An Ability is a Game Mechanic which was introduced in Generation III of the main stream of games. The majority of Abilities serve as additional perk whilst battling, though some have Over-World Effects which can either be useful or not so useful. Not every ability gives a Pokémon a beneficial effect, there are some which actually hinder the Pokémon like Klutz for an example.


Every Pokémon has a Ability but there are those which have two abilities. Pokémon with two abilities are know as "Dual Ability Pokémon" and Pokémon with one ability are known as "Single Ability". Even though Single Ability Pokémon have just one ability, some of those Pokémon's Abilties are unique to themselves or the evolution line, could be called a Signature Ability.


Pokémon which have a certain Ability in their pre-evolution state and then evolve into a Dual Ability Pokémon, the Pokémon will keep it's Ability from it's pre-evolved state.


Ever since the introduction of Abilities; they have been a recurring Game Mechanic which has featured in every Generation of the main stream Pokémon games.

Generation III

Abilities were introduced in Ruby and Sapphire, every Pokémon had an ability which they where able to use.

Generation IV

All Abilities were ported to Generation IV. New Abilities are added and a selected few from the first three Generations are able to have these new one as well as their old ones and became "Dual Ability" Pokémon.

Generation V

Again all previous abilities are ported into the game and some new abilities are added. Dream World is introduced. Pokémon obtained in the Dream World have new assigned abilities meaning that some Pokémon can now have three possible abilities. Many new Abilities introduced in Generation V can only be obtained in the Dream World.

Generation VI

As with previous games, all previous abilities are ported to the Generation VI titles, with the addition of new abilities. With the Dream World phased out, Dream World Abilities are now referred to as Hidden Abilities. The Hidden Abilities of Pokémon can be found through Hordes, the Friend Safari (exclusive to Pokémon X and Y), and through the DexNav option of the PokéNav Plus (exclusive to Pokémon Omega Ruby and Alpha Sapphire).

List of Abilities

Name Description Add in Generation How Many Pokémon Have This Ability


Adaptability Powers up moves of the same type. IV 10
Aerilate Normal-type moves become Flying-type moves. VI 2
Aftermath Damages the foe who lands the finishing hit. IV 8
Air Lock Eliminates the effects of weather. III 1
Analytic If you are last to attack, the move becomes more powerful. V 12
Anger Point Raises Attack upon taking a critical hit. IV 7
Anticipation Senses the foe’s dangerous moves. IV 7
Arena Trap Prevents the foe from fleeing. III 3
Aroma Veil Protects allies from attacks that limit their move choices. VI 2
Aura Break The effects of "Aura" Abilites are reversed. VI 1


Bad Dreams Reduces a sleeping foes HP. IV 1
Battle Armor The Pokémon is protected against critical hits. III 9
Big Pecks Protects the Pokémon from Defense-lowering attacks. V 12
Blaze Powers up Fire-type moves in a pinch. III 21
Bulletproof Protects the Pokémon from some ball and bomb moves. VI 4


Cheek Pouch Restores HP as well when the Pokémon eats a Berry. VI 3
Chlorophyll Boosts the Pokémon's Speed in sunshine. III 35
Clear Body Prevents the Pokémon’s stats from being lowered. III 13
Cloud Nine Eliminates the effects of weather. III 6
Color Change Changes the Pokémon’s type to the foe’s move. III 1
Competitive Boosts the Special Attack stat when a stat is lowered. VI 8
Compound Eyes The Pokémon’s accuracy is boosted. III 9
Contrary Invert stat modifiers. V 7
Cursed Body If it is attacked, it will occasionally cause the attacking move to be Disabled. V 6
Cute Charm Contact with the Pokémon may cause infatuation. III 13


Damp Prevents combatants from self destructing. III 18
Dark Aura Powers up each Pokémon's Dark-type moves. VI 1
Defeatist If it's HP drops below 50%, Attack is decreased. V 2
Defiant As its stats are lowered, it's attack increases. V 12
Delta Stream Affects weather and eliminates all of the Flying type's weaknesses. VI 1
Desolate Land Affects weather and nullifies any Water-type attacks. VI 1
Download Adjusts power according to the foe’s lowest defensive stat. IV 4
Drizzle The Pokémon makes it rain if it appears in battle. III 2
Drought The Pokémon makes it sunny if it is in battle. III 4
Dry Skin Reduces HP if it is hot. Water restores HP. IV 7


Early Bird The Pokémon awakens quickly from sleep. III 15
Effect Spore Contact may paralyze, poison, or cause sleep. III 8


Fairy Aura Powers up each Pokémon's Fairy-type moves. VI 1
Filter Powers down super-effective moves. IV 3
Flame Body Contact with the Pokémon may burn the foe. III 16
Flare Boost When it's burnt the power of its Special Attacks rises. V 2
Flash Fire Powers up Fire-type moves if hit by a fire move. III 18
Flower Gift Powers up party Pokémon when it is sunny. IV 1
Flower Veil Prevents lowering of ally Grass-type Pokémon's stats. VI 4
Forecast CASTFORM transforms with the weather. III 1
Forewarn Determines what moves the foe has. IV 6
Friend Guard It can lower the damage received by a team-mate. V 8
Frisk The Pokémon can check the foe’s held item. IV 21
Fur Coat Halves damage from physical moves. VI 1


Gale Wings Gives priority to Flying-type moves. VI 3
Gluttony Encourages the early use of a held Berry. IV 21
Gooey Contact with the Pokémon lowers the attacker's Speed stat. VI 3
Grass Pelt Boosts the Defense stat in Grassy Terrain. VI 2
Guts Boosts Attack if there is a status problem. III 21


Harvest The same berry can be used infinitely in one battle. V 5
Healer Pokémon will occasionally heal team mates status problems V 7
Heatproof Weakens the power of Fire-type moves. IV 2
Heavy Metal This Pokémon's weight is doubled. V 5
Honey Gather The Pokémon may gather Honey from somewhere. IV 3
Huge Power Raises the Pokémon’s Attack stat. III 6
Hustle Boosts the Attack stat, but lowers accuracy. III 18
Hydration Heals status problems if it is raining. IV 21
Hyper Cutter Prevents the Attack stat from being lowered. III 10


Ice Body The Pokémon regains HP in a hailstorm. IV 14
Illuminate Raises the likelihood of meeting wild Pokémon. III 7
Illusion Comes out disguised as the Pokémon in the back. V 2
Immunity Prevents the Pokémon from getting poisoned. III 3
Imposter It transforms itself into the Pokémon it is facing. V 1
Infiltrator Passes through the foe's barriers and strikes. V 20
Inner Focus The Pokémon is protected from flinching. III 28
Insomnia Prevents the Pokémon from falling asleep. III 14
Intimidate Lowers the foe’s Attack stat. III 29
Iron Barbs If this Pokémon is touched the opponent will receive damage. V 3
Iron Fist Boosts the power of punching moves. IV 13


Justified Attack rises if you are hit with a Dark-type attack. V 9


Keen Eye Prevents the Pokémon from losing accuracy. III 34
Klutz The Pokémon can’t use any held items. IV 9


Leaf Guard Prevents status problems in sunny weather. IV 17
Levitate Gives full immunity to all Ground-type moves. III 33
Light Metal This Pokémon's weight is halved. V 5
Lightning Rod The Pokémon draws in all Electric-type moves. III 17
Limber The Pokémon is protected from paralysis. III 10
Liquid Ooze Inflicts damage on foes using any draining move. III 4


Magic Bounce It can reflect the effect of stat-changing moves. V 6
Magic Guard The Pokémon only takes damage from attacks. IV 10
Magician The Pokémon steals the held item of a Pokémon it hits with a move. VI 5
Magma Armor Prevents the Pokémon from becoming frozen. III 3
Magnet Pull Prevents Steel-type Pokémon from escaping. III 5
Marvel Scale Boosts Defense if there is a status problem. III 3
Mega Launcher Powers up aura and pulse moves. VI 3
Minus Boosts Sp. Atk if another Pokémon has Plus. III 6
Mold Breaker Moves can be used regardless of abilities. IV 17
Moody Its stats go up and down. V 7
Motor Drive Raises Speed if hit by an Electric-type move. IV 4
Moxie Attack rises when you knock out an opponent. V 13
Multiscale When this Pokémon is at full HP, damage is lessened. V 2
Multitype Changes type to match the held Plate. IV 1
Mummy Contact with this Pokémon spreads this Ability. V 2


Natural Cure All status problems are healed upon switching out. III 15
No Guard Ensures the Pokémon and its foe’s attacks land. IV 9
Normalize All the Pokémon’s moves become the Normal type. IV 2


Oblivious Prevents the Pokémon from becoming infatuated. III 21
Overcoat Protects the Pokémon from damage from weather. V 17
Overgrow Powers up Grass-type moves in a pinch. III 21
Own Tempo Prevents the Pokémon from becoming confused. III 22


Parental Bond Parent and child attack together. VI 1
Pickpocket Steals an item when hit by another Pokémon. V 7
Pickup The Pokémon may pick up items. III 15
Pixilate Normal-type moves become Fairy-type moves. VI 3
Plus Boosts Sp. Atk if another Pokémon has Minus. III 8
Poison Heal Restores HP if the Pokémon is poisoned. IV 3
Poison Point Contact with the Pokémon may poison the foe. III 16
Poison Touch The opponent can become poisoned just by touching this Pokémon. V 7
Prankster Gives priority to a status move. V 14
Pressure The Pokémon raises the foe’s PP usage. III 25
Primordial Sea Affects weather and nullifies any Fire-type attacks. VI 1
Protean Changes the Pokémon's type to the type of the move it's using. VI 4
Pure Power Boosts the power of physical attacks. III 2


Quick Feet Boosts Speed if there is a status problem. IV 9


Rain Dish The Pokémon gradually recovers HP in rain. III 11
Rattled Some move types scare it and boost its Speed. V 11
Reckless Powers up moves that have recoil damage. IV 12
Refrigerate Normal-type moves become Ice-type moves. VI 3
Regenerator Restores a little HP when withdrawn from battle. V 17
Rivalry Raises Attack if the foe is of the same gender. IV 18
Rock Head Protects the Pokémon from recoil damage. III 20
Rough Skin Inflicts damage to the foe on contact. III 6
Run Away Enables sure getaway from wild Pokémon. III 24


Sand Force Boosts certain moves' power in a sandstorm. V 16
Sand Rush Boosts the Pokémon's Speed in a sandstorm. V 7
Sand Stream The Pokémon summons a sandstorm in battle. III 3
Sand Veil Boosts the Pokémon’s evasion in a sandstorm. III 20
Sap Sipper Boosts Attack when hit by a Grass-type move. V 17
Scrappy Enables moves to hit Ghost-type foes. IV 11
Serene Grace Boosts the likelihood of added effects appearing. III 12
Shadow Tag Prevents the foe from escaping. III 6
Shed Skin The Pokémon may heal its own status problems. III 16
Sheer Force Removes added effects to increase move damage. V 25
Shell Armor The Pokémon is protected against critical hits. III 23
Shield Dust Blocks the added effects of attacks taken. III 8
Simple The Pokémon is prone to wild stat changes. IV 5
Skill Link Increases the frequency of multi-strike moves. IV 8
Slow Start Temporarily halves Attack and Speed. IV 1
Slow Start Temporarily halves Attack and Speed. IV 1
Sniper Powers up moves if they become critical hits. IV 14
Snow Cloak Raises evasion in a hailstorm. IV 12
Snow Warning The Pokémon summons a hailstorm in battle. IV 4
Solar Power Boosts Sp. Atk, but lowers HP in sunshine. IV 9
Solid Rock Powers down super-effective moves. IV 4
Soundproof Gives full immunity to all sound-based moves. III 13
Speed Boost The Pokémon’s Speed stat is gradually boosted. III 11
Stall The Pokémon moves after even slower foes. IV 1
Stance Change The Pokémon changes form depending on how it battles. VI 1
Static Contact with the Pokémon may cause paralysis. III 15
Steadfast Raises Speed each time the Pokémon flinches. IV 10
Stench The stench helps keep wild Pokémon away. III 7
Sticky Hold Protects the Pokémon from item theft. III 8
Storm Drain The Pokémon draws in all Water-type moves. IV 7
Strong Jaw The Pokémon's strong jaw gives it tremendous biting power. VI 6
Sturdy The Pokémon is protected against 1-hit KO attacks. III 36
Suction Cups Negates moves that force switching out. III 5
Super Luck Heightens the critical-hit ratios of moves. IV 9
Swarm Powers up Bug-type moves in a pinch. III 25
Sweet Veil Prevents itself and ally Pokémon from falling asleep. VI 2
Swift Swim Boosts the Pokémon’s Speed in rain. III 39
Symbiosis The Pokémon can pass an item to an ally. VI 3
Synchronize Passes on a burn, poison, or paralysis to the foe. III 15


Tangled Feet Raises evasion if the Pokémon is confused. IV 7
Technician Powers up the Pokémon’s weaker moves. IV 14
Telepathy Anticipates an ally's attack and dodges it. V 17
Teravolt Moves can be used regardless of Abilities. V 2
Thick Fat Raises resistance to Fire-and Ice-type moves. III 22
Tinted Lens Powers up “not very effective” moves. IV 9
Torrent Powers up Water-type moves in a pinch. III 21
Tough Claws Powers up moves that make direct contact. VI 5
Toxic Boost Powers up physical attacks when poisoned. V 1
Trace The Pokémon copies the foe’s ability. III 6
Truant The Pokémon can’t attack on consecutive turns. III 3
Turboblaze Moves can be used regardless of Abilities. V 2


Unaware Ignores any change in ability by the foe. IV 7
Unburden Raises Speed if a held item is used. IV 12
Unnerve Makes the foe nervous and unable to eat Berries. V 19


Victory Star Boosts the accuracy of its allies and itself. V 1
Vital Spirit Prevents the Pokémon from falling asleep. III 14
Volt Absorb Restores HP if hit by an Electric-type move. III 7


Water Absorb Restores HP if hit by a Water-type move. III 22
Water Veil Prevents the Pokémon from getting a burn. III 11
Weak Armor Physical attacks lower Defense and raise Speed. V 16
White Smoke Prevents the Pokémon’s stats from being lowered. III 2
Wonder Guard Only supereffective moves will hit. III 1
Wonder Skin Makes status-changing moves more likely to miss. V 4


Zen Mode Changes the Pokémon's shape when HP is halved. V 1

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