Abilities & Hidden Abilities - Pokémon

Here’s a list of all Pokémon abilities (including hidden abilities) and their effects, formatted for easy copy-pasting into your flashcard app. Due to the large number of abilities, I’ve kept the format simple:

Flashcard Format

Front: Ability Name

Back: Description/Effect

1. Adaptability

Increases the power of same-type moves from 1.5× to 2×.

2. Aftermath

Damages the opponent for 25% of their max HP if the Pokémon is knocked out by a contact move.

3. Air Lock

Negates all weather effects while the Pokémon is on the field.

4. Analytic

Moves deal 30% more damage if the Pokémon moves last.

5. Anger Point

Maximizes Attack if the Pokémon is hit by a critical hit.

6. Anticipation

Alerts the Pokémon if the opponent has a super-effective or OHKO move.

7. Arena Trap

Prevents opposing Pokémon from switching out (except Ghost-types or those with Levitate).

8. Aroma Veil

Protects the Pokémon and its allies from moves that limit their choice (e.g., Taunt, Encore).

9. As One (Glastrier)

Combines the effects of Unnerve and Chilling Neigh.

10. As One (Spectrier)

Combines the effects of Unnerve and Grim Neigh.

11. Aura Break

Reverses the effects of abilities like Fairy Aura and Dark Aura.

12. Bad Dreams

Deals 12.5% damage to sleeping Pokémon at the end of each turn.

13. Ball Fetch

If the Pokémon is not holding an item, it retrieves the first Poké Ball that failed to catch a Pokémon.

14. Battery

Increases the power of allies’ Special moves by 30%.

15. Battle Armor

Prevents critical hits.

16. Battle Bond

Transforms Greninja into Ash-Greninja after knocking out an opponent.

17. Beads of Ruin

Reduces the Special Defense of all other Pokémon on the field by 25%.

18. Beast Boost

Increases the Pokémon’s highest stat by 1 stage after it knocks out an opponent.

19. Berserk

Boosts the Pokémon’s Special Attack by 1 stage if it takes damage that reduces it below 50% HP.

20. Big Pecks

Prevents the Pokémon’s Defense from being lowered.

21. Blaze

Boosts Fire-type moves by 50% when the Pokémon’s HP is below 1/3.

22. Bulletproof

Grants immunity to certain ball and bomb moves (e.g., Shadow Ball, Sludge Bomb).

23. Cheek Pouch

Restores additional HP when the Pokémon eats a Berry.

24. Chilling Neigh

Boosts Attack by 1 stage after the Pokémon knocks out an opponent.

25. Chlorophyll

Doubles the Pokémon’s Speed in sunny weather.

26. Clear Body

Prevents the Pokémon’s stats from being lowered by opponents.

27. Cloud Nine

Negates all weather effects while the Pokémon is on the field.

28. Color Change

Changes the Pokémon’s type to the type of the move it was hit by.

29. Comatose

The Pokémon is always treated as if it is asleep (immune to other status conditions).

30. Competitive

Boosts the Pokémon’s Special Attack by 2 stages when any stat is lowered by an opponent.

31. Compound Eyes

Increases the Pokémon’s accuracy by 30%.

32. Contrary

Reverses stat changes (e.g., a decrease becomes an increase).

33. Corrosion

Allows the Pokémon to poison Steel- and Poison-types.

34. Cotton Down

Lowers the Speed of all Pokémon on the field when hit by an attack.

35. Curious Medicine

Resets all ally stat changes when the Pokémon enters battle.

36. Cursed Body

30% chance to disable a move that damages the Pokémon.

37. Cute Charm

May infatuate the opponent if they make contact with the Pokémon (30% chance).

38. Damp

Prevents the use of explosive moves like Self-Destruct and Explosion.

39. Dancer

Copies dance moves (like Quiver Dance or Dragon Dance) used by other Pokémon on the field.

40. Dark Aura

Boosts the power of Dark-type moves by 33% for all Pokémon.

41. Dauntless Shield

Boosts the Pokémon’s Defense by 1 stage when it enters battle.

42. Dazzling

Prevents priority moves from hitting the Pokémon.

43. Defeatist

Halves the Pokémon’s Attack and Special Attack when its HP falls below 50%.

44. Defiant

Boosts Attack by 2 stages when any stat is lowered by an opponent.

45. Delta Stream

Creates a strong wind that nullifies Flying-type weaknesses while the Pokémon is on the field.

46. Desolate Land

Creates harsh sunlight that prevents Water-type moves while the Pokémon is on the field.

47. Disguise

The Pokémon avoids damage from an attack once; disguise then breaks.

48. Download

Raises Attack or Special Attack (whichever is more effective) based on the opponent’s stats.

49. Drizzle

Summons rain when the Pokémon enters battle.

50. Drought

Summons harsh sunlight when the Pokémon enters battle.

51. Dry Skin

Restores HP in rain, loses HP in sunlight, and increases weakness to Fire moves.

52. Early Bird

The Pokémon awakens from sleep twice as quickly.

53. Effect Spore

Contact may inflict Sleep, Poison, or Paralysis (30% chance).

54. Electric Surge

Summons Electric Terrain when the Pokémon enters battle.

55. Emergency Exit

The Pokémon switches out automatically when its HP falls below half.

56. Fairy Aura

Boosts the power of Fairy-type moves by 33% for all Pokémon.

57. Filter

Reduces the damage from super-effective moves by 25%.

58. Flame Body

May burn the opponent if they make contact (30% chance).

59. Flare Boost

Increases Special Attack by 50% if the Pokémon is burned.

60. Flash Fire

Grants immunity to Fire moves and boosts Fire moves when hit by one.

61. Flower Gift

Boosts Attack and Special Defense of allies in sunny weather.

62. Flower Veil

Prevents Grass-type allies’ stats from being lowered.

63. Fluffy

Halves damage from contact moves but doubles damage from Fire moves.

64. Forecast

Changes the Pokémon’s type based on the weather (exclusive to Castform).

65. Forewarn

Reveals the opponent’s strongest move when the Pokémon enters battle.

66. Friend Guard

Reduces damage to allies in doubles/triples battles.

67. Frisk

Reveals the opponent’s held item when the Pokémon enters battle.

68. Full Metal Body

Prevents stat reductions by the opponent.

69. Fur Coat

Halves damage from physical attacks.

70. Gale Wings

Gives priority to Flying-type moves when the Pokémon’s HP is full.

71. Galvanize

Turns Normal-type moves into Electric-type and boosts their power by 20%.

72. Gluttony

The Pokémon eats Berries at 50% HP instead of 25%.

73. Good as Gold

Grants immunity to all status moves.

74. Gorilla Tactics

Boosts Attack by 50% but restricts the Pokémon to one move.

75. Grass Pelt

Boosts Defense by 50% on Grassy Terrain.

76. Grassy Surge

Summons Grassy Terrain when the Pokémon enters battle.

77. Grim Neigh

Boosts Special Attack by 1 stage when the Pokémon knocks out an opponent.

78. Guts

Boosts Attack by 50% when the Pokémon has a status condition.

79. Harvest

Has a 50% chance to regenerate a consumed Berry; 100% in sunny weather.

80. Healer

Has a 30% chance to cure allies’ status conditions at the end of each turn.

81. Heatproof

Halves damage from Fire-type moves and the effects of burn.

82. Heavy Metal

Doubles the Pokémon’s weight.

83. Honey Gather

May pick up Honey after battle.

84. Huge Power

Doubles the Pokémon’s Attack stat.

85. Hunger Switch

Changes Morpeko’s form between Full Belly and Hangry Mode every turn.

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86. Ice Body

Restores HP during hail.

87. Illuminate

Increases wild Pokémon encounter rate (no battle effect).

88. Illusion

Takes the appearance of the last Pokémon in the party until hit by an attack.

89. Immunity

Prevents the Pokémon from being poisoned.

90. Imposter

Transforms the Pokémon into its opponent upon entry into battle.

91. Infiltrator

Bypasses barriers like Light Screen, Reflect, and Substitute.

92. Innards Out

Deals damage equal to the HP lost when the Pokémon is knocked out.

93. Inner Focus

Prevents flinching and blocks Intimidate.

94. Insomnia

Prevents the Pokémon from falling asleep.

95. Intimidate

Lowers the opponent’s Attack stat upon entry into battle.

96. Iron Barbs

Damages attackers for 12.5% of their max HP when they use contact moves.

97. Iron Fist

Boosts punching moves by 20%.

98. Justified

Boosts Attack by 1 stage when hit by a Dark-type move.

99. Keen Eye

Prevents the Pokémon’s accuracy from being lowered.

100. Klutz

Prevents the Pokémon from using its held item (except Mega Stones or Z-Crystals).

101. Leaf Guard

Prevents status conditions in sunny weather.

102. Levitate

Grants immunity to Ground-type moves.

103. Libero

Changes the Pokémon’s type to match the move it uses (similar to Protean).

104. Light Metal

Halves the Pokémon’s weight.

105. Lightning Rod

Draws all Electric-type moves to the Pokémon and boosts Special Attack.

106. Magic Bounce

Reflects status moves (e.g., Toxic, Stealth Rock) back at the user.

107. Magic Guard

Prevents damage from anything except direct attacks (e.g., weather, entry hazards).

108. Magician

Steals the opponent’s held item when hitting them with a move, if the Pokémon isn’t holding an item.

109. Magma Armor

Prevents the Pokémon from being frozen.

110. Magnet Pull

Prevents Steel-type Pokémon from switching out or escaping.

111. Marvel Scale

Boosts Defense by 50% when the Pokémon has a status condition.

112. Mega Launcher

Boosts the power of aura and pulse moves by 50%.

113. Merciless

Critical hits are guaranteed against poisoned opponents.

114. Mimicry

Changes the Pokémon’s type based on the Terrain (e.g., Grassy Terrain turns it into Grass-type).

115. Minus

Boosts Special Attack by 50% when paired with a Pokémon with the Plus ability.

116. Mirror Armor

Reflects stat-lowering effects back at the opponent.

117. Misty Surge

Summons Misty Terrain when the Pokémon enters battle.

118. Mold Breaker

Moves ignore the effects of abilities that would otherwise impede them (e.g., Levitate).

119. Moody

Raises one random stat by 2 stages and lowers another by 1 stage at the end of each turn.

120. Motor Drive

Boosts Speed by 1 stage when hit by an Electric-type move and grants immunity to Electric.

121. Moxie

Boosts Attack by 1 stage after the Pokémon knocks out an opponent.

122. Multiscale

Reduces damage taken by 50% if the Pokémon is at full HP.

123. Multitype

Changes the Pokémon’s type to match its held Plate or Z-Crystal (exclusive to Arceus).

124. Mummy

Contact moves replace the opponent’s ability with Mummy.

125. Natural Cure

Cures all status conditions when the Pokémon switches out.

126. Neuroforce

Increases the power of super-effective moves by 25%.

127. Neutralizing Gas

Negates all other abilities while the Pokémon is on the field.

128. No Guard

Ensures all moves used by and against the Pokémon will hit.

129. Normalize

Changes all of the Pokémon’s moves to Normal-type and boosts their power by 20%.

130. Oblivious

Grants immunity to infatuation and Taunt.

131. Overcoat

Grants immunity to weather damage and powder-based moves.

132. Overgrow

Boosts Grass-type moves by 50% when the Pokémon’s HP is below 1/3.

133. Own Tempo

Prevents confusion and grants immunity to Intimidate.

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134. Parental Bond

Allows the Pokémon to hit twice in one turn, with the second hit dealing 25% of the damage.

135. Pastel Veil

Prevents the Pokémon and its allies from being poisoned.

136. Perish Body

Inflicts Perish Song on contact.

137. Pickpocket

Steals the opponent’s item if the Pokémon isn’t holding one and is hit by a contact move.

138. Pickup

May collect a used item after a battle or in battle if no item is held.

139. Pixilate

Turns Normal-type moves into Fairy-type moves and boosts their power by 20%.

140. Plus

Boosts Special Attack by 50% when paired with a Pokémon with the Minus ability.

141. Poison Heal

Heals the Pokémon for 12.5% of its max HP each turn if it is poisoned.

142. Poison Point

May poison the opponent if they make contact (30% chance).

143. Poison Touch

May poison the opponent when using a contact move (30% chance).

144. Power Construct

Transforms Zygarde into its Complete Forme when its HP falls below 50%.

145. Power of Alchemy

Copies a fainted ally’s ability.

146. Power Spot

Boosts the power of allies’ moves by 30%.

147. Prankster

Grants priority to status moves.

148. Pressure

Increases the PP usage of moves used against the Pokémon.

149. Primordial Sea

Summons heavy rain that nullifies Fire-type moves.

150. Prism Armor

Reduces damage from super-effective moves by 25%.

151. Propeller Tail

Ignores opponents’ moves or abilities that redirect attacks.

152. Protean

Changes the Pokémon’s type to match the type of the move it is about to use.

153. Psychic Surge

Summons Psychic Terrain when the Pokémon enters battle.

154. Punk Rock

Boosts the power of sound-based moves by 30% and reduces damage from sound-based moves by 50%.

155. Pure Power

Doubles the Pokémon’s Attack stat.

156. Queenly Majesty

Prevents priority moves from affecting the Pokémon or its allies.

157. Quick Draw

Gives a 30% chance to move first in its priority bracket.

158. Quick Feet

Boosts Speed by 50% when the Pokémon has a status condition.

159. Rain Dish

Heals 6.25% HP at the end of each turn in rain.

160. Rattled

Boosts Speed by 1 stage when hit

161. Receiver

Copies the ability of a fainted ally.

162. Reckless

Boosts the power of moves with recoil by 20%.

163. Regenerator

Restores 33% of the Pokémon’s max HP when it switches out.

164. Ripen

Doubles the effects of Berries.

165. Rivalry

Boosts Attack if the opponent is of the same gender but lowers it if they’re of the opposite gender.

166. Rock Head

Prevents recoil damage from moves.

167. Rough Skin

Damages opponents for 12.5% of their max HP when they make contact.

168. Run Away

Ensures the Pokémon can flee from wild battles (no effect in trainer battles).

169. Sand Force

Boosts the power of Rock-, Ground-, and Steel-type moves by 30% in a sandstorm.

170. Sand Rush

Doubles the Pokémon’s Speed during a sandstorm.

171. Sand Spit

Summons a sandstorm when the Pokémon is hit by an attack.

172. Sand Stream

Summons a sandstorm when the Pokémon enters battle.

173. Sap Sipper

Grants immunity to Grass-type moves and boosts Attack by 1 stage when hit by one.

174. Schooling

Changes Wishiwashi’s form depending on its HP (above or below 25%).

175. Scrappy

Allows Normal- and Fighting-type moves to hit Ghost-types.

176. Screen Cleaner

Removes the effects of Reflect, Light Screen, and Aurora Veil upon entry.

177. Seed Sower

Activates Grassy Terrain when hit by an attack.

178. Serene Grace

Doubles the chance of secondary effects occurring with moves (e.g., flinch, burn).

179. Shadow Shield

Reduces damage taken by 50% if the Pokémon is at full HP.

180. Shadow Tag

Prevents opposing Pokémon from switching out (except Ghost-types or Pokémon with Shadow Tag).

181. Shed Skin

Has a 33% chance to cure the Pokémon of any status condition at the end of each turn.

182. Sheer Force

Boosts the power of moves with secondary effects by 30%, but removes those effects.

183. Shell Armor

Prevents critical hits.

184. Shield Dust

Prevents secondary effects of moves from affecting the Pokémon.

185. Shields Down

Minior changes to Core Forme when its HP is below 50%.

186. Simple

Doubles the effect of stat changes (e.g., a +1 boost becomes +2).

187. Skill Link

Ensures multi-strike moves hit the maximum number of times (e.g., 5 for moves like Icicle Spear).

188. Slow Start

Halves Attack and Speed for 5 turns.

189. Slush Rush

Doubles Speed in hail.

190. Sniper

Boosts critical hit damage from 1.5× to 2.25×.

191. Snow Cloak

Boosts evasion by 20% in hail and grants immunity to hail damage.

192. Snow Warning

Summons hail when the Pokémon enters battle.

193. Solar Power

Boosts Special Attack by 50% in sunny weather but loses 1/8 max HP each turn.

194. Solid Rock

Reduces the damage from super-effective moves by 25%.

195. Soul-Heart

Boosts Special Attack by 1 stage when a Pokémon on the field faints.

196. Soundproof

Grants immunity to sound-based moves (e.g., Hyper Voice, Perish Song).

197. Speed Boost

Raises Speed by 1 stage at the end of each turn.

198. Stakeout

Deals double damage to Pokémon that switch into battle.

199. Stall

Ensures the Pokémon moves last in its priority bracket.

200. Stalwart

Ignores moves or abilities that redirect moves.

201. Stamina

Boosts Defense by 1 stage when the Pokémon is hit by an attack.

202. Stance Change

Allows Aegislash to switch between Blade and Shield forms depending on its move.

203. Static

May paralyze the opponent if they make contact (30% chance).

204. Steadfast

Boosts Speed by 1 stage if the Pokémon flinches.

205. Steam Engine

Boosts Speed by 6 stages when hit by Fire- or Water-type moves.

206. Steelworker

Boosts the power of Steel-type moves by 50%.

207. Steely Spirit

Boosts the power of Steel-type moves used by allies by 50%.

208. Stench

May cause the opponent to flinch (10% chance).

209. Sticky Hold

Prevents the Pokémon’s held item from being removed or stolen.

210. Storm Drain

Draws in Water-type moves, granting immunity and boosting Special Attack by 1 stage.

211. Strong Jaw

Boosts the power of biting moves (e.g., Crunch, Ice Fang) by 50%.

212. Sturdy

Prevents one-hit KO moves and ensures survival with 1 HP if the Pokémon has full HP.

213. Suction Cups

Prevents the Pokémon from being forced out of battle.

214. Super Luck

Boosts the critical hit ratio of moves by 1 stage.

215. Surge Surfer

Doubles Speed on Electric Terrain.

216. Swarm

Boosts Bug-type moves by 50% when the Pokémon’s HP is below 1/3.

217. Sweet Veil

Prevents the Pokémon and its allies from falling asleep.

218. Swift Swim

Doubles the Pokémon’s Speed in rain.

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219. Symbiosis

Passes the Pokémon’s held item to an ally if the ally uses or loses its item.

220. Synchronize

Inflicts the same status condition back to the opponent if inflicted (excluding Sleep and Freeze).

221. Tangled Feet

Boosts evasion when the Pokémon is confused.

222. Tantrum

Boosts move power if the Pokémon’s move failed on the previous turn.

223. Technician

Boosts the power of moves with 60 base power or less by 50%.

224. Telepathy

Avoids damage from allies’ moves in doubles/triples battles.

225. Teravolt

Moves ignore the effects of abilities that would otherwise impede them (like Mold Breaker).

226. Thick Fat

Halves damage from Fire- and Ice-type moves.

227. Tinted Lens

Doubles the power of not very effective moves.

228. Torrent

Boosts Water-type moves by 50% when the Pokémon’s HP is below 1/3.

229. Tough Claws

Boosts the power of contact moves by 33%.

230. Toxic Boost

Boosts Attack by 50% when the Pokémon is poisoned.

231. Trace

Copies the opponent’s ability upon entering battle.

232. Triage

Gives priority to HP-restoring moves.

233. Truant

The Pokémon can only move every other turn.

234. Turboblaze

Moves ignore the effects of abilities that would otherwise impede them (like Mold Breaker).

235. Unaware

Ignores the opponent’s stat changes.

236. Unburden

Doubles Speed when the Pokémon uses or loses its held item.

237. Unnerve

Prevents the opponent from eating Berries.

238. Victory Star

Boosts accuracy of the Pokémon and its allies by 10%.

239. Vital Spirit

Prevents the Pokémon from falling asleep.

240. Volt Absorb

Heals 25% of the Pokémon’s max HP when hit by an Electric-type move.

241. Wandering Spirit

Swaps abilities with the opponent if hit by a contact move.

242. Water Absorb

Heals 25% of the Pokémon’s max HP when hit by a Water-type move.

243. Water Bubble

Halves damage from Fire-type moves, doubles Water-type move power, and prevents burn.

244. Water Compaction

Boosts Defense by 2 stages when hit by a Water-type move.

245. Weak Armor

Lowers Defense by 1 stage and raises Speed by 2 stages when hit by a physical move.

246. White Smoke

Prevents stat reductions.

247. Wimp Out

The Pokémon switches out automatically when its HP falls below 50%.

248. Wonder Guard

Only super-effective moves can hit the Pokémon.

249. Wonder Skin

Reduces the accuracy of status moves targeting the Pokémon to 50%.

250. Zen Mode

Changes Darmanitan’s form when its HP falls below 50%.

251. Zero to Hero

Allows Palafin to transform into Hero Form when switched back into battle.