid Ooze - Causes HP-draining moves to hurt the opponent instead of healing it.
  134.  
  135. Magic Bounce - Reflects the effect of all stat lowering status moves (excluding Memento), non-damaging Status ailment inducing moves, entry hazard moves, moves like Taunt and Torment, and so on back to the opponent.
  136.  
  137. Magic Guard - Prevents indirect damage.
  138.  
  139. Magma Armor - Prevents freezing.
  140.  
  141. Magnet Pull - The user can choose to pull a steel type Pokemon, ally or enemy, to them during their turn. When used on enemies, the enemy is immboilized for three turns. 30 foot range.
  142.  
  143. Marvel Scale - Raises the Defense stat by 50% if the Pokémon with this Ability is suffering from a status ailment.
  144.  
  145. Minus - Raises the Special Attack stat by 50% when an ally has the ability Plus.
  146.  
  147. Mold Breaker - Negates the effects of Abilities that could potentially weaken or negate moves or the side-effects of moves that the Mold Breaker Pokémon uses.
  148.  
  149. Moody - At the end of each turn, one stat raises by two stages while another is lowered by one.
  150.  
  151. Motor Drive - When hit by an Electric-type move, the owner's range for a move action is doubled.
  152.  
  153. Moxie - Attack rises one stage when KOing an enemy (or ally).
  154.  
  155. Multiscale - Reduces damage taken by half when hit at maximum HP.
  156.  
  157. Multitype - A ring of ancient plates floats around the user, allowing it to change its type whenever it wants to.
  158.  
  159. Mummy - When hit by a contact move, the attacker's ability is turned into Mummy until the end of the encounter.
  160.  
  161. Natural Cure - All status ailments are healed upon the end of an encounter.
  162.  
  163. No Guard - All moves used cannot miss. At the same time, though, no moves can miss the ability's owner, either.
  164.  
  165. Normalize - All moves become normal type.
  166.  
  167. Oblivious - Prevents infatuation.
  168.  
  169. Overcoat - Protects against damage from weather.
  170.  
  171. Overgrow - Increases power of Grass-type moves by 2x if the user is at 25% or less of their max HP.
  172.  
  173. Own Tempo - Prevents confusion.
  174.  
  175. Pickpocket - Steals attacking enemy's held item on contact.
  176.  
  177. Pickup - When an opponent or ally uses a held Berry or a held one-time use item, Pokémon with Pickup gain the used Berry or item if they are not already holding an item. Also raises chances of finding things on the ground when out and about.
  178.  
  179. Minus - Raises the Special Attack stat by 50% when an ally has the ability Minus.
  180.  
  181. Poison Heal - Gains back 1/8 of its max HP at the end of every turn instead of taking damage when Poisoned or Badly Poisoned.
  182.  
  183. Poison Point - Has a 30% chance to poison the attacker when hit with a contact move.
  184.  
  185. Poison Touch - Has a 30% chance of poisoning opponents upon contact when attacking.
  186.  
  187. Prankster - Increases the priority of status moves by 1.
  188.  
  189. Pressure - Has a 30% chance to inflict Fear on the attacker when hit with a contact move.
  190.  
  191. Pure Power - Doubles the Attack stat.
  192.  
  193. Quick Feet - Doubles the range of move action when suffering from a status ailment.
  194.  
  195. Rain Dish - Recovers 1/16th of max HP at the end of the turn during rain.
  196.  
  197. Rattled - Doubles the range of move action when hit by a Bug, Dark, or Ghost-type move.
  198.  
  199. Reckless - Increases the base power of moves that cause Recoil damage by 20%.
  200.  
  201. Regenerator - Restores 1/3 of max HP after an encounter ends.
  202.  
  203. Rivalry - Raises the base power of a move by 25% if the foe and the user have the same gender, but reduces base power by 25% if the foe and the user have opposite genders.
  204.  
  205. Rock Head - Prevents recoil damage.
  206.  
  207. Rough Skin - Damages attacking Pokémon for 1/16 their max HP on contact.
  208.  
  209. Run Away - Reflex saves for Friendly Fire negate damage instead of halving it.
  210.  
  211. Sand Force - Grants immunity to Sandstorm and raises the power of Rock, Ground, and Steel-type moves by 30% while a Sandstorm is in effect.
  212.  
  213. Sand Rush - Grants immunity to Sandstorm and doubles move action range while a Sandstorm is in effect.
  214.  
  215. Sand Stream - A sandstorm begins swirling around the user at battle's start and can split and be given to targets with contact moves. Lasts the entire battle.
  216.  
  217. Sand Veil - Grants immunity to sandstorm and increases dodge by (Whatever the hell the equivilent of 25% is, help me out Sam) while a Sandstorm is in effect.
  218.  
  219. Sap Sipper - Grants immunity to damage Grass-type attacks, and when hit by one, Attack raises one stage.
  220.  
  221. Scrappy - Allows the user to hit Ghost-types with Normal and Fighting-type moves.
  222.  
  223. Serene Grace - Doubles the chance of a move's additional effect activating.
  224.  
  225. Shadow Tag - As long as the user stands on an opponent's Shadow, they cannot move.
  226.  
  227. Shed Skin - 30% chance at the end of each turn that Shed Skin will cure the user of a non-volatile status ailment. If the user is burned or poisoned, Shed Skin will cure the user before any burn or poison damage is dealt.
  228.  
  229. Sheer Force - Raises the base power of all attacking moves that have a secondary effect by 30%, but the secondary effects are ignored.
  230.  
  231. Shell Armor - Prevents critical hits.
  232.  
  233. Shield Dust - Prevents added effects of attacks taken.
  234.  
  235. Simple - Doubles the effectiveness of stat modifiers.
  236.  
  237. Skill Link - Multihit moves hit more times (Help me out here Sam)
  238.  
  239. Slow Start - Regigigas' Attack and move action range are halved for three turns. However, its massive gravity applies the same debuff to everyone else, for the whole battle.
  240.  
  241. Sniper - Crits do 3x damage instead of 2x.
  242.  
  243. Snow Cloak - Grants immunity to Hail and increases dodge by (Whatever the hell the equivilent of 20% is, help me out Sam) while Hail is in effect.
  244.  
  245. Snow Warning - A small dark cloud droping hailstones appears over the user at battle's start and can split and be given to targets with contact moves. Lasts the entire battle.
  246.  
  247. Solar Power - In sunshine, raises the Special Attack stat 1.5x, but lowers the user's HP by 1/8 of its max HP at the end of each turn.
  248.  
  249. Solid Rock - Reduces Super Effective damage by 1/4.
  250.  
  251. Soundproof - Prevents all effects from sound-based moves from enemies.
  252.  
  253. Speed Boost - After one turn, has a 1/12 chance of getting to attack twice on its turn. After three, a 1/6 chance. And after five, a 1/3 chance.
  254.  
  255. Stall - Is always last in the initiative order.
  256.  
  257. Static - Has a 30% chance to paralyze the attacker when hit with a contact move. Can effect Ground-type enemies.
  258.  
  259. Steadfast - Doubles move range after flinching. Is also immune to fear effects.
  260.  
  261. Stench - Has a 10% chance of making the opponent flinch upon hitting them with a damaging move.
  262.  
  263. Sticky Hold - Prevents item theft.
  264.  
  265. Storm Drain - User draws Water-type attacks toward itself and absorbs them, raising Special Attack one stage.
  266.  
  267. Sturdy - If a move would knock the Ability's user out from full health in one hit, the user will cling on with 1 HP.
  268.  
  269. Suction Cups - Grants immunity to knockbacks.
  270.  
  271. Super Luck - Increases Critical Hit ratio one stage.
  272.  
  273. Swarm - Increases power of bug type moves by 2x if the user is at 25% or less of their max HP.
  274.  
  275. Swift Swim - Attack twice while Rain is in effect.
  276.  
  277. Synchronize - Passes on status ailments to the opponent that caused it. Will not pass on Sleep or Frozen status.
  278.  
  279. Tangled Feet - Raises dodge by (equivilent of 20%) when Confused.
  280.  
  281. Technician - Increases the base power of all moves which have a base power of 60 or less by 1.5x
  282.  
  283. Telepathy - Prevents damage from teammates' moves.
  284.  
  285. Teravolt - All moves can hit no matter what forever also lighting strikes opponents every turn for 1d100 damage.
  286.  
  287. Thick Fat - Halves the damage recieved from Ice-type and Fire-type attacks.
  288.  
  289. Tinted Lens - Doubles the power of any moves that are "not very effective" against the target.
  290.  
  291. Torrent - Increases power of Water-type moves by 2x if the user is at 25% or less of their max HP.
  292.  
  293. Toxic Boost - Attack raises by 50% when Poisoned.
  294.  
  295. Trace - Copies a random ability from Target opponent.
  296.  
  297. Truant - Every other turn, the owner of the ability cannot attack.
  298.  
  299. Turboblaze - All moves can hit no matter what forever also pillars of fire strike opponents every turn for 1d100 damage.
  300.  
  301. Unaware - Ignores opponents' stat changes.
  302.  
  303. Unburden - Gets to attack twice the turn after losing or consuming a held item.
  304.  
  305. Unnerve - Makes the opponent so nervous they're unable to eat held berries.
  306.  
  307. Victory Star - Raises moves' accuracy to 1.1× for friendly Pokémon, and increases their range to 500 miles.
  308.  
  309. Vital Spirit - User cannot be put to sleep, by opponent or self.
  310.  
  311. Volt Absorb - Gains 1/4 of maximum HP when hit by an Electric-type move.
  312.  
  313. Water Absorb - Gains 1/4 of maximum HP when hit by a Water-type move.
  314.  
  315. Water Veil - Prevents Burns.
  316.  
  317. Weak Armor - When hit by physical moves, Defense decreases one stage, but for each stage of Defense lost, the chance of attacking twice in a turn rises. 1/6 for one, 2/6 for two, and so on, until doubleattacks are guarenteed at 6. Activates for each hit of a multi-hit move.
  318.  
  319. White Smoke - Prevents stats from being lowered by an opponent.
  320.  
  321. Wonder Guard - Only super effective moves will hit. Indirect damage still applies.
  322.  
  323. Wonder Skin - Has a 50% chance of protecting against non-damaging moves that inflict major status ailments.
  324.  
  325. Zen Mode - Changes Darmanitan when it reaches below 50%.
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