Pokémon Ability List

Pokémon ability list with first appearance generation and effect notes.

No. Name Intro Generation
#1 Stench Helps repel wild Pokémon. Generation III
#2 Drizzle The Pokémon makes it rain when it enters a battle. Generation III
#3 Speed Boost Gradually boosts SPEED. Generation III
#4 Battle Armor Battle Armor prevents the Pokémon from receiving a critical hit. Generation III
#5 Sturdy The Pokémon cannot be knocked out by a single hit as long as its HP is full. One-hit KO moves will also fail to knock it out. Generation III
#6 Damp The Pokémon dampens its surroundings, preventing all Pokémon from using explosive moves such as Self-Destruct. Generation III
#7 Limber The Pokémon’s limber body prevents it from being paralyzed. Generation III
#8 Sand Veil Boosts the Pokémon’s evasiveness in a sandstorm. Generation III
#9 Static The Pokémon is charged with static electricity and may paralyze attackers that make direct contact with it. Generation III
#10 Volt Absorb If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage. Generation III
#11 Water Absorb If hit by a Water-type move, the Pokémon has its HP restored instead of taking damage. Generation III
#12 Oblivious The Pokémon is oblivious, keeping it from being infatuated, falling for taunts, or being affected by Intimidate. Generation III
#13 Cloud Nine Eliminates the effects of weather. Generation III
#14 Compound Eyes The Pokémon’s compound eyes boost its accuracy. Generation III
#15 Insomnia The Pokémon’s insomnia prevents it from falling asleep. Generation III
#16 Color Change The Pokémon’s type becomes the type of the move used on it. Generation III
#17 Immunity The Pokémon’s immune system prevents it from being poisoned. Generation III
#18 Flash Fire If hit by a Fire-type move, the Pokémon absorbs the flames and uses them to power up its own Fire-type moves. Generation III
#19 Shield Dust Protective dust shields the Pokémon from the additional effects of moves. Generation III
#20 Own Tempo The Pokémon sticks to its own tempo, preventing it from becoming confused or being affected by Intimidate. Generation III
#21 Suction Cups The Pokémon uses suction cups to stay in one spot. This protects it from moves and items that would force it to switch out. Generation III
#22 Intimidate When the Pokémon enters a battle, it intimidates opposing Pokémon and makes them cower, lowering their Attack stats. Generation III
#23 Shadow Tag The Pokémon steps on the opposing Pokémon’s shadows to prevent them from fleeing or switching out. Generation III
#24 Rough Skin The Pokémon’s rough skin damages attackers that make direct contact with it. Generation III
#25 Wonder Guard Its mysterious power only lets supereffective moves hit the Pokémon. Generation III
#26 Levitate By floating in the air, the Pokémon receives full immunity to all Ground-type moves. Generation III
#27 Effect Spore Contact with the Pokémon may inflict poison, sleep, or paralysis on the attacker. Generation III
#28 Synchronize If the Pokémon is burned, paralyzed, or poisoned by another Pokémon, that Pokémon will be inflicted with the same status condition. Generation III
#29 Clear Body Prevents other Pokémon’s moves or Abilities from lowering the Pokémon’s stats. Generation III
#30 Natural Cure The Pokémon’s status conditions are cured when it switches out. Generation III
#31 Lightning Rod The Pokémon draws in all Electric-type moves. Instead of taking damage from them, its Sp. Atk stat is boosted. Generation III
#32 Serene Grace Raises the likelihood of additional effects occurring when the Pokémon uses its moves. Generation III
#33 Swift Swim Boosts the Pokémon’s Speed stat in rain. Generation III
#34 Chlorophyll Boosts the Pokémon’s Speed stat in harsh sunlight. Generation III
#35 Illuminate Raises the likelihood of meeting wild Pokémon by illuminating the surroundings. Generation III
#36 Trace When it enters a battle, the Pokémon copies an opposing Pokémon’s Ability. Generation III
#37 Huge Power Doubles the Pokémon’s Attack stat. Generation III
#38 Poison Point Contact with the Pokémon may poison the attacker. Generation III
#39 Inner Focus The Pokémon’s intense focus prevents it from flinching or being affected by Intimidate. Generation III
#40 Magma Armor The Pokémon's hot magma coating prevents it from being frozen. Generation III
#41 Water Veil The Pokémon’s water veil prevents it from being burned. Generation III
#42 Magnet Pull Prevents Steel-type Pokémon from fleeing by pulling them in with magnetism. Generation III
#43 Soundproof Soundproofing gives the Pokémon full immunity to all sound-based moves. Generation III
#44 Rain Dish The Pokémon gradually regains HP in rain. Generation III
#45 Sand Stream The Pokémon summons a sandstorm when it enters a battle. Generation III
#46 Pressure Puts other Pokémon under pressure, causing them to expend more PP to use their moves. Generation III
#47 Thick Fat The Pokémon is protected by a layer of thick fat, which halves the damage taken from Fire- and Ice-type moves. Generation III
#48 Early Bird The Pokémon awakens from sleep twice as fast as other Pokémon. Generation III
#49 Flame Body Contact with the Pokémon may burn the attacker. Generation III
#50 Run Away Enables a sure getaway from wild Pokémon. Generation III
#51 Keen Eye The Pokémon’s keen eyes prevent its accuracy from being lowered. Generation III
#52 Hyper Cutter The Pokémon’s prized, mighty pincers prevent other Pokémon from lowering its Attack stat. Generation III
#53 Pickup The Pokémon may pick up an item another Pokémon used during a battle. It may pick up items outside of battle, too. Generation III
#54 Truant Each time the Pokémon uses a move, it spends the next turn loafing around. Generation III
#55 Hustle Boosts the Pokémon’s Attack stat but lowers its accuracy. Generation III
#56 Cute Charm The Pokémon may infatuate attackers that make direct contact with it. Generation III
#57 Plus Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle. Generation III
#58 Minus Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle. Generation III
#59 Forecast The Pokémon transforms with the weather to change its type to Water, Fire, or Ice. Generation III
#60 Sticky Hold The Pokémon’s held items cling to its sticky body and cannot be removed by other Pokémon. Generation III
#61 Shed Skin The Pokémon may cure its own status conditions by shedding its skin. Generation III
#62 Guts It’s so gutsy that having a status condition boosts the Pokémon’s Attack stat. Generation III
#63 Marvel Scale The Pokémon’s marvelous scales boost its Defense stat if it has a status condition. Generation III
#64 Liquid Ooze The strong stench of the Pokémon’s oozed liquid damages attackers that use HP-draining moves. Generation III
#65 Overgrow Powers up Grass-type moves when the Pokémon’s HP is low. Generation III
#66 Blaze Powers up Fire-type moves when the Pokémon’s HP is low. Generation III
#67 Torrent Powers up Water-type moves when the Pokémon’s HP is low. Generation III
#68 Swarm Powers up Bug-type moves when the Pokémon’s HP is low. Generation III
#69 Rock Head Protects the Pokémon from recoil damage. Generation III
#70 Drought Turns the sunlight harsh when the Pokémon enters a battle. Generation III
#71 Arena Trap Prevents opposing Pokémon from fleeing from battle. Generation III
#72 Vital Spirit The Pokémon is full of vitality, and that prevents it from falling asleep. Generation III
#73 White Smoke The Pokémon is protected by its white smoke, which prevents other Pokémon from lowering its stats. Generation III
#74 Pure Power Using its pure power, the Pokémon doubles its Attack stat. Generation III
#75 Shell Armor A hard shell protects the Pokémon from critical hits. Generation III
#76 Air Lock Eliminates the effects of weather. Generation III
#77 Tangled Feet Boosts the Pokémon’s evasiveness if it is confused. Generation IV
#78 Motor Drive The Pokémon takes no damage when hit by Electric-type moves. Instead, its Speed stat is boosted. Generation IV
#79 Rivalry The Pokémon’s competitive spirit makes it deal more damage to Pokémon of the same gender, but less damage to Pokémon of the opposite gender. Generation IV
#80 Steadfast The Pokémon’s determination boosts its Speed stat every time it flinches. Generation IV
#81 Snow Cloak Boosts the Pokémon’s evasiveness in snow. Generation IV
#82 Gluttony If the Pokémon is holding a Berry to be eaten when its HP is low, it will instead eat the Berry when its HP drops to half or less. Generation IV
#83 Anger Point The Pokémon is angered when it takes a critical hit, and that maxes its Attack stat. Generation IV
#84 Unburden Boosts the Speed stat if the Pokémon’s held item is used or lost. Generation IV
#85 Heatproof The Pokémon’s heatproof body halves the damage taken from Fire-type moves. Generation IV
#86 Simple Doubles the effects of the Pokémon’s stat changes. Generation IV
#87 Dry Skin Restores the Pokémon’s HP in rain or when it is hit by Water-type moves. Reduces HP in harsh sunlight, and increases the damage received from Fire-type moves. Generation IV
#88 Download The Pokémon compares an opposing Pokémon’s Defense and Sp. Def stats before raising its own Attack or Sp. Atk stat—whichever will be more effective. Generation IV
#89 Iron Fist Powers up punching moves. Generation IV
#90 Poison Heal If poisoned, the Pokémon has its HP restored instead of taking damage. Generation IV
#91 Adaptability Powers up moves of the same type as the Pokémon. Generation IV
#92 Skill Link Maximizes the number of times multistrike moves hit. Generation IV
#93 Hydration Cures the Pokémon’s status conditions in rain. Generation IV
#94 Solar Power In harsh sunlight, the Pokémon’s Sp. Atk stat is boosted, but its HP decreases every turn. Generation IV
#95 Quick Feet Boosts the Speed stat if the Pokémon has a status condition. Generation IV
#96 Normalize All the Pokémon’s moves become Normal type. The power of those moves is boosted a little. Generation IV
#97 Sniper If the Pokémon’s attack lands a critical hit, the attack is powered up even further. Generation IV
#98 Magic Guard The Pokémon only takes damage from attacks. Generation IV
#99 No Guard The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land. Generation IV
#100 Stall The Pokémon is always the last to use its moves. Generation IV
#101 Technician Powers up weak moves so the Pokémon can deal more damage with them. Generation IV
#102 Leaf Guard Prevents status conditions in harsh sunlight. Generation IV
#103 Klutz The Pokémon can’t use any held items. Generation IV
#104 Mold Breaker The Pokémon’s moves are unimpeded by the Ability of the target. Generation IV
#105 Super Luck The Pokémon is so lucky that the critical-hit ratios of its moves are boosted. Generation IV
#106 Aftermath Damages the attacker if it knocks out the Pokémon with a move that makes direct contact. Generation IV
#107 Anticipation The Pokémon can sense an opposing Pokémon’s dangerous moves. Generation IV
#108 Forewarn When it enters a battle, the Pokémon can tell one of the moves an opposing Pokémon has. Generation IV
#109 Unaware When attacking, the Pokémon ignores the target’s stat changes. Generation IV
#110 Tinted Lens The Pokémon can use “not very effective” moves to deal regular damage. Generation IV
#111 Filter Reduces the power of supereffective attacks that hit the Pokémon. Generation IV
#112 Slow Start For five turns, the Pokémon’s Attack and Speed stats are halved. Generation IV
#113 Scrappy The Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves. It is also unaffected by Intimidate. Generation IV
#114 Storm Drain The Pokémon draws in all Water-type moves. Instead of taking damage from them, its Sp. Atk stat is boosted. Generation IV
#115 Ice Body The Pokémon gradually regains HP in snow. Generation IV
#116 Solid Rock Reduces the power of supereffective attacks that hit the Pokémon. Generation IV
#117 Snow Warning The Pokémon makes it snow when it enters a battle. Generation IV
#118 Honey Gather The Pokémon may gather Honey after a battle. Generation IV
#119 Frisk When it enters a battle, the Pokémon can check an opposing Pokémon’s held item. Generation IV
#120 Reckless Powers up moves that have recoil damage. Generation IV
#121 Multitype Changes the Pokémon’s type to match the plate it holds. Generation IV
#122 Flower Gift Boosts the Attack and Sp. Def stats of the Pokémon and its allies in harsh sunlight. Generation IV
#123 Bad Dreams Damages opposing Pokémon that are asleep. Generation IV
#124 Pickpocket The Pokémon steals the held item from attackers that make direct contact with it. Generation V
#125 Sheer Force Removes any additional effects from the Pokémon’s moves, but increases the moves’ power. Generation V
#126 Contrary everses any stat changes affecting the Pokémon so that attempts to boost its stats instead lower them— and attempts to lower its stats will boost them. Generation V
#127 Unnerve Unnerves opposing Pokémon and makes them unable to eat Berries. Generation V
#128 Defiant If the Pokémon has any stat lowered by an opposing Pokémon, its Attack stat will be boosted sharply. Generation V
#129 Defeatist Halves the Pokémon’s Attack and Sp. Atk stats when its HP drops to half or less. Generation V
#130 Cursed Body May disable a move that has dealt damage to the Pokémon. Generation V
#131 Healer Sometimes cures the status conditions of the Pokémon’s allies. Generation V
#132 Friend Guard Reduces damage dealt to allies. Generation V
#133 Weak Armor The Pokémon’s Defense stat is lowered when it takes damage from physical moves, but its Speed stat is sharply boosted. Generation V
#134 Heavy Metal Doubles the Pokémon’s weight. Generation V
#135 Light Metal Halves the Pokémon’s weight. Generation V
#136 Multiscale Reduces the amount of damage the Pokémon takes while its HP is full. Generation V
#137 Toxic Boost Powers up physical moves when the Pokémon is poisoned. Generation V
#138 Flare Boost Powers up special moves when the Pokémon is burned. Generation V
#139 Harvest May create another Berry after one is used. Generation V
#140 Telepathy The Pokémon anticipates and dodges the attacks of its allies. Generation V
#141 Moody Every turn, one of the Pokémon’s stats will be boosted sharply but another stat will be lowered. Generation V
#142 Overcoat The Pokémon takes no damage from sandstorms. It is also protected from the effects of powders and spores. Generation V
#143 Poison Touch May poison a target when the Pokémon makes contact. Generation V
#144 Regenerator The Pokémon has a little of its HP restored when withdrawn from battle. Generation V
#145 Big Pecks Prevents the Pokémon from having its Defense stat lowered. Generation V
#146 Sand Rush Boosts the Pokémon’s Speed stat in a sandstorm. Generation V
#147 Wonder Skin Makes status moves more likely to miss the Pokémon. Generation V
#148 Analytic Boosts the power of the Pokémon’s move if it is the last to act that turn. Generation V
#149 Illusion The Pokémon fools opponents by entering battle disguised as the last Pokémon in its Trainer’s party. Generation V
#150 Imposter The Pokémon transforms itself into the Pokémon it’s facing. Generation V
#151 Infiltrator The Pokémon’s moves are unaffected by the target’s barriers, substitutes, and the like. Generation V
#152 Mummy Contact with the Pokémon changes the attacker’s Ability to Mummy. Generation V
#153 Moxie When the Pokémon knocks out a target, it shows moxie, which boosts its Attack stat. Generation V
#154 Justified When the Pokémon is hit by a Dark-type attack, its Attack stat is boosted by its sense of justice. Generation V
#155 Rattled The Pokémon gets scared when hit by a Dark-, Ghost-, or Bug-type attack or if intimidated, which boosts its Speed stat. Generation V
#156 Magic Bounce The Pokémon reflects status moves instead of getting hit by them. Generation V
#157 Sap Sipper The Pokémon takes no damage when hit by Grass-type moves. Instead, its Attack stat is boosted. Generation V
#158 Prankster Gives priority to the Pokémon’s status moves. Generation V
#159 Sand Force Boosts the power of Rock-, Ground-, and Steel-type moves in a sandstorm. Generation V
#160 Iron Barbs The Pokémon’s iron barbs damage the attacker if it makes direct contact. Generation V
#161 Zen Mode Changes the Pokémon’s shape when its HP drops to half or less. Generation V
#162 Victory Star Boosts the accuracy of the Pokémon and its allies. Generation V
#163 Turboblaze The Pokémon’s moves are unimpeded by the Ability of the target. Generation V
#164 Teravolt The Pokémon’s moves are unimpeded by the Ability of the target. Generation V
#165 Aroma Veil Protects the Pokémon and its allies from effects that prevent the use of moves. Generation VI
#166 Flower Veil Ally Grass-type Pokémon are protected from status conditions and the lowering of their stats. Generation VI
#167 Cheek Pouch The Pokémon’s HP is restored when it eats any Berry, in addition to the Berry’s usual effect. Generation VI
#168 Protean Changes the Pokémon’s type to the type of the move it’s about to use. This works only once each time the Pokémon enters battle. Generation VI
#169 Fur Coat Halves the damage from physical moves. Generation VI
#170 Magician The Pokémon steals the held item from any target it hits with a move. Generation VI
#171 Bulletproof Protects the Pokémon from ball and bomb moves. Generation VI
#172 Competitive Boosts the Pokémon’s Sp. Atk stat sharply when its stats are lowered by an opposing Pokémon. Generation VI
#173 Strong Jaw The Pokémon’s strong jaw boosts the power of its biting moves. Generation VI
#174 Refrigerate Normal-type moves become Ice-type moves. The power of those moves is boosted a little. Generation VI
#175 Sweet Veil Prevents the Pokémon and its allies from falling asleep. Generation VI
#176 Stance Change The Pokémon changes its form to Blade Forme when it uses an attack move and changes to Shield Forme when it uses King’s Shield. Generation VI
#177 Gale Wings Gives priority to the Pokémon’s Flying-type moves while its HP is full. Generation VI
#178 Mega Launcher Powers up pulse moves. Generation VI
#179 Grass Pelt Boosts the Pokémon’s Defense stat on Grassy Terrain. Generation VI
#180 Symbiosis The Pokémon passes its held item to an ally that has used up an item. Generation VI
#181 Tough Claws Powers up moves that make direct contact. Generation VI
#182 Pixilate Normal-type moves become Fairy-type moves. The power of those moves is boosted a little. Generation VI
#183 Gooey Contact with the Pokémon lowers the attacker’s Speed stat. Generation VI
#184 Aerilate Normal-type moves become Flying-type moves. The power of those moves is boosted a little. Generation VI
#185 Parental Bond The parent and child attack one after the other. Generation VI
#186 Dark Aura Powers up the Dark-type moves of all Pokémon on the field. Generation VI
#187 Fairy Aura Powers up the Fairy-type moves of all Pokémon on the field. Generation VI
#188 Aura Break The effects of “Aura” Abilities are reversed to lower the power of affected moves. Generation VI
#189 Primordial Sea The Pokémon changes the weather to nullify Fire-type attacks. Generation VI
#190 Desolate Land The Pokémon changes the weather to nullify Water-type attacks. Generation VI
#191 Delta Stream The Pokémon changes the weather so that no moves are supereffective against the Flying type. Generation VI
#192 Stamina Boosts the Defense stat when the Pokémon is hit by an attack. Generation VII
#193 Wimp Out The Pokémon cowardly switches out when its HP drops to half or less. Generation VII
#194 Emergency Exit The Pokémon, sensing danger, switches out when its HP drops to half or less. Generation VII
#195 Water Compaction Boosts the Defense stat sharply when the Pokémon is hit by a Water-type move. Generation VII
#196 Merciless The Pokémon’s attacks become critical hits if the target is poisoned. Generation VII
#197 Shields Down When its HP drops to half or less, the Pokémon’s shell breaks and it becomes aggressive. Generation VII
#198 Stakeout Doubles the damage dealt to a target that has just switched into battle. Generation VII
#199 Water Bubble owers the power of Fire-type moves that hit the Pokémon and prevents it from being burned. Generation VII
#200 Steelworker Powers up Steel-type moves. Generation VII
#201 Berserk Boosts the Pokémon’s Sp. Atk stat when it takes a hit that causes its HP to drop to half or less. Generation VII
#202 Slush Rush Boosts the Pokémon’s Speed stat in snow. Generation VII
#203 Long Reach The Pokémon uses its moves without making contact with the target. Generation VII
#204 Liquid Voice Sound-based moves become Water-type moves. Generation VII
#205 Triage Gives priority to the Pokémon’s healing moves. Generation VII
#206 Galvanize Normal-type moves become Electric-type moves. The power of those moves is boosted a little. Generation VII
#207 Surge Surfer Doubles the Pokémon’s Speed stat on Electric Terrain. Generation VII
#208 Schooling When it has a lot of HP, the Pokémon forms a powerful school. It stops schooling when its HP is low. Generation VII
#209 Disguise Once per battle, the shroud that covers the Pokémon can protect it from an attack. Generation VII
#210 Battle Bond When the Pokémon knocks out a target, its bond with its Trainer is strengthened, and its Attack, Sp. Atk, and Speed stats are boosted. Generation VII
#211 Power Construct Cells gather to aid the Pokémon when its HP drops to half or less, causing it to change into its Complete Forme. Generation VII
#212 Corrosion The Pokémon can poison the target even if it’s a Steel or Poison type. Generation VII
#213 Comatose The Pokémon is always drowsing and will never wake up. It can attack while in its sleeping state. Generation VII
#214 Queenly Majesty The Pokémon’s majesty pressures opponents and makes them unable to use priority moves against the Pokémon or its allies. Generation VII
#215 Innards Out When the Pokémon is knocked out, it damages its attacker by the amount equal to the HP it had left before it was hit. Generation VII
#216 Dancer Whenever a dance move is used in battle, the Pokémon will copy the user to immediately perform that dance move itself. Generation VII
#217 Battery Powers up ally Pokémon’s special moves. Generation VII
#218 Fluffy Halves the damage taken from moves that make direct contact, but doubles that of Fire-type moves. Generation VII
#219 Dazzling The Pokémon dazzles its opponents, making them unable to use priority moves against the Pokémon or its allies. Generation VII
#220 Soul-Heart Boosts its Sp. Atk stat every time a Pokémon faints. Generation VII
#221 Tangling Hair Contact with the Pokémon lowers the attacker’s Speed stat. Generation VII
#222 Receiver The Pokémon copies the Ability of a defeated ally. Generation VII
#223 Power of Alchemy The Pokémon copies the Ability of a defeated ally. Generation VII
#224 Beast Boost Boosts the Pokémon’s most proficient stat every time it knocks out a target. Generation VII
#225 RKS System Changes the Pokémon’s type to match the memory disc it holds. Generation VII
#226 Electric Surge Turns the ground into Electric Terrain when the Pokémon enters a battle. Generation VII
#227 Psychic Surge Turns the ground into Psychic Terrain when the Pokémon enters a battle. Generation VII
#228 Misty Surge Turns the ground into Misty Terrain when the Pokémon enters a battle. Generation VII
#229 Grassy Surge Turns the ground into Grassy Terrain when the Pokémon enters a battle. Generation VII
#230 Full Metal Body Prevents other Pokémon’s moves or Abilities from lowering the Pokémon’s stats. Generation VII
#231 Shadow Shield Reduces the amount of damage the Pokémon takes while its HP is full. Generation VII
#232 Prism Armor Reduces the power of supereffective attacks that hit the Pokémon. Generation VII
#233 Neuroforce Powers up the Pokémon’s supereffective attacks even further. Generation VII
#234 Intrepid Sword Boosts the Pokémon’s Attack stat the first time the Pokémon enters a battle. Generation VIII
#235 Dauntless Shield Boosts the Pokémon’s Defense stat the first time the Pokémon enters a battle. Generation VIII
#236 Libero Changes the Pokémon’s type to the type of the move it’s about to use. This works only once each time the Pokémon enters battle. Generation VIII
#237 Ball Fetch If the Pokémon is not holding an item, it will fetch the Poké Ball from the first failed throw of the battle. Generation VIII
#238 Cotton Down When the Pokémon is hit by an attack, it scatters cotton fluff around and lowers the Speed stats of all Pokémon except itself. Generation VIII
#239 Propeller Tail Ignores the effects of opposing Pokémon’s Abilities and moves that draw in moves. Generation VIII
#240 Mirror Armor Bounces back only the stat-lowering effects that the Pokémon receives. Generation VIII
#241 Gulp Missile When the Pokémon uses Surf or Dive, it will come back with prey. When it takes damage, it will spit out the prey to attack. Generation VIII
#242 Stalwart Ignores the effects of opposing Pokémon’s Abilities and moves that draw in moves. Generation VIII
#243 Steam Engine Boosts the Speed stat drastically when the Pokémon is hit by a Fire- or Water-type move. Generation VIII
#244 Punk Rock Boosts the power of sound-based moves. The Pokémon also takes half the damage from these kinds of moves. Generation VIII
#245 Sand Spit The Pokémon creates a sandstorm when it’s hit by an attack. Generation VIII
#246 Ice Scales The Pokémon is protected by ice scales, which halve the damage taken from special moves. Generation VIII
#247 Ripen Ripens Berries and doubles their effect. Generation VIII
#248 Ice Face The Pokémon’s ice head can take a physical attack as a substitute, but the attack also changes the Pokémon’s appearance. The ice will be restored when it snows. Generation VIII
#249 Power Spot Just being next to the Pokémon powers up moves. Generation VIII
#250 Mimicry Changes the Pokémon’s type depending on the terrain. Generation VIII
#251 Screen Cleaner When the Pokémon enters a battle, the effects of Light Screen, Reflect, and Aurora Veil are nullified for both opposing and ally Pokémon. Generation VIII
#252 Steely Spirit Powers up the Steel-type moves of the Pokémon and its allies. Generation VIII
#253 Perish Body When hit by a move that makes direct contact, the Pokémon and the attacker will faint after three turns unless they switch out of battle. Generation VIII
#254 Wandering Spirit The Pokémon exchanges Abilities with a Pokémon that hits it with a move that makes direct contact. Generation VIII
#255 Gorilla Tactics Boosts the Pokémon’s Attack stat but only allows the use of the first selected move. Generation VIII
#256 Neutralizing Gas While the Pokémon is in the battle, the effects of all other Pokémon’s Abilities will be nullified or will not be triggered. Generation VIII
#257 Pastel Veil Prevents the Pokémon and its allies from being poisoned. Generation VIII
#258 Hunger Switch The Pokémon changes its form, alternating between its Full Belly Mode and Hangry Mode after the end of every turn. Generation VIII
#259 Quick Draw Enables the Pokémon to move first occasionally. Generation VIII
#260 Unseen Fist If the Pokémon uses moves that make direct contact, it can attack the target even if the target protects itself. Generation VIII
#261 Curious Medicine When the Pokémon enters a battle, it scatters medicine from its shell, which removes all stat changes from allies. Generation VIII
#262 Transistor Powers up Electric-type moves. Generation VIII
#263 Dragon's Maw Powers up Dragon-type moves. Generation VIII
#264 Chilling Neigh When the Pokémon knocks out a target, it utters a chilling neigh, which boosts its Attack stat. Generation VIII
#265 Grim Neigh When the Pokémon knocks out a target, it utters a terrifying neigh, which boosts its Sp. Atk stat. Generation VIII
#266 As One This Ability combines the effects of both Calyrex’s Unnerve Ability and Glastrier’s/Spectrier’s Chilling Neigh/Grim Neigh Ability. Generation VIII
#267 As One This Ability combines the effects of both Calyrex’s Unnerve Ability and Glastrier’s/Spectrier’s Chilling Neigh/Grim Neigh Ability. Generation VIII
#268 Lingering Aroma Contact with the Pokémon changes the attacker’s Ability to Lingering Aroma. Generation IX
#269 Seed Sower Turns the ground into Grassy Terrain when the Pokémon is hit by an attack. Generation IX
#270 Thermal Exchange Boosts the Attack stat when the Pokémon is hit by a Fire-type move. The Pokémon also cannot be burned. Generation IX
#271 Anger Shell When an attack causes its HP to drop to half or less, the Pokémon gets angry. This lowers its Defense and Sp. Def stats but boosts its Attack, Sp. Atk, and Speed stats. Generation IX
#272 Purifying Salt The Pokémon’s pure salt protects it from status conditions and halves the damage taken from Ghost-type moves. Generation IX
#273 Well-Baked Body The Pokémon takes no damage when hit by Fire-type moves. Instead, its Defense stat is sharply boosted. Generation IX
#274 Wind Rider Boosts the Pokémon’s Attack stat if Tailwind takes effect or if the Pokémon is hit by a wind move. The Pokémon also takes no damage from wind moves. Generation IX
#275 Guard Dog Boosts the Pokémon’s Attack stat if intimidated. Moves and items that would force the Pokémon to switch out also fail to work. Generation IX
#276 Rocky Payload Powers up Rock-type moves. Generation IX
#277 Wind Power The Pokémon becomes charged when it is hit by a wind move, boosting the power of the next Electric-type move the Pokémon uses. Generation IX
#278 Zero to Hero The Pokémon transforms into its Hero Form when it switches out. Generation IX
#279 Commander When the Pokémon enters a battle, it goes inside the mouth of an ally Dondozo if one is on the field. The Pokémon then issues commands from there. Generation IX
#280 Electromorphosis The Pokémon becomes charged when it takes damage, boosting the power of the next Electric-type move the Pokémon uses. Generation IX
#281 Protosynthesis Boosts the Pokémon’s most proficient stat in harsh sunlight or if the Pokémon is holding Booster Energy. Generation IX
#282 Quark Drive Boosts the Pokémon’s most proficient stat on Electric Terrain or if the Pokémon is holding Booster Energy. Generation IX
#283 Good as Gold A body of pure, solid gold gives the Pokémon full immunity to other Pokémon’s status moves. Generation IX
#284 Vessel of Ruin The power of the Pokémon’s ruinous vessel lowers the Sp. Atk stats of all Pokémon except itself. Generation IX
#285 Sword of Ruin The power of the Pokémon’s ruinous sword lowers the Defense stats of all Pokémon except itself. Generation IX
#286 Tablets of Ruin The power of the Pokémon’s ruinous wooden tablets lowers the Attack stats of all Pokémon except itself. Generation IX
#287 Beads of Ruin The power of the Pokémon's ruinous beads lowers the Sp. Def stats of all Pokémon except itself. Generation IX
#288 Orichalcum Pulse Turns the sunlight harsh when the Pokémon enters a battle. The ancient pulse thrumming through the Pokémon also boosts its Attack stat in harsh sunlight. Generation IX
#289 Hadron Engine Turns the ground into Electric Terrain when the Pokémon enters a battle. The futuristic engine within the Pokémon also boosts its Sp. Atk stat on Electric Terrain. Generation IX
#290 Opportunist If an opponent's stat is boosted, the Pokémon seizes the opportunity to boost the same stat for itself. Generation IX
#291 Cud Chew When the Pokémon eats a Berry, it will regurgitate that Berry at the end of the next turn and eat it one more time. Generation IX
#292 Sharpness Powers up slicing moves. Generation IX
#293 Supreme Overlord When the Pokémon enters a battle, its Attack and Sp. Atk stats are slightly boosted for each of the allies in its party that have already been defeated. Generation IX
#294 Costar When the Pokémon enters a battle, it copies an ally's stat changes. Generation IX
#295 Toxic Debris Scatters poison spikes at the feet of the opposing team when the Pokémon takes damage from physical moves. Generation IX
#296 Armor Tail The mysterious tail covering the Pokémon's head makes opponents unable to use priority moves against the Pokémon or its allies. Generation IX
#297 Earth Eater If hit by a Ground-type move, the Pokémon has its HP restored instead of taking damage. Generation IX
#298 Mycelium Might The Pokémon will always act more slowly when using status moves, but these moves will be unimpeded by the Ability of the target. Generation IX
#299 Hospitality When the Pokémon enters a battle, it showers its ally with hospitality, restoring a small amount of the ally's HP. Generation IX
#300 Mind's Eye The Pokémon ignores changes to opponents' evasiveness, its accuracy can't be lowered, and it can hit Ghost types with Normal- and Fighting-type moves. Generation IX
#301 Embody Aspect The Pokémon's heart fills with memories, causing the Teal Mask to shine and the Pokémon's Speed stat to be boosted. Generation IX
#302 Embody Aspect The Pokémon's heart fills with memories, causing the Hearthflame Mask to shine and the Pokémon's Attack stat to be boosted. Generation IX
#303 Embody Aspect The Pokémon's heart fills with memories, causing the Wellspring Mask to shine and the Pokémon's Sp. Def stat to be boosted. Generation IX
#304 Embody Aspect The Pokémon's heart fills with memories, causing the Cornerstone Mask to shine and the Pokémon's Defense stat to be boosted. Generation IX
#305 Toxic Chain The power of the Pokémon's toxic chain may badly poison any target the Pokémon hits with a move. Generation IX
#306 Supersweet Syrup A sickly sweet scent spreads across the field the first time the Pokémon enters a battle, lowering the evasiveness of opposing Pokémon. Generation IX
#307 Tera Shift When the Pokémon enters a battle, it absorbs the energy around itself and transforms into its Terastal Form. Generation IX
#308 Tera Shell The Pokémon's shell contains the powers of each type. All damage-dealing moves that hit the Pokémon when its HP is full will not be very effective. Generation IX
#309 Teraform Zero When Terapagos changes into its Stellar Form, it uses its hidden powers to eliminate all effects of weather and terrain, reducing them to zero. Generation IX
#310 Poison Puppeteer Pokémon poisoned by Pecharunt's moves will also become confused. Generation IX
#311 Mega Sol Even when the sunlight has not turned harsh, the Pokémon can use its moves as if the weather were harsh sunlight. Generation IX
#312 Dragonize Dragonize (Japanese: ドラゴンスキン Dragon Skin) is an Ability introduced during Generation IX, in Pokémon Champions. It is the signature Ability of Mega Feraligatr. Generation IX
#313 Piercing Drill Piercing Drill causes contact moves used by the Pokémon to hit targets through protection moves, dealing 25% of the original damage. Everything aside from the target's protective effects is still triggered. Generation IX