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- 000: —
- -
- 001: Stench
- By releasing a stench when attacking, the Pokémon may
- cause the target to flinch.
- 002: Drizzle
- The Pokémon makes it rain when it enters a battle.
- 003: Speed Boost
- The Pokémon’s Speed stat is boosted every turn.
- 004: Battle Armor
- Hard armor protects the Pokémon from critical hits.
- 005: Sturdy
- The Pokémon cannot be knocked out by a single hit
- as long as its HP is full. One-hit KO moves will also
- fail to knock it out.
- 006: Damp
- The Pokémon dampens its surroundings, preventing
- all Pokémon from using explosive moves such as
- Self-Destruct.
- 007: Limber
- The Pokémon’s limber body prevents it from being
- paralyzed.
- 008: Sand Veil
- Boosts the Pokémon’s evasiveness in a sandstorm.
- 009: Static
- The Pokémon is charged with static electricity and may
- paralyze attackers that make direct contact with it.
- 010: Volt Absorb
- If hit by an Electric-type move, the Pokémon has its HP
- restored instead of taking damage.
- 011: Water Absorb
- If hit by a Water-type move, the Pokémon has its HP
- restored instead of taking damage.
- 012: Oblivious
- The Pokémon is oblivious, keeping it from being
- infatuated, falling for taunts, or being affected by
- Intimidate.
- 013: Cloud Nine
- Eliminates the effects of weather.
- 014: Compound Eyes
- The Pokémon’s compound eyes boost its accuracy.
- 015: Insomnia
- The Pokémon’s insomnia prevents it from falling asleep.
- 016: Color Change
- The Pokémon’s type becomes the type of the move
- used on it.
- 017: Immunity
- The Pokémon’s immune system prevents it from being
- poisoned.
- 018: Flash Fire
- If hit by a Fire-type move, the Pokémon absorbs
- the flames and uses them to power up its own
- Fire-type moves.
- 019: Shield Dust
- Protective dust shields the Pokémon from the additional
- effects of moves.
- 020: Own Tempo
- The Pokémon sticks to its own tempo, preventing it from
- becoming confused or being affected by Intimidate.
- 021: Suction Cups
- The Pokémon uses suction cups to stay in one spot.
- This protects it from moves and items that would
- force it to switch out.
- 022: Intimidate
- When the Pokémon enters a battle, it intimidates
- opposing Pokémon and makes them cower,
- lowering their Attack stats.
- 023: Shadow Tag
- The Pokémon steps on the opposing Pokémon’s shadows
- to prevent them from fleeing or switching out.
- 024: Rough Skin
- The Pokémon’s rough skin damages attackers that make
- direct contact with it.
- 025: Wonder Guard
- Its mysterious power only lets supereffective moves
- hit the Pokémon.
- 026: Levitate
- By floating in the air, the Pokémon receives full immunity
- to all Ground-type moves.
- 027: Effect Spore
- Contact with the Pokémon may inflict poison, sleep,
- or paralysis on the attacker.
- 028: Synchronize
- If the Pokémon is burned, paralyzed, or poisoned by
- another Pokémon, that Pokémon will be inflicted with
- the same status condition.
- 029: Clear Body
- Prevents other Pokémon’s moves or Abilities from
- lowering the Pokémon’s stats.
- 030: Natural Cure
- The Pokémon’s status conditions are cured when it
- switches out.
- 031: Lightning Rod
- The Pokémon draws in all Electric-type moves. Instead
- of taking damage from them, its Sp. Atk stat is boosted.
- 032: Serene Grace
- Raises the likelihood of additional effects occurring
- when the Pokémon uses its moves.
- 033: Swift Swim
- Boosts the Pokémon’s Speed stat in rain.
- 034: Chlorophyll
- Boosts the Pokémon’s Speed stat in harsh sunlight.
- 035: Illuminate
- Raises the likelihood of meeting wild Pokémon by
- illuminating the surroundings.
- 036: Trace
- When it enters a battle, the Pokémon copies an
- opposing Pokémon’s Ability.
- 037: Huge Power
- Doubles the Pokémon’s Attack stat.
- 038: Poison Point
- Contact with the Pokémon may poison the attacker.
- 039: Inner Focus
- The Pokémon’s intense focus prevents it from flinching
- or being affected by Intimidate.
- 040: Magma Armor
- The Pokémon’s hot magma coating prevents it from
- being frozen.
- 041: Water Veil
- The Pokémon’s water veil prevents it from being burned.
- 042: Magnet Pull
- Prevents Steel-type Pokémon from fleeing by pulling
- them in with magnetism.
- 043: Soundproof
- Soundproofing gives the Pokémon full immunity to all
- sound-based moves.
- 044: Rain Dish
- The Pokémon gradually regains HP in rain.
- 045: Sand Stream
- The Pokémon summons a sandstorm when it enters
- a battle.
- 046: Pressure
- Puts other Pokémon under pressure, causing them to
- expend more PP to use their moves.
- 047: Thick Fat
- The Pokémon is protected by a layer of thick fat, which
- halves the damage taken from Fire- and Ice-type moves.
- 048: Early Bird
- The Pokémon awakens from sleep twice as fast
- as other Pokémon.
- 049: Flame Body
- Contact with the Pokémon may burn the attacker.
- 050: Run Away
- Enables a sure getaway from wild Pokémon.
- 051: Keen Eye
- The Pokémon’s keen eyes prevent its accuracy from
- being lowered.
- 052: Hyper Cutter
- The Pokémon’s prized, mighty pincers prevent other
- Pokémon from lowering its Attack stat.
- 053: Pickup
- The Pokémon may pick up an item another Pokémon
- used during a battle. It may pick up items outside of
- battle, too.
- 054: Truant
- Each time the Pokémon uses a move, it spends the next
- turn loafing around.
- 055: Hustle
- Boosts the Pokémon’s Attack stat but lowers its accuracy.
- 056: Cute Charm
- The Pokémon may infatuate attackers that make direct
- contact with it.
- 057: Plus
- Boosts the Sp. Atk stat of the Pokémon if an ally with
- the Plus or Minus Ability is also in battle.
- 058: Minus
- Boosts the Sp. Atk stat of the Pokémon if an ally
- with the Plus or Minus Ability is also in battle.
- 059: Forecast
- The Pokémon transforms with the weather to change
- its type to Water, Fire, or Ice.
- 060: Sticky Hold
- The Pokémon’s held items cling to its sticky body and
- cannot be removed by other Pokémon.
- 061: Shed Skin
- The Pokémon may cure its own status conditions by
- shedding its skin.
- 062: Guts
- It’s so gutsy that having a status condition boosts
- the Pokémon’s Attack stat.
- 063: Marvel Scale
- The Pokémon’s marvelous scales boost its Defense stat
- if it has a status condition.
- 064: Liquid Ooze
- The strong stench of the Pokémon’s oozed liquid
- damages attackers that use HP-draining moves.
- 065: Overgrow
- Powers up Grass-type moves when the Pokémon’s HP
- is low.
- 066: Blaze
- Powers up Fire-type moves when the Pokémon’s HP
- is low.
- 067: Torrent
- Powers up Water-type moves when the Pokémon’s HP
- is low.
- 068: Swarm
- Powers up Bug-type moves when the Pokémon’s HP
- is low.
- 069: Rock Head
- Protects the Pokémon from recoil damage.
- 070: Drought
- Turns the sunlight harsh when the Pokémon enters
- a battle.
- 071: Arena Trap
- Prevents opposing Pokémon from fleeing from battle.
- 072: Vital Spirit
- The Pokémon is full of vitality, and that prevents it from
- falling asleep.
- 073: White Smoke
- The Pokémon is protected by its white smoke, which
- prevents other Pokémon from lowering its stats.
- 074: Pure Power
- Using its pure power, the Pokémon doubles its
- Attack stat.
- 075: Shell Armor
- A hard shell protects the Pokémon from critical hits.
- 076: Air Lock
- Eliminates the effects of weather.
- 077: Tangled Feet
- Boosts the Pokémon’s evasiveness if it is confused.
- 078: Motor Drive
- The Pokémon takes no damage when hit by Electric-type
- moves. Instead, its Speed stat is boosted.
- 079: Rivalry
- The Pokémon’s competitive spirit makes it deal more
- damage to Pokémon of the same gender, but less
- damage to Pokémon of the opposite gender.
- 080: Steadfast
- The Pokémon’s determination boosts its Speed stat
- every time it flinches.
- 081: Snow Cloak
- Boosts the Pokémon’s evasiveness in snow.
- 082: Gluttony
- If the Pokémon is holding a Berry to be eaten when its
- HP is low, it will instead eat the Berry when its HP drops
- to half or less.
- 083: Anger Point
- The Pokémon is angered when it takes a critical hit,
- and that maxes its Attack stat.
- 084: Unburden
- Boosts the Speed stat if the Pokémon’s held item is
- used or lost.
- 085: Heatproof
- The Pokémon’s heatproof body halves the damage
- taken from Fire-type moves.
- 086: Simple
- Doubles the effects of the Pokémon’s stat changes.
- 087: Dry Skin
- Restores the Pokémon’s HP in rain or when it is hit by
- Water-type moves. Reduces HP in harsh sunlight, and
- increases the damage received from Fire-type moves.
- 088: Download
- The Pokémon compares an opposing Pokémon’s
- Defense and Sp. Def stats before raising its own
- Attack or Sp. Atk stat—whichever will be more effective.
- 089: Iron Fist
- Powers up punching moves.
- 090: Poison Heal
- If poisoned, the Pokémon has its HP restored instead of
- taking damage.
- 091: Adaptability
- Powers up moves of the same type as the Pokémon.
- 092: Skill Link
- Maximizes the number of times multistrike moves hit.
- 093: Hydration
- Cures the Pokémon’s status conditions in rain.
- 094: Solar Power
- In harsh sunlight, the Pokémon’s Sp. Atk stat is boosted,
- but its HP decreases every turn.
- 095: Quick Feet
- Boosts the Speed stat if the Pokémon has a status
- condition.
- 096: Normalize
- All the Pokémon’s moves become Normal type.
- The power of those moves is boosted a little.
- 097: Sniper
- If the Pokémon’s attack lands a critical hit, the attack is
- powered up even further.
- 098: Magic Guard
- The Pokémon only takes damage from attacks.
- 099: No Guard
- The Pokémon employs no-guard tactics to ensure
- incoming and outgoing attacks always land.
- 100: Stall
- The Pokémon is always the last to use its moves.
- 101: Technician
- Powers up weak moves so the Pokémon can deal more
- damage with them.
- 102: Leaf Guard
- Prevents status conditions in harsh sunlight.
- 103: Klutz
- The Pokémon can’t use any held items.
- 104: Mold Breaker
- The Pokémon’s moves are unimpeded by the Ability
- of the target.
- 105: Super Luck
- The Pokémon is so lucky that the critical-hit ratios
- of its moves are boosted.
- 106: Aftermath
- Damages the attacker if it knocks out the Pokémon with
- a move that makes direct contact.
- 107: Anticipation
- The Pokémon can sense an opposing Pokémon’s
- dangerous moves.
- 108: Forewarn
- When it enters a battle, the Pokémon can tell one of
- the moves an opposing Pokémon has.
- 109: Unaware
- When attacking, the Pokémon ignores the target’s
- stat changes.
- 110: Tinted Lens
- The Pokémon can use “not very effective” moves
- to deal regular damage.
- 111: Filter
- Reduces the power of supereffective attacks that hit
- the Pokémon.
- 112: Slow Start
- For five turns, the Pokémon’s Attack and Speed stats
- are halved.
- 113: Scrappy
- The Pokémon can hit Ghost-type Pokémon with Normal-
- and Fighting-type moves. It is also unaffected by
- Intimidate.
- 114: Storm Drain
- The Pokémon draws in all Water-type moves. Instead of
- taking damage from them, its Sp. Atk stat is boosted.
- 115: Ice Body
- The Pokémon gradually regains HP in snow.
- 116: Solid Rock
- Reduces the power of supereffective attacks that hit
- the Pokémon.
- 117: Snow Warning
- The Pokémon makes it snow when it enters a battle.
- 118: Honey Gather
- The Pokémon may gather Honey after a battle.
- 119: Frisk
- When it enters a battle, the Pokémon can check an
- opposing Pokémon’s held item.
- 120: Reckless
- Powers up moves that have recoil damage.
- 121: Multitype
- Changes the Pokémon’s type to match the plate it holds.
- 122: Flower Gift
- Boosts the Attack and Sp. Def stats of the Pokémon and
- its allies in harsh sunlight.
- 123: Bad Dreams
- Damages opposing Pokémon that are asleep.
- 124: Pickpocket
- The Pokémon steals the held item from attackers that
- make direct contact with it.
- 125: Sheer Force
- Removes any additional effects from the Pokémon’s
- moves, but increases the moves’ power.
- 126: Contrary
- Reverses any stat changes affecting the Pokémon
- so that attempts to boost its stats instead lower them—
- and attempts to lower its stats will boost them.
- 127: Unnerve
- Unnerves opposing Pokémon and makes them unable
- to eat Berries.
- 128: Defiant
- If the Pokémon has any stat lowered by an opposing
- Pokémon, its Attack stat will be boosted sharply.
- 129: Defeatist
- Halves the Pokémon’s Attack and Sp. Atk stats when its
- HP drops to half or less.
- 130: Cursed Body
- May disable a move that has dealt damage to
- the Pokémon.
- 131: Healer
- Sometimes cures the status conditions of the
- Pokémon’s allies.
- 132: Friend Guard
- Reduces damage dealt to allies.
- 133: Weak Armor
- The Pokémon’s Defense stat is lowered when it takes
- damage from physical moves, but its Speed stat is
- sharply boosted.
- 134: Heavy Metal
- Doubles the Pokémon’s weight.
- 135: Light Metal
- Halves the Pokémon’s weight.
- 136: Multiscale
- Reduces the amount of damage the Pokémon takes
- while its HP is full.
- 137: Toxic Boost
- Powers up physical moves when the Pokémon
- is poisoned.
- 138: Flare Boost
- Powers up special moves when the Pokémon is burned.
- 139: Harvest
- May create another Berry after one is used.
- 140: Telepathy
- The Pokémon anticipates and dodges the attacks
- of its allies.
- 141: Moody
- Every turn, one of the Pokémon’s stats will be boosted
- sharply but another stat will be lowered.
- 142: Overcoat
- The Pokémon takes no damage from sandstorms. It is
- also protected from the effects of powders and spores.
- 143: Poison Touch
- May poison a target when the Pokémon makes contact.
- 144: Regenerator
- The Pokémon has a little of its HP restored when
- withdrawn from battle.
- 145: Big Pecks
- Prevents the Pokémon from having its Defense
- stat lowered.
- 146: Sand Rush
- Boosts the Pokémon’s Speed stat in a sandstorm.
- 147: Wonder Skin
- Makes status moves more likely to miss the Pokémon.
- 148: Analytic
- Boosts the power of the Pokémon’s move if it is the last
- to act that turn.
- 149: Illusion
- The Pokémon fools opponents by entering battle
- disguised as the last Pokémon in its Trainer’s party.
- 150: Imposter
- The Pokémon transforms itself into the Pokémon
- it’s facing.
- 151: Infiltrator
- The Pokémon’s moves are unaffected by the target’s
- barriers, substitutes, and the like.
- 152: Mummy
- Contact with the Pokémon changes the attacker’s
- Ability to Mummy.
- 153: Moxie
- When the Pokémon knocks out a target, it shows moxie,
- which boosts its Attack stat.
- 154: Justified
- When the Pokémon is hit by a Dark-type attack,
- its Attack stat is boosted by its sense of justice.
- 155: Rattled
- The Pokémon gets scared when hit by a Dark-, Ghost-,
- or Bug-type attack or if intimidated, which boosts its
- Speed stat.
- 156: Magic Bounce
- The Pokémon reflects status moves instead of getting
- hit by them.
- 157: Sap Sipper
- The Pokémon takes no damage when hit by Grass-type
- moves. Instead, its Attack stat is boosted.
- 158: Prankster
- Gives priority to the Pokémon’s status moves.
- 159: Sand Force
- Boosts the power of Rock-, Ground-, and Steel-type
- moves in a sandstorm.
- 160: Iron Barbs
- The Pokémon’s iron barbs damage the attacker if it
- makes direct contact.
- 161: Zen Mode
- Changes the Pokémon’s shape when its HP drops
- to half or less.
- 162: Victory Star
- Boosts the accuracy of the Pokémon and its allies.
- 163: Turboblaze
- The Pokémon’s moves are unimpeded by the Ability
- of the target.
- 164: Teravolt
- The Pokémon’s moves are unimpeded by the Ability
- of the target.
- 165: Aroma Veil
- Protects the Pokémon and its allies from effects that
- prevent the use of moves.
- 166: Flower Veil
- Ally Grass-type Pokémon are protected from status
- conditions and the lowering of their stats.
- 167: Cheek Pouch
- The Pokémon’s HP is restored when it eats any Berry,
- in addition to the Berry’s usual effect.
- 168: Protean
- Changes the Pokémon’s type to the type of the move
- it’s about to use. This works only once each time the
- Pokémon enters battle.
- 169: Fur Coat
- Halves the damage from physical moves.
- 170: Magician
- The Pokémon steals the held item from any target it hits
- with a move.
- 171: Bulletproof
- Protects the Pokémon from ball and bomb moves.
- 172: Competitive
- Boosts the Pokémon’s Sp. Atk stat sharply when its stats
- are lowered by an opposing Pokémon.
- 173: Strong Jaw
- The Pokémon’s strong jaw boosts the power of its
- biting moves.
- 174: Refrigerate
- Normal-type moves become Ice-type moves.
- The power of those moves is boosted a little.
- 175: Sweet Veil
- Prevents the Pokémon and its allies from falling asleep.
- 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.
- 177: Gale Wings
- Gives priority to the Pokémon’s Flying-type moves
- while its HP is full.
- 178: Mega Launcher
- Powers up pulse moves.
- 179: Grass Pelt
- Boosts the Pokémon’s Defense stat on Grassy Terrain.
- 180: Symbiosis
- The Pokémon passes its held item to an ally that has
- used up an item.
- 181: Tough Claws
- Powers up moves that make direct contact.
- 182: Pixilate
- Normal-type moves become Fairy-type moves.
- The power of those moves is boosted a little.
- 183: Gooey
- Contact with the Pokémon lowers the attacker’s
- Speed stat.
- 184: Aerilate
- Normal-type moves become Flying-type moves.
- The power of those moves is boosted a little.
- 185: Parental Bond
- The parent and child attack one after the other.
- 186: Dark Aura
- Powers up the Dark-type moves of all Pokémon
- on the field.
- 187: Fairy Aura
- Powers up the Fairy-type moves of all Pokémon
- on the field.
- 188: Aura Break
- The effects of “Aura” Abilities are reversed to lower the
- power of affected moves.
- 189: Primordial Sea
- The Pokémon changes the weather to nullify
- Fire-type attacks.
- 190: Desolate Land
- The Pokémon changes the weather to nullify
- Water-type attacks.
- 191: Delta Stream
- The Pokémon changes the weather so that no moves are
- supereffective against the Flying type.
- 192: Stamina
- Boosts the Defense stat when the Pokémon is hit
- by an attack.
- 193: Wimp Out
- The Pokémon cowardly switches out when its HP drops
- to half or less.
- 194: Emergency Exit
- The Pokémon, sensing danger, switches out when its HP
- drops to half or less.
- 195: Water Compaction
- Boosts the Defense stat sharply when the Pokémon is hit
- by a Water-type move.
- 196: Merciless
- The Pokémon’s attacks become critical hits if the target
- is poisoned.
- 197: Shields Down
- When its HP drops to half or less, the Pokémon’s shell
- breaks and it becomes aggressive.
- 198: Stakeout
- Doubles the damage dealt to a target that has just
- switched into battle.
- 199: Water Bubble
- Lowers the power of Fire-type moves that hit the
- Pokémon and prevents it from being burned.
- 200: Steelworker
- Powers up Steel-type moves.
- 201: Berserk
- Boosts the Pokémon’s Sp. Atk stat when it takes a hit
- that causes its HP to drop to half or less.
- 202: Slush Rush
- Boosts the Pokémon’s Speed stat in snow.
- 203: Long Reach
- The Pokémon uses its moves without making contact
- with the target.
- 204: Liquid Voice
- Sound-based moves become Water-type moves.
- 205: Triage
- Gives priority to the Pokémon’s healing moves.
- 206: Galvanize
- Normal-type moves become Electric-type moves.
- The power of those moves is boosted a little.
- 207: Surge Surfer
- Doubles the Pokémon’s Speed stat on Electric Terrain.
- 208: Schooling
- When it has a lot of HP, the Pokémon forms a powerful
- school. It stops schooling when its HP is low.
- 209: Disguise
- Once per battle, the shroud that covers the Pokémon
- can protect it from an attack.
- 210: Battle Bond
- When the Pokémon knocks out a target, its bond with its
- Trainer is strengthened, and its Attack, Sp. Atk, and
- Speed stats are boosted.
- 211: Power Construct
- Cells gather to aid the Pokémon when its HP
- drops to half or less, causing it to change into
- its Complete Forme.
- 212: Corrosion
- The Pokémon can poison the target even if it’s a Steel
- or Poison type.
- 213: Comatose
- The Pokémon is always drowsing and will never wake up.
- It can attack while in its sleeping state.
- 214: Queenly Majesty
- The Pokémon’s majesty pressures opponents and makes
- them unable to use priority moves against the Pokémon
- or its allies.
- 215: Innards Out
- When the Pokémon is knocked out, it damages its
- attacker by the amount equal to the HP it had left
- before it was hit.
- 216: Dancer
- Whenever a dance move is used in battle, the Pokémon
- will copy the user to immediately perform that dance
- move itself.
- 217: Battery
- Powers up ally Pokémon’s special moves.
- 218: Fluffy
- Halves the damage taken from moves that make direct
- contact, but doubles that of Fire-type moves.
- 219: Dazzling
- The Pokémon dazzles its opponents, making them
- unable to use priority moves against the Pokémon
- or its allies.
- 220: Soul-Heart
- Boosts the Pokémon’s Sp. Atk stat every time another
- Pokémon faints.
- 221: Tangling Hair
- Contact with the Pokémon lowers the attacker’s
- Speed stat.
- 222: Receiver
- The Pokémon copies the Ability of a defeated ally.
- 223: Power of Alchemy
- The Pokémon copies the Ability of a defeated ally.
- 224: Beast Boost
- Boosts the Pokémon’s most proficient stat every time it
- knocks out a target.
- 225: RKS System
- Changes the Pokémon’s type to match the memory disc
- it holds.
- 226: Electric Surge
- Turns the ground into Electric Terrain when the Pokémon
- enters a battle.
- 227: Psychic Surge
- Turns the ground into Psychic Terrain when the Pokémon
- enters a battle.
- 228: Misty Surge
- Turns the ground into Misty Terrain when the Pokémon
- enters a battle.
- 229: Grassy Surge
- Turns the ground into Grassy Terrain when the Pokémon
- enters a battle.
- 230: Full Metal Body
- Prevents other Pokémon’s moves or Abilities from
- lowering the Pokémon’s stats.
- 231: Shadow Shield
- Reduces the amount of damage the Pokémon takes
- while its HP is full.
- 232: Prism Armor
- Reduces the power of supereffective attacks that hit
- the Pokémon.
- 233: Neuroforce
- Powers up the Pokémon’s supereffective attacks even
- further.
- 234: Intrepid Sword
- Boosts the Pokémon’s Attack stat the first time the
- Pokémon enters a battle.
- 235: Dauntless Shield
- Boosts the Pokémon’s Defense stat the first time the
- Pokémon enters a battle.
- 236: Libero
- Changes the Pokémon’s type to the type of the move
- it’s about to use. This works only once each time the
- Pokémon enters battle.
- 237: Ball Fetch
- If the Pokémon is not holding an item, it will fetch the
- Poké Ball from the first failed throw of the battle.
- 238: Cotton Down
- When the Pokémon is hit by an attack, it scatters cotton
- fluff around and lowers the Speed stats of all Pokémon
- except itself.
- 239: Propeller Tail
- Ignores the effects of opposing Pokémon’s Abilities and
- moves that draw in moves.
- 240: Mirror Armor
- Bounces back only the stat-lowering effects that the
- Pokémon receives.
- 241: Gulp Missile
- When the Pokémon uses Surf or Dive, it will come back
- with prey. When it takes damage, it will spit out the prey
- to attack.
- 242: Stalwart
- Ignores the effects of opposing Pokémon’s Abilities and
- moves that draw in moves.
- 243: Steam Engine
- Boosts the Speed stat drastically when the Pokémon is
- hit by a Fire- or Water-type move.
- 244: Punk Rock
- Boosts the power of sound-based moves. The Pokémon
- also takes half the damage from these kinds of moves.
- 245: Sand Spit
- The Pokémon creates a sandstorm when it’s hit by
- an attack.
- 246: Ice Scales
- The Pokémon is protected by ice scales, which halve
- the damage taken from special moves.
- 247: Ripen
- Ripens Berries and doubles their effect.
- 248: Ice Face
- The Pokémon’s ice head can take a physical attack as
- a substitute, but the attack also changes the Pokémon’s
- appearance. The ice will be restored when it snows.
- 249: Power Spot
- Just being next to the Pokémon powers up moves.
- 250: Mimicry
- Changes the Pokémon’s type depending on the terrain.
- 251: Screen Cleaner
- When the Pokémon enters a battle, the effects of
- Light Screen, Reflect, and Aurora Veil are nullified for
- both opposing and ally Pokémon.
- 252: Steely Spirit
- Powers up the Steel-type moves of the Pokémon
- and its allies.
- 253: Perish Body
- When hit by a move that makes direct contact, the
- Pokémon and the attacker will faint after three turns
- unless they switch out of battle.
- 254: Wandering Spirit
- The Pokémon exchanges Abilities with a Pokémon that
- hits it with a move that makes direct contact.
- 255: Gorilla Tactics
- Boosts the Pokémon’s Attack stat but only allows the
- use of the first selected move.
- 256: Neutralizing Gas
- While the Pokémon is in the battle, the effects of all
- other Pokémon’s Abilities will be nullified or will not
- be triggered.
- 257: Pastel Veil
- Prevents the Pokémon and its allies from being
- poisoned.
- 258: Hunger Switch
- The Pokémon changes its form, alternating between
- its Full Belly Mode and Hangry Mode after the end of
- every turn.
- 259: Quick Draw
- Enables the Pokémon to move first occasionally.
- 260: Unseen Fist
- If the Pokémon uses moves that make direct contact,
- it can attack the target even if the target protects itself.
- 261: Curious Medicine
- When the Pokémon enters a battle, it scatters medicine
- from its shell, which removes all stat changes from allies.
- 262: Transistor
- Powers up Electric-type moves.
- 263: Dragon’s Maw
- Powers up Dragon-type moves.
- 264: Chilling Neigh
- When the Pokémon knocks out a target, it utters a
- chilling neigh, which boosts its Attack stat.
- 265: Grim Neigh
- When the Pokémon knocks out a target, it utters a
- terrifying neigh, which boosts its Sp. Atk stat.
- 266: As One
- This Ability combines the effects of both Calyrex’s
- Unnerve Ability and Glastrier’s Chilling Neigh Ability.
- 267: As One
- This Ability combines the effects of both Calyrex’s
- Unnerve Ability and Spectrier’s Grim Neigh Ability.
- 268: Lingering Aroma
- Contact with the Pokémon changes the attacker’s
- Ability to Lingering Aroma.
- 269: Seed Sower
- Turns the ground into Grassy Terrain when the Pokémon
- is hit by an attack.
- 270: Thermal Exchange
- Boosts the Attack stat when the Pokémon is hit by a
- Fire-type move. The Pokémon also cannot be burned.
- 271: Anger Shell
- When an attack causes its HP to drop to half or less, the
- Pokémon gets angry. This lowers its Defense and Sp. Def
- stats but boosts its Attack, Sp. Atk, and Speed stats.
- 272: Purifying Salt
- The Pokémon’s pure salt protects it from status
- conditions and halves the damage taken from
- Ghost-type moves.
- 273: Well-Baked Body
- The Pokémon takes no damage when hit by Fire-type
- moves. Instead, its Defense stat is sharply boosted.
- 274: Wind Rider
- Boosts the Pokémon’s Attack stat if Tailwind takes effect
- or if the Pokémon is hit by a wind move. The Pokémon
- also takes no damage from wind moves.
- 275: Guard Dog
- Boosts the Pokémon’s Attack stat if intimidated.
- Moves and items that would force the Pokémon
- to switch out also fail to work.
- 276: Rocky Payload
- Powers up Rock-type moves.
- 277: Wind Power
- The Pokémon becomes charged when it is hit by a wind
- move, boosting the power of the next Electric-type
- move the Pokémon uses.
- 278: Zero to Hero
- The Pokémon transforms into its Hero Form when it
- switches out.
- 279: Commander
- When the Pokémon enters a battle, it goes inside the
- mouth of an ally Dondozo if one is on the field.
- The Pokémon then issues commands from there.
- 280: Electromorphosis
- The Pokémon becomes charged when it takes damage,
- boosting the power of the next Electric-type move the
- Pokémon uses.
- 281: Protosynthesis
- Boosts the Pokémon’s most proficient stat in harsh
- sunlight or if the Pokémon is holding Booster Energy.
- 282: Quark Drive
- Boosts the Pokémon’s most proficient stat on Electric
- Terrain or if the Pokémon is holding Booster Energy.
- 283: Good as Gold
- A body of pure, solid gold gives the Pokémon full
- immunity to other Pokémon’s status moves.
- 284: Vessel of Ruin
- The power of the Pokémon’s ruinous vessel lowers the
- Sp. Atk stats of all Pokémon except itself.
- 285: Sword of Ruin
- The power of the Pokémon’s ruinous sword lowers the
- Defense stats of all Pokémon except itself.
- 286: Tablets of Ruin
- The power of the Pokémon’s ruinous wooden tablets
- lowers the Attack stats of all Pokémon except itself.
- 287: Beads of Ruin
- The power of the Pokémon’s ruinous beads lowers the
- Sp. Def stats of all Pokémon except itself.
- 288: Orichalcum Pulse
- Turns the sunlight harsh when the Pokémon enters a
- battle. The ancient pulse thrumming through the
- Pokémon also boosts its Attack stat in harsh sunlight.
- 289: Hadron Engine
- Turns the ground into Electric Terrain when the Pokémon
- enters a battle. The futuristic engine within the Pokémon
- also boosts its Sp. Atk stat on Electric Terrain.
- 290: Opportunist
- If an opponent’s stat is boosted, the Pokémon seizes the
- opportunity to boost the same stat for itself.
- 291: Cud Chew
- When the Pokémon eats a Berry, it will regurgitate
- that Berry at the end of the next turn and eat it one
- more time.
- 292: Sharpness
- Powers up slicing moves.
- 293: Supreme Overlord
- When the Pokémon enters a battle, its Attack and
- Sp. Atk stats are slightly boosted for each of the allies
- in its party that have already been defeated.
- 294: Costar
- When the Pokémon enters a battle, it copies an ally’s
- stat changes.
- 295: Toxic Debris
- Scatters poison spikes at the feet of the opposing team
- when the Pokémon takes damage from physical moves.
- 296: Armor Tail
- The mysterious tail covering the Pokémon’s head makes
- opponents unable to use priority moves against the
- Pokémon or its allies.
- 297: Earth Eater
- If hit by a Ground-type move, the Pokémon has its HP
- restored instead of taking damage.
- 298: Mycelium Might
- The Pokémon will always act more slowly when using
- status moves, but these moves will be unimpeded by
- the Ability of the target.
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