Ability: Difference between revisions

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Some Pokémon may have the option of having more than one Ability. In this case, the chances of obtaining a Pokémon with a particular Ability are equally likely. These Pokémon are known as "dual Ability" Pokémon; similarly those with only one are known as "single Ability" Pokémon. Some single Ability Pokémon may have abilities unique to themselves or their evolutionary lines: a signature Ability. However, in the Mystery Dungeon games, dual Ability Pokémon literally have two abilities, which are both active.
Some Pokémon may have the option of having more than one Ability. In this case, the chances of obtaining a Pokémon with a particular Ability are equally likely. These Pokémon are known as "dual Ability" Pokémon; similarly those with only one are known as "single Ability" Pokémon. Some single Ability Pokémon may have abilities unique to themselves or their evolutionary lines: a signature Ability. However, in the Mystery Dungeon games, dual Ability Pokémon literally have two abilities, which are both active.


Pokémon that evolve and have a certain Ability in their pre-evolution (dual-Ability Pokémon only), but evolve into a dual-Ability Pokémon upon evolution (such as {{p|Poochyena}} with {{a|Run Away}} or {{a|Quick Feet}} evolving into {{p|Mightyena}} with {{a|Intimidate}} or {{a|Quick Feet}}), the Pokémon will keep its Ability from its pre-evolution upon evolving (so a Poochyena with Quick Feet in [[Generation IV]] would keep its Ability upon evolving into a Mightyena, while one with Run Away would evolve into a Mightyena with Intimidate instead). If the Pokémon is a Single-Ability Pokémon, then it will still have a 50% chance for each if its evolution is a dual-Ability (Dependent on IVs).
Pokémon that [[evolve]] and have a certain Ability in their pre-evolution (dual-Ability Pokémon only), but evolve into a dual-Ability Pokémon upon evolution (such as {{p|Poochyena}} with {{a|Run Away}} or {{a|Quick Feet}} evolving into {{p|Mightyena}} with {{a|Intimidate}} or {{a|Quick Feet}}), the Pokémon will keep its Ability from its pre-evolution upon evolving (so a Poochyena with Quick Feet in [[Generation IV]] would keep its Ability upon evolving into a Mightyena, while one with Run Away would evolve into a Mightyena with Intimidate instead). If the Pokémon is a Single-Ability Pokémon, then it will still have a 50% chance for each if its evolution is a dual-Ability (Dependent on IVs).


Abilities were carried over into the [[Generation IV]] games, and some new abilities were added. Some Pokémon that debuted in the first three generations are able to have these new abilities, as well as their old ones, becoming dual-Ability Pokémon, but will keep the Ability they had in Generation III unless they evolve. All Generation III abilities were maintained, with the exception of the unused {{a|Cacophony}}. The only Ability listed after Cacophony in the game data, {{a|Air Lock}}, was renumbered, and the new abilities followed after.
Abilities were carried over into the [[Generation IV]] games, and some new abilities were added. Some Pokémon that debuted in the first three generations are able to have these new abilities, as well as their old ones, becoming dual-Ability Pokémon, but will keep the Ability they had in Generation III unless they evolve. All Generation III abilities were maintained, with the exception of the unused {{a|Cacophony}}. The only Ability listed after Cacophony in the game data, {{a|Air Lock}}, was renumbered, and the new abilities followed after.

Revision as of 19:59, 18 July 2011

Abilities (Japanese: 特性 special characteristic) are a game mechanic introduced in Generation III. Individual Pokémon may have just one of these special attributes, which generally serve to assist them in battle. Not every Ability is beneficial, though; some can actually hinder the user.

Some Pokémon may have the option of having more than one Ability. In this case, the chances of obtaining a Pokémon with a particular Ability are equally likely. These Pokémon are known as "dual Ability" Pokémon; similarly those with only one are known as "single Ability" Pokémon. Some single Ability Pokémon may have abilities unique to themselves or their evolutionary lines: a signature Ability. However, in the Mystery Dungeon games, dual Ability Pokémon literally have two abilities, which are both active.

Pokémon that evolve and have a certain Ability in their pre-evolution (dual-Ability Pokémon only), but evolve into a dual-Ability Pokémon upon evolution (such as Poochyena with Run Away or Quick Feet evolving into Mightyena with Intimidate or Quick Feet), the Pokémon will keep its Ability from its pre-evolution upon evolving (so a Poochyena with Quick Feet in Generation IV would keep its Ability upon evolving into a Mightyena, while one with Run Away would evolve into a Mightyena with Intimidate instead). If the Pokémon is a Single-Ability Pokémon, then it will still have a 50% chance for each if its evolution is a dual-Ability (Dependent on IVs).

Abilities were carried over into the Generation IV games, and some new abilities were added. Some Pokémon that debuted in the first three generations are able to have these new abilities, as well as their old ones, becoming dual-Ability Pokémon, but will keep the Ability they had in Generation III unless they evolve. All Generation III abilities were maintained, with the exception of the unused Cacophony. The only Ability listed after Cacophony in the game data, Air Lock, was renumbered, and the new abilities followed after.

In Generation V, Pokémon obtained in the Dream World have new hidden abilities, meaning that some species of Pokémon now have three possible abilities. Many of the new abilities in Generation V are exclusive to Pokémon met in the Dream World.

List of abilities

Each Ability listed here is linked to an article containing a list of Pokémon that can have that Ability. For those lists:

  • Pokémon listed under 'Single Ability' can only have that Ability; for example, Mew can only have Synchronize. 292 Pokémon have just one Ability.
  • Pokémon listed under 'Dual Ability' can have that Ability or another; for example, Chansey can have either the Ability Natural Cure or the Ability Serene Grace. 357 Pokémon may have one of two abilities.
  • Pokémon listed under 'Hidden Ability' have that Ability only when obtained from the Pokémon Dream World; for example, Servine usually has Overgrow, but a Servine from the Dream World will have Contrary. 582 Pokémon have hidden abilities.


# Name Description Generation Single Dual Hidden
091 Adaptability Powers up moves of the same type. IV 0 3 3
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 1
071 Arena Trap Prevents the foe from fleeing. III 0 3 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 7 4
066 Blaze Powers up Fire-type moves in a pinch. III 15 0 2
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 6 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
014 Compoundeyes The Pokémon’s accuracy is boosted. III 2 4 1
126 Contrary Inverts stat modifiers. V 0 0 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 3 8 1
006 Damp Prevents combatants from self destructing. III 0 8 10
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
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 1 0 2
087 Dry Skin Reduces HP if it is hot. Water restores HP. IV 0 4 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
111 Filter Powers down super- effective moves. IV 0 2 0
049 Flame Body Contact with the Pokémon may burn the foe. III 5 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
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 5
119 Frisk The Pokémon can check the foe’s held item. IV 3 3 5
082 Gluttony Encourages the early use of a held Berry. IV 6 4 9
062 Guts Boosts Attack if there is a status problem. III 3 14 4
139 Harvest Restores any held Berry after the turn on which it is used. V 0 0 3
131 Healer Has a 30% chance of curing each adjacent ally of any major status ailment after each turn. V 0 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 0 3 0
055 Hustle Boosts the Attack stat, but lowers accuracy. III 3 7 8
093 Hydration Heals status problems if it is raining. IV 2 7 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 5 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 2 9
039 Inner Focus The Pokémon is protected from flinching. III 4 16 6
015 Insomnia Prevents the Pokémon from falling asleep. III 0 10 1
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 3 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 19 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 3 0
135 Light Metal Halves the Pokémon's weight. V 0 0 5
031 Lightningrod The Pokémon draws in all Electric-type moves. III 0 9 6
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 0 0 3
098 Magic Guard The Pokémon only takes damage from attacks. IV 0 7 3
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
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 2 4 6
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 6
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 Changes attacking Pokémon's abilities to Mummy on contact. V 2 0 0
030 Natural Cure All status problems are healed upon switching out. III 3 10 0
099 No Guard Ensures the Pokémon and its foe’s attacks land. IV 0 3 3
096 Normalize All the Pokémon’s moves become the 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 15 0 2
020 Own Tempo Prevents the Pokémon from becoming confused. III 0 13 4
124 Pickpocket Steals attacking Pokémon's held item on contact. V 0 0 5
053 Pickup The Pokémon may pick up items. III 1 9 0
057 Plus Boosts Sp. Atk if another Pokémon has Minus. III 1 3 3
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 14 0
143 Poison Touch Has a 20% chance of poisoning Pokémon upon contact when attacking. V 0 1 4
158 Prankster Raises non-damaging moves' priority by one stage. V 2 2 7
046 Pressure The Pokémon raises the foe’s PP usage. III 18 3 4
074 Pure Power Boosts the power of physical attacks. III 2 0 0
095 Quick Feet Boosts Speed if there is a status problem. IV 0 5 7
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
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 12 4
069 Rock Head Protects the Pokémon from recoil damage. III 2 16 0
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 7
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 4 7
157 Sap Sipper Absorbs Grass moves, raising Attack one stage. V 0 3 8
113 Scrappy Enables moves to hit Ghost-type foes. IV 0 2 7
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 6
061 Shed Skin The Pokémon may heal its own status problems. III 10 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 1 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 7 5
081 Snow Cloak Raises evasion in a hailstorm. IV 4 3 1
117 Snow Warning The Pokémon summons a hailstorm in battle. IV 2 0 0
094 Solar Power Boosts Sp. Atk, but lowers HP in sunshine. IV 0 3 3
116 Solid Rock Powers down super- effective 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 5
100 Stall The Pokémon moves after even slower foes. IV 0 1 0
009 Static Contact with the Pokémon may cause paralysis. III 9 5 0
080 Steadfast Raises Speed each time the Pokémon flinches. IV 1 3 5
001 Stench The stench helps keep wild Pokémon away. 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
005 Sturdy The Pokémon is protected against 1-hit KO attacks. III 8 22 2
021 Suction Cups Negates moves that force switching out. III 2 1 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
033 Swift Swim Boosts the Pokémon’s Speed in rain. III 8 20 10
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 12
164 Teravolt Makes moves ignore targets' abilities if they could hinder or prevent them. V 1 0 0
047 Thick Fat Raises resistance to Fire- and Ice-type moves. III 0 15 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 15 0 2
137 Toxic Boost Increases Attack to 1.5× when poisoned. V 0 0 1
036 Trace The Pokémon copies the foe’s Ability. III 0 5 0
054 Truant The Pokémon can’t attack on consecutive turns. III 2 0 1
163 Turboblaze Makes moves ignore targets' abilities if they could hinder or prevent them. V 1 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 4 5
127 Unnerve Prevents opposing Pokémon from eating held Berries. V 0 2 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 super effective 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 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.

Trivia

  • As of Generation V, excluding Dream World abilities, there are 106 Pokémon (almost exactly one-sixth of the total) who have unique Ability combinations.

See also

Template:Pokémon Development

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.