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Abilities

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Apr 25th, 2017
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  1.  
  2. Aggravate: Normal-Type moves become Figthing-Type and have their power increased by 20%.
  3.  
  4. Battle Ready: Damaging moves gain +1 Priority. This ability only applies during the Pokemon’s first turn on the field.
  5.  
  6. Bravery: Raises the Pokemon’s Attack by one stage whenever an opponent’s stat is raised.
  7.  
  8. Cautious: A move’s PP is not wasted if the move misses.
  9.  
  10. Clean Up: Removes all hazards upon entry.
  11.  
  12. Contaminate: Normal-Type moves become Poison-Type and have their power increased by 20%.
  13.  
  14. Cruelty: Increases the power of moves against a target with Status by 50%.
  15.  
  16. Devious: Doubles the power of Stat-Lowering effects on the opponent.
  17.  
  18. Ethereal: When the Pokemon’s HP drops to 0, it remains active for an additional turn before fainting.
  19.  
  20. Fighting Spirit: Increases the Pokemon’s Attack by 50% when under ½ HP.
  21.  
  22. Fortified: Defense and Special Defense is increased by 30%, but Speed is decreased by 50%
  23.  
  24. Frighten: Lowers the Special Attack of opponents by one stage when entering the field.
  25.  
  26. Furnace: Fire-Type moves have their damage increased by 30%, but lose their effects.
  27.  
  28. Generator: Electric-Type moves have their damage increased by 30%, but lose their effects.
  29.  
  30. Hidden Potential: Doubles the Pokemon’s Special Attack.
  31.  
  32. Iceborn: Increases the power Ice-Type moves by 50%.
  33.  
  34. Incinerate: Normal-Type moves become Fire-Type and have their power increased by 20%.
  35.  
  36. Kicking Strikes: Boosts the power of Kicking moves by 20%.
  37.  
  38. Lovestruck: Opposing Pokemon have a 50% chance to become Infatuated when brought in.
  39.  
  40. Martial Artist: Increases the power of Figthing-Type moves by 50%.
  41.  
  42. Mist Healing: The Pokemon restores 1/8th HP at the end of each turn when under Misty Terrain.
  43.  
  44. Nimble: Increases the Pokemon’s Speed by 50%.
  45.  
  46. Perseverance: The Pokemon restores 1/16th HP at the end of each turn.
  47.  
  48. Potent Venom: Using a move that would Poison the target will Badly Poison the target instead.
  49.  
  50. Power Nap: The Pokemon restores 1/8th HP at the end of each turn if it is asleep.
  51.  
  52. Psychic Force: Increases the power of moves by 20% when under Psychic Terrain.
  53.  
  54. Rampage: Increases the power of Fatigue-Inducing moves by 20%.
  55.  
  56. Rapid Fire: Special moves with 60 Base Power or lower receive +1 Priority.
  57.  
  58. Saber Claws: Boosts the power of Claw and Slash moves by 20%.
  59.  
  60. Scavenger: Restores ¼th HP after defeating an opponent.
  61.  
  62. Skilled Diver: Increases the power of Water-Type moves by 50%.
  63.  
  64. Static Touch: Contact moves gain a 30% chance to paralyze the target.
  65.  
  66. Surge Protector: Removed the Pokemon’s weaknesses when under Electric Terrain.
  67.  
  68. Surround Sound: Sound-Based attacks ignore barriers, Substitute, and protecting moves.
  69.  
  70. Toxic Gland: Increases the power of Poison-Type moves by 50%.
  71.  
  72. Trickster’s Touch: Contact moves will remove any item the target is holding and have their power increased by 10% if an item was removed.
  73.  
  74. Umbral Shift: Summons a Trick Room effect for 5 turns when entering the field.
  75.  
  76. Vengeful: The Pokemon’s damaging moves have their power increased by 12% for each fainted Pokemon on the team.
  77.  
  78. Windbringer: Summons a Tailwind effect for 5 turns when entering the field.
  79.  
  80. Wonder Flame: Summons a Wonder Room effect for 5 turns when entering the field.
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