Post by IMUIT on Nov 2, 2017 22:30:57 GMT -6
BATTLING INFORMATION
TABLE OF CONTENTS
This thread contains everything you need to know about Pokemon, including leveling, catching, moves, abilities, evolution and so on. If you need any information about how Pokemon operate on Stellara, check this thread. If you want to jump to a specific section, use CTRL + F and put the name of the section you want to go to from the table of contents.
Overview
Levels
Moves
Battle Rules
Status Effects
Abilities
OVERVIEW
Pokemon battles are a staple of the Pokemon series, and they will be a frequent occurrence on Stellara. While many of us are familiar with the Pokemon games, our goal is to not have battling turn into a glorified Pokemon game simulator. Instead, we want to encourage creativity, flexibility and overall have Pokemon battles be as engaging and epic as possible.
BATTLE RULES
Whenever a battle happens, be sure to adhere to all of the rules listed in this section and in this guide in total. Be honorable and fair; winning is not everything. We do not tolerate cheaters or people who constantly cause problems for members and the site. If you do not respect these rules, you will be punished. End of story.
- While we do have rules in place, our battles are freeform. You can attack, defend and dodge creatively. You do not have to always use a move to attack. For example, your Pokemon can scratch, tackle and bite even if it does not know the moves Scratch, Tackle and Bite. Be as innovative as you want so long as it is logical and reasonable.
- There is no move limit per turn. However, be aware that the more moves you do per turn, the more energy it takes to do so. That said, don’t expect to be able to have your Pokemon do five moves in one turn.
- Absolutely no damage calculators allowed. This is not the video games; you aren’t going to be one-shotting something with a super effective move unless it is something ridiculous like a level 5 against a level 50.
- There is no dodge/block limit, but be fair with the amount of times that you dodge or block. If it is starting to get to the point where you are dodging and blocking nearly every single attack, staff will step in and punish you.
- Items can be used in League matches (Gym Leader/Elite Four) if permitted. Items are able to be used in battles outside of the League too; however, do realize that this can put the trainer in direct danger of being attacked by the opponent’s Pokemon or even the opponent trainer. Plus, healing items such as Potions do not heal injuries instantly. It takes two turns for a treated injury to heal; even then, for wounds to heal fully, more advanced medical treatment will be needed such as treatment at a Pokemon Center.
STATUS EFFECTS
Status effects last for three turns unless said otherwise. If a move has a status effect attached to it, you can declare that if the attack hits, it will inflict the status effect. How often you can do this depends on the move’s status effect percentage. For example, if a move inflicts a status effect at a 10% chance, you can have it inflict the status effect once every ten turns. The rest of the percentages are listed below:
10% - Once every ten turns
20% - Once every eight turns
30% - Once every seven turns
40% - Once every six turns
50% - Once every five turns
100% - No limit
Burn - Deals a minor amount of damage per turn and lowers the damage of all physical moves used by one damage tier.
Freeze - Renders a Pokemon completely immobile and surrounds them in a block of ice. It is possible to break out of the ice, but it requires a powerful move or multiple hits to do so.
Paralysis - Slows down a Pokemon’s speed and reflexes. Also, it will prevent a Pokemon from attacking every other turn.
Poison - Deals a minor amount of damage per turn. If badly poisoned, deals a moderate amount of damage per turn.
Sleep - Causes a Pokemon to fall asleep and be unable to act. The Pokemon wakes up if it takes damage or after three turns.
Confusion - Makes a Pokemon act wildly and without reason; this also transfers to how the Pokemon uses its moves. When the Pokemon takes damage, it snaps out of its confusion.
Infatuated - Makes a Pokemon unable to attack the Pokemon it is infatuated with every other turn. If the Pokemon is hit, then it will snap out of its charmed state.
Flinch - Prevents a Pokemon from attacking or using any moves for one turn. The Pokemon can still move around and act defensively so long as it is not attached to a move.
ABILITIES
Abilities are used on Stellara. However, not every ability transfers perfectly from a video game setting to a RP one. Therefore, we have gone through and modified abilities to fit the freeform nature of the site. You can find the full list of abilities below. If an ability grants a stat boost or deals a stat decrease, the stat boost or decrease lasts for two turns UNLESS stated otherwise.
Adaptability - Moves that are the same type as the Pokemon have their power boosted by a minor amount.
Aerilate - All of a Pokemon’s Normal-Type attacks turn into Flying-Type and get a minor boost in power. Does not affect Hidden Power.
Aftermath - When KO’d, a Pokemon with this ability deals a moderate amount of damage to whoever KO’d it. This damage cannot be blocked or dodged.
Air Lock - Cancels out any weather effects while the Pokemon is on the field.
Analytic - If the Pokemon waits a full turn before attacking, its attack will gain a heavy boost in power. During the waiting period, the Pokemon can only use defensive and status moves and cannot attack AT ALL, even if it attacks without using a move.
Anger Point - All physical attacks get a heavy boost in power if the Pokemon with Anger Point is hit with a critical hit.
Anticipation - Whenever the Pokemon with Anticipation is in battle, it will shudder and become anxious if the opponent has any move that is super-effective against the Pokemon with Anticipation, Self-Destruct, Explosion or a one-hit KO move.
Arena Trap - Prevents opposing grounded Pokemon from switching out or fleeing. Ghost-type Pokemon are unaffected.
Aroma Veil - Protects allies from attacks and status effects that limit their move choices such as Taunt, Torment, Encore, Disable, Cursed Body, Heal Block, and infatuation.
Aura Break - Weakens the boosts provided by Dark Aura and Fairy Aura by 50%.
Bad Dreams - Deals minor damage to sleeping opponents per turn.
Battery - This Pokemon's allies have the power of their special attacks increased by a minor amount.
Battle Armor - Prevents critical hits.
Battle Bond - This ability cannot be selected.
Beast Boost - If a Pokemon with this ability knocks out another Pokemon, the Pokemon with this ability will gain a moderate boost in power for three turns.
Berserk - Whenever a Pokemon with this ability becomes moderately injured, the effectiveness of their special attacks will increase by one damage tier.
Big Pecks - The wielder's Defense cannot be lowered.
Blaze - When the wielder becomes tired, weakened or injured, it will boost the power of the Pokemon’s fire-type moves by one damage tier. However, if the Pokemon is not in their final evolutionary stage, they will go berserk and attack ruthlessly and recklessly.
Bulletproof - This Pokemon is completely unaffected by some ball or bomb moves such as Aura Sphere, Gyro Ball and Shadow Ball. For a complete list of moves that this ability protects against, visit HERE.
Cheek Pouch - When the Pokemon consumes a berry, it is healed for a moderate amount or as much as a Super Potion.
Chlorophyll - Gives a moderate boost in speed and reflexes whenever the user is in harsh sunlight (weather effect).
Clear Body - Prevents a Pokemon from being affected by stat-decreasing moves such as Leer.
Cloud Nine - Eliminates the effects of weather.
Color Change - When hit by a move, this ability changes the Pokémon's type to the move it was hit with.
Comatose - Prevents all status conditions except Sleep.
Competitive - Raises effectiveness of special attack moves by a moderate amount when the Pokémon's stats are lowered.
Compound Eyes - The Pokémon's accuracy is boosted, thus making moves harder to dodge.
Contrary - Makes stat boosting moves decrease stats and stat decreasing moves increase stats.
Corrosion - The Pokémon can poison Steel and Poison types.
Cursed Body - When a Pokemon with this ability is hit with a move, it will disable the move it was hit with, preventing the opponent from using the same move for two turns. This can only happen once every four turns.
Cute Charm - If a Pokemon with this ability is hit with a contact-based move, it can choose to cause infatuation to the Pokemon who hit it. This can only be used once every four turns.
Damp - Prevents opponents and allies from using self-destructing moves.
Dancer - Copies the foe's Dance moves.
Dark Aura - Raises power of Dark type moves for all Pokémon in battle by a moderate amount.
Dazzling - Protects the Pokémon from high-priority moves such as Fake Out.
Defeatist - If the Pokemon with this ability becomes injured enough, it will deal one damage tier less damage with all of its attacks.
Defiant - Whenever a Pokemon is affected by a stat-decreasing move, it will gain a moderate boost to its Attack.
Delta Stream - Creates strong winds when the ability activates. This is a unique weather condition that eliminates all Flying-type’s weaknesses.
Desolate Land - Turns the sunlight extremely harsh when the ability activates. This is a unique variation of harsh sunlight that nullifies all Water-type moves.
Disguise - Allows the Pokemon to avoid all damage for one turn. This can only be used once every five turns.
Download - If the opponent Pokemon uses a stat boosting move to increase their Defense or Special Defense, the Pokemon with this ability will gain the same boost to either their Attack if the stat boosting move is used for Defense or Special Attack if the stat boosting move is used for Special Defense.
Drizzle - The Pokémon makes it rain when it enters a battle.
Drought - Turns the sunlight harsh when the Pokémon enters a battle.
Dry Skin - The Pokemon takes a minor amount of damage every turn it is in harsh or extremely harsh sunlight. If it is in rain, it is healed for a minor amount of damage every turn.
Early Bird - The Pokémon can awaken instantly if it falls asleep. This can only be used once every three turns.
Effect Spore - When the Pokemon is hit with a contact-move, they can choose to inflict either poison, paralysis or sleep on their attacker. This can only be done once every five turns.
Electric Surge - The Pokémon creates an Electric Terrain when it enters a battle.
Emergency Exit - The Pokémon, sensing danger, switches out when its HP becomes half or less.
Fairy Aura - Raises power of Fairy type moves for all Pokémon in battle by a moderate amount.
Filter - Reduces damage from supereffective attacks by a moderate amount.
Flame Body - If a Pokemon with this ability is hit with a contact-based move, it can choose to burn the Pokemon who hit it. This can only be used once every four turns.
Flare Boost - Powers up special attacks by one damage tier when burned.
Flash Fire - This ability grants a moderate boost to the wielder’s Fire-type moves if it's hit by one.
Flower Gift - Grants a permanent moderate Attack and Special Defense boost to party Pokémon in harsh sunlight.
Flower Veil - Prevents lowering of ally Grass-type Pokémon's stats.
Fluffy - Reduces damage from contact moves by one damage tier, but increases damage from Fire-type moves by two damage tiers.
Forecast - Castform transforms with the weather.
Forewarn - Allows a Pokemon to know any move that its opponent has that deals Heavy damage and more.
Friend Guard - Reduces damage done to allies by a moderate amount. This does not affect moves that deal direct damage such as Bide, Counter, Mirror Coat and Seismic Toss.
Frisk - The Pokémon can check a foe's held item and know what it is.
Full Metal Body - Prevents other Pokémon from lowering its stats.
Fur Coat - Reduces damage from physical moves by a moderate amount.
Gale Wings - Gives priority to Flying-type moves.
Galvanize - Normal-type moves become Electric-type moves and their power boosted by a moderate amount.
Gluttony - Increases the duration of effects from Chef food items when eaten by two turns.
Gooey - Contact with the Pokémon lowers the attacker's Speed stat by a moderate amount for two turns. This can only be used once every four posts.
Grass Pelt - Boosts the Defense stat by a moderate amount permanently so long as the Pokemon is in Grassy Terrain.
Grassy Surge - The Pokémon creates a Grassy Terrain when it enters a battle.
Guts - Boosts Attack by a moderate amount if the Pokemon is suffering from a status effect.
Harvest - Berries are able to be consumed twice in battle.
Healer - The Pokemon with this ability can heal an ally's status conditions once every four turns.
Heatproof - Weakens the power of Fire-type moves used against the Pokemon with this ability by a moderate amount.
Heavy Metal - Doubles the Pokémon's weight.
Honey Gather - Has no effect.
Huge Power - Increases the power of all physical moves used by the Pokemon by a moderate amount.
Hustle - Boosts the Attack stat, but lowers accuracy.
Hydration - Heals status effects if it is raining.
Hyper Cutter - Prevents other Pokémon from lowering Attack stat.
Ice Body - The Pokémon heals for a minor amount even turn it is in a hailstorm.
Illuminate - Grants the Pokemon the ability to give off a bright light that can be used to illuminate dark areas or temporarily blind foes.
Illusion - The Pokemon with this ability can disguise itself as another Pokemon or summon illusions. Getting hit while under disguise will cancel out the illusion.
Immunity - Prevents the Pokémon from getting poisoned.
Imposter - The Pokemon with this ability transforms itself into the Pokémon it is facing.
Infiltrator - The Pokemon is able to ignore Reflect, Light Screen, Safeguard, Mist, Substitute and Aurora Veil.
Innards Out - Deals a Heavy amount of damage upon fainting.
Inner Focus - The Pokémon is protected from flinching.
Insomnia - Prevents the Pokémon from falling asleep.
Intimidate - Lowers all opponents’ Attack stat by a minor amount as long as the Pokemon with this ability is out in battle.
Iron Barbs - Inflicts a moderate amount of damage to Pokemon who use contact moves on the Pokemon with this ability.
Iron Fist - Boosts the power of punching moves by one damage tier.
Justified - Raises Attack by a minor amount when hit by a Dark-type move. This boost last two turns.
Keen Eye - Prevents other Pokémon from lowering accuracy.
Klutz - The Pokémon can't use any held items.
Leaf Guard - Prevents problems with status in sunny weather.
Levitate - Gives immunity to Ground type moves.
Light Metal - Halves the Pokémon's weight.
Lightning Rod - All Electric-type moves will instead target the Pokemon with this ability. Whenever the Pokemon is hit with an electric-type move, it will receive a moderate boost to its Special Attack.
Limber - The Pokémon is protected from paralysis.
Liquid Ooze - Deals moderate damage to attacks that use any draining move against the Pokemon with this ability.
Liquid Voice - All sound-based moves become Water-type moves.
Long Reach - The Pokémon uses its moves without making contact with the target.
Magic Bounce - Reflects status-changing moves including stat lowering moves and status condition moves back at the user.
Magic Guard - Prevents indirect damage, such as from weather, poison, Curse, and Leech Seed. However, it is still possible for a Pokemon with this ability to be inflicted with status effects that deal indirect damage.
Magician - The Pokémon steals the held item of a Pokémon it hits with a move.
Magma Armor - Prevents the Pokémon from becoming frozen.
Magnet Pull - Prevents Steel-type Pokémon from escaping or switching out as long as the Pokemon with this ability is in battle.
Marvel Scale - Ups Defense by a moderate amount if inflicted with a status effect.
Mega Launcher - Boosts the power of aura and pulse moves by a moderate amount.
Merciless - The Pokémon’s attacks become critical hits if the target is poisoned.
Minus - Ups Special Attack by a moderate amount permanently if another Pokémon has Plus or Minus.
Misty Surge - The Pokémon creates a Misty Terrain when it enters a battle.
Mold Breaker - Moves can be used regardless of Abilities.
Moody - Raises one stat by a minor amount and lowers another by a minor amount every three turns.
Motor Drive - Raises Speed by a moderate amount if hit by an Electric-type move.
Moxie - Boosts Attack by a moderate amount after knocking out any Pokémon.
Multiscale - Reduces incoming damage by two damage tiers if the Pokemon with this ability has no injuries or wounds.
Multitype - Changes type to match the held Plate.
Mummy - Contact with this Pokémon spreads this Ability. This ability will replace whatever ability the inflicted Pokemon has for the remainder of the battle.
Natural Cure - All status problems heal when the Pokemon with this ability switches out.
No Guard - Ensures attacks by or against the Pokémon cannot be dodged. However, attacks can still be blocked.
Normalize - All the Pokémon's moves become Normal type.
Oblivious - Prevents the Pokemon with this ability from becoming infatuated.
Overcoat - Protects the Pokémon from damage from weather.
Overgrow - When the wielder becomes tired, weakened or injured, it will boost the power of the Pokemon’s grass-type moves by one damage tier. However, if the Pokemon is not in their final evolutionary stage, they will go berserk and attack ruthlessly and recklessly.
Own Tempo - Prevents the Pokémon from becoming confused.
Parental Bond - Allows the Pokémon to attack twice simultaneously.
Pickpocket - Steals a Held Item from the attacking Pokemon when hit by a contact move.
Pickup - Has no effect.
Pixilate - Turns Normal-type moves into Fairy-type moves.
Plus - Ups Special Attack by a moderate amount permanently if another Pokémon has Plus or Minus.
Poison Heal - Heals for a minor amount of damage every single turn the Pokemon with this ability is poisoned.
Poison Point - If a Pokemon hits the Pokemon with this ability with a contact move, the Pokemon with this ability can choose to poison the attacker. This can only happen once every four posts.
Poison Touch - The Pokemon with this ability can choose to poison a target whenever they manage to land a hit with a contact move. This can be used once every four posts.
Power Construct - Changes form when the Pokemon sustains enough injuries.
Power of Alchemy - The Pokémon copies the ability of a knocked out ally.
Prankster - Gives priority to status moves.
Pressure - The Pokémon with this ability passively exerts an invisible, suppressing force on its opponents, causing them to use more energy to attack and defend. This ability can be flavored as intimidation, majesty, both or any other force.
Primordial Sea - Makes it rain heavily when the ability activates.
Prism Armor - Reduces the power of supereffective attacks taken by a moderate amount.
Protean - Changes the Pokémon's type to its last used move.
Psychic Surge - The Pokémon creates a Psychic Terrain when it enters a battle.
Pure Power - Permanently boosts the Pokémon's Attack by a moderate amount when in battle.
Queenly Majesty - Prevents use of priority moves.
Quick Feet - Boosts Speed by a moderate amount if the Pokemon with this ability is suffering from a status problem.
Rain Dish - The Pokémon heals minor injuries every turn it is in rain.
Rattled - Bug, Ghost or Dark type moves scare the Pokemon with this ability and boosts its Speed by a minor amount whenever it is hit with these moves.
Receiver - The Pokemon with this ability inherits an ally's ability when the ally faints. This ability is held until the end of battle.
Reckless - Powers up moves that have recoil damage by one damage tier.
Refrigerate - Turns Normal-type moves into Ice-type moves.
Regenerator - Heals minor injuries when withdrawn from battle.
Rivalry - Increases damage done to Pokémon of same gender by a moderate amount.
RKS System - Changes type depending on held item.
Rock Head - Protects the Pokémon from recoil damage.
Rough Skin - Inflicts minor damage to the attacker on contact.
Run Away - Enables a sure getaway from wild Pokémon.
Sand Force - Boosts Rock-, Ground-, and Steel-type moves’ power by one damage tier in a sandstorm.
Sand Rush - Boosts the Pokémon's Speed by a moderate amount in a sandstorm.
Sand Stream - The Pokémon summons a sandstorm in battle.
Sand Veil - Makes the Pokemon with this ability harder to hit in a sandstorm.
Sap Sipper - Boosts Attack by a moderate amount when hit by a Grass-type move.
Schooling - Changes Wishiwashi to School form.
Scrappy - Enables Normal-type and Fighting-type moves to hit Ghost-type Pokémon.
Serene Grace - Doubles the chance of moves inflicting status effects and stat-decreasing effects.
Shadow Shield - Reduces damage of incoming attacks by two damage tiers if the Pokemon with this ability has no injuries.
Shadow Tag - Prevents the foe from escaping or switching out as long as the Pokemon with this ability is on the field.
Shed Skin - The Pokémon may choose heal its own status ailments once every five turns.
Sheer Force - Removes all moves’ added effects such as status effects and stat-decreasing effects to increase move damage by a moderate amount.
Shell Armor - The Pokémon is protected against critical hits.
Shield Dust - Blocks the added effects of attacks such as status effects and stat-decreasing effects taken.
Shields Down - The Pokemon with this ability changes into its Meteor Form when it suffers enough injuries. During this time, it cannot be afflicted with status effects.
Simple - Doubles all stat changes, whether they are increasing or decreasing.
Skill Link - When the Pokemon uses a multi-strike move, it is able to use it immediately again free of energy cost.
Slow Start - Temporarily decreases Attack and Speed by a moderate amount for two turns.
Slush Rush - Boosts the Pokémon’s Speed by a moderate amount in a hailstorm.
Sniper - Powers up moves by one damage tier if they become critical hits.
Snow Cloak - Makes Pokemon harder to hit in a hailstorm.
Snow Warning - The Pokémon summons a hailstorm in battle.
Solar Power - In harsh sunlight, Sp. Atk is permanently boosted by a moderate amount but the Pokemon also takes minor injuries every turn.
Solid Rock - Reduces damage from supereffective attacks by a moderate amount.
Soul-Heart - Raises Special Attack by a moderate amount when an ally faints.
Soundproof - Gives immunity to sound-based moves.
Speed Boost - The Pokemon gains a permanent minor boost to Speed when it is in battle.
Stakeout - Increases damage of attacks by two damage tiers to Pokémon switching in. This only happens the FIRST turn a Pokemon is in battle after being switched in.
Stall - The Pokémon acts after all other Pokémon do.
Stamina - Raises Defense by a minor amount when attacked.
Stance Change - Changes form depending on moves used.
Static - If a Pokemon with this ability is hit with a contact-based move, it can choose to paralyze the Pokemon who hit it. This can only be used once every four turns.
Steadfast - Grants a moderate Speed boost each time the Pokémon flinches.
Steelworker - Powers up Steel-type moves by one damage tier.
Stench - The Pokemon with this ability can use its stench to make an opponent flinch once every four turns.
Sticky Hold - Protects the Pokémon from item theft.
Storm Drain - All Water-type moves will instead target the Pokemon with this ability. Whenever the Pokemon is hit with an Water-type move, it will receive a moderate boost to its Special Attack.
Strong Jaw - Boosts the power of biting moves by one damage tier.
Sturdy- The Pokemon with this ability cannot be knocked out in one hit.
Suction Cups - Negates all moves that force switching out.
Super Luck - Makes the Pokemon more likely to land critical hits.
Surge Surfer - Grants a permanent moderate boost Speed in Electric Terrain.
Swarm - When the wielder becomes tired, weakened or injured, it will boost the power of the Pokemon’s bug-type moves by one damage tier. However, if the Pokemon is not in their final evolutionary stage, they will go berserk and attack ruthlessly and recklessly.
Sweet Veil - Prevents the Pokémon and allies from falling asleep.
Swift Swim - Permanently boosts the Pokémon's Speed by a moderate amount in rain.
Symbiosis - The Pokémon can pass a Held Item to an ally.
Synchronize - Whenever the Pokemon with this ability is inflicted with burn, poison, or paralysis, it inflicts the same status effect to the Pokemon who dealt it.
Tangled Feet - Makes the Pokemon harder to hit if the Pokémon is confused.
Tangling Hair - Contact with the Pokémon lowers the attacker’s Speed stat by a moderate amount.
Technician - Powers up the Pokémon's moves that deal minor damage by one damage tier.
Telepathy - Anticipates an attack and dodges it. This can only be done once every four turns.
Teravolt - Moves can be used regardless of Abilities.
Thick Fat - Ups resistance to Fire- and Ice-type moves by a moderate amount.
Tinted Lens - Powers up “not very effective” moves by a moderate amount.
Torrent - When the wielder becomes tired, weakened or injured, it will boost the power of the Pokemon’s water-type moves by one damage tier. However, if the Pokemon is not in their final evolutionary stage, they will go berserk and attack ruthlessly and recklessly.
Tough Claws - Boosts the power of contact moves by a moderate amount.
Toxic Boost - Powers up physical attacks when poisoned by one damage tier.
Trace - The Pokémon copies a foe's Ability.
Triage - Gives priority to restorative moves.
Truant - Pokémon can't attack on consecutive turns.
Turboblaze - Moves can be used regardless of Abilities.
Unaware - Ignores any stat changes on enemy Pokémon.
Unburden - Boosts Speed by a moderate amount if a held item is used.
Unnerve - Makes the foe nervous and unable to eat Berries.
Victory Star - Boosts the accuracy of its allies and itself, making it harder for enemies to dodge attacks.
Vital Spirit - Prevents the Pokémon from falling asleep.
Volt Absorb - Moderately heals Pokemon if hit by an Electric-type move.
Water Absorb - Moderately heals Pokemon if hit by an Electric-type move.
Water Bubble - Moderately lowers the power of Fire-type moves and prevents burns.
Water Compaction - Moderately boosts Defense when hit by a Water-type move. 7
Water Veil - Prevents the Pokémon from getting burned.
Weak Armor -Physical attacks lower Defense by a minor amount and raise Speed by a minor amount.
White Smoke - Prevents other Pokémon from lowering its stats.
Wimp Out - The Pokemon with this ability automatically switches out when it suffers enough injuries.
Wonder Guard - Only supereffective moves will hit.
Wonder Skin - Makes status-changing moves more likely to miss.
Zen Mode - Changes form when the Pokemon suffers enough injuries.
Aerilate - All of a Pokemon’s Normal-Type attacks turn into Flying-Type and get a minor boost in power. Does not affect Hidden Power.
Aftermath - When KO’d, a Pokemon with this ability deals a moderate amount of damage to whoever KO’d it. This damage cannot be blocked or dodged.
Air Lock - Cancels out any weather effects while the Pokemon is on the field.
Analytic - If the Pokemon waits a full turn before attacking, its attack will gain a heavy boost in power. During the waiting period, the Pokemon can only use defensive and status moves and cannot attack AT ALL, even if it attacks without using a move.
Anger Point - All physical attacks get a heavy boost in power if the Pokemon with Anger Point is hit with a critical hit.
Anticipation - Whenever the Pokemon with Anticipation is in battle, it will shudder and become anxious if the opponent has any move that is super-effective against the Pokemon with Anticipation, Self-Destruct, Explosion or a one-hit KO move.
Arena Trap - Prevents opposing grounded Pokemon from switching out or fleeing. Ghost-type Pokemon are unaffected.
Aroma Veil - Protects allies from attacks and status effects that limit their move choices such as Taunt, Torment, Encore, Disable, Cursed Body, Heal Block, and infatuation.
Aura Break - Weakens the boosts provided by Dark Aura and Fairy Aura by 50%.
Bad Dreams - Deals minor damage to sleeping opponents per turn.
Battery - This Pokemon's allies have the power of their special attacks increased by a minor amount.
Battle Armor - Prevents critical hits.
Battle Bond - This ability cannot be selected.
Beast Boost - If a Pokemon with this ability knocks out another Pokemon, the Pokemon with this ability will gain a moderate boost in power for three turns.
Berserk - Whenever a Pokemon with this ability becomes moderately injured, the effectiveness of their special attacks will increase by one damage tier.
Big Pecks - The wielder's Defense cannot be lowered.
Blaze - When the wielder becomes tired, weakened or injured, it will boost the power of the Pokemon’s fire-type moves by one damage tier. However, if the Pokemon is not in their final evolutionary stage, they will go berserk and attack ruthlessly and recklessly.
Bulletproof - This Pokemon is completely unaffected by some ball or bomb moves such as Aura Sphere, Gyro Ball and Shadow Ball. For a complete list of moves that this ability protects against, visit HERE.
Cheek Pouch - When the Pokemon consumes a berry, it is healed for a moderate amount or as much as a Super Potion.
Chlorophyll - Gives a moderate boost in speed and reflexes whenever the user is in harsh sunlight (weather effect).
Clear Body - Prevents a Pokemon from being affected by stat-decreasing moves such as Leer.
Cloud Nine - Eliminates the effects of weather.
Color Change - When hit by a move, this ability changes the Pokémon's type to the move it was hit with.
Comatose - Prevents all status conditions except Sleep.
Competitive - Raises effectiveness of special attack moves by a moderate amount when the Pokémon's stats are lowered.
Compound Eyes - The Pokémon's accuracy is boosted, thus making moves harder to dodge.
Contrary - Makes stat boosting moves decrease stats and stat decreasing moves increase stats.
Corrosion - The Pokémon can poison Steel and Poison types.
Cursed Body - When a Pokemon with this ability is hit with a move, it will disable the move it was hit with, preventing the opponent from using the same move for two turns. This can only happen once every four turns.
Cute Charm - If a Pokemon with this ability is hit with a contact-based move, it can choose to cause infatuation to the Pokemon who hit it. This can only be used once every four turns.
Damp - Prevents opponents and allies from using self-destructing moves.
Dancer - Copies the foe's Dance moves.
Dark Aura - Raises power of Dark type moves for all Pokémon in battle by a moderate amount.
Dazzling - Protects the Pokémon from high-priority moves such as Fake Out.
Defeatist - If the Pokemon with this ability becomes injured enough, it will deal one damage tier less damage with all of its attacks.
Defiant - Whenever a Pokemon is affected by a stat-decreasing move, it will gain a moderate boost to its Attack.
Delta Stream - Creates strong winds when the ability activates. This is a unique weather condition that eliminates all Flying-type’s weaknesses.
Desolate Land - Turns the sunlight extremely harsh when the ability activates. This is a unique variation of harsh sunlight that nullifies all Water-type moves.
Disguise - Allows the Pokemon to avoid all damage for one turn. This can only be used once every five turns.
Download - If the opponent Pokemon uses a stat boosting move to increase their Defense or Special Defense, the Pokemon with this ability will gain the same boost to either their Attack if the stat boosting move is used for Defense or Special Attack if the stat boosting move is used for Special Defense.
Drizzle - The Pokémon makes it rain when it enters a battle.
Drought - Turns the sunlight harsh when the Pokémon enters a battle.
Dry Skin - The Pokemon takes a minor amount of damage every turn it is in harsh or extremely harsh sunlight. If it is in rain, it is healed for a minor amount of damage every turn.
Early Bird - The Pokémon can awaken instantly if it falls asleep. This can only be used once every three turns.
Effect Spore - When the Pokemon is hit with a contact-move, they can choose to inflict either poison, paralysis or sleep on their attacker. This can only be done once every five turns.
Electric Surge - The Pokémon creates an Electric Terrain when it enters a battle.
Emergency Exit - The Pokémon, sensing danger, switches out when its HP becomes half or less.
Fairy Aura - Raises power of Fairy type moves for all Pokémon in battle by a moderate amount.
Filter - Reduces damage from supereffective attacks by a moderate amount.
Flame Body - If a Pokemon with this ability is hit with a contact-based move, it can choose to burn the Pokemon who hit it. This can only be used once every four turns.
Flare Boost - Powers up special attacks by one damage tier when burned.
Flash Fire - This ability grants a moderate boost to the wielder’s Fire-type moves if it's hit by one.
Flower Gift - Grants a permanent moderate Attack and Special Defense boost to party Pokémon in harsh sunlight.
Flower Veil - Prevents lowering of ally Grass-type Pokémon's stats.
Fluffy - Reduces damage from contact moves by one damage tier, but increases damage from Fire-type moves by two damage tiers.
Forecast - Castform transforms with the weather.
Forewarn - Allows a Pokemon to know any move that its opponent has that deals Heavy damage and more.
Friend Guard - Reduces damage done to allies by a moderate amount. This does not affect moves that deal direct damage such as Bide, Counter, Mirror Coat and Seismic Toss.
Frisk - The Pokémon can check a foe's held item and know what it is.
Full Metal Body - Prevents other Pokémon from lowering its stats.
Fur Coat - Reduces damage from physical moves by a moderate amount.
Gale Wings - Gives priority to Flying-type moves.
Galvanize - Normal-type moves become Electric-type moves and their power boosted by a moderate amount.
Gluttony - Increases the duration of effects from Chef food items when eaten by two turns.
Gooey - Contact with the Pokémon lowers the attacker's Speed stat by a moderate amount for two turns. This can only be used once every four posts.
Grass Pelt - Boosts the Defense stat by a moderate amount permanently so long as the Pokemon is in Grassy Terrain.
Grassy Surge - The Pokémon creates a Grassy Terrain when it enters a battle.
Guts - Boosts Attack by a moderate amount if the Pokemon is suffering from a status effect.
Harvest - Berries are able to be consumed twice in battle.
Healer - The Pokemon with this ability can heal an ally's status conditions once every four turns.
Heatproof - Weakens the power of Fire-type moves used against the Pokemon with this ability by a moderate amount.
Heavy Metal - Doubles the Pokémon's weight.
Honey Gather - Has no effect.
Huge Power - Increases the power of all physical moves used by the Pokemon by a moderate amount.
Hustle - Boosts the Attack stat, but lowers accuracy.
Hydration - Heals status effects if it is raining.
Hyper Cutter - Prevents other Pokémon from lowering Attack stat.
Ice Body - The Pokémon heals for a minor amount even turn it is in a hailstorm.
Illuminate - Grants the Pokemon the ability to give off a bright light that can be used to illuminate dark areas or temporarily blind foes.
Illusion - The Pokemon with this ability can disguise itself as another Pokemon or summon illusions. Getting hit while under disguise will cancel out the illusion.
Immunity - Prevents the Pokémon from getting poisoned.
Imposter - The Pokemon with this ability transforms itself into the Pokémon it is facing.
Infiltrator - The Pokemon is able to ignore Reflect, Light Screen, Safeguard, Mist, Substitute and Aurora Veil.
Innards Out - Deals a Heavy amount of damage upon fainting.
Inner Focus - The Pokémon is protected from flinching.
Insomnia - Prevents the Pokémon from falling asleep.
Intimidate - Lowers all opponents’ Attack stat by a minor amount as long as the Pokemon with this ability is out in battle.
Iron Barbs - Inflicts a moderate amount of damage to Pokemon who use contact moves on the Pokemon with this ability.
Iron Fist - Boosts the power of punching moves by one damage tier.
Justified - Raises Attack by a minor amount when hit by a Dark-type move. This boost last two turns.
Keen Eye - Prevents other Pokémon from lowering accuracy.
Klutz - The Pokémon can't use any held items.
Leaf Guard - Prevents problems with status in sunny weather.
Levitate - Gives immunity to Ground type moves.
Light Metal - Halves the Pokémon's weight.
Lightning Rod - All Electric-type moves will instead target the Pokemon with this ability. Whenever the Pokemon is hit with an electric-type move, it will receive a moderate boost to its Special Attack.
Limber - The Pokémon is protected from paralysis.
Liquid Ooze - Deals moderate damage to attacks that use any draining move against the Pokemon with this ability.
Liquid Voice - All sound-based moves become Water-type moves.
Long Reach - The Pokémon uses its moves without making contact with the target.
Magic Bounce - Reflects status-changing moves including stat lowering moves and status condition moves back at the user.
Magic Guard - Prevents indirect damage, such as from weather, poison, Curse, and Leech Seed. However, it is still possible for a Pokemon with this ability to be inflicted with status effects that deal indirect damage.
Magician - The Pokémon steals the held item of a Pokémon it hits with a move.
Magma Armor - Prevents the Pokémon from becoming frozen.
Magnet Pull - Prevents Steel-type Pokémon from escaping or switching out as long as the Pokemon with this ability is in battle.
Marvel Scale - Ups Defense by a moderate amount if inflicted with a status effect.
Mega Launcher - Boosts the power of aura and pulse moves by a moderate amount.
Merciless - The Pokémon’s attacks become critical hits if the target is poisoned.
Minus - Ups Special Attack by a moderate amount permanently if another Pokémon has Plus or Minus.
Misty Surge - The Pokémon creates a Misty Terrain when it enters a battle.
Mold Breaker - Moves can be used regardless of Abilities.
Moody - Raises one stat by a minor amount and lowers another by a minor amount every three turns.
Motor Drive - Raises Speed by a moderate amount if hit by an Electric-type move.
Moxie - Boosts Attack by a moderate amount after knocking out any Pokémon.
Multiscale - Reduces incoming damage by two damage tiers if the Pokemon with this ability has no injuries or wounds.
Multitype - Changes type to match the held Plate.
Mummy - Contact with this Pokémon spreads this Ability. This ability will replace whatever ability the inflicted Pokemon has for the remainder of the battle.
Natural Cure - All status problems heal when the Pokemon with this ability switches out.
No Guard - Ensures attacks by or against the Pokémon cannot be dodged. However, attacks can still be blocked.
Normalize - All the Pokémon's moves become Normal type.
Oblivious - Prevents the Pokemon with this ability from becoming infatuated.
Overcoat - Protects the Pokémon from damage from weather.
Overgrow - When the wielder becomes tired, weakened or injured, it will boost the power of the Pokemon’s grass-type moves by one damage tier. However, if the Pokemon is not in their final evolutionary stage, they will go berserk and attack ruthlessly and recklessly.
Own Tempo - Prevents the Pokémon from becoming confused.
Parental Bond - Allows the Pokémon to attack twice simultaneously.
Pickpocket - Steals a Held Item from the attacking Pokemon when hit by a contact move.
Pickup - Has no effect.
Pixilate - Turns Normal-type moves into Fairy-type moves.
Plus - Ups Special Attack by a moderate amount permanently if another Pokémon has Plus or Minus.
Poison Heal - Heals for a minor amount of damage every single turn the Pokemon with this ability is poisoned.
Poison Point - If a Pokemon hits the Pokemon with this ability with a contact move, the Pokemon with this ability can choose to poison the attacker. This can only happen once every four posts.
Poison Touch - The Pokemon with this ability can choose to poison a target whenever they manage to land a hit with a contact move. This can be used once every four posts.
Power Construct - Changes form when the Pokemon sustains enough injuries.
Power of Alchemy - The Pokémon copies the ability of a knocked out ally.
Prankster - Gives priority to status moves.
Pressure - The Pokémon with this ability passively exerts an invisible, suppressing force on its opponents, causing them to use more energy to attack and defend. This ability can be flavored as intimidation, majesty, both or any other force.
Primordial Sea - Makes it rain heavily when the ability activates.
Prism Armor - Reduces the power of supereffective attacks taken by a moderate amount.
Protean - Changes the Pokémon's type to its last used move.
Psychic Surge - The Pokémon creates a Psychic Terrain when it enters a battle.
Pure Power - Permanently boosts the Pokémon's Attack by a moderate amount when in battle.
Queenly Majesty - Prevents use of priority moves.
Quick Feet - Boosts Speed by a moderate amount if the Pokemon with this ability is suffering from a status problem.
Rain Dish - The Pokémon heals minor injuries every turn it is in rain.
Rattled - Bug, Ghost or Dark type moves scare the Pokemon with this ability and boosts its Speed by a minor amount whenever it is hit with these moves.
Receiver - The Pokemon with this ability inherits an ally's ability when the ally faints. This ability is held until the end of battle.
Reckless - Powers up moves that have recoil damage by one damage tier.
Refrigerate - Turns Normal-type moves into Ice-type moves.
Regenerator - Heals minor injuries when withdrawn from battle.
Rivalry - Increases damage done to Pokémon of same gender by a moderate amount.
RKS System - Changes type depending on held item.
Rock Head - Protects the Pokémon from recoil damage.
Rough Skin - Inflicts minor damage to the attacker on contact.
Run Away - Enables a sure getaway from wild Pokémon.
Sand Force - Boosts Rock-, Ground-, and Steel-type moves’ power by one damage tier in a sandstorm.
Sand Rush - Boosts the Pokémon's Speed by a moderate amount in a sandstorm.
Sand Stream - The Pokémon summons a sandstorm in battle.
Sand Veil - Makes the Pokemon with this ability harder to hit in a sandstorm.
Sap Sipper - Boosts Attack by a moderate amount when hit by a Grass-type move.
Schooling - Changes Wishiwashi to School form.
Scrappy - Enables Normal-type and Fighting-type moves to hit Ghost-type Pokémon.
Serene Grace - Doubles the chance of moves inflicting status effects and stat-decreasing effects.
Shadow Shield - Reduces damage of incoming attacks by two damage tiers if the Pokemon with this ability has no injuries.
Shadow Tag - Prevents the foe from escaping or switching out as long as the Pokemon with this ability is on the field.
Shed Skin - The Pokémon may choose heal its own status ailments once every five turns.
Sheer Force - Removes all moves’ added effects such as status effects and stat-decreasing effects to increase move damage by a moderate amount.
Shell Armor - The Pokémon is protected against critical hits.
Shield Dust - Blocks the added effects of attacks such as status effects and stat-decreasing effects taken.
Shields Down - The Pokemon with this ability changes into its Meteor Form when it suffers enough injuries. During this time, it cannot be afflicted with status effects.
Simple - Doubles all stat changes, whether they are increasing or decreasing.
Skill Link - When the Pokemon uses a multi-strike move, it is able to use it immediately again free of energy cost.
Slow Start - Temporarily decreases Attack and Speed by a moderate amount for two turns.
Slush Rush - Boosts the Pokémon’s Speed by a moderate amount in a hailstorm.
Sniper - Powers up moves by one damage tier if they become critical hits.
Snow Cloak - Makes Pokemon harder to hit in a hailstorm.
Snow Warning - The Pokémon summons a hailstorm in battle.
Solar Power - In harsh sunlight, Sp. Atk is permanently boosted by a moderate amount but the Pokemon also takes minor injuries every turn.
Solid Rock - Reduces damage from supereffective attacks by a moderate amount.
Soul-Heart - Raises Special Attack by a moderate amount when an ally faints.
Soundproof - Gives immunity to sound-based moves.
Speed Boost - The Pokemon gains a permanent minor boost to Speed when it is in battle.
Stakeout - Increases damage of attacks by two damage tiers to Pokémon switching in. This only happens the FIRST turn a Pokemon is in battle after being switched in.
Stall - The Pokémon acts after all other Pokémon do.
Stamina - Raises Defense by a minor amount when attacked.
Stance Change - Changes form depending on moves used.
Static - If a Pokemon with this ability is hit with a contact-based move, it can choose to paralyze the Pokemon who hit it. This can only be used once every four turns.
Steadfast - Grants a moderate Speed boost each time the Pokémon flinches.
Steelworker - Powers up Steel-type moves by one damage tier.
Stench - The Pokemon with this ability can use its stench to make an opponent flinch once every four turns.
Sticky Hold - Protects the Pokémon from item theft.
Storm Drain - All Water-type moves will instead target the Pokemon with this ability. Whenever the Pokemon is hit with an Water-type move, it will receive a moderate boost to its Special Attack.
Strong Jaw - Boosts the power of biting moves by one damage tier.
Sturdy- The Pokemon with this ability cannot be knocked out in one hit.
Suction Cups - Negates all moves that force switching out.
Super Luck - Makes the Pokemon more likely to land critical hits.
Surge Surfer - Grants a permanent moderate boost Speed in Electric Terrain.
Swarm - When the wielder becomes tired, weakened or injured, it will boost the power of the Pokemon’s bug-type moves by one damage tier. However, if the Pokemon is not in their final evolutionary stage, they will go berserk and attack ruthlessly and recklessly.
Sweet Veil - Prevents the Pokémon and allies from falling asleep.
Swift Swim - Permanently boosts the Pokémon's Speed by a moderate amount in rain.
Symbiosis - The Pokémon can pass a Held Item to an ally.
Synchronize - Whenever the Pokemon with this ability is inflicted with burn, poison, or paralysis, it inflicts the same status effect to the Pokemon who dealt it.
Tangled Feet - Makes the Pokemon harder to hit if the Pokémon is confused.
Tangling Hair - Contact with the Pokémon lowers the attacker’s Speed stat by a moderate amount.
Technician - Powers up the Pokémon's moves that deal minor damage by one damage tier.
Telepathy - Anticipates an attack and dodges it. This can only be done once every four turns.
Teravolt - Moves can be used regardless of Abilities.
Thick Fat - Ups resistance to Fire- and Ice-type moves by a moderate amount.
Tinted Lens - Powers up “not very effective” moves by a moderate amount.
Torrent - When the wielder becomes tired, weakened or injured, it will boost the power of the Pokemon’s water-type moves by one damage tier. However, if the Pokemon is not in their final evolutionary stage, they will go berserk and attack ruthlessly and recklessly.
Tough Claws - Boosts the power of contact moves by a moderate amount.
Toxic Boost - Powers up physical attacks when poisoned by one damage tier.
Trace - The Pokémon copies a foe's Ability.
Triage - Gives priority to restorative moves.
Truant - Pokémon can't attack on consecutive turns.
Turboblaze - Moves can be used regardless of Abilities.
Unaware - Ignores any stat changes on enemy Pokémon.
Unburden - Boosts Speed by a moderate amount if a held item is used.
Unnerve - Makes the foe nervous and unable to eat Berries.
Victory Star - Boosts the accuracy of its allies and itself, making it harder for enemies to dodge attacks.
Vital Spirit - Prevents the Pokémon from falling asleep.
Volt Absorb - Moderately heals Pokemon if hit by an Electric-type move.
Water Absorb - Moderately heals Pokemon if hit by an Electric-type move.
Water Bubble - Moderately lowers the power of Fire-type moves and prevents burns.
Water Compaction - Moderately boosts Defense when hit by a Water-type move. 7
Water Veil - Prevents the Pokémon from getting burned.
Weak Armor -Physical attacks lower Defense by a minor amount and raise Speed by a minor amount.
White Smoke - Prevents other Pokémon from lowering its stats.
Wimp Out - The Pokemon with this ability automatically switches out when it suffers enough injuries.
Wonder Guard - Only supereffective moves will hit.
Wonder Skin - Makes status-changing moves more likely to miss.
Zen Mode - Changes form when the Pokemon suffers enough injuries.