Moves that deal damage have a 10% flinch chance. When first in the party, wild encounter rate is reduced by 50%.
- Ability
- 5
- Innate
- 0
SoulGold Wiki
Explore abilities and Innates, their effects, and the Pokemon that can use them.
Moves that deal damage have a 10% flinch chance. When first in the party, wild encounter rate is reduced by 50%.
Summons rain for 5 turns when the Pokemon enters a battle.
Boosts the Pokemon's Speed stat by 1 stage at the end of every turn.
Attacks landed on the Pokemon will never be critical hits.
If the Pokemon has full HP and takes damage from a move that would knock it out in one hit, it will endure the hit with 1 HP
All Pokemon become unable to use explosive moves or Abilities.
The Pokemon's limber body prevents it from being paralyzed.
Boosts the Pokemon's evasiveness by 25% in a sandstorm. Reduces wild encounter rate by 50% when first in the party.
Contact has a 30% chance to paralyze the attacker. When first in the party, Electric Pokemon appear more often.
Electric-type moves do not work on the Pokemon. Instead, they restore 1/4 of its max HP.
Water-type moves do not work on the Pokemon. Instead, they restore 1/4 of its max HP.
Not affected by Taunt, Infatuation, or Intimidate.
Eliminates the effects of weather.
Boosts the accuracy of the Pokemon's moves by 30%.
The Pokemon cannot become drowsy or be put to sleep.
The Pokemon's type becomes the type of the move used on it.
The Pokemon cannot be poisoned or badly poisoned.
Absorbs Fire-type moves to boost own Fire moves by 50%. When first in party, Fire Pokemon appear more often.
The Pokemon is immune to additional effects from attacks.
The Pokemon cannot become confused and is unaffected by Intimidate.
Cannot be forced to switch out. When first in party, increases the chance of fishing bites.
When entering a battle, lowers the Attack of of opponents by 1 stage. Reduces wild encounters 5 levels or lower by 50% when first in the party.
Opponents cannot switch out of battle. Does not affect Ghost Pokemon. Negated if opponents also have Shadow Tag.
When the Pokemon is hit by a contact move, the attacker takes damage equal to 1/8 of its max HP.
Moves can only deal Supereffective damage. Indirect damage is unaffected.
The Pokemon is immune to Ground-type moves, as well as the Spikes, Toxic Spikes, and Sticky Web statuses.
When hit by a move that makes contact, has a 30% chance to inflict poison, sleep, or paralysis.
Copies paralysis, poison, or burn statuses onto the Pokemon inflicting them. When first in the party, wild pokemon will have a matching nature.
The Pokemon's stats cannot be lowered by other Pokemon's moves or Abilities.
The Pokemon's status conditions are cured when it switches out of battle.
Draws Electric moves to raise Sp. Atk by 1 stage. When first in the party, Electric Pokemon appear more often.
Doubles the likelihood of additional effects occurring when the Pokemon uses its moves.
Doubles the Pokemon's Speed stat in rain.
Doubles the Pokemon's Speed stat in harsh sunlight.
Doubles wild encounter rate. In battle, ignores foes' evasion and blocks accuracy drops.
When the Pokemon enters a battle, it changes its Ability to match that of an opponent with some exceptions.
Doubles the power of the Pokemon's physical moves.
When the Pokemon is hit by a contact move, the attacker has a 30% chance of being poisoned.
The Pokemon never flinches when attacked and is unaffected by Intimidate.
Prevents freezing. Eggs hatch faster while this Pokemon is in the party.
The Pokemon's water veil prevents it from being burned.
Prevents adjacent Steel-type foes from fleeing or switching. In the lead party slot, Steel Pokemon appear more often.
The Pokemon is immune to sound-based moves, including its own.
Restores 1/16 max HP at the end of each turn while rain is active.
Summons a sandstorm for 5 turns when the Pokemon enters a battle.
Opponents use 2 PP per move used against the Pokemon instead of 1.
Halves the damage taken from Fire-type and Ice-type moves.
The Pokemon recovers from sleep in half the usual number of turns.
Contact with the Pokemon has a 30% chance to burn. Eggs hatch faster while this Pokemon is in the party.
The Pokemon can always flee from wild battles, even when trapped.
Prevents loss of accuracy. Additionally Boosts the accuracy of the Pokemon's moves by 30%.
Attack cannot be lowered by other Pokemon's moves or Abilities.
May pick up an item after battle if not already holding one.
Every other turn, the Pokemon loafs around instead of using a move.
No users listed.
Physical moves deal 50% more damage, but their accuracy is reduced to 80%.
When hit by a contact move, has a 30% chance of infatuating an opposite-gender attacker.
Raises Sp. Atk by 50% if an ally in battle has Plus or Minus.
Raises Sp. Atk by 50% if an ally in battle has Plus or Minus.
During rain, sun, or icy weather, Castform changes to Water, Fire, or Ice type and matching form.
No users listed.
The Pokemon's held item cannot be removed or stolen by other Pokemon.
Pokemon may cure it's status problems by shedding its skin.
Boosts Attack by 50% when the Pokemon is afflicted by a status condition. Burn's Attack drop is also ignored.
Raises Defense by 50% when inflicted by a major status effect such as Poison.
Pokemon that drain HP from this Pokemon lose HP instead of gaining it.
Boosts the power of the Pokemon's Grass-type moves by 50% when its HP drops to 1/3 or less of its max.
Boosts the power of the Pokemon's Fire-type moves by 50% when its HP drops to 1/3 or less of its max.
Boosts the power of the Pokemon's Water-type moves by 50% when its HP drops to 1/3 or less of its max.
Boosts the power of the Pokemon's Bug-type moves by 50% when its HP drops to 1/3 or less of its max.
The Pokemon takes no recoil damage from its own attacking moves.
Summons harsh sunlight in battle. Lasts for 5 turns unless cleared by Air Lock or Cloud Nine.
Opponents cannot switch out or flee. Does not affect Flying-types or Pokemon that are airborne.
The Pokemon is alert and cannot become drowsy or fall asleep.
Prevents other Pokemon from lowering its stats
Doubles the Pokemon's Attack stat.
Attacks landed on the Pokemon will never be critical hits.
Suppresses all weather effects while the Pokemon is in battle.
Doubles the Pokemon's evasiveness while it is confused.
Being hit by electricity raisesd Speed by one stage.
Deals more damage against Pokemon of the same gender.
Raises the Pokemon's Speed by 1 stage each time it flinches.
Ups evasion in Hail or Snow by 20%. Also gives immunity to hail damage.
The Pokemon eats its held Berry when its HP drops to 1/2 instead of the usual 1/4.
Taking a critical hit raises Attack to the maximum of 6 stages.
Using or losing a held item doubles Speed until the Pokemon leaves battle or gains a new item.
Halves damage from Fire-type moves and burn damage.
Stat changes count double for this Pokemon, still capped at -6 and +6.
Heals 1/8 HP in rain, loses 1/8 HP in sun, absorbs Water moves, and takes extra Fire damage.
On entry, raises Attack or Sp. Atk by 1 stage, whichever counters the foe's lower defense.
Boosts the power of punching moves by 20%.
Restores 1/8 of max HP each turn when poisoned instead of taking poison damage.
Same-type attack bonus is 2x instead of 1.5x for the Pokemon's moves.
Multi-hit moves that hit 2 to 5 times always land all 5 hits.
Cures any status condition at the end of each turn while it is raining.
In harsh sunlight, raises Sp. Atk by 50% but loses 1/8 of max HP at the end of each turn.
Boosts Speed by 50% when afflicted by a status condition, and ignores paralysis' Speed drop.
All of the Pokemon's moves become Normal-type and deal 20% more damage.
No users listed.
Critical hits deal 2.25x damage instead of the usual 1.5x.
The Pokemon only takes damage from direct attacks. Indirect damage does not affect it.
All moves used by or against this Pokemon never miss.
The Pokemon moves last within its priority bracket every turn.
Boosts the power of moves with 60 base power or less by 50%.
Prevents major status conditions while harsh sunlight is active.
The Pokemon cannot use the effects of its held item.
Moves ignore Abilities that would hinder or prevent their effects.
Raises this Pokemon's critical-hit ratio by 1 stage.
If knocked out by a contact move, damages the attacker for 1/4 of its max HP.
On entry, shudders if a foe has a supereffective move.
On entry, reveals the move with the highest power among the foe's Pokemon.
Ignores the foe's stat stage changes when dealing or taking damage.
Doubles the damage of not very effective moves used by this Pokemon.
Reduces damage from super effective moves to 75%.
For 5 turns after entry, Attack and Speed are halved.
Normal- and Fighting- type moves can hit Ghost- type Pokemon.
Draws in all Water-type moves, taking no damage and raising its Sp. Atk by 1 stage instead.
Restores 1/16 max HP at each turn's end during hail or snow, and blocks hail damage.
Reduces damage from super effective moves to 75%.
Summons a snowstorm for 5 turns when the Pokemon enters a battle.
May gather a Honey item after battle if not holding an item.
On entry, reveals the held items of opposing Pokemon.
Boosts recoil and crash moves by 20%.
Changes Arceus's type to match its held Plate and prevents item removal.
In harsh sunlight, allies' Attack and Sp. Def are raised by 50%.
No users listed.
Sleeping opposing Pokemon lose 1/8 max HP at the end of each turn.
If hit by a contact move while itemless, steals the attacker's held item.
Moves with added effects hit 30% harder, but those added effects do not activate.
Stat changes are reversed: boosts become drops and drops become boosts.
Opposing Pokemon are too nervous to eat their held Berries.
Sharply raises Attack by 2 stages whenever any of the Pokemon's stats are lowered by a foe.
Halves Attack and Sp. Atk when the Pokemon's HP drops to 1/2 or less.
Moves that hit this Pokemon have a 30% chance to be Disabled.
Has a 30% chance each turn to cure an ally's status condition.
Allied Pokemon take 25% less direct damage from moves.
Being hit by a physical move lowers Defense by 1 stage and raises Speed by 1 stage.
Doubles the Pokemon's weight, affecting weight-based moves.
Halves the Pokemon's weight, affecting weight-based moves.
Damage taken from moves is halved while this Pokemon is at full HP.
Boosts Attack by 50% while the Pokemon is poisoned.
No users listed.
Boosts Sp. Atk by 50% while the Pokemon is burned.
At each turn's end, may restore a consumed Berry; always succeeds in sun.
Prevents damage from allied Pokemon's moves.
Each turn, raises one random stat by 2 stages and lowers another by 1 stage.
Prevents weather damage and powder or spore move effects.
Has a 30% chance to poison foes when the Pokemon hits them with a contact move.
Restores 1/3 max HP when this Pokemon switches out without fainting.
The Pokemon's Defense cannot be lowered by other Pokemon.
Doubles Speed in a sandstorm and prevents sandstorm damage.
Status moves used against this Pokemon have their accuracy lowered to 50%.
Moves hit 30% harder when this Pokemon moves last.
On entry, takes the appearance of the last party Pokemon until it is hit by an attack.
Transforms into a random opposing Pokemon on entry.
The Pokemon's moves ignore the foe's screens, Safeguard, Mist, and Substitute.
Contact with the Pokemon changes the attacker's Ability to Mummy.
Raises Attack by 1 stage each time the Pokemon knocks out a foe.
Raises Attack by 1 stage when hit by a Dark-type move.
Taking Bug-, Ghost-, or Dark-type damage raises Speed by 1 stage.
Reflects status moves back at the Pokemon that used them.
Grass-type moves do not work on the Pokemon. Instead, they raise its Attack by 1 stage.
Gives status moves +1 priority. They miss against Dark-types.
In sandstorm, Rock-, Ground-, and Steel-type moves hit 30% harder and sand damage is blocked.
When hit by a contact move, the attacker takes damage equal to 1/8 of its max HP.
Changes to Zen Mode when HP drops to 1/2 or less, and back when above.
Raises the accuracy of the Pokemon and its allies by 10%.
Moves hit through abilities such as Levitate.
Moves hit through abilities such as Levitate.
Protects allies from mental effects that limit move choice or action.
Allied Grass-types cannot have their stats lowered or be afflicted with status conditions.
Eating a Berry restores HP in addition to the Berry's normal effect.
Changes the Pokemon's type to match the move it uses before attacking.
Halves the damage the Pokemon takes from physical moves.
When this Pokemon uses a damaging move, it steals the target's held item.
Protects the Pokemon from ball and bomb moves.
When any stat is lowered, raises Sp. Atk by 2 stages.
Boosts the power of biting moves by 50%.
Normal-type moves become Ice-type and deal 20% more damage.
Prevents this Pokemon and its allies from being put to sleep.
Transforms as it. battles
Gives Flying-type moves +1 priority while the Pokemon is at full HP.
Boosts the power of pulse and aura moves by 50%.
Raises Defense by 50% while Grassy Terrain is active.
Passes its held item to an ally immediately after the ally uses its item.
Boosts the power of contact moves by 30%.
Normal-type moves become Fairy-type and deal 20% more damage.
Lowers the attacker's Speed by 1 stage when hit by a contact move.
Normal-type moves become Flying-type and deal 20% more damage.
The Pokemon attacks twice; the second hit deals 1/4 of the normal damage.
Boosts the power of all Dark-type moves in battle by 33%.
Boosts the power of all Fairy-type moves in battle by 33%.
Reverses the effects of Dark, Fairy, and Malice Auras, weakening those moves instead.
Summons heavy rain that makes Fire-type moves fail, lasting while the Pokemon is in battle.
Turns sunlight extremely harsh on entry, blocking damaging Water moves until the Pokemon leaves.
Summons strong winds that remove Flying-type weaknesses while the Pokemon is in battle.
Raises Defense by 1 stage each time the Pokemon is hit by an attack.
The Pokemon switches out when its HP drops to 1/2 or less.
The Pokemon switches out when its HP drops to 1/2 or less.
Raises Defense by 2 stages when hit by a Water-type move.
The Pokemon's attacks always land critical hits on poisoned foes.
Above 1/2 HP its shell blocks status. At 1/2 or less it breaks and switches to Attack mode.
No users listed.
Moves deal double damage against targets that switched in this turn.
Halves incoming Fire damage, doubles Water moves, and prevents burns.
Boosts the power of the Pokemon's Steel-type moves by 50%.
When damage drops HP below half, raises Sp. Atk by 1 stage.
Doubles Speed during hail or snow and prevents hail damage.
The Pokemon's moves do not make contact with the target.
All of the Pokemon's sound-based moves become Water-type.
Gives healing moves +3 priority in battle.
Normal-type moves become Electric-type and deal 20% more damage.
Doubles the Pokemon's Speed while Electric Terrain is active.
At level 20+, Wishiwashi becomes School Form at 1/4 HP or above, else Solo Form.
No users listed.
A cloak blocks the damage from one attack, then breaks, costing 1/8 of max HP.
After knocking out a foe, Greninja transforms into its Ash form.
When Zygarde falls below half HP, it changes into Complete Forme.
The Pokemon can poison even Steel-type and Poison-type targets.
The Pokemon is always drowsing and acts as if asleep, but cannot gain another status.
No users listed.
Opposing Pokemon cannot hit it with increased priority moves.
No users listed.
When knocked out by an attack, deals damage to the attacker equal to the HP it had left.
When another Pokemon uses a dance move, this Pokemon copies it right afterward.
Raises the power of allies' special moves by 30%.
Halves contact-move damage but doubles damage from Fire-type moves.
Opposing Pokemon cannot hit it with increased priority moves.
Raises Sp. Atk by 1 stage each time any Pokemon is knocked out.
Lowers the attacker's Speed by 1 stage when hit by a contact move.
Inherits the Ability of a defeated ally.
No users listed.
Inherits the Ability of a defeated ally.
Raises its highest stat by 1 stage each time it knocks out a foe.
Changes Silvally's type to match its held Memory and resists replacement.
No users listed.
Turns the ground into Electric Terrain for 5 turns when entering battle.
Turns the ground into Psychic Terrain for 5 turns when entering battle.
Turns the ground into Misty Terrain for 5 turns when entering battle.
Turns the ground into Grassy Terrain for 5 turns when entering battle.
The Pokemon's stats cannot be lowered by other Pokemon's moves or Abilities.
Damage from moves is halved while this Pokemon is at full HP; it cannot be bypassed.
Reduces super effective damage to 75%; it cannot be bypassed.
Boosts the power of supereffective moves by 25%.
Raises Attack by 1 stage when the Pokemon enters a battle.
Raises Defense by 1 stage when the Pokemon enters a battle.
Changes the Pokemon's type to match the move it is about to use.
If itemless, fetches the first failed Poke Ball at the end of a turn.
No users listed.
When hit by an attack, lowers every other Pokemon's Speed by 1 stage.
Ignores moves and Abilities that redirect the target of its moves.
Bounces back only the stat-lowering effects the Pokemon receives.
After using Surf or Dive, Cramorant catches prey; when hit, spits it at the attacker.
No users listed.
Ignores moves and Abilities that redirect the target of its moves.
Raises Speed by 3 stages when hit by a Fire- or Water-type move.
Boosts sound moves by 30% and halves the damage taken from sound-based moves.
Creates a sandstorm when this Pokemon is hit by an attack.
Halves the damage the Pokemon takes from special moves.
Doubles the effects of Berries used by this Pokemon.
In Ice Face form, blocks one physical hit. Hail or snow restores Ice Face.
No users listed.
Boosts the power of allies' moves by 30%.
No users listed.
The Pokemon's type changes to match the current terrain.
On entry, removes Light Screen, Reflect, and Aurora Veil on both sides of the field.
Powers up Steel-type moves used by this Pokemon and its allies.
Contact with this Pokemon starts a 3-turn Perish Count on both battlers.
When hit by contact, this Pokemon swaps Abilities with the attacker.
Raises Attack, but locks this Pokemon into the first move it selects.
While this Pokemon is in battle, other Abilities are nullified or cannot trigger.
Prevents this Pokemon and allies from poisoning and cures allies on entry.
Switches between Full and Hangry forms at the end of each turn.
No users listed.
Damaging moves have a 30% chance to move first within their priority bracket.
Contact moves hit through protection effects such as Protect and Detect.
On entry, removes all stat changes from allied Pokemon.
Boosts the power of the Pokemon's Electric-type moves by 30%.
Boosts the power of the Pokemon's Dragon-type moves by 50%.
Raises Attack by 1 stage each time the Pokemon knocks out a foe.
Raises Sp. Atk by 1 stage each time the Pokemon knocks out a foe.
Combines the effects of Unnerve and Chilling Neigh.
Combines the effects of Unnerve and Grim Neigh: foes can't eat Berries and KOs raise Sp. Atk.
Contact with the Pokemon changes the attacker's Ability to Lingering Aroma.
When hit by an attack, the Pokemon turns the field into Grassy Terrain.
The Pokemon cannot be burned. Fire-type moves that hit it raise its Attack by 1 stage.
When damage drops HP to half or less, Attack, Sp. Atk, and Speed rise by 1 stage while Defense and Sp. Def fall by 1 stage.
No users listed.
Halves damage from Ghost-type moves. The Pokemon is immune to status conditions.
Fire-type moves do not work. Instead, they sharply raise the Pokemon's Defense stat.
No users listed.
Immune to wind moves. Instead, they raise Attack. Tailwind also raises the Pokemon's Attack.
The Pokemon cannot be intimidated or forced out. Intimidate raises its Attack instead.
Boosts the power of the Pokemon's Rock-type moves by 50%.
Wind moves give the Pokemon the Charged status, doubling its next Electric move.
The Pokemon transforms into its Hero Form when it switches out.
On entry, if ally Dondozo is present, the Pokemon enters its mouth and commands from there.
Taking damage gives the Pokemon the Charged status, doubling its next Electric move.
Harsh sunlight or Booster Energy boosts the Pokemon's highest stat.
Electric Terrain or Booster Energy boosts the Pokemon's highest stat.
A body of pure gold gives the Pokemon full immunity to status moves.
The power of the vessel lowers the Sp. Atk of all Pokemon except itself.
No users listed.
The power of the sword lowers the Defense of all Pokemon except itself.
The power of the tablets lowers the Attack of all Pokemon except itself.
No users listed.
The power of the beads lowers the Sp. Def of all Pokemon except itself.
Turns sunlight harsh on entry. In harsh sunlight, the Pokemon's Attack is boosted.
Turns the ground electric on entry. On Electric Terrain, Sp. Atk is boosted.
When an opponent's stats are boosted, the Pokemon copies those stat boosts.
After eating a Berry, the Pokemon eats that same Berry again at the next turn's end.
Boosts the power of the Pokemon's slicing moves by 50%.
On entry, moves gain 10% power for each defeated party member, up to 50%.
When the Pokemon enters battle, it copies an ally's stat changes.
When hit by a physical move, it scatters Toxic Spikes on the opponent's field.
Opponents cannot use priority moves against the Pokemon or its allies.
Ground-type moves do not work. Instead, they restore 1/4 of max HP.
Status moves act last but ignore the target's Ability protections.
No users listed.
When the Pokemon enters a battle, it restores 1/4 of its ally's max HP.
Ignores foes' evasion, prevents accuracy loss, and lets Normal or Fighting hit Ghost.
When Terastallized, the Teal Mask shines and raises Speed by 1 stage.
When Terastallized, the Hearthflame Mask shines and raises Attack by 1 stage.
When Terastallized, the Wellspring Mask shines and raises Sp. Def by 1 stage.
When Terastallized, the Cornerstone Mask shines and raises Defense by 1 stage.
The Pokemon's toxic chain may badly poison any target it hits with a move.
On first entry each battle, lowers opposing Pokemon's evasiveness by 1 stage.
When the Pokemon enters battle, it absorbs nearby energy and becomes Terastal Form.
At full HP, all damage-dealing moves that hit the Pokemon are not very effective.
When Stellar Form appears, the Pokemon eliminates all weather and terrain effects.
Pokemon poisoned by the user's moves also become confused.
When attacked, this Pokemon's weaknesses and resistances are reversed.
Normal-type moves become Fighting-type and deal 20% more damage.
No users listed.
Normal-type moves become Poison-type and deal 20% more damage.
No users listed.
Normal-type moves become Ground-type and deal 20% more damage.
Normal-type moves become Rock-type and deal 20% more damage.
No users listed.
Normal-type moves become Bug-type and deal 20% more damage.
No users listed.
Normal-type moves become Ghost-type and deal 20% more damage.
No users listed.
Normal-type moves become Steel-type and deal 20% more damage.
No users listed.
Normal-type moves become Fire-type and deal 20% more damage.
Normal-type moves become Water-type and deal 20% more damage.
Normal-type moves become Grass-type and deal 20% more damage.
Normal-type moves become Psychic-type and deal 20% more damage.
Normal-type moves become Dragon-type and deal 20% more damage.
No users listed.
Normal-type moves become Dark-type and deal 20% more damage.
No users listed.
Kicking moves used by this Pokemon deal 20% more damage.
Single-target attacks hit twice, with the second hit reduced in power.
Prevents fatigue confusion and frees the Pokemon from Sky Drop.
On entry, lowers opposing Pokemon's Sp. Atk by 1 stage.
Doubles Speed while Psychic Terrain is active.
Damaging moves under 60 power gain +1 priority.
At 1/3 HP or less, Speed is raised by 30%.
Moves deal 5% more damage for each living ally.
Moves gain +1 priority if the foe chooses a super effective attack.
Normal-type moves used by this Pokemon deal 50% more damage.
No users listed.
Fighting-type moves used by this Pokemon deal 50% more damage.
Flying-type moves used by this Pokemon deal 50% more damage.
Poison-type moves used by this Pokemon deal 50% more damage.
Ground-type moves used by this Pokemon deal 50% more damage.
Bug-type moves used by this Pokemon deal 50% more damage.
Ghost-type moves used by this Pokemon deal 50% more damage.
No users listed.
Fire-type moves used by this Pokemon deal 50% more damage.
Water-type moves used by this Pokemon deal 50% more damage.
Grass-type moves used by this Pokemon deal 50% more damage.
Psychic-type moves used by this Pokemon deal 50% more damage.
Ice-type moves used by this Pokemon deal 50% more damage.
No users listed.
Dark-type moves used by this Pokemon deal 50% more damage.
No users listed.
Fairy-type moves used by this Pokemon deal 50% more damage.
No users listed.
Damaging moves have a 30% chance to seed the target if it is not Grass. Does not trigger from False Swipe.
Sound moves have a 30% chance to make the target flinch.
Moves that normally need to recharge skip their recharge turn.
Blocks the first attack that would hit this Pokemon.
Adds Normal as an extra type while this Pokemon is in battle.
Adds Fighting as an extra type while this Pokemon is in battle.
Adds Flying as an extra type while this Pokemon is in battle.
No users listed.
Adds Poison as an extra type while this Pokemon is in battle.
No users listed.
Adds Ground as an extra type while this Pokemon is in battle.
No users listed.
Adds Rock as an extra type while this Pokemon is in battle.
No users listed.
Adds Bug as an extra type while this Pokemon is in battle.
No users listed.
Adds Ghost as an extra type while this Pokemon is in battle.
Adds Steel as an extra type while this Pokemon is in battle.
No users listed.
Adds Fire as an extra type while this Pokemon is in battle.
No users listed.
Adds Water as an extra type while this Pokemon is in battle.
No users listed.
Adds Grass as an extra type while this Pokemon is in battle.
No users listed.
Adds Electric as an extra type while this Pokemon is in battle.
No users listed.
Adds Psychic as an extra type while this Pokemon is in battle.
Adds Ice as an extra type while this Pokemon is in battle.
No users listed.
Adds Dragon as an extra type while this Pokemon is in battle.
Adds Dark as an extra type while this Pokemon is in battle.
No users listed.
Adds Fairy as an extra type while this Pokemon is in battle.
Sets Trick Room for 5 turns when this Pokemon enters battle.
Gains Ingrain when this Pokemon enters battle.
Gains Aqua Ring when this Pokemon enters battle.
At full HP, Normal-type moves gain +1 priority.
At full HP, Fighting-type moves gain +1 priority.
At full HP, Poison-type moves gain +1 priority.
No users listed.
At full HP, Ground-type moves gain +1 priority.
No users listed.
At full HP, Rock-type moves gain +1 priority.
At full HP, Bug-type moves gain +1 priority.
At full HP, Ghost-type moves gain +1 priority.
At full HP, Steel-type moves gain +1 priority.
At full HP, Fire-type moves gain +1 priority.
At full HP, Water-type moves gain +1 priority.
No users listed.
At full HP, Grass-type moves gain +1 priority.
At full HP, Electric-type moves gain +1 priority.
At full HP, Psychic-type moves gain +1 priority.
At full HP, Ice-type moves gain +1 priority.
No users listed.
At full HP, Dragon-type moves gain +1 priority.
No users listed.
At full HP, Dark-type moves gain +1 priority.
At full HP, Fairy-type moves gain +1 priority.
No users listed.
Punching moves use Sp. Atk instead of Attack.
Physical moves use Sp. Atk instead of Attack.
No users listed.
Damaging moves have a 10% chance to put the target to sleep.
Each successful Rollout hit raises Speed by 1 stage.
Moves not matching this Pokemon's type deal 25% more damage.
Sets Tailwind for its side when this Pokemon enters battle.
On entry, raises Attack by 1 stage.
On entry, raises Defense by 1 stage.
On entry, raises Sp. Atk by 1 stage.
No users listed.
On entry, raises Sp. Def by 1 stage.
On entry, raises Speed by 1 stage.
On entry, lowers opposing Pokemon's Defense by 1 stage.
On entry, lowers opposing Pokemon's Sp. Def by 1 stage.
On entry, lowers opposing Pokemon's Speed by 1 stage.
Psychic-type attacks that deal damage raise Speed by 1 stage.
Absorbs Water-type moves and raises Sp. Def by 1 stage.
After knocking out foes, restores 1/2 max HP for each foe that fainted.
Damaging moves heal 1/8 of the damage dealt.
Ghost-type attacks have a 20% chance to make the target flinch.
Flying-type moves deal 30% more damage, and Tailwind lasts longer.
Attacks use 2/3 of Defense instead of Attack or Sp. Atk.
Doubles Defense during a sandstorm.
At turn end, if not statused, restores 1/16 max HP and raises either Sp. Atk or Sp. Def.
Fire-type moves ignore Flash Fire and other Fire immunities when this Pokemon attacks.
Moves gain +1 priority when they are expected to hit a sleeping target.
This Pokemon's attacks are always super effective; damage it takes is never very effective.
Cannot be burned or have Attack lowered. Damaging moves may freeze or frostbite the target.
Endures a full-HP KO at 1/4 max HP and prevents other Pokemon from lowering its stats.
Damaging moves ignore Reflect, Light Screen, Aurora Veil, Safeguard, and Mist.
Raises Sp. Def by 1 on entry. In hail or snow, restores 1/8 max HP at turn's end.
After damaging a target with an attack, raises Speed by 1 stage.
When knocked out by an attack, freezes the attacker for exactly 1 turn.
On entry, gives this Pokemon the charged state.
Absorbs Ghost-type moves to restore HP, and raises Hex's power to 75.
After using Shift Gear, the next Steel-type move used by this Pokemon has double power.
No users listed.
Ground- and Ghost-type moves heal 25% of damage dealt. Immune to Leech Seed.
Damaging Fire-type moves always burn the target if it can be burned.
When attacking, ignores defensive effects from the target's held items.
After this Pokemon knocks out a foe, raises Def and Sp. Atk by 1 stage.
Damaging moves have a 15% chance to confuse the target.
When hit by a special attack, raises Sp. Def by 1 stage.
Shell Smash raises all stats, but this Pokemon cannot use held items.
No users listed.
Copies opposing stat boosts when they are raised.
In harsh sunlight, Electric-type moves used by this Pokemon never miss.
No users listed.
On entry, lowers opposing Pokemon's Attack and Defense by 1 stage.
Restores 1/2 max HP on switch-out; contact with this Pokemon blocks the attacker's healing.
Blocks status moves used against this Pokemon.
Blocks status moves while this Pokemon has more than 75% HP.
During Electric Terrain, damaging attacks always paralyze targets if they can be paralyzed.
Halves physical move damage taken by this Pokemon.
Halves special move damage taken by this Pokemon.
Doubles Sp. Def while harsh sunlight is active.
Creates a Scorched Field on entry. It strengthens Fire moves and Scald while weakening Water and Ice moves.
Doubles Defense while a Scorched Field is active.
No users listed.
Doubles Speed while a Scorched Field is active.
No users listed.
After a KO, creates a scorched field if absent; attacks deal 15% more in scorched fields.
When hit by an attack, the attacker takes 30% of the damage dealt.
Moves with Power in their name deal double damage.
Dig executes in 1 turn and deals 50% more damage.
Dive executes in 1 turn and deals 50% more damage.
Damaging attacks hit 30% harder, but this Pokemon loses 10% max HP after attacking.
Glare also confuses. Attack is raised 50% while a foe is paralyzed.
Endures full-HP KOs like Sturdy, and gains +2 priority at 1/3 HP or less.
Opposing Pokemon spend 3 extra PP when using moves against this Pokemon.
Close Combat and Superpower lower the opposing Pokemon's stats instead of this one's.
Two-turn moves execute in a single turn.
No users listed.
Once per battle, if this Pokemon would faint, it survives and heals to full HP instead.
At turn's end, restores 1/10 max HP if it took no damage that turn.
At full HP, bypasses protection and screens. When HP drops below full, sets rain for 5 turns.
In a sandstorm, Rock- type moves used by this Pokemon cannot miss.
At each turn's end, lowers the opposing Pokemon's Sp. Def by 1 stage.
At each turn's end, lowers the opposing Pokemon's Defense by 1 stage.
At each turn's end, lowers the opposing Pokemon's Attack by 1 stage.
Landing a critical hit raises Attack and Speed by 1 stage each.
Moves deal 20% more damage to foes already hurt this turn.
Consecutive uses of the same move gain 20% more power, up to 60%.
After using a priority move, Speed rises by 1 stage.
Taking super-effective damage raises Attack and Sp. Atk by 1 stage.
No users listed.
On entry, raises its higher offense by 2 and lowers both defenses by 2.
No users listed.
Once per turn, direct attack damage cannot exceed 1/4 max HP.
No users listed.
When this Pokemon faints, its allies recover 1/4 max HP.
Prevents flinching. Incoming status moves have halved accuracy.
Damaging moves with 44 power or less do not affect this Pokemon.
No users listed.
Focus Punch is not interrupted, and charging hits raise Defense.
If a contact attack knocks it out, the attacker is badly poisoned.
No users listed.
Direct damage is reduced at first, weakening with each hit this battle.
Acts as if statused for status-based effects, but blocks major status.
No users listed.
At turn's end, has a 30% chance to cure status and heal 1/8 max HP.
Contact attacks have a 20% chance to inflict a random major status.
No users listed.
In rain, Water moves do not miss and bypass Water immunities.
In sun, damaging moves have a 25% chance to confuse the target.
In snow or hail, Ice attacks have a 20% chance to freeze or frostbite.
No users listed.
In sand, absorbs Water moves and raises Defense by 2 stages.
At turn's end, heals 1/16 max HP while any terrain is active.
On entry, extends finite active weather and terrain by 2 turns.
After using Protect, its next damaging move deals 20% more damage.
Draws single-target foe attacks from allies and takes 15% less damage.
When this Pokemon switches out voluntarily, opposing Pokemon's Speed falls by 1 stage.
On entry in doubles, raises its ally's highest non-HP stat by 1.
Single-target sound moves strike twice, with the second hit weaker.
No users listed.
Fire-type moves deal 50% more damage to burned targets.
At turn's end, damaged foes lose 1/16 max HP.
No users listed.
Landing a critical hit heals the user by 1/4 of damage dealt.
Gains Steel-type resistances and Poison immunity without gaining Steel-type weaknesses.
Moves last within its priority bracket and blocks being forced out.
No users listed.
Once per battle, changes a foe's direct attack to a resisted type.
No users listed.
In doubles, paired Twin Stars users each gain +1 to five stats once.
No users listed.
Its moves bypass type immunities, and super- effective damage is cut.
No users listed.
Inverts move priority except forced-switch moves. Finite weather and terrain lose an extra turn at each turn's end.
Damaging moves bypass single-turn protection, but deal half damage.
On a side with Palkia and Dialga, protects them from spread attacks.
Deals 30% more damage to targets with a higher base stat total.
When it knocks out a foe, sets Stealth Rock on the opposing side.
No users listed.
On entry, swaps Speed with the opposing Pokemon.
Physical and special attacks deal 10% more damage per living horse ally in the party.
On entry, swaps Attack and Sp. Atk with the opposing Pokemon.
No users listed.
On entry, casts Wish for itself.
Fly executes in 1 turn and deals 50% more damage.
When this Pokemon faints from a damaging attack, it burns the opposing side.
When hit by a damaging move, lowers the attacker's Accuracy.
Contact attacks have a 30% chance to torment the attacker.
Normal-type moves become Dragon-type and deal 20% more damage.
The Pokemon is immune to Ground-type moves. When it knocks out a foe, its highest stat rises.
The Pokemon's own moves and effects behave as if the sunlight is harsh.
When damaged by a direct attack, this Pokemon burns the attacker.
Immune to wind moves. Instead, they raise Sp. Atk. Tailwind also raises the Pokemon's Sp. Atk.
Intensifies Gravity for 5 turns when this Pokemon enters battle.
The Pokemon is immune to Ground moves and hazards, even during Gravity, which also boosts Defense by 30%.
Poison-type attacks are super effective against Steel-type Pokemon.
Halves damage taken from moves that make contact.
Gains Dragon-type STAB and resistances without gaining Dragon-type weaknesses.
The Pokemon is immune to Ground-type moves and grounded entry hazards, but benefits from effects of Electric Terrain.
Boosts the power of all Ghost-type moves in battle by 33%.
Raises own and ally's critical-hit ratio by two stages.
Moves with added effects deal 15% more damage.
Boosts sound moves by 30% and halves the damage taken from sound-based moves.
After dealing damage with a sound move, raises Speed by 1 stage.
Fire recoil attacks deal 20% more damage and have their recoil or HP costs halved.
Attacks deal 25% more if their type differs from its previous attack. Resets on switching.
After pivoting with a move, its replacement takes 40% less damage from its next direct hit.
Its first damaging move after entering battle deals 20% more damage.
The Pokemon is immune to Ground-type moves and grounded entry hazards, but benefits from effects of Psychic Terrain.