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
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. |