Ability: Difference between revisions

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(→‎Mechanics: Some rewriting... We can't rightly just put off Hidden Abilities until the Hidden Abilities section)
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==Mechanics==
==Mechanics==
[[File:Primordial Sea.png|thumb|[[Primal Reversion|Primal]] {{p|Kyogre}} activating its Ability, {{a|Primordial Sea}}]]
[[File:Primordial Sea.png|thumb|[[Primal Reversion|Primal]] {{p|Kyogre}} activating its Ability, {{a|Primordial Sea}}]]
Some species of Pokémon may have multiple Abilities. When caught in the wild they have one of two possible Abilities, with a 50% chance of encountering either. In terms of game data, these Abilities may be thought of as being stored in separate slots (i.e. {{p|Munna}} has {{a|Forewarn}} in the first slot and {{a|Synchronize}} in the second).  
Some species of Pokémon have multiple possible Abilities. The most Abilities any species has is three: two normal Abilities and one Hidden Ability. In most [[wild Pokémon]] encounters, the Pokémon's Ability will be one of its non-Hidden Abilities (each having an even chance of appearing if the species has two). Hidden Abilities were only introduced in [[Generation V]]; they are relatively rare and usually require some type of special encounter.


The only way a Pokémon can normally change its Ability is through evolution. The "slot" storage system means that if an unevolved Pokémon has the "first" Ability for its species, it will have the "first" Ability of its evolved species upon reaching this stage, even if this Ability differs in the evolved species. In other words, a {{p|Poochyena}} with {{a|Run Away}} would evolve into a {{p|Mightyena}} with {{a|Intimidate}}, while a Poochyena with {{a|Quick Feet}} would evolve into a Mightyena with {{a|Quick Feet}}. If the unevolved Pokémon has only one Ability, but its evolution may have one of two Abilities, then it has a 50% chance of acquiring either Ability (dependent on its [[personality value]]). [[Generation VI]] introduced the [[Ability Capsule]], which allows the user to change a Pokémon's Ability under two conditions: the initial Ability is not a Hidden Ability, and the species has two regular Abilities. It is consumed after use.
In technical terms, a species' Abilities may be thought of as having separate slots, with an individual Pokémon's non-Hidden slot determined by its [[personality value]]. For example, an {{p|Eevee}}—with two non-Hidden Abilities—has {{a|Run Away}} for its first non-Hidden slot, {{a|Adaptability}} for its second, and {{a|Anticipation}} for its Hidden Ability slot. {{p|Vaporeon}}—with only one non-Hidden Ability—can be considered to have {{a|Water Absorb}} for both non-Hidden slots. When a Pokémon evolves, its Ability slot remains the same. This means that a {{p|Poochyena}} with {{a|Run Away}} will evolve into a {{p|Mightyena}} with {{a|Intimidate}}, while a Poochyena with {{a|Quick Feet}} will evolve into a Mightyena with {{a|Quick Feet}}.


When Abilities were introduced in [[Generation III]], some Pokémon only had one. A number of these species were given a second Ability in [[Generation IV]]; if a Pokémon of a species which gained a new Ability in Generation IV is evolved in Generation IV or V, its Ability will be recalculated.
Aside from Evolution, there are two ways for Pokémon to change Abilities in a permanent manner. One way is if the Pokémon has different [[form differences|forms]] with different Abilities. The other way is through the [[Ability Capsule]], which is only available in [[Generation VI]]. The Ability Capsule actually changes a Pokémon's non-Hidden Ability slot, but it will not work if the Pokémon has its Hidden Ability or if the species has only one non-Hidden Ability. Aside from these methods, during battle, Pokémon may also change their Ability through [[Mega Evolution]] or [[Primal Reversion]], and certain [[move]]s and Abilities can also change a Pokémon's Ability.


Some Abilities also have effects {{cat|Abilities with field effects|outside of battle}}.
When Abilities were introduced in [[Generation III]], some Pokémon only had one possible Ability. A number of these species were given a second Ability in a later generation. If a Pokémon whose species gained an Ability after Generation III is transferred to Generations IV or {{gen|V}}, it will initially retain its original Ability; upon evolving, however, its Ability slot will be recalculated and its Ability may change. When a Pokémon is transferred to Generation VI, however, it will be locked into the appropriate slot for its current Ability.
 
Aside from in-battle effects, some Abilities also have effects {{cat|Abilities with field effects|outside of battle}}.


===Hidden Abilities===
===Hidden Abilities===
{{main|List of Pokémon with released Hidden Abilities (Generation V)}}
{{main|List of Pokémon with released Hidden Abilities (Generation V)}}
{{main|List of Pokémon with released Hidden Abilities (Generation VI)}}
{{main|List of Pokémon with released Hidden Abilities (Generation VI)}}
Beginning in [[Generation V]], {{cat|Pokémon without Hidden Abilities|most Pokémon}} were given access to another Ability, referred to in-game as a Hidden Ability, if obtained under certain circumstances:
Beginning in [[Generation V]], {{cat|Pokémon without Hidden Abilities|most Pokémon}} were given an additional, "Hidden" Ability, which can only be acquired under special circumstances. Such circumstances are listed below.
* Where possible, all Pokémon obtained from the [[Pokémon Global Link]], either via the [[Pokémon Dream World]] or a [[List of Pokémon Global Link promotions/Pokémon|Global Link promotion]], will always have their Hidden Ability.
* Where possible, all Pokémon obtained from the [[Pokémon Global Link]], either via the [[Pokémon Dream World]] or a [[List of Pokémon Global Link promotions/Pokémon|Global Link promotion]], will always have their Hidden Ability.
* Certain [[event Pokémon]] may have their Hidden Ability.
* Certain [[event Pokémon]] may have their Hidden Ability.
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* Pokémon found with the [[DexNav]] in [[Pokémon Omega Ruby and Alpha Sapphire]] have a small chance of having its Hidden Ability. The chance increases as more of the same species are encountered.
* Pokémon found with the [[DexNav]] in [[Pokémon Omega Ruby and Alpha Sapphire]] have a small chance of having its Hidden Ability. The chance increases as more of the same species are encountered.


If a female Pokémon has a Hidden Ability and is [[Pokémon breeding|bred]], it has a 60% chance of giving that Ability to each of its children. Each of the other Abilities has a 20% chance of being passed down. In Generation V, Hidden Abilities cannot be passed down from male or genderless Pokémon, or when breeding with {{p|Ditto}}. In [[Generation VI]], this was changed so that male and genderless Pokémon have the chance to pass down their Hidden Ability, but only when bred with Ditto. A Ditto with its Hidden Ability cannot pass down a Hidden Ability to offspring.
===Abilities and breeding===
Before Generation V, the Ability slot that a [[Pokémon Egg]] would have when it hatched was left to random chance, resulting in a 50% chance of having either slot. Since Generation V, though, special mechanics have been introduced.


===Abilities and breeding===
Starting in {{2v2|Black|White}}, female Pokémon with [[Ability#Hidden Abilities|Hidden Abilities]] have a 60% chance of passing on the Hidden Ability to their offspring when bred with a male Pokémon from the same [[Egg Group]]. In Generation VI, this was extended so that male and genderless Pokémon with a Hidden Ability can also pass it down if they are bred with Ditto. The chance of the offspring having either non-Hidden Ability is 20% each.
The mechanics of which Ability is acquired upon hatching a [[Pokémon Egg]] (in instances when a hatched Pokémon may have one of two Abilities) varies from game to game. In all games up to and including {{game|HeartGold and SoulSilver|s}}, a Pokémon hatched from an Egg has a 50% chance of acquiring either Ability.


However, starting from {{game|Black and White|s}}, there is an 80% chance of the resulting offspring having the same "slotted" Ability as its mother and hence a 20% chance of the other Ability being passed down as long as the other parent is not {{p|Ditto}}. From {{g|X and Y}} onwards, if one parent is Ditto, there is an 80% chance that the non-Ditto parent's Ability will be passed on.
Starting in {{2v2|Black|White|2}}, there is an 80% chance that the Ability slot of the female will be passed to the baby when bred with a male Pokémon from the same Egg Group. Starting in Generation VI, this chance is generically applied to any non-Ditto parent.


==List of Abilities==
==List of Abilities==

Revision as of 07:03, 3 August 2015

An Ability (Japanese: 特性 ability) is a game mechanic introduced in Generation III that provides a passive effect in battle or in the overworld. Individual Pokémon may have only one Ability at a time. Prior to Generation VI, an Ability could not be changed after a Pokémon is obtained except by Evolution, where the Ability it changes into is determined by the former Ability and form change. Not every Ability is beneficial; some will hinder the user.

Mechanics

Primal Kyogre activating its Ability, Primordial Sea

Some species of Pokémon have multiple possible Abilities. The most Abilities any species has is three: two normal Abilities and one Hidden Ability. In most wild Pokémon encounters, the Pokémon's Ability will be one of its non-Hidden Abilities (each having an even chance of appearing if the species has two). Hidden Abilities were only introduced in Generation V; they are relatively rare and usually require some type of special encounter.

In technical terms, a species' Abilities may be thought of as having separate slots, with an individual Pokémon's non-Hidden slot determined by its personality value. For example, an Eevee—with two non-Hidden Abilities—has Run Away for its first non-Hidden slot, Adaptability for its second, and Anticipation for its Hidden Ability slot. Vaporeon—with only one non-Hidden Ability—can be considered to have Water Absorb for both non-Hidden slots. When a Pokémon evolves, its Ability slot remains the same. This means that a Poochyena with Run Away will evolve into a Mightyena with Intimidate, while a Poochyena with Quick Feet will evolve into a Mightyena with Quick Feet.

Aside from Evolution, there are two ways for Pokémon to change Abilities in a permanent manner. One way is if the Pokémon has different forms with different Abilities. The other way is through the Ability Capsule, which is only available in Generation VI. The Ability Capsule actually changes a Pokémon's non-Hidden Ability slot, but it will not work if the Pokémon has its Hidden Ability or if the species has only one non-Hidden Ability. Aside from these methods, during battle, Pokémon may also change their Ability through Mega Evolution or Primal Reversion, and certain moves and Abilities can also change a Pokémon's Ability.

When Abilities were introduced in Generation III, some Pokémon only had one possible Ability. A number of these species were given a second Ability in a later generation. If a Pokémon whose species gained an Ability after Generation III is transferred to Generations IV or V, it will initially retain its original Ability; upon evolving, however, its Ability slot will be recalculated and its Ability may change. When a Pokémon is transferred to Generation VI, however, it will be locked into the appropriate slot for its current Ability.

Aside from in-battle effects, some Abilities also have effects outside of battle.

Hidden Abilities

Main article: List of Pokémon with released Hidden Abilities (Generation V)
Main article: List of Pokémon with released Hidden Abilities (Generation VI)

Beginning in Generation V, most Pokémon were given an additional, "Hidden" Ability, which can only be acquired under special circumstances. Such circumstances are listed below.

Abilities and breeding

Before Generation V, the Ability slot that a Pokémon Egg would have when it hatched was left to random chance, resulting in a 50% chance of having either slot. Since Generation V, though, special mechanics have been introduced.

Starting in Black and White, female Pokémon with Hidden Abilities have a 60% chance of passing on the Hidden Ability to their offspring when bred with a male Pokémon from the same Egg Group. In Generation VI, this was extended so that male and genderless Pokémon with a Hidden Ability can also pass it down if they are bred with Ditto. The chance of the offspring having either non-Hidden Ability is 20% each.

Starting in Black 2 and White 2, there is an 80% chance that the Ability slot of the female will be passed to the baby when bred with a male Pokémon from the same Egg Group. Starting in Generation VI, this chance is generically applied to any non-Ditto parent.

List of Abilities

# Name Effect Generation Single Dual Hidden
091 Adaptability Powers up moves of the same type. IV 0 4 5
184 Aerilate Normal-type moves become Flying-type moves. VI 1 0 0
106 Aftermath Damages the foe landing the finishing hit. IV 0 4 4
076 Air Lock Eliminates the effects of weather. III 1 0 0
148 Analytic Strengthens moves when moving last. V 0 0 12
083 Anger Point Raises Attack upon taking a critical hit. IV 0 3 4
107 Anticipation Senses the foe’s dangerous moves. IV 1 4 2
071 Arena Trap Prevents the foe from fleeing. III 0 3 0
165 Aroma Veil Protects allies from attacks that limit their move choices. VI 0 0 2
188 Aura Break The effects of "Aura" Abilities are reversed. VI 1 0 0
123 Bad Dreams Reduces a sleeping foe’s HP. IV 1 0 0
004 Battle Armor The Pokémon is protected against critical hits. III 2 4 2
145 Big Pecks Protects the Pokémon from Defense-lowering attacks. V 0 8 4
066 Blaze Powers up Fire-type moves in a pinch. III 18 0 2
171 Bulletproof Protects the Pokémon from some ball and bomb moves. VI 0 0 3
Cacophony Avoids sound-based moves. III 0 0 0
167 Cheek Pouch Restores HP as well when the Pokémon eats a Berry. VI 0 3 0
034 Chlorophyll Boosts the Pokémon’s Speed in sunshine. III 10 19 6
029 Clear Body Prevents the Pokémon’s stats from being lowered. III 7 2 3
013 Cloud Nine Eliminates the effects of weather. III 0 2 4
016 Color Change Changes the Pokémon’s type to the foe’s move. III 1 0 0
172 Competitive Boosts the Sp.Atk stat when a stat is lowered. VI 0 7 1
014 Compound Eyes The Pokémon’s accuracy is boosted. III 2 6 1
126 Contrary Inverts stat modifiers. V 0 2 5
130 Cursed Body Has a 30% chance of Disabling any move that hits the Pokémon. V 0 2 3
056 Cute Charm Contact with the Pokémon may cause infatuation. III 1 12 1
006 Damp Prevents combatants from self destructing. III 0 8 10
186 Dark Aura Powers up each Pokémon's Dark-type moves. VI 1 0 0
129 Defeatist Halves Attack and Special Attack below 50% HP. V 2 0 0
128 Defiant Raises Attack two stages upon having any stat lowered. V 0 2 10
191 Delta Stream Eliminates weather effects and eliminates weaknesses of Flying-type Pokémon. VI 1 0 0
190 Desolate Land Creates harsh sunlight. VI 1 0 0
088 Download Adjusts power according to the foe’s lowest defensive stat. IV 1 3 0
002 Drizzle The Pokémon makes it rain if it appears in battle. III 1 0 1
070 Drought The Pokémon makes it sunny if it is in battle. III 2 0 2
087 Dry Skin Reduces HP if it is hot. Water restores HP. IV 0 6 1
048 Early Bird The Pokémon awakens quickly from sleep. III 0 13 2
027 Effect Spore Contact may paralyze, poison, or cause sleep. III 2 4 1
187 Fairy Aura Powers up each Pokémon's Fairy-type moves. VI 1 0 0
111 Filter Powers down supereffective moves. IV 1 2 0
049 Flame Body Contact with the Pokémon may burn the foe. III 9 5 4
138 Flare Boost Increases Special Attack to 1.5× when burned. V 0 0 2
018 Flash Fire Powers up Fire-type moves if hit by a fire move. III 4 10 4
122 Flower Gift Powers up party Pokémon when it is sunny. IV 1 0 0
166 Flower Veil Prevents lowering of ally Grass-type Pokémon's stats. VI 3 0 0
059 Forecast Transforms with the weather. III 1 0 0
108 Forewarn Determines what moves the foe has. IV 0 6 0
132 Friend Guard Decreases damage inflicted against ally Pokémon. V 0 0 8
119 Frisk The Pokémon can check the foe’s held item. IV 0 12 8
169 Fur Coat Halves damage from physical moves. VI 1 0 0
177 Gale Wings Gives priority to Flying-type moves. VI 0 0 3
082 Gluttony Encourages the early use of a held Berry. IV 6 4 9
183 Gooey Contact with the Pokémon lowers the attacker's Speed stat. VI 0 0 3
179 Grass Pelt Boosts the Defense stat in Grassy Terrain. VI 0 0 2
062 Guts Boosts Attack if there is a status problem. III 3 14 4
139 Harvest Sometimes restores a consumed Berry. V 0 0 5
131 Healer Has a 30% chance of curing each adjacent ally of any major status ailment after each turn. V 2 2 3
085 Heatproof Weakens the power of Fire-type moves. IV 0 2 0
134 Heavy Metal Doubles the Pokémon's weight. V 0 0 5
118 Honey Gather The Pokémon may gather Honey from somewhere. IV 1 0 1
037 Huge Power Raises the Pokémon’s Attack stat. III 1 3 2
055 Hustle Boosts the Attack stat, but lowers accuracy. III 3 7 8
093 Hydration Heals status problems if it is raining. IV 2 10 9
052 Hyper Cutter Prevents the Attack stat from being lowered. III 0 9 0
115 Ice Body The Pokémon regains HP in a hailstorm. IV 3 7 4
035 Illuminate Raises the likelihood of meeting wild Pokémon. III 0 6 0
149 Illusion Takes the appearance of the last conscious party Pokémon upon being sent out until hit by a damaging move. V 2 0 0
017 Immunity Prevents the Pokémon from getting poisoned. III 1 1 1
150 Imposter Transforms upon entering battle. V 0 0 1
151 Infiltrator Ignores Light Screen, Reflect, and Safeguard. V 0 7 14
039 Inner Focus The Pokémon is protected from flinching. III 4 16 6
015 Insomnia Prevents the Pokémon from falling asleep. III 0 11 3
022 Intimidate Lowers the foe’s Attack stat. III 5 19 3
160 Iron Barbs Damages attacking Pokémon for 1/8 their max HP on contact. V 2 0 0
089 Iron Fist Boosts the power of punching moves. IV 0 5 7
154 Justified Raises Attack when hit by Dark-type moves. V 4 0 5
051 Keen Eye Prevents the Pokémon from losing accuracy. III 5 21 5
103 Klutz The Pokémon can’t use any held items. IV 0 6 1
102 Leaf Guard Prevents status problems in sunny weather. IV 1 6 7
026 Levitate Gives full immunity to all Ground-type moves. III 30 2 0
135 Light Metal Halves the Pokémon's weight. V 0 0 5
031 Lightning Rod The Pokémon draws in all Electric-type moves to raise Sp.Atk. III 0 9 5
007 Limber The Pokémon is protected from paralysis. III 1 7 2
064 Liquid Ooze Inflicts damage on foes using any draining move. III 0 4 0
156 Magic Bounce Reflects most non-damaging moves back at their user. V 1 0 3
098 Magic Guard The Pokémon only takes damage from attacks. IV 0 7 3
170 Magician The Pokémon steals the held item of a Pokémon it hits with a move. VI 0 0 4
040 Magma Armor Prevents the Pokémon from becoming frozen. III 0 3 0
042 Magnet Pull Prevents Steel-type Pokémon from escaping. III 0 5 0
063 Marvel Scale Boosts Defense if there is a status problem. III 1 0 2
178 Mega Launcher Powers up aura and pulse moves. VI 3 0 0
058 Minus Boosts Sp. Atk if another Pokémon has Plus. III 1 3 2
104 Mold Breaker Moves can be used regardless of Abilities. IV 4 6 8
141 Moody Raises a random stat two stages and lowers another one stage after each turn. V 0 0 7
078 Motor Drive Raises Speed if hit by an Electric-type move. IV 1 2 1
153 Moxie Raises Attack one stage upon KOing a Pokémon. V 0 5 8
136 Multiscale Halves damage taken from full HP. V 0 0 2
121 Multitype Changes type to match the held Plate. IV 1 0 0
152 Mummy Contact with this Pokémon spreads this Ability. V 2 0 0
030 Natural Cure All status problems are healed upon switching out. III 3 12 0
099 No Guard Ensures the Pokémon and its foe’s attacks land. IV 2 3 3
096 Normalize All the Pokémon’s moves become Normal type. IV 0 2 0
012 Oblivious Prevents the Pokémon from becoming infatuated. III 0 16 3
142 Overcoat Protects against damage from weather. V 0 5 12
065 Overgrow Powers up Grass-type moves in a pinch. III 18 0 2
020 Own Tempo Prevents the Pokémon from becoming confused. III 0 15 5
185 Parental Bond Parent and child attack together. VI 1 0 0
124 Pickpocket Steals attacking Pokémon's held item on contact. V 0 0 7
053 Pickup The Pokémon may pick up items. III 1 14 0
182 Pixilate Normal-type moves become Fairy-type moves. VI 2 0 1
057 Plus Boosts Sp. Atk if another Pokémon has Minus. III 1 3 4
090 Poison Heal Restores HP if the Pokémon is poisoned. IV 0 2 1
038 Poison Point Contact with the Pokémon may poison the foe. III 0 16 0
143 Poison Touch Has a 30% chance of poisoning Pokémon upon contact when attacking. V 0 3 4
158 Prankster Raises non-damaging moves' priority by one stage. V 4 2 8
046 Pressure The Pokémon raises the foe’s PP usage. III 18 3 4
189 Primordial Sea Causes heavy rain. VI 1 0 0
168 Protean Changes the Pokémon's type to the same type of the move it is using. VI 0 0 4
074 Pure Power Boosts the power of physical attacks. III 3 0 0
095 Quick Feet Boosts Speed if there is a status problem. IV 0 5 4
044 Rain Dish The Pokémon gradually recovers HP in rain. III 0 3 8
155 Rattled Raises Speed one stage upon being hit by a Dark, Ghost, or Bug move. V 0 0 11
120 Reckless Powers up moves that have recoil damage. IV 0 3 8
174 Refrigerate Normal-type moves become Ice-type moves. VI 2 0 0
144 Regenerator Heals for 1/3 max HP upon leaving battle. V 0 3 14
079 Rivalry Raises Attack if the foe is of the same gender. IV 0 14 4
069 Rock Head Protects the Pokémon from recoil damage. III 2 16 5
024 Rough Skin Inflicts damage to the foe on contact. III 2 1 3
050 Run Away Enables sure getaway from wild Pokémon. III 0 16 8
159 Sand Force Strengthens Rock, Ground, and Steel moves to 1.3× their power during a sandstorm. V 1 2 11
146 Sand Rush Doubles Speed during a sandstorm. V 0 4 2
045 Sand Stream The Pokémon summons a sandstorm in battle. III 3 0 0
008 Sand Veil Boosts the Pokémon’s evasion in a sandstorm. III 7 6 7
157 Sap Sipper Absorbs Grass moves, raising Attack one stage. V 2 6 8
113 Scrappy Enables moves to hit Ghost-type foes. IV 0 2 8
032 Serene Grace Boosts the likelihood of added effects appearing. III 2 8 2
023 Shadow Tag Prevents the foe from escaping. III 2 0 3
061 Shed Skin The Pokémon may heal its own status problems. III 11 5 0
125 Sheer Force Strengthens moves with extra effects to 1.3× their power, but prevents their extra effects. V 1 6 17
075 Shell Armor The Pokémon is protected against critical hits. III 1 13 7
019 Shield Dust Blocks the added effects of attacks taken. III 4 3 0
086 Simple The Pokémon is prone to wild stat changes. IV 0 3 2
092 Skill Link Increases the frequency of multi-strike moves. IV 0 2 4
112 Slow Start Temporarily halves Attack and Speed. IV 1 0 0
097 Sniper Powers up moves if they become critical hits. IV 0 9 5
081 Snow Cloak Raises evasion in a hailstorm. IV 4 3 1
117 Snow Warning The Pokémon summons a hailstorm in battle. IV 3 0 2
094 Solar Power Boosts Sp. Atk, but lowers HP in sunshine. IV 0 3 5
116 Solid Rock Powers down supereffective moves. IV 0 4 0
043 Soundproof Gives full immunity to all sound-based moves. III 3 6 3
003 Speed Boost The Pokémon’s Speed stat is gradually boosted. III 1 2 8
100 Stall The Pokémon moves after even slower foes. IV 0 1 0
176 Stance Change The Pokémon changes form depending on how it battles. VI 1 0 0
009 Static Contact with the Pokémon may cause paralysis. III 9 5 1
080 Steadfast Raises Speed each time the Pokémon flinches. IV 2 3 5
001 Stench The stench may cause the target to flinch. III 0 6 1
060 Sticky Hold Protects the Pokémon from item theft. III 0 8 0
114 Storm Drain The Pokémon draws in all Water-type moves. IV 0 4 3
173 Strong Jaw The Pokémon's strong jaw gives it tremendous biting power. VI 2 0 0
005 Sturdy The Pokémon is protected against 1-hit KO attacks. III 8 22 5
021 Suction Cups Negates moves that force switching out. III 2 3 0
105 Super Luck Heightens the critical-hit ratios of moves. IV 0 6 3
068 Swarm Powers up Bug-type moves in a pinch. III 4 16 4
175 Sweet Veil Prevents itself and its allies from falling asleep. VI 2 0 0
033 Swift Swim Boosts the Pokémon’s Speed in rain. III 8 20 10
180 Symbiosis The Pokémon can pass an item to an ally. VI 0 0 3
028 Synchronize Passes on a burn, poison, or paralysis to the foe. III 3 12 0
077 Tangled Feet Raises evasion if the Pokémon is confused. IV 0 5 2
101 Technician Powers up the Pokémon’s weaker moves. IV 0 9 5
140 Telepathy Protects against damaging moves from friendly Pokémon. V 0 2 14
164 Teravolt Moves can be used regardless of Abilities. V 2 0 0
047 Thick Fat Raises resistance to Fire- and Ice-type moves. III 0 16 5
110 Tinted Lens Powers up “not very effective” moves. IV 0 4 5
067 Torrent Powers up Water-type moves in a pinch. III 18 0 2
181 Tough Claws Powers up moves that make direct contact. VI 2 2 0
137 Toxic Boost Increases Attack to 1.5× when poisoned. V 0 0 1
036 Trace The Pokémon copies a foe's Ability. III 0 5 0
054 Truant The Pokémon can't attack on consecutive turns. III 2 0 1
163 Turboblaze Moves can be used regardless of Abilities. V 2 0 0
109 Unaware Ignores any change in stats by the foe. IV 0 4 3
084 Unburden Raises Speed if a held item is used. IV 0 5 7
127 Unnerve Prevents opposing Pokémon from eating held Berries. V 0 4 15
162 Victory Star Raises moves' accuracy to 1.1× for friendly Pokémon. V 1 0 0
072 Vital Spirit Prevents the Pokémon from falling asleep. III 1 4 7
010 Volt Absorb Restores HP if hit by an Electric-type move. III 1 2 2
011 Water Absorb Restores HP if hit by a Water-type move. III 1 12 8
041 Water Veil Prevents the Pokémon from getting a burn. III 0 4 7
133 Weak Armor Raises Speed and lowers Defense by one stage each upon being hit by any move. V 0 1 15
073 White Smoke Prevents the Pokémon’s stats from being lowered. III 1 0 1
025 Wonder Guard Only supereffective moves will hit. III 1 0 0
147 Wonder Skin Has a 50% chance of protecting against non-damaging moves that inflict major status ailments. V 0 1 3
161 Zen Mode Changes the Pokémon's shape when HP is halved. V 0 0 1

In Pokémon Conquest

Main article: List of Abilities in Pokémon Conquest

While most Pokémon species in Pokémon Conquest have access to three Abilities (similar to the main series, Hidden Abilities included), many of these Abilities are different from the main series due to differences in the battle system. For example, Abilities like Cute Charm and Rivalry do not exist in Pokémon Conquest (due to the game's lack of a gender mechanic), while other Abilities utilize mechanics unique to Pokémon Conquest battles (like "Sprint", which increases the user's movement Range).

Like the main series, an individual Pokémon's Ability is dictated by its current species (i.e. evolutionary form) and may change during evolution.

In the anime

Abilities have been shown in the anime, but are usually only used in battles; however, sometimes they have an effect on the plot, such as Ash's Infernape's Blaze. Abilities sometimes work differently in the anime than they would in the games, such as Mold Breaker, which in the anime cancels out more Abilities than it would in the games.

In the original series

The only Ability that was seen in the original series was Color Change, being used by Madison and Alexa's Kecleon in The Kecleon Caper. It was later used by Harrison's Kecleon in Playing With Fire!.

In the Advanced Generation series

The first Ability to be seen other than Color Change was Rough Skin, first seen in Sharpedo Attack!. It was used by a wild Sharpedo.

In Now That's Flower Power! a Kecleon used Color Change.

In A Poké-BLOCK Party, a Whismur used its Soundproof Ability to stay awake and listen to Jigglypuff's song.

Colonel Hansen's Shedinja used Wonder Guard in The Princess and the Togepi.

Two Abilities were seen in Balance of Power, being used by Ash's Pikachu and Grovyle, using Static and Overgrow respectively.

Bart's Castform used Forecast in Unfair-Weather Friends, turning into its Sunny and Rainy Form.

In The Garden of Eatin', Marcel's Vigoroth used Vital Spirit.

Both Drizzle and Drought were seen in Gaining Groudon and The Scuffle of Legends respectively.

In It's Still Rocket Roll to Me!, Liza's Lunatone used Levitate.

In Eight Ain't Enough, Juan's Luvdisc used Swift Swim.

In Showdown At Linoone, a Linoone has the Ability Pickup and takes items to its private stash, including May's Poké Balls.

In At the End of the Fray, Tyson's Hariyama used Thick Fat.

In Rough, Tough Jigglypuff, Lisa Mitchum's Jigglypuff used Cute Charm Her father's Loudred used Soundproof to stop Jigglypuff's Sing from working.

Angela's Kecleon used Color Change in From Cradle to Save, as well as Brock's Bonsly using Rock Head.

In Pinch Healing!, a wild Wooper used Water Absorb.

In Once More with Reeling!, May's Blaziken used its Blaze Ability while Ash's Sceptile used Overgrow during their Contest Battle in the Terracotta Contest.

In the Diamond & Pearl series

Abilities proved important in the battles Paul and Ash had with Roark. During Paul's battle in Shapes of Things to Come!, his Elekid uses Static to paralyze Roark's Onix and Cranidos although the latter shakes it off with Mold Breaker. Paul also deliberately allows his Chimchar to take extra damage so that it can activate Blaze. After Ash's first match with Roark ends in defeat, Brock briefly lends him Sudowoodo in Wild in the Streets! because its Ability Rock Head makes it similar to Roark's Pokémon Onix, who also had the Ability. During Ash's rematch in O'er the Rampardos We Watched!, Pikachu also activates Static against Roark's newly-evolved Rampardos and it is similarly ineffective.

In A Secret Sphere of Influence!, Officer Jenny's Stunky used Stench.

Gardenia's Cherubi caught Ash by surprise during their first battle in The Grass Menagerie! when it was able to move very quickly with Chlorophyll.

In Tag! We're It...!, Ash and Paul found themselves at a disadvantage during their first Tag Battle in the Hearthome City Tag Battle Competition because the Rhydon used by one of their opponents possessed Lightning Rod, rendering Pikachu's Electric-type attacks useless.

In Glory Blaze! Ash, Dawn and Brock found Paul and his other Pokémon evidently abusing his Chimchar, repeatedly attacking it until it eventually collapsed from exhaustion. When confronted, Paul explained that Chimchar actually wanted the brutal training regimen; when they first met, Chimchar was being attacked by wild Zangoose and when pushed to the limit it activated Blaze and defeated all of the Zangoose with Flame Wheel. This incredible power was what drove Paul to capture Chimchar in the first place and the two have been trying to replicate the experience ever since with no success.

Swift Swim was an important part of Ash's Buizel going toe to toe with Maylene's Lucario in A Triple Fighting Chance!

Blaze returned in Chim - Charred! when Ash's Chimchar became enraged during a battle with Paul's Ursaring. It took considerable effort for Ash to return Chimchar to normal after it defeated Ursaring, causing Paul to leave the battle a draw. Paul told Ash that they would only battle again when and if Ash and Chimchar learned to control Blaze.

In Battling the Generation Gap!, Lila's Delcatty activated his Cute Charm Ability while battling Dawn's Ambipom in the final round of the Celestic Contest.

Brock's Croagunk first used his Anticipation Ability in Losing Its Lustrous!. He often used it to find Team Rocket and chase them off on his own.

Two Darkrai have used Bad Dreams. One used it in The Rise of Darkrai and another in Sleepless in Pre-Battle!.

In A Shield with a Twist!, Fantina's Gengar used Levitate.

In Dealing with Defensive Types!, Byron's Bronzor used its Heatproof Ability to minimize damage from Ash's Chimchar's Flamethrower.

In Another One Gabites the Dust!, Jessie's Yanmega activated its Speed Boost Ability while performing in the Chocovine Contest.

In Pursuing a Lofty Goal!, Paul's Honchkrow used its Ability Super Luck.

In Sliding Into Seventh!, Jeremiah's Skuntank was known to have Stench as it Ability but the Ability activated off-screen.

In Evolving Strategies!, Paul's Magmortar used its Flame Body Ability to burn Ash's Pikachu. Paul's Ursaring also used its Guts Ability when Ash's Pikachu's Static activated.

An Arceus used Multitype in Arceus and the Jewel of Life.

In Challenging a Towering Figure!, Palmer's Rhyperior used Solid Rock.

A wild Trapinch used its Arena Trap Ability in A Rivalry to Gible On!.

A wild Heatran used Flash Fire in Pokémon Ranger: Heatran Rescue!.

Volkner's Electivire used its Motor Drive Ability in The Eighth Wonder of the Sinnoh World! against Ash in their Gym battle. It was later used by Paul's Electivire in Battling a Thaw in Relations!.

In Casting a Paul on Barry!, Barry's Empoleon activated its Torrent Ability while battling Paul's Electivire in the third round of the Lily of the Valley Conference.

Paul's Aggron used its Rock Head Ability in Familiarity Breeds Strategy! to avoid damage from its Double-Edge attack. In the next episode Paul's Froslass and Ninjask used Snow Cloak and Speed Boost respectively.

Illusion was seen twice in Zoroark: Master of Illusions, being seen by a Zoroark and Zorua.

In the Best Wishes series

A Hidden Ability was first seen in Saving Darmanitan From the Bell! by a Darmanitan using Zen Mode.

In A Rival Battle for Club Champ!, Trip's Tranquill used Super Luck to easily defeat Ash's Oshawott and Tepig. Trip's Frillish later used Cursed Body.

In Here Comes the Trubbish Squad!, a wild Trubbish used its Ability Stench.

In A Night in the Nacrene City Museum!, Lenora's Watchog used its Illuminate Ability to reveal any hidden things in the museum to appear.

Sewaddle was revealed to have Swarm in A Connoisseur's Revenge! but he wasn't shown activating it. Cilan's Dwebble was shown using its Sturdy Ability in the same episode.

A wild Venipede used its Poison Point Ability to poison Ash in A Venipede Stampede!.

In Gotta Catch A Roggenrola!, Iris pointed out that Roggenrola had the Ability Sturdy, implying that Roggenrola would receive less damage than a Pokémon normally would.

Luke's Zorua often used Illusion to help Luke in making his movies. It was first seen in Movie Time! Zorua in "The Legend of the Pokémon Knight"!.

In The Club Battle Hearts of Fury: Emolga Versus Sawk!, Iris's Emolga used Static to help it win a battle against Stephan's Sawk.

In Enter Elesa, Electrifying Gym Leader!, Bianca's father's Red Flash Darmanitan used Zen Mode.

Three Darmanitan used Zen Mode in A Maractus Musical!.

In Scraggy and the Demanding Gothita!, a wild Garbodor used Stench.

In A Call for Brotherly Love!, Chili's Pansear used its Gluttony Ability.

In Battling the King of the Mines!, Ash's Boldore used its Sturdy Ability to stop a Horn Drill from working.

In The Clubsplosion Begins!, Edmund's Seismitoad used Swift Swim against Stephan's Sawk, but ended up losing.

In Goodbye, Junior Cup - Hello Adventure!, Alder's Bouffalant used Sap Sipper to defeat Trip's Serperior.

In The Road to Humilau!, Marlon's Jellicent used Cursed Body.

Swarm wasn't seen until Strong Strategy Steals the Show! during Leavanny's battle with Stephan's Sawk.

In The Island of Illusions!, a Zoroark used Illusion.

In Survival of the Striaton Gym!, Morana's Abomasnow used its Snow Warning Ability. Cilan's Pansage was confirmed to have Gluttony as his Ability in the same episode.

In the XY series

Clemont's Chespin used its Ability Overgrow in An Appetite for Battle! battling against a Delphox.

In Mega Evolution Special I Siebold's Mega Blastoise was shown to have Mega Launcher.

Both Dark Aura and Fairy Aura were seen in Diancie and the Cocoon of Destruction.

Ramos's Jumpluff and Weepinbell were both shown to have Chlorophyll as their Ability in The Green, Green Grass Types of Home!.

Ash's Goodra used its Ability Hydration in Ash's Gym battle against Clemont in The Moment of Lumiose Truth!.

Ash's Fletchinder used its Flame Body Ability in A Not-So-Flying-Start! to help hatch an Egg that his Hawlucha found.

In the TCG

Abilities under the name of Abilities did not appear in the Trading Card Game until the Black & White expansion kicking off Generation V. However, this was merely a renaming of the longstanding Pokémon Powers. Pokémon Powers were very similar to Abilities, but were introduced much earlier, appearing in the very first Base Set during Generation I. In fact, some Abilities from the games originally appeared as Pokémon Powers.

With the introduction of the Expedition Base Set, Pokémon Powers were split into two groups: Poké-Powers and Poké-Bodies. Poké-Powers are special effects that the player must trigger or announce using. A Poké-Body's effect is a passive Ability that is always in effect. When Pokémon Powers became Abilities, these distinctions were done away with.

In the manga

In the Be the Best! Pokémon B+W manga

Pokémon Ranger's Zebstrika activating Lightningrod in Be the Best! Pokémon B+W

Monta's Roggenrola activated Sturdy in The Key to Triple Battles.

A Pokémon Ranger's Zebstrika and Monta's Excadrill activated Lightningrod and Sand Force in The Battle for More Friends!.

Dol's Bouffalant activated Sap Sipper in Challenge the Battle Subway!.

Monta's Watchog activated Illuminate in Let's Master Pokémon Capturing!.

Monta's Victini was unable to activate Victory Star in The Birth of the Best Pokémon Trainer! since the Serperior Cheren borrowed used Gastro Acid.

In the movie adaptations

Xerneas activated Fairy Aura in Diancie and the Cocoon of Destruction.

In the Pokémon Adventures manga

Ruby & Sapphire arc

Brawly's Makuhita activating Thick Fat in Pokémon Adventures

Parallel to their introduction in Generation III of the video games, Abilities were first introduced in the Ruby & Sapphire chapter of Pokémon Adventures.

During Sapphire's battle with Roxanne in Blowing Past Nosepass I, Roxanne's Nosepass proved superior to Rono. Worried that Rono would be defeated, Sapphire attempted to switch Rono out for Chic but was unable to. Roxanne explained that because her Nosepass has Magnet Pull, Steel-type Pokémon cannot switch out. However, Sapphire figured out in the next round that she could use this to her advantage because Nosepass's magnetic attunement causes it to automatically face north when idle. While Roxanne was bragging about her impending victory, Nosepass let its guard down, allowing Rono to sneak up behind it from the south and land a devastating hit that caused Nosepass to faint.

Ruby's first encounter with Abilities arrived in Stick This in Your Craw, Crawdaunt II when he and Mr. Briney were attacked by a wild Crawdaunt. Peeko tried to defeat it with Quick Attack, but the Crawdaunt's Shell Armor prevented it from doing much damage at all. After Mr. Briney fell unconscious, Ruby had Kiki use Double-Edge and infatuate Crawdaunt with its Ability Cute Charm.

Sapphire later also struggled against a potent counter Ability when she faced Brawly in Mashing Makuhita. After Rono was quickly defeated by Brawly's Makuhita, Chic used Flamethrower against Makuhita, but it had little effect due to its Thick Fat.

While on their way to Slateport City, Ruby and Sapphire were attacked by Courtney and Tabitha at the Abandoned Ship during Adding It Up with Plusle & Minun II. They escaped with the help of a wild Plusle and Minun after Ruby realized that their complimentary Abilities Plus and Minus greatly amplified their power when they fought together.

After Wattson is captured by the New Mauville generator, Sapphire devised a double battle strategy using his Electrike in Plugging Past Electrike II. While Electrike did not have the moves to defeat the generator itself, and the wild Donphan that Wattson and the Trick Master had originally intended to capture would be quickly eradicated by its powerful attacks, Electrike's Ability Lightning Rod would allow it to redirect the bolt away from Donphan, buying Donphan enough time to destroy the generator with Rollout.

In the Pokémon Battle Frontier manga

Enta's Vulpix activated Flash Fire in Enta Arrives at the Battle Frontier!.

Enta's Feebas activated Swift Swim in Introducing the Frontier Brains!.

When Enta battled Lucy's Seviper with Zangoose in The Predestined Battle!, Zangoose activated Immunity to prevent itself from being poisoned.

In the Pocket Monsters BW: The Heroes of Fire and Thunder manga

Togari's Watchog activated Keen Eye in FAT1.

In the Pocket Monsters Diamond & Pearl manga

Electivire was shown to activate Motor Drive in Ash's imagination in PDP07 if Pikachu used Volt Tackle on it.

In the Pokémon Diamond and Pearl Adventure manga

Saturn's Rhyperior activated Lightningrod to redirect Hareta's Luxio Electric-type moves to it.

Hareta's Piplup has Torrent, which powered up its Water-type moves.

Hareta's Regigigas has Slow Start, which proved to be a disadvantage for Hareta.

Koya's Absol's Super Luck nearly defeated Hareta's Empoleon but a comeback with Empoleon's Surf would have given Hareta the win but the battle was interrupted by Mitsumi's Glaceon's Ice Beam.

In the Pocket Monsters Platinum: Aim to Be Battle King!! manga

In PBK1, Shin's Bronzong had Heatproof to minimize the damage taken from Yū Shirogane's Infernape's Fire-type moves but Infernape's Blaze powered them back up.

's Scizor received Heatran's Flash Fire Ability after Bronzong Skill Swapped them in PBK4. Yū's Bronzong had Levitate in that same chapter.

Yū's Regigigas had Slow Start in PBK7.

In the Pokémon Pocket Monsters manga

Norman's Slakoth activated Truant in I Won't Let You Lead.

Zorua and Zoroark activated Illusion in PMHGSS20.

In the Pokémon - The Legend of the Dragon King manga

Taichi's Ampharos had the Ability, Static.

Trivia

  • The unused Ability Cacophony was included in the coding for third-generation games as Ability #076 (Air Lock was #077). From the fourth generation, Cacophony was removed and Air Lock was renumbered as #076, with the new Abilities positioned from #077 onward.
  • Generation III introduced the most Abilities, with 76. Generation VI introduced the least, with 27.

In other languages

Language Title
Chinese Cantonese 特性 Tèxìng
特技 Tèjì*
Mandarin 特性 Tèxìng
特技 Tèjì*
Denmark Flag.png Danish Specielle evne
The Netherlands Flag.png Dutch Capaciteit
Finland Flag.png Finnish Kyky
France Flag.png French Capacité spéciale / Talent
Germany Flag.png German Fähigkeit
India Flag.png Hindi काबिलियत Kabiliyat
Italy Flag.png Italian Abilità
South Korea Flag.png Korean 특성 Teukseong
Brazil Flag.png Brazilian Portuguese Habilidade
Spain Flag.png Spanish Habilidad
Vietnam Flag.png Vietnamese Khả năng/Đặc Tính

See also



Pokémon individuality
LevelStatsFriendshipGenderAbility (Hidden Ability) • NatureCharacteristic
Effort valuesIndividual valuesGo PowerEffort level
ConditionPerformanceAffectionMemory


Project Moves and Abilities logo.png This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.