From Bulbapedia, the community-driven Pokémon encyclopedia.
| Generation VI
| Moves can be used on the target regardless of its Abilities.
Teravolt (Japanese: テラボルテージ Teravoltage) is an Ability introduced in Generation V. It is the signature Ability of Zekrom, which Black Kyurem adopts.
Teravolt ignores the effects of Abilities that could potentially affect the damage or effects of a move that its user executes. For example, a Pokémon with Teravolt can hit opponents that possess Levitate by using Earthquake. Teravolt applies regardless of target Pokémon, but only to moves executed by its user (so if two Pokemon in a Double Battle both know Earthquake, only the Pokémon with Teravolt can hit a Pokémon with Levitate).
Unlike Gastro Acid, which completely negates a target's Ability, the opponents' Abilities otherwise remain in effect:
- Abilities that prevent status conditions (such as Immunity and Oblivious) will not protect the Pokémon from receiving the status condition; however, many of these Abilities also have effects to cure the Pokémon of the status condition if afflicted, which are not negated by Teravolt.
- Abilities that draw attacks to the user, such as Lightning Rod and Storm Drain, will still divert attacks regardless of Teravolt, but will not nullify the damage or boost the Pokémon's stats.
- If a Pokémon with Own Tempo consumes a held Berry that may cause confusion in response to the move of a Pokémon with Teravolt, it will become confused if it dislikes the flavor (although Own Tempo will then activate and cure it of confusion).
Teravolt can ignore the Abilities of Pokémon other than the target; for example, if a Pokémon with Teravolt uses Thunder Wave on a Grass-type Pokémon whose ally has Flower Veil, the target will still be paralyzed.
When a Pokémon with Teravolt uses a move, even the effects of allies' Abilities (notably Flower Gift, Sweet Veil, Aroma Veil and Flower Veil) are ignored for the duration of that move. As such, if the move of a Pokémon with Teravolt triggers an Ability (such as Gooey or Cursed Body) or item (such as Destiny Knot), the Pokémon with Teravolt will not be protected by its allies' Abilities; likewise, if a Destiny Knot held by a Pokémon with Teravolt is activated during the use of its own move (such as in response to the target's Cute Charm), that target will not be protected by its allies' Aroma Veil. This also means that a Pokémon with Teravolt will not gain Attack due to an ally's Flower Gift.
If a Pokémon with Teravolt forces a Pokémon to switch in with a move like Roar or Dragon Tail, Abilities that affect entry hazards will be ignored (except Magic Guard). If forced to switch in this way:
In Generation VI, a Pokémon with Overcoat will be affected by powder and spore moves as well.
When a Pokémon with Teravolt is brought out, the message "<name> is radiating a bursting aura!" will be displayed.
Teravolt ignores the following Abilities, even in situations where the Ability could increase the power of a move (such as using Low Kick on a Pokemon with Heavy Metal or using a Fire-type move on a Pokémon with Dry Skin):
| Generation V onwards
|| Battle Armor, Big Pecks, Clear Body, Contrary, Damp, Dry Skin, Filter, Flash Fire, Flower Gift, Friend Guard, Heatproof, Heavy Metal, Hyper Cutter, Immunity, Inner Focus, Insomnia, Keen Eye, Leaf Guard, Levitate, Light Metal, Lightning Rod, Limber, Magic Bounce, Magma Armor, Marvel Scale, Motor Drive, Multiscale, Oblivious, Own Tempo, Sand Veil, Sap Sipper, Shell Armor, Shield Dust, Simple, Snow Cloak, Solid Rock, Soundproof, Sticky Hold, Storm Drain, Sturdy, Suction Cups, Tangled Feet, Telepathy, Thick Fat, Unaware, Vital Spirit, Volt Absorb, Water Absorb, Water Veil, White Smoke, Wonder Guard, Wonder Skin
| Generation VI
|| Aroma Veil, Bulletproof, Flower Veil, Fur Coat, Overcoat, Sweet Veil
Teravolt does not ignore the effects of Aura Break or Magic Guard.
Outside of battle
Teravolt has no effect outside of battle.
Pokémon with Teravolt
|| First Ability
|| Second Ability
|| Hidden Ability
| Please note that this is only 100% accurate to Generation VI games.
- For Generation III games, ignore Abilities introduced in Generation IV or later and Hidden Abilities.
- For Generation IV games, ignore Hidden Abilities.
- For Generation V games, ignore Abilities introduced in Generation VI.
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