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.