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- 000:
- -
- 001:
- By releasing a stench when attacking, the Pokémon may
- cause the target to flinch.
- 002:
- The Pokémon makes it rain when it enters a battle.
- 003:
- The Pokémon’s Speed stat is boosted every turn.
- 004:
- Hard armor protects the Pokémon from critical hits.
- 005:
- 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:
- The Pokémon dampens its surroundings, preventing
- all Pokémon from using explosive moves such as
- Self-Destruct.
- 007:
- The Pokémon’s limber body prevents it from being
- paralyzed.
- 008:
- Boosts the Pokémon’s evasiveness in a sandstorm.
- 009:
- The Pokémon is charged with static electricity and may
- paralyze attackers that make direct contact with it.
- 010:
- If hit by an Electric-type move, the Pokémon has its HP
- restored instead of taking damage.
- 011:
- If hit by a Water-type move, the Pokémon has its HP
- restored instead of taking damage.
- 012:
- The Pokémon is oblivious, keeping it from being
- infatuated, falling for taunts, or being affected by
- Intimidate.
- 013:
- Eliminates the effects of weather.
- 014:
- The Pokémon’s compound eyes boost its accuracy.
- 015:
- The Pokémon’s insomnia prevents it from falling asleep.
- 016:
- The Pokémon’s type becomes the type of the move
- used on it.
- 017:
- The Pokémon’s immune system prevents it from being
- poisoned.
- 018:
- If hit by a Fire-type move, the Pokémon absorbs
- the flames and uses them to power up its own
- Fire-type moves.
- 019:
- Protective dust shields the Pokémon from the additional
- effects of moves.
- 020:
- The Pokémon sticks to its own tempo, preventing it from
- becoming confused or being affected by Intimidate.
- 021:
- 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:
- When the Pokémon enters a battle, it intimidates
- opposing Pokémon and makes them cower,
- lowering their Attack stats.
- 023:
- The Pokémon steps on the opposing Pokémon’s shadows
- to prevent them from fleeing or switching out.
- 024:
- The Pokémon’s rough skin damages attackers that make
- direct contact with it.
- 025:
- Its mysterious power only lets supereffective moves
- hit the Pokémon.
- 026:
- By floating in the air, the Pokémon receives full immunity
- to all Ground-type moves.
- 027:
- Contact with the Pokémon may inflict poison, sleep,
- or paralysis on the attacker.
- 028:
- If the Pokémon is burned, paralyzed, or poisoned by
- another Pokémon, that Pokémon will be inflicted with
- the same status condition.
- 029:
- Prevents other Pokémon’s moves or Abilities from
- lowering the Pokémon’s stats.
- 030:
- The Pokémon’s status conditions are cured when it
- switches out.
- 031:
- The Pokémon draws in all Electric-type moves. Instead
- of taking damage from them, its Sp. Atk stat is boosted.
- 032:
- Raises the likelihood of additional effects occurring
- when the Pokémon uses its moves.
- 033:
- Boosts the Pokémon’s Speed stat in rain.
- 034:
- Boosts the Pokémon’s Speed stat in harsh sunlight.
- 035:
- Raises the likelihood of meeting wild Pokémon by
- illuminating the surroundings.
- 036:
- When it enters a battle, the Pokémon copies an
- opposing Pokémon’s Ability.
- 037:
- Doubles the Pokémon’s Attack stat.
- 038:
- Contact with the Pokémon may poison the attacker.
- 039:
- The Pokémon’s intense focus prevents it from flinching
- or being affected by Intimidate.
- 040:
- The Pokémon’s hot magma coating prevents it from
- being frozen.
- 041:
- The Pokémon’s water veil prevents it from being burned.
- 042:
- Prevents Steel-type Pokémon from fleeing by pulling
- them in with magnetism.
- 043:
- Soundproofing gives the Pokémon full immunity to all
- sound-based moves.
- 044:
- The Pokémon gradually regains HP in rain.
- 045:
- The Pokémon summons a sandstorm when it enters
- a battle.
- 046:
- Puts other Pokémon under pressure, causing them to
- expend more PP to use their moves.
- 047:
- The Pokémon is protected by a layer of thick fat, which
- halves the damage taken from Fire- and Ice-type moves.
- 048:
- The Pokémon awakens from sleep twice as fast
- as other Pokémon.
- 049:
- Contact with the Pokémon may burn the attacker.
- 050:
- Enables a sure getaway from wild Pokémon.
- 051:
- The Pokémon’s keen eyes prevent its accuracy from
- being lowered.
- 052:
- The Pokémon’s prized, mighty pincers prevent other
- Pokémon from lowering its Attack stat.
- 053:
- The Pokémon may pick up an item another Pokémon
- used during a battle. It may pick up items outside of
- battle, too.
- 054:
- Each time the Pokémon uses a move, it spends the next
- turn loafing around.
- 055:
- Boosts the Pokémon’s Attack stat but lowers its accuracy.
- 056:
- The Pokémon may infatuate attackers that make direct
- contact with it.
- 057:
- Boosts the Sp. Atk stat of the Pokémon if an ally with
- the Plus or Minus Ability is also in battle.
- 058:
- Boosts the Sp. Atk stat of the Pokémon if an ally
- with the Plus or Minus Ability is also in battle.
- 059:
- The Pokémon transforms with the weather to change
- its type to Water, Fire, or Ice.
- 060:
- The Pokémon’s held items cling to its sticky body and
- cannot be removed by other Pokémon.
- 061:
- The Pokémon may cure its own status conditions by
- shedding its skin.
- 062:
- It’s so gutsy that having a status condition boosts
- the Pokémon’s Attack stat.
- 063:
- The Pokémon’s marvelous scales boost its Defense stat
- if it has a status condition.
- 064:
- The strong stench of the Pokémon’s oozed liquid
- damages attackers that use HP-draining moves.
- 065:
- Powers up Grass-type moves when the Pokémon’s HP
- is low.
- 066:
- Powers up Fire-type moves when the Pokémon’s HP
- is low.
- 067:
- Powers up Water-type moves when the Pokémon’s HP
- is low.
- 068:
- Powers up Bug-type moves when the Pokémon’s HP
- is low.
- 069:
- Protects the Pokémon from recoil damage.
- 070:
- Turns the sunlight harsh when the Pokémon enters
- a battle.
- 071:
- Prevents opposing Pokémon from fleeing from battle.
- 072:
- The Pokémon is full of vitality, and that prevents it from
- falling asleep.
- 073:
- The Pokémon is protected by its white smoke, which
- prevents other Pokémon from lowering its stats.
- 074:
- Using its pure power, the Pokémon doubles its
- Attack stat.
- 075:
- A hard shell protects the Pokémon from critical hits.
- 076:
- Eliminates the effects of weather.
- 077:
- Boosts the Pokémon’s evasiveness if it is confused.
- 078:
- The Pokémon takes no damage when hit by Electric-type
- moves. Instead, its Speed stat is boosted.
- 079:
- 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:
- The Pokémon’s determination boosts its Speed stat
- every time it flinches.
- 081:
- Boosts the Pokémon’s evasiveness in snow.
- 082:
- 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:
- The Pokémon is angered when it takes a critical hit,
- and that maxes its Attack stat.
- 084:
- Boosts the Speed stat if the Pokémon’s held item is
- used or lost.
- 085:
- The Pokémon’s heatproof body halves the damage
- taken from Fire-type moves.
- 086:
- Doubles the effects of the Pokémon’s stat changes.
- 087:
- 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:
- 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:
- Powers up punching moves.
- 090:
- If poisoned, the Pokémon has its HP restored instead of
- taking damage.
- 091:
- Powers up moves of the same type as the Pokémon.
- 092:
- Maximizes the number of times multistrike moves hit.
- 093:
- Cures the Pokémon’s status conditions in rain.
- 094:
- In harsh sunlight, the Pokémon’s Sp. Atk stat is boosted,
- but its HP decreases every turn.
- 095:
- Boosts the Speed stat if the Pokémon has a status
- condition.
- 096:
- All the Pokémon’s moves become Normal type.
- The power of those moves is boosted a little.
- 097:
- If the Pokémon’s attack lands a critical hit, the attack is
- powered up even further.
- 098:
- The Pokémon only takes damage from attacks.
- 099:
- The Pokémon employs no-guard tactics to ensure
- incoming and outgoing attacks always land.
- 100:
- The Pokémon is always the last to use its moves.
- 101:
- Powers up weak moves so the Pokémon can deal more
- damage with them.
- 102:
- Prevents status conditions in harsh sunlight.
- 103:
- The Pokémon can’t use any held items.
- 104:
- The Pokémon’s moves are unimpeded by the Ability
- of the target.
- 105:
- The Pokémon is so lucky that the critical-hit ratios
- of its moves are boosted.
- 106:
- Damages the attacker if it knocks out the Pokémon with
- a move that makes direct contact.
- 107:
- The Pokémon can sense an opposing Pokémon’s
- dangerous moves.
- 108:
- When it enters a battle, the Pokémon can tell one of
- the moves an opposing Pokémon has.
- 109:
- When attacking, the Pokémon ignores the target’s
- stat changes.
- 110:
- The Pokémon can use “not very effective” moves
- to deal regular damage.
- 111:
- Reduces the power of supereffective attacks that hit
- the Pokémon.
- 112:
- For five turns, the Pokémon’s Attack and Speed stats
- are halved.
- 113:
- The Pokémon can hit Ghost-type Pokémon with Normal-
- and Fighting-type moves. It is also unaffected by
- Intimidate.
- 114:
- The Pokémon draws in all Water-type moves. Instead of
- taking damage from them, its Sp. Atk stat is boosted.
- 115:
- The Pokémon gradually regains HP in snow.
- 116:
- Reduces the power of supereffective attacks that hit
- the Pokémon.
- 117:
- The Pokémon makes it snow when it enters a battle.
- 118:
- The Pokémon may gather Honey after a battle.
- 119:
- When it enters a battle, the Pokémon can check an
- opposing Pokémon’s held item.
- 120:
- Powers up moves that have recoil damage.
- 121:
- Changes the Pokémon’s type to match the plate it holds.
- 122:
- Boosts the Attack and Sp. Def stats of the Pokémon and
- its allies in harsh sunlight.
- 123:
- Damages opposing Pokémon that are asleep.
- 124:
- The Pokémon steals the held item from attackers that
- make direct contact with it.
- 125:
- Removes any additional effects from the Pokémon’s
- moves, but increases the moves’ power.
- 126:
- 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:
- Unnerves opposing Pokémon and makes them unable
- to eat Berries.
- 128:
- If the Pokémon has any stat lowered by an opposing
- Pokémon, its Attack stat will be boosted sharply.
- 129:
- Halves the Pokémon’s Attack and Sp. Atk stats when its
- HP drops to half or less.
- 130:
- May disable a move that has dealt damage to
- the Pokémon.
- 131:
- Sometimes cures the status conditions of the
- Pokémon’s allies.
- 132:
- Reduces damage dealt to allies.
- 133:
- The Pokémon’s Defense stat is lowered when it takes
- damage from physical moves, but its Speed stat is
- sharply boosted.
- 134:
- Doubles the Pokémon’s weight.
- 135:
- Halves the Pokémon’s weight.
- 136:
- Reduces the amount of damage the Pokémon takes
- while its HP is full.
- 137:
- Powers up physical moves when the Pokémon
- is poisoned.
- 138:
- Powers up special moves when the Pokémon is burned.
- 139:
- May create another Berry after one is used.
- 140:
- The Pokémon anticipates and dodges the attacks
- of its allies.
- 141:
- Every turn, one of the Pokémon’s stats will be boosted
- sharply but another stat will be lowered.
- 142:
- The Pokémon takes no damage from sandstorms. It is
- also protected from the effects of powders and spores.
- 143:
- May poison a target when the Pokémon makes contact.
- 144:
- The Pokémon has a little of its HP restored when
- withdrawn from battle.
- 145:
- Prevents the Pokémon from having its Defense
- stat lowered.
- 146:
- Boosts the Pokémon’s Speed stat in a sandstorm.
- 147:
- Makes status moves more likely to miss the Pokémon.
- 148:
- Boosts the power of the Pokémon’s move if it is the last
- to act that turn.
- 149:
- The Pokémon fools opponents by entering battle
- disguised as the last Pokémon in its Trainer’s party.
- 150:
- The Pokémon transforms itself into the Pokémon
- it’s facing.
- 151:
- The Pokémon’s moves are unaffected by the target’s
- barriers, substitutes, and the like.
- 152:
- Contact with the Pokémon changes the attacker’s
- Ability to Mummy.
- 153:
- When the Pokémon knocks out a target, it shows moxie,
- which boosts its Attack stat.
- 154:
- When the Pokémon is hit by a Dark-type attack,
- its Attack stat is boosted by its sense of justice.
- 155:
- The Pokémon gets scared when hit by a Dark-, Ghost-,
- or Bug-type attack or if intimidated, which boosts its
- Speed stat.
- 156:
- The Pokémon reflects status moves instead of getting
- hit by them.
- 157:
- The Pokémon takes no damage when hit by Grass-type
- moves. Instead, its Attack stat is boosted.
- 158:
- Gives priority to the Pokémon’s status moves.
- 159:
- Boosts the power of Rock-, Ground-, and Steel-type
- moves in a sandstorm.
- 160:
- The Pokémon’s iron barbs damage the attacker if it
- makes direct contact.
- 161:
- Changes the Pokémon’s shape when its HP drops
- to half or less.
- 162:
- Boosts the accuracy of the Pokémon and its allies.
- 163:
- The Pokémon’s moves are unimpeded by the Ability
- of the target.
- 164:
- The Pokémon’s moves are unimpeded by the Ability
- of the target.
- 165:
- Protects the Pokémon and its allies from effects that
- prevent the use of moves.
- 166:
- Ally Grass-type Pokémon are protected from status
- conditions and the lowering of their stats.
- 167:
- The Pokémon’s HP is restored when it eats any Berry,
- in addition to the Berry’s usual effect.
- 168:
- 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:
- Halves the damage from physical moves.
- 170:
- The Pokémon steals the held item from any target it hits
- with a move.
- 171:
- Protects the Pokémon from ball and bomb moves.
- 172:
- Boosts the Pokémon’s Sp. Atk stat sharply when its stats
- are lowered by an opposing Pokémon.
- 173:
- The Pokémon’s strong jaw boosts the power of its
- biting moves.
- 174:
- Normal-type moves become Ice-type moves.
- The power of those moves is boosted a little.
- 175:
- Prevents the Pokémon and its allies from falling asleep.
- 176:
- 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:
- Gives priority to the Pokémon’s Flying-type moves
- while its HP is full.
- 178:
- Powers up pulse moves.
- 179:
- Boosts the Pokémon’s Defense stat on Grassy Terrain.
- 180:
- The Pokémon passes its held item to an ally that has
- used up an item.
- 181:
- Powers up moves that make direct contact.
- 182:
- Normal-type moves become Fairy-type moves.
- The power of those moves is boosted a little.
- 183:
- Contact with the Pokémon lowers the attacker’s
- Speed stat.
- 184:
- Normal-type moves become Flying-type moves.
- The power of those moves is boosted a little.
- 185:
- The parent and child attack one after the other.
- 186:
- Powers up the Dark-type moves of all Pokémon
- on the field.
- 187:
- Powers up the Fairy-type moves of all Pokémon
- on the field.
- 188:
- The effects of “Aura” Abilities are reversed to lower the
- power of affected moves.
- 189:
- The Pokémon changes the weather to nullify
- Fire-type attacks.
- 190:
- The Pokémon changes the weather to nullify
- Water-type attacks.
- 191:
- The Pokémon changes the weather so that no moves are
- supereffective against the Flying type.
- 192:
- Boosts the Defense stat when the Pokémon is hit
- by an attack.
- 193:
- The Pokémon cowardly switches out when its HP drops
- to half or less.
- 194:
- The Pokémon, sensing danger, switches out when its HP
- drops to half or less.
- 195:
- Boosts the Defense stat sharply when the Pokémon is hit
- by a Water-type move.
- 196:
- The Pokémon’s attacks become critical hits if the target
- is poisoned.
- 197:
- When its HP drops to half or less, the Pokémon’s shell
- breaks and it becomes aggressive.
- 198:
- Doubles the damage dealt to a target that has just
- switched into battle.
- 199:
- Lowers the power of Fire-type moves that hit the
- Pokémon and prevents it from being burned.
- 200:
- Powers up Steel-type moves.
- 201:
- Boosts the Pokémon’s Sp. Atk stat when it takes a hit
- that causes its HP to drop to half or less.
- 202:
- Boosts the Pokémon’s Speed stat in snow.
- 203:
- The Pokémon uses its moves without making contact
- with the target.
- 204:
- Sound-based moves become Water-type moves.
- 205:
- Gives priority to the Pokémon’s healing moves.
- 206:
- Normal-type moves become Electric-type moves.
- The power of those moves is boosted a little.
- 207:
- Doubles the Pokémon’s Speed stat on Electric Terrain.
- 208:
- When it has a lot of HP, the Pokémon forms a powerful
- school. It stops schooling when its HP is low.
- 209:
- Once per battle, the shroud that covers the Pokémon
- can protect it from an attack.
- 210:
- 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:
- Cells gather to aid the Pokémon when its HP
- drops to half or less, causing it to change into
- its Complete Forme.
- 212:
- The Pokémon can poison the target even if it’s a Steel
- or Poison type.
- 213:
- The Pokémon is always drowsing and will never wake up.
- It can attack while in its sleeping state.
- 214:
- The Pokémon’s majesty pressures opponents and makes
- them unable to use priority moves against the Pokémon
- or its allies.
- 215:
- 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:
- Whenever a dance move is used in battle, the Pokémon
- will copy the user to immediately perform that dance
- move itself.
- 217:
- Powers up ally Pokémon’s special moves.
- 218:
- Halves the damage taken from moves that make direct
- contact, but doubles that of Fire-type moves.
- 219:
- The Pokémon dazzles its opponents, making them
- unable to use priority moves against the Pokémon
- or its allies.
- 220:
- Boosts the Pokémon’s Sp. Atk stat every time another
- Pokémon faints.
- 221:
- Contact with the Pokémon lowers the attacker’s
- Speed stat.
- 222:
- The Pokémon copies the Ability of a defeated ally.
- 223:
- The Pokémon copies the Ability of a defeated ally.
- 224:
- Boosts the Pokémon’s most proficient stat every time it
- knocks out a target.
- 225:
- Changes the Pokémon’s type to match the memory disc
- it holds.
- 226:
- Turns the ground into Electric Terrain when the Pokémon
- enters a battle.
- 227:
- Turns the ground into Psychic Terrain when the Pokémon
- enters a battle.
- 228:
- Turns the ground into Misty Terrain when the Pokémon
- enters a battle.
- 229:
- Turns the ground into Grassy Terrain when the Pokémon
- enters a battle.
- 230:
- Prevents other Pokémon’s moves or Abilities from
- lowering the Pokémon’s stats.
- 231:
- Reduces the amount of damage the Pokémon takes
- while its HP is full.
- 232:
- Reduces the power of supereffective attacks that hit
- the Pokémon.
- 233:
- Powers up the Pokémon’s supereffective attacks even
- further.
- 234:
- Boosts the Pokémon’s Attack stat the first time the
- Pokémon enters a battle.
- 235:
- Boosts the Pokémon’s Defense stat the first time the
- Pokémon enters a battle.
- 236:
- 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:
- If the Pokémon is not holding an item, it will fetch the
- Poké Ball from the first failed throw of the battle.
- 238:
- When the Pokémon is hit by an attack, it scatters cotton
- fluff around and lowers the Speed stats of all Pokémon
- except itself.
- 239:
- Ignores the effects of opposing Pokémon’s Abilities and
- moves that draw in moves.
- 240:
- Bounces back only the stat-lowering effects that the
- Pokémon receives.
- 241:
- 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:
- Ignores the effects of opposing Pokémon’s Abilities and
- moves that draw in moves.
- 243:
- Boosts the Speed stat drastically when the Pokémon is
- hit by a Fire- or Water-type move.
- 244:
- Boosts the power of sound-based moves. The Pokémon
- also takes half the damage from these kinds of moves.
- 245:
- The Pokémon creates a sandstorm when it’s hit by
- an attack.
- 246:
- The Pokémon is protected by ice scales, which halve
- the damage taken from special moves.
- 247:
- Ripens Berries and doubles their effect.
- 248:
- 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:
- Just being next to the Pokémon powers up moves.
- 250:
- Changes the Pokémon’s type depending on the terrain.
- 251:
- When the Pokémon enters a battle, the effects of
- Light Screen, Reflect, and Aurora Veil are nullified for
- both opposing and ally Pokémon.
- 252:
- Powers up the Steel-type moves of the Pokémon
- and its allies.
- 253:
- 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:
- The Pokémon exchanges Abilities with a Pokémon that
- hits it with a move that makes direct contact.
- 255:
- Boosts the Pokémon’s Attack stat but only allows the
- use of the first selected move.
- 256:
- While the Pokémon is in the battle, the effects of all
- other Pokémon’s Abilities will be nullified or will not
- be triggered.
- 257:
- Prevents the Pokémon and its allies from being
- poisoned.
- 258:
- The Pokémon changes its form, alternating between
- its Full Belly Mode and Hangry Mode after the end of
- every turn.
- 259:
- Enables the Pokémon to move first occasionally.
- 260:
- If the Pokémon uses moves that make direct contact,
- it can attack the target even if the target protects itself.
- 261:
- When the Pokémon enters a battle, it scatters medicine
- from its shell, which removes all stat changes from allies.
- 262:
- Powers up Electric-type moves.
- 263:
- Powers up Dragon-type moves.
- 264:
- When the Pokémon knocks out a target, it utters a
- chilling neigh, which boosts its Attack stat.
- 265:
- When the Pokémon knocks out a target, it utters a
- terrifying neigh, which boosts its Sp. Atk stat.
- 266:
- This Ability combines the effects of both Calyrex’s
- Unnerve Ability and Glastrier’s Chilling Neigh Ability.
- 267:
- This Ability combines the effects of both Calyrex’s
- Unnerve Ability and Spectrier’s Grim Neigh Ability.
- 268:
- Contact with the Pokémon changes the attacker’s
- Ability to Lingering Aroma.
- 269:
- Turns the ground into Grassy Terrain when the Pokémon
- is hit by an attack.
- 270:
- Boosts the Attack stat when the Pokémon is hit by a
- Fire-type move. The Pokémon also cannot be burned.
- 271:
- 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:
- The Pokémon’s pure salt protects it from status
- conditions and halves the damage taken from
- Ghost-type moves.
- 273:
- The Pokémon takes no damage when hit by Fire-type
- moves. Instead, its Defense stat is sharply boosted.
- 274:
- 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:
- Boosts the Pokémon’s Attack stat if intimidated.
- Moves and items that would force the Pokémon
- to switch out also fail to work.
- 276:
- Powers up Rock-type moves.
- 277:
- 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:
- The Pokémon transforms into its Hero Form when it
- switches out.
- 279:
- 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:
- The Pokémon becomes charged when it takes damage,
- boosting the power of the next Electric-type move the
- Pokémon uses.
- 281:
- Boosts the Pokémon’s most proficient stat in harsh
- sunlight or if the Pokémon is holding Booster Energy.
- 282:
- Boosts the Pokémon’s most proficient stat on Electric
- Terrain or if the Pokémon is holding Booster Energy.
- 283:
- A body of pure, solid gold gives the Pokémon full
- immunity to other Pokémon’s status moves.
- 284:
- The power of the Pokémon’s ruinous vessel lowers the
- Sp. Atk stats of all Pokémon except itself.
- 285:
- The power of the Pokémon’s ruinous sword lowers the
- Defense stats of all Pokémon except itself.
- 286:
- The power of the Pokémon’s ruinous wooden tablets
- lowers the Attack stats of all Pokémon except itself.
- 287:
- The power of the Pokémon’s ruinous beads lowers the
- Sp. Def stats of all Pokémon except itself.
- 288:
- 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:
- 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:
- If an opponent’s stat is boosted, the Pokémon seizes the
- opportunity to boost the same stat for itself.
- 291:
- 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:
- Powers up slicing moves.
- 293:
- 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:
- When the Pokémon enters a battle, it copies an ally’s
- stat changes.
- 295:
- Scatters poison spikes at the feet of the opposing team
- when the Pokémon takes damage from physical moves.
- 296:
- The mysterious tail covering the Pokémon’s head makes
- opponents unable to use priority moves against the
- Pokémon or its allies.
- 297:
- If hit by a Ground-type move, the Pokémon has its HP
- restored instead of taking damage.
- 298:
- 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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