Ability

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.

Contents


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.

[edit] Evolution

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.

[edit] Generations

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.

[edit] Generation III

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

[edit] 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.

[edit] 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.

[edit] List of Abilities

Name Description Add in Generation How Many Pokémon Have This Ability

A

Adaptability Powers up moves of the same type. IV 7
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 6
Arena Trap Prevents the foe from fleeing. III 3

B

Bad Dreams Reduces a sleeping foes HP. IV 1
Battle Armor The Pokémon is protected against critical hits. III 8
Big Pecks Protects the Pokémon from Defense-lowering attacks. V 11
Blaze Powers up Fire-type moves in a pinch. III 17

C

Chlorophyll Boosts the Pokémon's Speed in sunshine. III 35
Clear Body Prevents the Pokémon’s stats from being lowered. III 11
Cloud Nine Eliminates the effects of weather. III 6
Color Change Changes the Pokémon’s type to the foe’s move. III 1
Compoundeyes The Pokémon’s accuracy is boosted. III 7
Contrary Invert stat modifiers. V 5
Cursed Body If it is attacked, it will occasionally cause the attacking move to be Disabled. V 5
Cute Charm Contact with the Pokémon may cause infatuation. III 12

D

Damp Prevents combatants from self destructing. III 18
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
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 3
Dry Skin Reduces HP if it is hot. Water restores HP. IV 5

E

Early Bird The Pokémon awakens quickly from sleep. III 15
Effect Spore Contact may paralyze, poison, or cause sleep. III 7

F

Filter Powers down super-effective moves. IV 2
Flame Body Contact with the Pokémon may burn the foe. III 14
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
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 5
Frisk The Pokémon can check the foe’s held item. IV 11

G

Gluttony Encourages the early use of a held Berry. IV 19
Guts Boosts Attack if there is a status problem. III 21

H

Harvest The same berry can be used infinitely in one battle. V 3
Healer Pokémon will occasionally heal team mates status problems V 5
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 2
Huge Power Raises the Pokémon’s Attack stat. III 3
Hustle Boosts the Attack stat, but lowers accuracy. III 18
Hydration Heals status problems if it is raining. IV 18
Hyper Cutter Prevents the Attack stat from being lowered. III 9

I

Ice Body The Pokémon regains HP in a hailstorm. IV 12
Illuminate Raises the likelihood of meeting wild Pokémon. III 6
Illusion You transform into the Pokémon behind you and then come out into the field. V 2
Immunity Prevents the Pokémon from getting poisoned. III 3
Imposter You transform into the Pokémon in front of you - ie your opponent. V 1
Inner Focus The Pokémon is protected from flinching. III 26
Insomnia Prevents the Pokémon from falling asleep. III 11
Intimidate Lowers the foe’s Attack stat. III 27
Iron Barbs If this Pokémon is touched the opponent will receive damage. V 2
Iron Fist Boosts the power of punching moves. IV 10

J

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

K

Keen Eye Prevents the Pokémon from losing accuracy. III 29
Klutz The Pokémon can’t use any held items. IV 7

L

Leaf Guard Prevents status problems in sunny weather. IV 14
Levitate Gives full immunity to all Ground-type moves. III 33
Light Metal This Pokémon's weight is halved. V 5
Lightningrod The Pokémon draws in all Electric-type moves. III 15
Limber The Pokémon is protected from paralysis. III 10
Liquid Ooze Inflicts damage on foes using any draining move. III 4

M

Magic Bounce It can reflect the effect of stat-changing moves. V 3
Magic Guard The Pokémon only takes damage from attacks. IV 10
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
Minus Boosts Sp. Atk if another Pokémon has Plus. III 6
Mold Breaker Moves can be used regardless of abilities. IV 12
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 11
Multiscale When this Pokémon is at full HP, damage is lessened. V 2
Multitype Changes type to match the held Plate. IV 1
Mummy If you are touched by an opponent, you make their ability Mummy. V 2

N

Natural Cure All status problems are healed upon switching out. III 13
No Guard Ensures the Pokémon and its foe’s attacks land. IV 6
Normalize All the Pokémon’s moves become the Normal type. IV 2

O

Oblivious Prevents the Pokémon from becoming infatuated. III 19
Overcoat It will not take damage from weather effects. V 17
Overgrow Powers up Grass-type moves in a pinch. III 17
Own Tempo Prevents the Pokémon from becoming confused. III 17

P

Pickpocket It steals the item of an opponent that touches it. V 5
Pickup The Pokémon may pick up items. III 10
Plus Boosts Sp. Atk if another Pokémon has Minus. III 7
Poison Heal Restores HP if the Pokémon is poisoned. IV 3
Poison Point Contact with the Pokémon may poison the foe. III 14
Poison Touch The opponent can become poisoned just by touching this Pokémon. V 5
Prankster Non-attacking moves have a higher speed priority. V 11
Pressure The Pokémon raises the foe’s PP usage. III 25
Pure Power Boosts the power of physical attacks. III 2

Q

Quick Feet Boosts Speed if there is a status problem. IV 12

R

Rain Dish The Pokémon gradually recovers HP in rain. III 11
Rattled There are types you are self-conscious around of and raise your speed. V 11
Reckless Powers up moves that have recoil damage. IV 11
Regenerator HP is restored when you switch out. V 15
Rivalry Raises Attack if the foe is of the same gender. IV 16
Rock Head Protects the Pokémon from recoil damage. III 18
Rough Skin Inflicts damage to the foe on contact. III 6
Run Away Enables sure getaway from wild Pokémon. III 23

S

Sand Force Certain moves will increase in power during a sandstorm. V 14
Sand Rush Speed rises in a Sand Storm. V 6
Sand Stream The Pokémon summons a sandstorm in battle. III 3
Sand Veil Boosts the Pokémon’s evasion in a sandstorm. III 18
Sap Sipper Attack rises if hit with a Grass-type attack. V 11
Scrappy Enables moves to hit Ghost-type foes. IV 9
Serene Grace Boosts the likelihood of added effects appearing. III 11
Shadow Tag Prevents the foe from escaping. III 8
Shed Skin The Pokémon may heal its own status problems. III 15
Sheer Force Attacks gain power, but lose their secondary effect. V 24
Shell Armor The Pokémon is protected against critical hits. III 21
Shield Dust Blocks the added effects of attacks taken. III 5
Simple The Pokémon is prone to wild stat changes. IV 5
Skill Link Increases the frequency of multi-strike moves. IV 6
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 12
Snow Cloak Raises evasion in a hailstorm. IV 8
Snow Warning The Pokémon summons a hailstorm in battle. IV 2
Solar Power Boosts Sp. Atk, but lowers HP in sunshine. IV 6
Solid Rock Powers down super-effective moves. IV 4
Soundproof Gives full immunity to all sound-based moves. III 12
Speed Boost The Pokémon’s Speed stat is gradually boosted. III 12
Stall The Pokémon moves after even slower foes. IV 1
Steadfast Raises Speed each time the Pokémon flinches. IV 9
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
Sturdy The Pokémon is protected against 1-hit KO attacks. III 32
Suction Cups Negates moves that force switching out. III 3
Super Luck Heightens the critical-hit ratios of moves. IV 9
Swarm Powers up Bug-type moves in a pinch. III 24
Swift Swim Boosts the Pokémon’s Speed in rain. III 38
Synchronize Passes on a burn, poison, or paralysis to the foe. III 15

T

Tangled Feet Raises evasion if the Pokémon is confused. IV 7
Technician Powers up the Pokémon’s weaker moves. IV 14
Telepathy It reads the mind of its team-mates and is unaffected by their attacks. V 14
Teravolt It can attack the opponent regardless of their ability V 1
Thick Fat Raises resistance to Fire-and Ice-type moves. III 20
Tinted Lens Powers up “not very effective” moves. IV 9
Torrent Powers up Water-type moves in a pinch. III 17
Toxic Boost When poisoned the power of its Physical attacks rises. V 1
Trace The Pokémon copies the foe’s ability. III 5
Truant The Pokémon can’t attack on consecutive turns. III 3
Turboblaze It can attack the opponent regardless of their ability. V 1

U

Unaware Ignores any change in ability by the foe. IV 7
Unburden Raises Speed if a held item is used. IV 9
Unnerve You make the opponent tense and won't let them eat their berry. V 17

V

Victory Star You and your team mates receive an accuracy increase. V 1
Vital Spirit Prevents the Pokémon from falling asleep. III 12
Volt Absorb Restores HP if hit by an Electric-type move. III 5

W

Water Absorb Restores HP if hit by a Water-type move. III 21
Water Veil Prevents the Pokémon from getting a burn. III 11
Weak Armor When hit with physical attacks its Defense is lowered, but its Speed is increased. 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 Your body makes it difficult to take stat-changing moves. V 4

Z

Zen Mode Your form will change when in a pinch. V 2

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Last edited by Lesley Pro_04 on 27 November 2011 at 21:43
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