Research Champions Battle Mechanics Research

I uploaded text dumps, personal data (Pokémon info per species), learnsets, and move data to our new repo:
https://github.com/projectpokemon/champout
This repo will be updated if there are changes in the future.
These are all jsons which may not be immediately readable to you, so feel free to make them more readable.
Keep in mind the learnsets include moves that are not available in game!
Let me know if you spot any errors.
 
I uploaded text dumps, personal data (Pokémon info per species), learnsets, and move data to our new repo:
https://github.com/projectpokemon/champout
This repo will be updated if there are changes in the future.
These are all jsons which may not be immediately readable to you, so feel free to make them more readable.
Keep in mind the learnsets include moves that are not available in game!
Let me know if you spot any errors.
https://gist.github.com/KrisXV/f32889936ea1737cce367f8152f60b8f

i parsed the learnsets and filtered out dexited moves yay
 
Wait so Sunny Day and Rain Dance didn't get their PP lowered to 5??
They already had 5 PP. Sandstrom and Snowscape were lowered to match them.

It says a lot about how good weather Abilities are when people don't even know the PP of the moves that cause the weather that competitive teams are built around. (Now that I think about it, I don't know the PP Terrain moves have... I think 10?)
 
I'll try reproducing this in a later stream, but somehow my Sneasler failed to flinch a Mega Charizard Y with Fake Out (post-maintenance):

Turns were as follows (I was not actively recording my battle):
Turn 1: Floette + Dragapult into Charizard + Typhlosion-Hisui. I use non-Mega Protect and Outrage. Opponent uses Protect with Typhlosion and Mega Evolves + uses Heat Wave. Outrage hits into Protect, and Heat Wave hits into my Protect and hits Dragapult.
Turn 2: Floette Mega Evolves and uses Moonblast into Typhlosion, and Dragapult uses Dragon Darts, targeted at Typhlosion. Opponent uses double Heat Wave. Dragon Darts deals some damage to both. Heat Wave comes out, and one of them misses Floette.
Turn 3 is the clip.
 
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Here are the moves' flags:
  • Punching: Bullet Punch, Comet Punch, Dizzy Punch, Double Iron Bash, Drain Punch, Dynamic Punch, Fire Punch, Focus Punch, Hammer Arm, Headlong Rush, Ice Hammer, Ice Punch, Jet Punch, Mach Punch, Mega Punch, Meteor Mash, Plasma Fists, Power-Up Punch, Rage Fist, Shadow Punch, Sky Uppercut, Surging Strikes, Thunder Punch, Wicked Blow
  • Sound-based: Alluring Voice, Boomburst, Bug Buzz, Chatter, Clanging Scales, Clangorous Soul, Clangorous Soulblaze, Confide, Disarming Voice, Dragon Cheer, Echoed Voice, Eerie Spell, Grass Whistle, Growl, Heal Bell, Howl, Hyper Voice, Metal Sound, Noble Roar, Overdrive, Parting Shot, Perish Song, Psychic Noise, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Sparkling Aria, Supersonic, Torch Song, Uproar
  • Dance: Aqua Step, Clangorous Soul, Dragon Dance, Feather Dance, Fiery Dance, Lunar Dance, Petal Dance, Quiver Dance, Revelation Dance, Swords Dance, Teeter Dance, Victory Dance
  • Slicing: Aerial Ace, Air Cutter, Air Slash, Aqua Cutter, Behemoth Blade, Bitter Blade, Ceaseless Edge, Cross Poison, Crush Claw, Cut, Dire Claw, Dragon Claw, Fury Cutter, Kowtow Cleave, Leaf Blade, Metal Claw, Mighty Cleave, Night Slash, Population Bomb, Psyblade, Psycho Cut, Razor Leaf, Razor Shell, Sacred Sword, Secret Sword, Shadow Claw, Slash, Solar Blade, Stone Axe, Tachyon Cutter, X-Scissor
  • Wind: Aeroblast, Air Cutter, Bleakwind Storm, Blizzard, Fairy Wind, Gust, Heat Wave, Hurricane, Icy Wind, Petal Blizzard, Sandsear Storm, Sandstorm, Springtide Storm, Tailwind, Twister, Whirlwind, Wildbolt Storm
  • Powder: Cotton Spore, Magic Powder, Poison Powder, Powder, Sleep Powder, Spore, Stun Spore
  • Ball & Bomb: Acid Spray, Aura Sphere, Barrage, Beak Blast, Bullet Seed, Egg Bomb, Electro Ball, Energy Ball, Focus Blast, Gyro Ball, Ice Ball, Magnet Bomb, Mist Ball, Mud Bomb, Octazooka, Pollen Puff, Pyro Ball, Rock Blast, Rock Wrecker, Searing Shot, Seed Bomb, Shadow Ball, Sludge Bomb, Syrup Bomb, Weather Ball, Zap Cannon
  • Pulse: Aura Sphere, Dark Pulse, Dragon Pulse, Heal Pulse, Origin Pulse, Terrain Pulse, Water Pulse
  • Biting: Bite, Crunch, Fire Fang, Fishious Rend, Hyper Fang, Ice Fang, Jaw Lock, Poison Fang, Psychic Fangs, Thunder Fang
  • Explosive: Explosion, Mind Blown, Misty Explosion, Self-Destruct
  • Mental: Attract, Disable, Encore, Heal Block, Taunt, Torment
  • Healing: Jungle Healing, Life Dew, Lunar Blessing, Milk Drink, Moonlight, Morning Sun, Recover, Rest, Roost, Shore Up, Slack Off, Soft-Boiled, Swallow, Synthesis, Wish
 
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From what I read, previously struggle with parental bond made you take half hp of damage, was it right ? If that's the case, it changed. I can try to reproduce the case / someone can test, a mega Kang struggled and inflicted itself 25%
 
Here are the move flags (haven't checked if there are changes:
  • Punching: Bullet Punch, Comet Punch, Dizzy Punch, Double Iron Bash, Drain Punch, Dynamic Punch, Fire Punch, Focus Punch, Hammer Arm, Headlong Rush, Ice Hammer, Ice Punch, Jet Punch, Mach Punch, Mega Punch, Meteor Mash, Plasma Fists, Power-Up Punch, Rage Fist, Shadow Punch, Sky Uppercut, Surging Strikes, Thunder Punch, Wicked Blow
  • Sound-based: Alluring Voice, Boomburst, Bug Buzz, Chatter, Clanging Scales, Clangorous Soul, Clangorous Soulblaze, Confide, Disarming Voice, Dragon Cheer, Echoed Voice, Eerie Spell, Grass Whistle, Growl, Heal Bell, Howl, Hyper Voice, Metal Sound, Noble Roar, Overdrive, Parting Shot, Perish Song, Psychic Noise, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Sparkling Aria, Supersonic, Torch Song, Uproar
  • Dance: Aqua Step, Clangorous Soul, Dragon Dance, Feather Dance, Fiery Dance, Lunar Dance, Petal Dance, Quiver Dance, Revelation Dance, Swords Dance, Teeter Dance, Victory Dance
  • Slicing: Aerial Ace, Air Cutter, Air Slash, Aqua Cutter, Behemoth Blade, Bitter Blade, Ceaseless Edge, Cross Poison, Crush Claw, Cut, Dire Claw, Dragon Claw, Fury Cutter, Kowtow Cleave, Leaf Blade, Metal Claw, Mighty Cleave, Night Slash, Population Bomb, Psyblade, Psycho Cut, Razor Leaf, Razor Shell, Sacred Sword, Secret Sword, Shadow Claw, Slash, Solar Blade, Stone Axe, Tachyon Cutter, X-Scissor
  • Wind: Aeroblast, Air Cutter, Bleakwind Storm, Blizzard, Fairy Wind, Gust, Heat Wave, Hurricane, Icy Wind, Petal Blizzard, Sandsear Storm, Sandstorm, Springtide Storm, Tailwind, Twister, Whirlwind, Wildbolt Storm
  • Powder: Cotton Spore, Magic Powder, Poison Powder, Powder, Sleep Powder, Spore, Stun Spore
  • Ball & Bomb: Acid Spray, Aura Sphere, Barrage, Beak Blast, Bullet Seed, Egg Bomb, Electro Ball, Energy Ball, Focus Blast, Gyro Ball, Ice Ball, Magnet Bomb, Mist Ball, Mud Bomb, Octazooka, Pollen Puff, Pyro Ball, Rock Blast, Rock Wrecker, Searing Shot, Seed Bomb, Shadow Ball, Sludge Bomb, Syrup Bomb, Weather Ball, Zap Cannon
  • Pulse: Aura Sphere, Dark Pulse, Dragon Pulse, Heal Pulse, Origin Pulse, Terrain Pulse, Water Pulse
  • Biting: Bite, Crunch, Fire Fang, Fishious Rend, Hyper Fang, Ice Fang, Jaw Lock, Poison Fang, Psychic Fangs, Thunder Fang
  • Explosive: Explosion, Mind Blown, Misty Explosion, Self-Destruct
  • Mental: Attract, Disable, Encore, Heal Block, Taunt, Torment
  • Healing: Jungle Healing, Life Dew, Lunar Blessing, Milk Drink, Moonlight, Morning Sun, Recover, Rest, Roost, Shore Up, Slack Off, Soft-Boiled, Swallow, Synthesis, Wish
Moves that got the Sound flag:
  • Dragon Cheer
Moves that got the Slicing flag:
  • Crush Claw
  • Dire Claw
  • Dragon Claw
  • Metal Claw
  • Shadow Claw
Moves that lost the Powder flag:
  • Rage Powder
Moves that lost the Healing flag:
  • Absorb
  • Bitter Blade
  • Bouncy Bubble
  • Draining Kiss
  • Drain Punch
  • Dream Eater
  • Floral Healing
  • Giga Drain
  • Healing Wish
  • Heal Order
  • Heal Pulse
  • Horn Leech
  • Leech Life
  • Lunar Dance
  • Matcha Gotcha
  • Mega Drain
  • Oblivion Wing
  • Parabolic Charge
  • Purify
  • Revival Blessing
  • Strength Sap
We probably should check if the moves that lost the Healing Flag are affected by Psychic Noice and Triage.
 
Maybe a weird question, but if Rage Powder lost the Powder flag, does this mean Grass Types (and Overcoat pokemon) are no longer immune to it?

Would be huge competitively if that was the case, but surely if that was it people would have noticed by now?...
Worth checking. In our implementation, Rage Powder manually checks for powder immunity (even with the flag), so maybe their implementation is similar and they removed the flag but kept the manual checking? I don't know.
 
Mechanics stream #3
  • 7:20 Frisk reveals both items in doubles (identical to SV behavior, someone reported it didn't to me)
  • 13:56 Trick Room Speed overflow is no longer in the game (+6 Choice Scarf max Speed Aerodactyl in Tailwind didn't move first in Trick Room)
  • 24:26 White Herb vs Parting Shot will trigger Symbiosis asymmetrically after White Herb is consumed (i.e. for player with White Herb, you see the White Herb trigger, then Symbiosis pass an item, then the item can potentially trigger, then the pending switch, but for the Parting Shot player, you don't see any of that until the next Pokemon is selected)
    • 32:13 See also footage with Lum Berry curing burn
  • 26:37 The visual glitch with Parental Bond + Ally Switch causing the opponent's HP to appear to visually change doesn't occur with Scale Shot
  • 35:58 If Encored into Fake Out, the Pokemon will Struggle. Using Encore after Fake Out will cause the Fake Out to display "But it failed!" on the turn it attempts to use Fake Out again.
  • 37:29, 40:40 Struggle requires an input of the "Fight" option for both the left and right slot.
  • 42:33 The devs are not lying and Mega Evolution order is fixed. A setup tested yesterday resulted in expected Speed order for Mega Evolution
For 24:26, if Terrain seeds are in the game, it would be interesting to see how things play out if you switch in a mon with a Surge ability of a mismatching terrain with seed. For example, have Electric Terrain up with Electric Seed (whose trigger has been previously suppressed through Klutz or Magic Room), and see what happens if the foe Parting Shots and then switches in something with Grassy/Misty/Psychic Surge.
 
For 24:26, if Terrain seeds are in the game, it would be interesting to see how things play out if you switch in a mon with a Surge ability of a mismatching terrain with seed. For example, have Electric Terrain up with Electric Seed (whose trigger has been previously suppressed through Klutz or Magic Room), and see what happens if the foe Parting Shots and then switches in something with Grassy/Misty/Psychic Surge.
Intimidate activates after White Herb in both cases, so the terrain ability would do the same. The desync is between White Herb activating and the choosing the switch/entering the field. Actually processing switch in events is done afterwards.
 
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Hey, just coming here to report a bug (or a mechanic change? idk) I got in a battle, regarding Protect failing.
Protect seems to fail if you use it twice in a row on the same slot, even if it's not with the same Pokémon

T1: Excadrill Protect, Tyranitar Stone Edge
T2: Excadrill dies without moving, Tyranitar Protect, send Hawlucha in the Exca slot
T3: Hawlucha Protect and it fails, Tyranitar switched
I don't think Protect worked this way before? Correct me if I'm wrong, but afaik it only started to fail after consecutive uses from the same *Pokémon*, not the same slot
 
Intimidate activates after White Herb in both cases, so the terrain ability would do the same. The desync is between White Herb activating and the choosing the switch/entering the field, but actually processing switch in events is done afterwards.
What about Unnerve, which triggers earlier than Intimidate does? With Symbiosis giving something like Lum to a Poisoned pokémon or similar. It would also be interesting to know Neutralizing Gas + Klutz interactions, but I don't think Neutralizing Gas is available, since Weezing isn't. As in, NGas mon uses Parting Shot vs a Klutz mon holding White Herb (Symbiosis is irrelevant here).
 
What about Unnerve, which triggers earlier than Intimidate does? With Symbiosis giving something like Lum to a Poisoned pokémon or similar. It would also be interesting to know Neutralizing Gas + Klutz interactions, but I don't think Neutralizing Gas is available, since Weezing isn't.
99% sure it is afterwards. When multiple Pokémon are sent into the field after multiple Pokemon fainted, they all enter the field and then all abilities activate, right? This White Herb activation is in between those two parts of the switch routine.
 
I heard various people say that Stalwart, on top of its prior effect, now also has the Mold Breaker effect. Was this ever tested? Also wanted to know how Mega Sol interacts with Leaf Guard foes, or Mega Sol phazing a foe into a Leaf Guard mon onto Toxic Spikes. Or, for that matter, if a dragged in Castform will transform into its Sun form.
 
I heard various people say that Stalwart, on top of its prior effect, now also has the Mold Breaker effect. Was this ever tested?
Possibly true:
  • Mold Breaker description: The Pokémon’s moves are unaffected by the Ability of the target (with certain exceptions).
  • Stalwart description: The Pokémon ignores the effects of Abilities and moves that draw in moves.
It seems even broader for the description alone.
 
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Possibly true:
  • Mold Breaker description: The Pokémon’s moves are unaffected by the Ability of the target (with certain exceptions).
  • Stalwart description: The Pokémon ignores the effects of Abilities and moves that draw in moves.
It seems even broader for the description alone.
Please let this be true, double please let it carry over to Gen 10
I'll try reproducing this in a later stream, but somehow my Sneasler failed to flinch a Mega Charizard Y with Fake Out (post-maintenance):

Turns were as follows (I was not actively recording my battle):
Turn 1: Floette + Dragapult into Charizard + Typhlosion-Hisui. I use non-Mega Protect and Outrage. Opponent uses Protect with Typhlosion and Mega Evolves + uses Heat Wave. Outrage hits into Protect, and Heat Wave hits into my Protect and hits Dragapult.
Turn 2: Floette Mega Evolves and uses Moonblast into Typhlosion, and Dragapult uses Dragon Darts, targeted at Typhlosion. Opponent uses double Heat Wave. Dragon Darts deals some damage to both. Heat Wave comes out, and one of them misses Floette.
Turn 3 is the clip.
I swear if this is the GSC 1/256 glitch...
 
This is Stalwart's description from SWSH and SV:
Ignores the effects of opposing Pokémon's Abilities and moves that draw in moves.
Propeller Tail also has the same description.
It's nearly identical to the description in Champions, so going from description alone there is no reason to believe the behavior has changed (it seems to refer to the redirecting effect of Lightning Rod and Storm Drain, not to abilities in general), but in any case this should be easy enough to double check with a Drill Run Skarmory...
 
This is Stalwart's description from SWSH and SV:

Propeller Tail also has the same description.
It's nearly identical to the description in Champions, so going from description alone there is no reason to believe the behavior has changed (it seems to refer to the redirecting effect of Lightning Rod and Storm Drain, not to abilities in general), but in any case this should be easy enough to double check with a Drill Run Skarmory...
Oh, it ignores (Abilities and moves) that draw in moves, not ignores (abilities) and (moves that draw in moves). Thanks for the correction.
 
  • Adaptability: Boosts the power of moves of the same type as the Pokémon by {0} 100% instead of 50%.
  • Aerilate: The Pokémon’s Normal-type moves become Flying-type moves {0} and their power is boosted by 20%.
  • Aftermath: Attackers that knock out the Pokémon with a contact move take {0} damage equal to 1/4 of their max HP.
  • Analytic: Boosts the power of the Pokémon’s moves by 30% when the {0} Pokémon is the last to move that turn.
  • Anger Point: Boosts the Pokémon’s Attack stat to its sixth stage when the {0} Pokémon takes a critical hit.
  • Anticipation: When the Pokémon enters a battle, it senses whether the {0} opponents know any one-hit KO moves or moves that are super {0} effective against it.
  • Armor Tail: Opponents are unable to use priority moves against the {0} Pokémon or its allies.
  • Aroma Veil: The Pokémon and its allies cannot gain the Infatuated, Taunted, {0} Unable to Repeat, Move Disabled, Healing Prevented, or {0} Encore statuses.
  • Battle Armor: Attacks landed on the Pokémon will never be critical hits.
  • Berserk: Boosts the Pokémon’s Sp. Atk stat by 1 stage when an attack {0} causes its HP to drop to 1/2 or less of its max.
  • Big Pecks: The Pokémon’s Defense stat cannot be lowered by other {0} Pokémon’s moves or Abilities.
  • Blaze: Boosts the power of the Pokémon’s Fire-type moves by 50% {0} when its HP drops to 1/3 or less of its max.
  • Bulletproof: The Pokémon is immune to ball and bomb moves.
  • Cheek Pouch: The Pokémon has 1/3 of its max HP restored when it eats a {0} Berry, in addition to the Berry’s usual effect.
  • Chlorophyll: Doubles the Pokémon’s Speed stat in harsh sunlight.
  • Clear Body: The Pokémon’s stats cannot be lowered by other Pokémon’s {0} moves or Abilities.
  • Cloud Nine: Eliminates the effects of weather.
  • Competitive: When the Pokémon has any of its stats lowered by an opponent, {0} its Sp. Atk stat is boosted by 2 stages.
  • Compound Eyes: Boosts the accuracy of the Pokémon’s moves by 30%.
  • Contrary: Reverses any stat changes affecting the Pokémon so that {0} attempts to boost its stats instead lower them—and attempts {0} to lower its stats will boost them.
  • Corrosion: The Pokémon can poison or badly poison targets even if they’re {0} Steel or Poison types.
  • Cud Chew: If the Pokémon eats a Berry, it will eat that same Berry once {0} more at the end of the next turn.
  • Curious Medicine: When the Pokémon enters a battle, it removes all stat changes {0} from its allies.
  • Cursed Body: When the Pokémon takes damage from a move, the attacker has {0} a 30% chance of gaining the Move Disabled status for 4 turns.
  • Cute Charm: When the Pokémon is hit by a contact move, the attacker has {0} a 30% chance of gaining the Infatuated status if the attacker {0} and the Pokémon are of opposite genders.
  • Damp: All Pokémon become unable to use explosive moves. {0} Explosive Abilities also fail to trigger.
  • Defiant: When the Pokémon has any of its stats lowered by an opponent, {0} its Attack stat is boosted by 2 stages.
  • Disguise: When the Pokémon is in its Disguised Form and would take {0} damage from a move, it loses 1/8 of its max HP instead of {0} taking the damage, then changes into its Busted Form.
  • Dragonize: The Pokémon’s Normal-type moves become Dragon-type moves {0} and their power is boosted by 20%.
  • Drizzle: Summons rain for 5 turns when the Pokémon enters a battle.
  • Drought: Summons harsh sunlight for 5 turns when the Pokémon enters {0} a battle.
  • Dry Skin: Water-type moves do not work on the Pokémon. Instead, they {0} restore 1/4 of its max HP. However, the Pokémon takes 25% {0} more damage from Fire-type moves. The Pokémon has 1/8 of {0} its max HP restored at the end of every turn in rain, but it loses {0} 1/8 of its max HP at the end of every turn in harsh sunlight.
  • Early Bird: The Pokémon awakens from sleep twice as fast as other {0} Pokémon.
  • Earth Eater: Ground-type moves do not work on the Pokémon. Instead, they {0} restore 1/4 of its max HP.
  • Electromorphosis: When the Pokémon takes damage from a move, it gains the {0} Electric Boost status.
  • Fairy Aura: Boosts the power of the Fairy-type moves of all Pokémon on the {0} field by 33%.
  • Filter: Reduces the damage the Pokémon takes from supereffective {0} moves by 25%.
  • Flame Body: When the Pokémon is hit by a contact move, the attacker has a {0} 30% chance of being burned.
  • Flash Fire: Fire-type moves do not work on the Pokémon. Instead, they {0} give the Pokémon the Flash Fire status.
  • Flower Veil: Grass-type allies are immune to status conditions and cannot {0} have their stats lowered.
  • Forecast: The Pokémon transforms with the weather to change its type to {0} Water, Fire, or Ice.
  • Friend Guard: Reduces the damage allies take by 25%.
  • Frisk: When the Pokémon enters a battle, it identifies opponents’ {0} held items.
  • Fur Coat: Halves the damage the Pokémon takes from physical moves.
  • Gale Wings: Increases the priority of the Pokémon’s Flying-type moves by {0} 1 stage while its HP is full.
  • Gluttony: If the Pokémon is holding a Berry to be eaten when its HP drops {0} to 1/4 or less of its max, it will instead eat the Berry when its HP {0} drops to 1/2 or less of its max.
  • Gooey: When the Pokémon is hit by a contact move, the attacker’s {0} Speed stat is lowered by 1 stage.
  • Guts: When the Pokémon has a status condition, its Attack stat is {0} boosted by 50%. Being burned does not halve the damage {0} dealt by the Pokémon’s physical moves.
  • Harvest: If the Pokémon has used a Berry, it has a 50% chance of creating {0} another one at the end of every turn. In harsh sunlight, the {0} Pokémon will definitely create a Berry.
  • Healer: The Pokémon has a 50% chance of curing the status conditions {0} of its allies at the end of every turn.
  • Heatproof: Halves the damage the Pokémon takes from Fire-type moves {0} and from being burned.
  • Heavy Metal: Doubles the Pokémon’s weight.
  • Hospitality: When the Pokémon enters a battle, it restores 1/4 of its ally’s {0} max HP.
  • Huge Power: Doubles the power of the Pokémon’s physical moves.
  • Hunger Switch: The Pokémon changes its form, alternating between its Full Belly {0} Mode and Hangry Mode at the end of every turn.
  • Hustle: When the Pokémon uses physical moves, its Attack stat is {0} boosted by 50%, but its accuracy is lowered by 20%.
  • Hydration: Cures the Pokémon’s status conditions at the end of every {0} turn in rain.
  • Hyper Cutter: The Pokémon’s Attack stat cannot be lowered by other {0} Pokémon’s moves or Abilities.
  • Ice Body: The Pokémon has 1/16 of its max HP restored at the end of {0} every turn in snow.
  • Illuminate: The Pokémon ignores changes to targets’ evasiveness and its {0} accuracy cannot be lowered.
  • Illusion: The Pokémon enters battle disguised as the last Pokémon in its {0} party. It reverts to its usual appearance when it takes damage {0} from a move.
  • Immunity: The Pokémon cannot be poisoned or badly poisoned.
  • Imposter: The Pokémon transforms into the Pokémon in front of it. It also {0} copies all of that Pokémon’s stats apart from its HP.
  • Infiltrator: When using its moves, the Pokémon ignores the effects of {0} targets’ Light Screen, Reflect, Aurora Veil, Safeguard, and {0} substitutes.
  • Innards Out: When the Pokémon takes damage from a move that knocks it {0} out, it deals the same amount of damage to the attacker.
  • Inner Focus: The Pokémon never flinches when attacked and is unaffected {0} by Intimidate.
  • Insomnia: The Pokémon cannot become drowsy or be put to sleep.
  • Intimidate: When the Pokémon enters a battle, it lowers the Attack stats of {0} opponents by 1 stage.
  • Iron Fist: Boosts the power of the Pokémon’s punching moves by 20%.
  • Justified: When the Pokémon takes damage from a Dark-type move, its {0} Attack stat is boosted by 1 stage.
  • Keen Eye: The Pokémon ignores changes to targets’ evasiveness and its {0} accuracy cannot be lowered.
  • Klutz: Items do not work when held by the Pokémon.
  • Leaf Guard: The Pokémon is immune to status conditions in harsh sunlight.
  • Levitate: The Pokémon floats off the ground, making it immune to {0} Ground-type moves, as well as the Spikes, Toxic Spikes, {0} and Sticky Web statuses.
  • Light Metal: Halves the Pokémon’s weight.
  • Lightning Rod: The Pokémon draws in all Electric-type moves. These moves do {0} not work on the Pokémon. Instead, they boost its Sp. Atk stat by {0} 1 stage.
  • Limber: The Pokémon cannot be paralyzed.
  • Liquid Voice: The Pokémon’s sound-based moves become Water-type moves.
  • Long Reach: None of the moves used by the Pokémon are considered {0} contact moves.
  • Magic Bounce: Instead of being affected by other Pokémon’s status moves, {0} the Pokémon bounces them back at the user.
  • Magic Guard: The Pokémon takes damage only from attacks.
  • Magician: If the Pokémon is not already holding an item, it will steal the {0} held item from targets it deals damage to with its moves.
  • Magma Armor: The Pokémon cannot be frozen.
  • Marvel Scale: When the Pokémon has a status condition, its Defense stat is {0} boosted by 50%.
  • Mega Launcher: Boosts the power of the Pokémon’s pulse moves by 50%.
  • Mega Sol: Even when the sunlight has not turned harsh, the Pokémon can {0} use its moves as if the weather were harsh sunlight.
  • Merciless: The Pokémon’s attacks become critical hits if the target is {0} poisoned or badly poisoned.
  • Mimicry: The Pokémon’s type changes depending on the terrain.
  • Minus: Boosts the Pokémon’s Sp. Atk stat by 50% if an ally with the {0} Plus or Minus Ability is also in battle.
  • Mirror Armor: Instead of being affected by stat-lowering effects, the Pokémon {0} bounces them back at whichever Pokémon caused them.
  • Mold Breaker: The Pokémon’s moves are unaffected by the Ability of the {0} target (with certain exceptions).
  • Moody: At the end of every turn, one of the Pokémon’s stats will be {0} boosted by 2 stages, but another will be lowered by 1 stage.
  • Motor Drive: Electric-type moves do not work on the Pokémon. Instead, they {0} boost its Speed stat by 1 stage.
  • Moxie: When the Pokémon knocks out a target with an attack, its {0} Attack stat is boosted by 1 stage.
  • Multiscale: Halves the damage the Pokémon takes while its HP is full.
  • Mummy: When the Pokémon is hit by a contact move, the attacker has its {0} Ability changed to Mummy.
  • Natural Cure: The Pokémon’s status conditions are cured when it switches out {0} of battle.
  • No Guard: The accuracy of moves used both by and against the Pokémon {0} becomes 100%.
  • Oblivious: The Pokémon cannot gain the Infatuated or Taunted statuses {0} and is unaffected by Intimidate.
  • Opportunist: When an opponent’s stats are boosted, the Pokémon boosts its {0} own stats in the exact same way.
  • Overcoat: The Pokémon takes no damage from sandstorms and is immune {0} to moves and Abilities involving powder.
  • Overgrow: Boosts the power of the Pokémon’s Grass-type moves by 50% {0} when its HP drops to 1/3 or less of its max.
  • Own Tempo: The Pokémon cannot become confused and is unaffected by {0} Intimidate.
  • Parental Bond: The parent and child attack one after the other. The power of {0} the child’s attacks is 1/4 of those of the parent.
  • Pickpocket: When the Pokémon is hit by a contact move, it will steal the {0} held item of the attacker if it is not already holding an item.
  • Pickup: If the Pokémon is not already holding an item, at the end of {0} the turn it will pick up an item that was consumed by another {0} Pokémon.
  • Piercing Drill: When the Pokémon uses contact moves, it can hit even targets {0} that are protecting themselves, dealing 1/4 of the damage that {0} the move would otherwise deal. Everything aside from the {0} target’s protective effects is still triggered.
  • Pixilate: The Pokémon’s Normal-type moves become Fairy-type moves {0} and their power is boosted by 20%.
  • Plus: Boosts the Pokémon’s Sp. Atk stat by 50% if an ally with the {0} Plus or Minus Ability is also in battle.
  • Poison Heal: If poisoned or badly poisoned, the Pokémon has 1/8 of its max {0} HP restored at the end of every turn instead of losing HP.
  • Poison Point: When the Pokémon is hit by a contact move, the attacker has a {0} 30% chance of being poisoned.
  • Poison Touch: When the Pokémon hits a target with a contact move, the target {0} has a 30% chance of being poisoned.
  • Prankster: Increases the priority of the Pokémon’s status moves by 1 stage.
  • Pressure: Causes opponents to expend 1 more PP when using moves {0} against the Pokémon.
  • Protean: Changes the Pokémon’s type to the type of the move it’s {0} about to use. This works only once per time the Pokémon {0} enters battle.
  • Pure Power: Doubles the power of the Pokémon’s physical moves.
  • Purifying Salt: Halves the damage the Pokémon takes from Ghost-type moves. {0} The Pokémon is immune to status conditions.
  • Queenly Majesty: Opponents are unable to use priority moves against the {0} Pokémon or its allies.
  • Quick Draw: The Pokémon’s moves have a 30% chance of going first among {0} moves of the same priority.
  • Quick Feet: When the Pokémon has a status condition, its Speed stat is {0} boosted by 50%. Being paralyzed does not lower the {0} Pokémon’s Speed stat.
  • Rain Dish: The Pokémon has 1/16 of its max HP restored at the end of {0} every turn in rain.
  • Receiver: The Pokémon changes its Ability to match that of a {0} defeated ally.
  • Reckless: Boosts the power of the Pokémon’s moves by 20% if they have {0} recoil or crash damage.
  • Refrigerate: The Pokémon’s Normal-type moves become Ice-type moves {0} and their power is boosted by 20%.
  • Regenerator: The Pokémon has 1/3 of its max HP restored when it switches {0} out of battle.
  • Ripen: Doubles the effects of Berries eaten by the Pokémon.
  • Rivalry: Boosts the power of the Pokémon’s moves by 25% against {0} targets of the same gender, and lowers it by 25% against targets {0} of the opposite gender. The power remains the same as usual if {0} either Pokémon’s gender is unknown.
  • Rock Head: The Pokémon will not lose HP due to recoil damage from {0} its moves.
  • Rough Skin: When the Pokémon is hit by a contact move, the attacker takes {0} damage equal to 1/8 of its max HP.
  • Sand Force: Boosts the power of the Pokémon’s Rock-, Ground-, and {0} Steel-type moves by 30% in a sandstorm.
  • Sand Rush: Doubles the Pokémon’s Speed stat in a sandstorm.
  • Sand Spit: Summons a sandstorm for 5 turns when the Pokémon takes {0} damage from moves.
  • Sand Stream: Summons a sandstorm for 5 turns when the Pokémon enters {0} a battle.
  • Sand Veil: Boosts the Pokémon’s evasiveness by 25% in a sandstorm.
  • Sap Sipper: Grass-type moves do not work on the Pokémon. Instead, they {0} boost its Attack stat by 1 stage.
  • Scrappy: The Pokémon can hit Ghost types with Normal- and {0} Fighting-type moves. It is also unaffected by Intimidate.
  • Screen Cleaner: When the Pokémon enters a battle, it removes the Light Screen, {0} Reflect, and Aurora Veil statuses.
  • Shadow Tag: Opponents cannot be switched out of battle.
  • Sharpness: Boosts the power of the Pokémon’s slicing moves by 50%.
  • Shed Skin: The Pokémon has a 30% chance of curing its own status {0} conditions at the end of every turn.
  • Sheer Force: The Pokémon’s moves lose their additional effects, but the {0} power of those moves will be boosted by 30%.
  • Shell Armor: Attacks landed on the Pokémon will never be critical hits.
  • Shield Dust: The Pokémon is immune to additional effects from attacks.
  • Simple: Doubles the Pokémon’s stat changes.
  • Skill Link: The Pokémon’s multistrike moves always hit the maximum {0} number of times.
  • Slush Rush: Doubles the Pokémon’s Speed stat in snow.
  • Sniper: Boosts the power of the Pokémon’s critical hits by 125% {0} instead of 50%.
  • Snow Cloak: Boosts the Pokémon’s evasiveness by 25% in snow.
  • Snow Warning: Summons snow for 5 turns when the Pokémon enters a battle.
  • Solar Power: In harsh sunlight, the Pokémon’s Sp. Atk stat is boosted by 50%, {0} but it loses 1/8 of its max HP at the end of every turn.
  • Solid Rock: Reduces the damage the Pokémon takes from supereffective {0} moves by 25%.
  • Soundproof: The Pokémon is immune to sound-based moves.
  • Speed Boost: Boosts the Pokémon’s Speed stat by 1 stage at the end of {0} every turn.
  • Spicy Spray: When the Pokémon takes damage from a move, it burns {0} the attacker.
  • Stall: The Pokémon’s moves go last among moves of the same priority.
  • Stalwart: The Pokémon ignores the effects of Abilities and moves that {0} draw in moves.
  • Stamina: When the Pokémon takes damage from a move, its Defense stat {0} is boosted by 1 stage.
  • Stance Change: The Pokémon changes into its Blade Forme when it attacks {0} and changes into its Shield Forme when it uses the move {0} King’s Shield.
  • Static: When the Pokémon is hit by a contact move, the attacker has a {0} 30% chance of being paralyzed.
  • Steadfast: When the Pokémon flinches, its Speed stat is boosted by {0} 1 stage.
  • Stench: When the Pokémon deals damage with its moves, there is a {0} 10% chance that targets will flinch.
  • Sticky Hold: The Pokémon’s held item cannot be stolen or removed by other {0} Pokémon.
  • Strong Jaw: Boosts the power of the Pokémon’s biting moves by 50%.
  • Sturdy: If the Pokémon has full HP and takes damage from a move that {0} would knock it out in one hit, it will endure the hit with 1 HP. {0} The Pokémon is also immune to one-hit KO moves.
  • Suction Cups: The Pokémon is unaffected by the moves and held items of {0} other Pokémon that would force it to switch out of battle.
  • Super Luck: The Pokémon has a 1-stage Critical-Hit Ratio Boost.
  • Supersweet Syrup: When the Pokémon enters a battle, opponents’ evasiveness is {0} lowered by 1 stage. This Ability is triggered only once per battle.
  • Supreme Overlord: When the Pokémon enters a battle, the power of its moves is {0} boosted by 10% for each Pokémon in its party that has been {0} defeated in the battle already. The maximum boost is 50%.
  • Surge Surfer: Doubles the Pokémon’s Speed stat on Electric Terrain.
  • Swarm: Boosts the power of the Pokémon’s Bug-type moves by 50% {0} when its HP drops to 1/3 or less of its max.
  • Sweet Veil: The Pokémon and its allies cannot become drowsy or be {0} put to sleep.
  • Swift Swim: Doubles the Pokémon’s Speed stat in rain.
  • Symbiosis: When an ally consumes an item, the Pokémon gives its own held {0} item to that ally.
  • Synchronize: If the Pokémon is burned, paralyzed, poisoned, or badly {0} poisoned by another Pokémon’s move or Ability, that Pokémon {0} will also be inflicted with the same status condition.
  • Tangled Feet: Doubles the Pokémon’s evasiveness if it is confused.
  • Technician: Boosts the power of the Pokémon’s moves by 50% if their {0} power is 60 or less.
  • Telepathy: The Pokémon dodges attacks from its allies.
  • Thick Fat: Halves the damage the Pokémon takes from Fire- and Ice-type {0} moves.
  • Torrent: Boosts the power of the Pokémon’s Water-type moves by 50% {0} when its HP drops to 1/3 or less of its max.
  • Tough Claws: Boosts the power of the Pokémon’s contact moves by 30%.
  • Toxic Debris: When the Pokémon takes damage from a physical move, it {0} gives the opponent’s side the Toxic Spikes status.
  • Trace: When the Pokémon enters a battle, it changes its Ability to {0} match that of an opponent.
  • Unaware: The Pokémon ignores the target’s stat changes when attacking, {0} and ignores the attacker’s stat changes when being attacked. {0} It cannot ignore changes to the Speed stat, however.
  • Unburden: Doubles the Pokémon’s Speed stat when its held item is {0} consumed or lost.
  • Unnerve: Makes opponents unable to eat Berries.
  • Unseen Fist: When the Pokémon uses contact moves, it can hit even targets {0} that are protecting themselves, dealing 1/4 of the damage that {0} the move would otherwise deal. Everything aside from the {0} target’s protective effects is still triggered.
  • Vital Spirit: The Pokémon cannot become drowsy or be put to sleep.
  • Volt Absorb: Electric-type moves do not work on the Pokémon. Instead, they {0} restore 1/4 of its max HP.
  • Wandering Spirit: When the Pokémon is hit by a contact move, it swaps Abilities {0} with the attacker.
  • Water Absorb: Water-type moves do not work on the Pokémon. Instead, they {0} restore 1/4 of its max HP.
  • Water Bubble: Halves the damage the Pokémon takes from Fire-type moves {0} and doubles the power of its Water-type moves. The Pokémon {0} cannot be burned.
  • Weak Armor: When the Pokémon takes damage from a physical move, its {0} Defense stat is lowered by 1 stage, but its Speed stat is boosted {0} by 2 stages.
  • White Smoke: The Pokémon’s stats cannot be lowered by other Pokémon’s {0} moves or Abilities.
  • Zero to Hero: The Pokémon changes into its Hero Form when it switches out {0} of battle.
 
  • Abomasite: A held item that allows Abomasnow to Mega Evolve.
  • Absolite: A held item that allows Absol to Mega Evolve into {0} Mega Absol.
  • Aerodactylite: A held item that allows Aerodactyl to Mega Evolve.
  • Aggronite: A held item that allows Aggron to Mega Evolve.
  • Alakazite: A held item that allows Alakazam to Mega Evolve.
  • Altarianite: A held item that allows Altaria to Mega Evolve.
  • Ampharosite: A held item that allows Ampharos to Mega Evolve.
  • Aspear Berry: Cures being frozen. Disappears for the duration of the {0} battle after a single use.
  • Audinite: A held item that allows Audino to Mega Evolve.
  • Babiri Berry: Halves the damage taken when the holder is hit with a {0} supereffective Steel-type move. Disappears for the {0} duration of the battle after a single use.
  • Banettite: A held item that allows Banette to Mega Evolve.
  • Beedrillite: A held item that allows Beedrill to Mega Evolve.
  • Black Belt: Boosts the power of the holder’s Fighting-type moves {0} by 20%.
  • Black Glasses: Boosts the power of the holder’s Dark-type moves {0} by 20%.
  • Blastoisinite: A held item that allows Blastoise to Mega Evolve.
  • Bright Powder: Lowers the accuracy of moves used by opponents {0} against the holder by 10%.
  • Cameruptite: A held item that allows Camerupt to Mega Evolve.
  • Chandelurite: A held item that allows Chandelure to Mega Evolve.
  • Charcoal: Boosts the power of the holder’s Fire-type moves {0} by 20%.
  • Charizardite X: A held item that allows Charizard to Mega Evolve into {0} Mega Charizard X.
  • Charizardite Y: A held item that allows Charizard to Mega Evolve into {0} Mega Charizard Y.
  • Charti Berry: Halves the damage taken when the holder is hit with {0} a supereffective Rock-type move. Disappears for the {0} duration of the battle after a single use.
  • Cheri Berry: Cures being paralyzed. Disappears for the duration of {0} the battle after a single use.
  • Chesnaughtite: A held item that allows Chesnaught to Mega Evolve.
  • Chesto Berry: Cures being asleep. Disappears for the duration of the {0} battle after a single use.
  • Chilan Berry: Halves the damage taken when the holder is hit with a {0} Normal-type move. Disappears for the duration of the {0} battle after a single use.
  • Chimechite: A held item that allows Chimecho to Mega Evolve.
  • Choice Scarf: Boosts the holder’s Speed stat by 50%. However, once {0} the holder uses a move, it becomes unable to use any {0} other move but that one until it switches out of battle.
  • Chople Berry: Halves the damage taken when the holder is hit with a {0} supereffective Fighting-type move. Disappears for the {0} duration of the battle after a single use.
  • Clefablite: A held item that allows Clefable to Mega Evolve.
  • Coba Berry: Halves the damage taken when the holder is hit with a {0} supereffective Flying-type move. Disappears for the {0} duration of the battle after a single use.
  • Colbur Berry: Halves the damage taken when the holder is hit with {0} a supereffective Dark-type move. Disappears for the {0} duration of the battle after a single use.
  • Crabominite: A held item that allows Crabominable to Mega Evolve.
  • Delphoxite: A held item that allows Delphox to Mega Evolve.
  • Dragon Fang: Boosts the power of the holder’s Dragon-type moves {0} by 20%.
  • Dragoninite: A held item that allows Dragonite to Mega Evolve.
  • Drampanite: A held item that allows Drampa to Mega Evolve.
  • Emboarite: A held item that allows Emboar to Mega Evolve.
  • Excadrite: A held item that allows Excadrill to Mega Evolve.
  • Fairy Feather: Boosts the power of the holder’s Fairy-type moves {0} by 20%.
  • Feraligite: A held item that allows Feraligatr to Mega Evolve.
  • Floettite: A held item that allows Eternal Flower Floette to {0} Mega Evolve.
  • Focus Band: If the holder takes damage from a move that would {0} knock it out, there’s a 10% chance the holder will {0} endure the hit with 1 HP.
  • Focus Sash: If the holder has full HP and takes damage from a move {0} that would knock it out in one hit, it will endure the hit {0} with 1 HP. Disappears for the duration of the battle after {0} a single use.
  • Froslassite: A held item that allows Froslass to Mega Evolve.
  • Galladite: A held item that allows Gallade to Mega Evolve.
  • Garchompite: A held item that allows Garchomp to Mega Evolve into {0} Mega Garchomp.
  • Gardevoirite: A held item that allows Gardevoir to Mega Evolve.
  • Gengarite: A held item that allows Gengar to Mega Evolve.
  • Glalitite: A held item that allows Glalie to Mega Evolve.
  • Glimmoranite: A held item that allows Glimmora to Mega Evolve.
  • Golurkite: A held item that allows Golurk to Mega Evolve.
  • Greninjite: A held item that allows Greninja to Mega Evolve.
  • Gyaradosite: A held item that allows Gyarados to Mega Evolve.
  • Haban Berry: Halves the damage taken when the holder is hit with a {0} supereffective Dragon-type move. Disappears for the {0} duration of the battle after a single use.
  • Hard Stone: Boosts the power of the holder’s Rock-type moves {0} by 20%.
  • Hawluchanite: A held item that allows Hawlucha to Mega Evolve.
  • Heracronite: A held item that allows Heracross to Mega Evolve.
  • Houndoominite: A held item that allows Houndoom to Mega Evolve.
  • Kangaskhanite: A held item that allows Kangaskhan to Mega Evolve.
  • Kasib Berry: Halves the damage taken when the holder is hit with a {0} supereffective Ghost-type move. Disappears for the {0} duration of the battle after a single use.
  • Kebia Berry: Halves the damage taken when the holder is hit with a {0} supereffective Poison-type move. Disappears for the {0} duration of the battle after a single use.
  • King's Rock: When the holder deals damage with its moves, there is a {0} 10% chance that targets will flinch.
  • Leftovers: Restores 1/16 of the holder’s max HP at the end of {0} every turn.
  • Leppa Berry: Restores 10 PP to a move when its PP is fully depleted. {0} Disappears for the duration of the battle after a single use.
  • Light Ball: When held by a Pikachu, doubles the holder’s Attack {0} and Sp. Atk.
  • Lopunnite: A held item that allows Lopunny to Mega Evolve.
  • Lucarionite: A held item that allows Lucario to Mega Evolve into {0} Mega Lucario.
  • Lum Berry: Cures any status condition or confusion. Disappears for {0} the duration of the battle after a single use.
  • Magnet: Boosts the power of the holder’s Electric-type moves {0} by 20%.
  • Manectite: A held item that allows Manectric to Mega Evolve.
  • Medichamite: A held item that allows Medicham to Mega Evolve.
  • Meganiumite: A held item that allows Meganium to Mega Evolve.
  • Mental Herb: Cures the holder of the Infatuated, Taunted, Unable to {0} Repeat, Move Disabled, Healing Prevented, and Encore {0} statuses. Disappears for the duration of the battle after a {0} single use.
  • Meowsticite: A held item that allows Meowstic to Mega Evolve.
  • Metal Coat: Boosts the power of the holder’s Steel-type moves {0} by 20%.
  • Miracle Seed: Boosts the power of the holder’s Grass-type moves {0} by 20%.
  • Mystic Water: Boosts the power of the holder’s Water-type moves {0} by 20%.
  • Never-Melt Ice: Boosts the power of the holder’s Ice-type moves {0} by 20%.
  • Occa Berry: Halves the damage taken when the holder is hit with a {0} supereffective Fire-type move. Disappears for the {0} duration of the battle after a single use.
  • Oran Berry: Restores 10 HP to the holder when its HP drops to 1/2 {0} or less of its max. Disappears for the duration of the {0} battle after a single use.
  • Passho Berry: Halves the damage taken when the holder is hit with a {0} supereffective Water-type move. Disappears for the {0} duration of the battle after a single use.
  • Payapa Berry: Halves the damage taken when the holder is hit with a {0} supereffective Psychic-type move. Disappears for the {0} duration of the battle after a single use.
  • Pecha Berry: Cures being poisoned or badly poisoned. Disappears for {0} the duration of the battle after a single use.
  • Persim Berry: Cures being confused. Disappears for the duration of the {0} battle after a single use.
  • Pidgeotite: A held item that allows Pidgeot to Mega Evolve.
  • Pinsirite: A held item that allows Pinsir to Mega Evolve.
  • Poison Barb: Boosts the power of the holder’s Poison-type moves {0} by 20%.
  • Quick Claw: Gives the holder’s moves a 20% chance of going first {0} among moves of the same priority.
  • Rawst Berry: Cures being burned. Disappears for the duration of the {0} battle after a single use.
  • Rindo Berry: Halves the damage taken when the holder is hit with a {0} supereffective Grass-type move. Disappears for the {0} duration of the battle after a single use.
  • Roseli Berry: Halves the damage taken when the holder is hit with a {0} supereffective Fairy-type move. Disappears for the {0} duration of the battle after a single use.
  • Sablenite: A held item that allows Sableye to Mega Evolve.
  • Scizorite: A held item that allows Scizor to Mega Evolve.
  • Scope Lens: Gives the holder a 1-stage Critical-Hit Ratio Boost.
  • Scovillainite: A held item that allows Scovillain to Mega Evolve.
  • Sharp Beak: Boosts the power of the holder’s Flying-type moves {0} by 20%.
  • Sharpedonite: A held item that allows Sharpedo to Mega Evolve.
  • Shell Bell: When the holder deals damage with its moves, its HP is {0} restored by 1/8 of the damage dealt.
  • Shuca Berry: Halves the damage taken when the holder is hit with a {0} supereffective Ground-type move. Disappears for the {0} duration of the battle after a single use.
  • Silk Scarf: Boosts the power of the holder’s Normal-type moves {0} by 20%.
  • Silver Powder: Boosts the power of the holder’s Bug-type moves {0} by 20%.
  • Sitrus Berry: Restores 1/4 of the holder’s max HP when the holder’s {0} HP drops to 1/2 or less of its max. Disappears for the {0} duration of the battle after a single use.
  • Skarmorite: A held item that allows Skarmory to Mega Evolve.
  • Slowbronite: A held item that allows Slowbro to Mega Evolve. {0} It has no effect on Galarian Slowbro.
  • Soft Sand: Boosts the power of the holder’s Ground-type moves {0} by 20%.
  • Spell Tag: Boosts the power of the holder’s Ghost-type moves {0} by 20%.
  • Starminite: A held item that allows Starmie to Mega Evolve.
  • Steelixite: A held item that allows Steelix to Mega Evolve.
  • Tanga Berry: Halves the damage taken when the holder is hit with {0} a supereffective Bug-type move. Disappears for the {0} duration of the battle after a single use.
  • Twisted Spoon: Boosts the power of the holder’s Psychic-type moves {0} by 20%.
  • Tyranitarite: A held item that allows Tyranitar to Mega Evolve.
  • Venusaurite: A held item that allows Venusaur to Mega Evolve.
  • Victreebelite: A held item that allows Victreebel to Mega Evolve.
  • Wacan Berry: Halves the damage taken when the holder is hit with a {0} supereffective Electric-type move. Disappears for the {0} duration of the battle after a single use.
  • White Herb: Restores the holder’s stats to their usual value when they {0} are lowered. Disappears for the duration of the battle {0} after a single use.
  • Yache Berry: Halves the damage taken when the holder is hit with a {0} supereffective Ice-type move. Disappears for the {0} duration of the battle after a single use.
 
  • Acid Armor: Boosts the user’s Defense stat by 2 stages.
  • Acid Spray: Lowers the target’s Sp. Def stat by 2 stages.
  • Acrobatics: This move’s power is doubled if the user isn’t holding an item.
  • Acupressure: Boosts the Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, {0} or evasiveness of the user or an ally by 2 stages.
  • Aerial Ace: This move never misses.
  • After You: Makes the target move immediately after the user.
  • Agility: Boosts the user’s Speed stat by 2 stages.
  • Air Cutter: This move has a 1-stage Critical-Hit Ratio Boost.
  • Air Slash: Has a 30% chance of making the target flinch.
  • Alluring Voice: Confuses the target if its stats were boosted during the turn this {0} move is used.
  • Ally Switch: The user switches spots with one of its allies. With each {0} consecutive use, this move’s chance of success becomes 1/3 of {0} what it was before.
  • Amnesia: Boosts the user’s Sp. Def stat by 2 stages.
  • Ancient Power: Has a 10% chance of boosting the user’s Attack, Defense, {0} Sp. Atk, Sp. Def, and Speed stats by 1 stage.
  • Apple Acid: Lowers the target’s Sp. Def stat by 1 stage.
  • Aqua Cutter: This move has a 1-stage Critical-Hit Ratio Boost.
  • Aqua Ring: The user gains the Aqua Ring status.
  • Aqua Step: Boosts the user’s Speed stat by 1 stage.
  • Armor Cannon: Lowers the user’s Defense and Sp. Def stats by 1 stage.
  • Aromatic Mist: Boosts an ally’s Sp. Def stat by 1 stage.
  • Assurance: This move’s power is doubled if the target has already taken {0} damage during the turn this move is used.
  • Attract: Gives the target the Infatuated status. This move will fail against {0} a target that is the same gender as the user or whose gender {0} is unknown.
  • Aura Sphere: This move never misses.
  • Aura Wheel: Boosts the user’s Speed stat by 1 stage. This move’s type {0} depends on Morpeko’s form.
  • Aurora Veil: Gives the user’s side the Aurora Veil status for 5 turns. This {0} move can be used only in snow.
  • Avalanche: This move’s power is doubled if the target has already dealt {0} damage to the user with a move in the same turn.
  • Axe Kick: Has a 30% chance of confusing the target. If this move misses {0} or fails, the user takes damage equal to 1/2 of its max HP.
  • Baby-Doll Eyes: Lowers the target’s Attack stat by 1 stage.
  • Baneful Bunker: The user protects itself from incoming moves for the turn. Any {0} attackers that use contact moves against the user during this {0} turn become poisoned. With each consecutive use, this move’s {0} chance of success becomes 1/3 of what it was before.
  • Baton Pass: The user switches out of battle to be replaced by another party {0} Pokémon. If the user had any stat changes, a substitute, or other {0} such effects, they will be passed on to the Pokémon switching in.
  • Beak Blast: If the user is hit by a contact move before it uses this move, the {0} attacker will be burned.
  • Beat Up: The target is attacked as many times as the number of Pokémon {0} in the user’s party. Pokémon that have fainted or have a status {0} condition are not counted. This move’s power is calculated {0} based on the Attack stats of the party Pokémon.
  • Belch: This move fails unless the user has eaten a Berry during {0} the battle.
  • Belly Drum: The user loses 1/2 of its max HP to boost its Attack stat to its {0} sixth stage. This move fails if the user doesn’t have enough {0} remaining HP.
  • Bind: Gives the target the Bound status.
  • Bite: Has a 30% chance of making the target flinch.
  • Bitter Blade: The user’s HP is restored by 1/2 of the damage dealt by {0} this move.
  • Bitter Malice: Lowers the target’s Attack stat by 1 stage.
  • Blast Burn: The user gains the Recharging status on the turn after this move {0} is used.
  • Blaze Kick: Has a 10% chance of burning the target. This move has a {0} 1-stage Critical-Hit Ratio Boost.
  • Blizzard: Has a 10% chance of freezing targets. This move never misses {0} in snow.
  • Block: Gives the target the Can’t Escape status.
  • Body Press: The damage dealt by this move is calculated using the user’s {0} Defense stat instead of its Attack stat.
  • Body Slam: Has a 30% chance of paralyzing the target. If the target has the {0} Minimized status, this move’s power is doubled and it will be {0} sure to hit.
  • Bone Rush: The user attacks 2 to 5 times in a row.
  • Bounce: The user gains the Sky-High status on the turn this move is used, {0} then attacks on the following turn. This move has a 30% chance {0} of paralyzing the target.
  • Brave Bird: The user takes 1/3 of the damage dealt by this move.
  • Breaking Swipe: Lowers targets’ Attack stats by 1 stage.
  • Brick Break: Removes the Light Screen, Reflect, and Aurora Veil statuses on {0} the target’s side.
  • Bug Bite: If the target is holding a Berry, the user eats that Berry and gains {0} its effect.
  • Bug Buzz: Has a 10% chance of lowering the target’s Sp. Def stat by {0} 1 stage.
  • Bulk Up: Boosts the user’s Attack and Defense stats by 1 stage.
  • Bulldoze: Lowers targets’ Speed stats by 1 stage. When Grassy Terrain {0} is active, this move’s power is halved.
  • Bullet Seed: The user attacks 2 to 5 times in a row.
  • Burning Jealousy: Burns targets if their stats were boosted during the turn this {0} move is used.
  • Burn Up: The user loses the Fire type. Cures the user of being frozen. {0} This move fails unless it is used by a Fire type.
  • Calm Mind: Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
  • Ceaseless Edge: Gives the opponent’s side the Spikes status.
  • Charge: Boosts the user’s Sp. Def stat by 1 stage. The user gains the {0} Electric Boost status.
  • Charge Beam: Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
  • Charm: Lowers the target’s Attack stat by 2 stages.
  • Chilling Water: Lowers the target’s Attack stat by 1 stage.
  • Chilly Reception: Summons snow for 5 turns. The user switches out of battle to be {0} replaced by another party Pokémon.
  • Circle Throw: If there are other Pokémon in the target’s party that can switch {0} into battle, the target is forced to switch out of battle and is {0} replaced by one of those Pokémon at random.
  • Clanging Scales: Lowers the user’s Defense stat by 1 stage.
  • Clangorous Soul: The user loses 1/3 of its max HP to boost its Attack, Defense, {0} Sp. Atk, Sp. Def, and Speed stats by 1 stage. This move fails if {0} the user doesn’t have enough remaining HP.
  • Clear Smog: Removes all stat changes from the target. This move never {0} misses.
  • Close Combat: Lowers the user’s Defense and Sp. Def stats by 1 stage.
  • Coaching: Boosts allies’ Attack and Defense stats by 1 stage.
  • Coil: Boosts the user’s Attack and Defense stats as well as its {0} accuracy by 1 stage.
  • Comeuppance: The user retaliates to deal 150% of the damage it took from an {0} opponent’s move during the turn this move is used.
  • Confuse Ray: Confuses the target.
  • Copycat: The user mimics the move that was last used. This move fails if {0} no other move has been used yet.
  • Corrosive Gas: Causes all other Pokémon on the field to lose their held items.
  • Cosmic Power: Boosts the user’s Defense and Sp. Def stats by 1 stage.
  • Cotton Guard: Boosts the user’s Defense stat by 3 stages.
  • Cotton Spore: Lowers targets’ Speed stats by 2 stages.
  • Counter: The user retaliates to deal double the damage it took from an {0} opponent’s physical move during the turn this move is used.
  • Covet: If the user is not already holding an item, it steals the target’s {0} held item.
  • Crabhammer: This move has a 1-stage Critical-Hit Ratio Boost.
  • Cross Chop: This move has a 1-stage Critical-Hit Ratio Boost.
  • Cross Poison: Has a 10% chance of poisoning the target. This move has a {0} 1-stage Critical-Hit Ratio Boost.
  • Crunch: Has a 20% chance of lowering the target’s Defense stat by {0} 1 stage.
  • Crush Claw: Has a 50% chance of lowering the target’s Defense stat by {0} 1 stage.
  • Curse (entry 0): The user loses 1/2 of its max HP to give the target the {0} Cursed status.
  • Curse (entry 1): Lowers the user’s Speed stat by 1 stage and boosts its Attack {0} and Defense stats by 1 stage.
  • Darkest Lariat: This move ignores the target’s stat changes when dealing {0} damage.
  • Dark Pulse: Has a 20% chance of making the target flinch.
  • Decorate: Boosts the target’s Attack and Sp. Atk stats by 2 stages.
  • Defog: Lowers the target’s evasiveness by 1 stage. Removes statuses {0} such as Reflect, Spikes, and Safeguard, as well as any terrain.
  • Destiny Bond: The user gains the Destiny Bound status. This move fails if used {0} in succession.
  • Detect: The user protects itself from incoming moves for the turn. With {0} each consecutive use, this move’s chance of success becomes {0} 1/3 of what it was before.
  • Dig: The user gains the Underground status on the turn this move is {0} used, then attacks on the following turn.
  • Dire Claw: Has a 30% chance of leaving the target poisoned, paralyzed, {0} or asleep.
  • Disable: Gives the target the Move Disabled status for 4 turns.
  • Discharge: Has a 30% chance of paralyzing targets.
  • Dive: The user gains the Submerged status on the turn this move is {0} used, then attacks on the following turn.
  • Double-Edge: The user takes 1/3 of the damage dealt by this move.
  • Double Hit: The user attacks twice in a row.
  • Double Shock: The user loses the Electric type. This move fails unless it is used {0} by an Electric type.
  • Double Team: Boosts the user’s evasiveness by 1 stage.
  • Draco Meteor: Lowers the user’s Sp. Atk stat by 2 stages.
  • Dragon Cheer: Gives allies a Critical-Hit Ratio Boost. Dragon types receive a {0} 2-stage boost. All other types receive a 1-stage boost.
  • Dragon Dance: Boosts the user’s Attack and Speed stats by 1 stage.
  • Dragon Darts: The user attacks twice in a row. If there are 2 opposing {0} Pokémon, each of them is attacked once.
  • Dragon Rush: Has a 20% chance of making the target flinch. If the target has {0} the Minimized status, this move’s power is doubled and it will {0} be sure to hit.
  • Dragon Tail: If there are other Pokémon in the target’s party that can switch {0} into battle, the target is forced to switch out of battle and is {0} replaced by one of those Pokémon at random.
  • Draining Kiss: The user’s HP is restored by 3/4 of the damage dealt by {0} this move.
  • Drain Punch: The user’s HP is restored by 1/2 of the damage dealt by {0} this move.
  • Drill Run: This move has a 1-stage Critical-Hit Ratio Boost.
  • Dual Wingbeat: The user attacks twice in a row.
  • Dynamic Punch: Confuses the target.
  • Earth Power: Has a 10% chance of lowering the target’s Sp. Def stat by {0} 1 stage.
  • Earthquake: This move’s power is doubled against targets that have {0} the Underground status. When Grassy Terrain is active, {0} this move’s power is halved.
  • Eerie Impulse: Lowers the target’s Sp. Atk stat by 2 stages.
  • Eerie Spell: Removes 3 PP from the move last used by the target.
  • Electric Terrain: Turns the entire field into Electric Terrain for 5 turns.
  • Electrify: If this move hits the target before it uses a move, its move {0} becomes Electric type for that turn.
  • Electro Ball: The higher the user’s Speed stat compared to the target’s, the {0} greater this move’s power (ranging between 40 and 150).
  • Electro Shot: The user gains the Charging status on the turn this move is used, {0} then attacks on the following turn. In rain, the user does not {0} gain the Charging status and can attack immediately. The user’s {0} Sp. Atk stat is boosted by 1 stage on the turn this move is used.
  • Electroweb: Lowers targets’ Speed stats by 1 stage.
  • Encore: Gives the target the Encore status.
  • Endeavor: Deals damage to the target equal to its remaining HP minus the {0} user’s remaining HP. This move fails if the target’s HP is the same {0} as or lower than the user’s.
  • Endure: During the turn this move is used, if the user takes damage from {0} a move that would knock it out, it will endure the hit with 1 HP. {0} With each consecutive use, this move’s chance of success {0} becomes 1/3 of what it was before.
  • Energy Ball: Has a 10% chance of lowering the target’s Sp. Def stat by {0} 1 stage.
  • Entrainment: Changes the target’s Ability to be the same as the user’s.
  • Eruption: The less HP the user has left, the lower this move’s power {0} (ranging between 1 and 150).
  • Expanding Force: If the user is under the effect of Psychic Terrain, this move’s {0} power is boosted by 50% and its range extends to {0} all opponents.
  • Explosion: The user faints upon using this move.
  • Extrasensory: Has a 10% chance of making the target flinch.
  • Facade: This move’s power is doubled if the user is poisoned, badly {0} poisoned, burned, or paralyzed. Although this move is a {0} physical move, the damage it deals is not halved when the {0} user is burned.
  • Fairy Lock: Gives all Pokémon on the field the Fairy Locked status.
  • Fake Out: Makes the target flinch. This move fails unless it is the first move {0} used by the user after it enters a battle.
  • Fake Tears: Lowers the target’s Sp. Def stat by 2 stages.
  • Feather Dance: Lowers the target’s Attack stat by 2 stages.
  • Feint: This move can hit a target using a move such as Protect or {0} Detect and removes the effects of those moves.
  • Fell Stinger: Boosts the user’s Attack stat by 3 stages if this move knocks {0} out the target.
  • Fickle Beam: This move has a 30% chance of its power being doubled.
  • Fiery Dance: Has a 50% chance of boosting the user’s Sp. Atk stat by 1 stage.
  • Final Gambit: The user faints. This move deals damage to the target equal to {0} the user’s remaining HP at the time this move was used.
  • Fire Blast: Has a 10% chance of burning the target.
  • Fire Fang: Has a 10% chance of burning the target and a 10% chance of {0} making the target flinch.
  • Fire Lash: Lowers the target’s Defense stat by 1 stage.
  • Fire Punch: Has a 10% chance of burning the target.
  • Fire Spin: Gives the target the Bound status.
  • First Impression: This move fails unless it is the first move used by the user after {0} it enters a battle.
  • Fissure: Knocks out the target. The accuracy of this move is fixed {0} at 30%.
  • Flail: The less HP the user has left, the greater this move’s power {0} (ranging between 20 and 200).
  • Flame Charge: Boosts the user’s Speed stat by 1 stage.
  • Flamethrower: Has a 10% chance of burning the target.
  • Flare Blitz: Has a 10% chance of burning the target. Cures the user of {0} being frozen. The user also takes 1/3 of the damage dealt by {0} this move.
  • Flash Cannon: Has a 10% chance of lowering the target’s Sp. Def stat by {0} 1 stage.
  • Flatter: Boosts the target’s Sp. Atk stat by 1 stage and confuses it.
  • Fling: This move’s power and effects depend on the user’s held item. {0} The held item is lost after this move is used.
  • Flip Turn: After attacking, the user switches out of battle to be replaced {0} by another party Pokémon.
  • Flower Trick: This move never misses and is always a critical hit.
  • Fly: The user gains the Sky-High status on the turn this move is used, {0} then attacks on the following turn.
  • Flying Press: The damage dealt by this move is calculated by combining the {0} effectiveness of the move’s own type with that of the Flying {0} type. If the target has the Minimized status, this move’s power {0} is doubled and it will be sure to hit.
  • Focus Blast: Has a 10% chance of lowering the target’s Sp. Def stat by {0} 1 stage.
  • Focus Energy: The user gains a 2-stage Critical-Hit Ratio Boost.
  • Focus Punch: This move fails if the user has already taken damage from a {0} move in the same turn.
  • Follow Me: The user redirects opponents’ moves toward itself. This effect {0} works only on single-target moves.
  • Forest's Curse: Gives the target the Forest Cursed status.
  • Foul Play: The damage dealt by this move is calculated using the target’s {0} Attack stat instead of the user’s Attack stat.
  • Freeze-Dry: This move is also super effective against Water-type Pokémon.
  • Frenzy Plant: The user gains the Recharging status on the turn after this move {0} is used.
  • Frost Breath: Always a critical hit.
  • Future Sight: Gives the target’s spot the Future Attack status.
  • Gastro Acid: Gives the target the No Ability status.
  • Giga Drain: The user’s HP is restored by 1/2 of the damage dealt by {0} this move.
  • Giga Impact: The user gains the Recharging status on the turn after this move {0} is used.
  • Gigaton Hammer: This move can’t be used twice in a row.
  • Glare: Paralyzes the target.
  • Grass Knot: The heavier the target, the greater this move’s power (ranging {0} between 20 and 120).
  • Grassy Glide: If the user is under the effect of Grassy Terrain, this move’s {0} priority becomes +1.
  • Grassy Terrain: Turns the entire field into Grassy Terrain for 5 turns.
  • Grav Apple: Lowers the target’s Defense stat by 1 stage. This move’s power {0} is boosted by 50% when the Gravity status is active.
  • Gravity: Gives the entire field the Gravity status for 5 turns.
  • Growth: Boosts the user’s Attack and Sp. Atk stats by 1 stage. In harsh {0} sunlight, these stats will be boosted by 2 stages instead.
  • Guard Split: The user adds its Defense stat to the target’s Defense stat, then {0} splits the total in half for them to share. It does the same with {0} each of their Sp. Def stats.
  • Guard Swap: The user swaps the changes to its Defense and Sp. Def stats with {0} the changes to the target’s Defense and Sp. Def stats.
  • Guillotine: Knocks out the target. The accuracy of this move is fixed {0} at 30%.
  • Gunk Shot: Has a 30% chance of poisoning the target.
  • Gyro Ball: The lower the user’s Speed stat compared to the target’s, the {0} greater this move’s power (ranging between 1 and 150).
  • Hammer Arm: Lowers the user’s Speed stat by 1 stage.
  • Hard Press: The more HP the target has left, the greater this move’s power {0} (ranging between 1 and 100).
  • Haze: Eliminates every stat change on the entire field.
  • Headlong Rush: Lowers the user’s Defense and Sp. Def stats by 1 stage.
  • Head Smash: The user takes 1/2 of the damage dealt by this move.
  • Heal Bell: The user cures the status conditions of all the Pokémon in {0} its party, including itself, as well as its allies.
  • Healing Wish: The user faints. The Pokémon taking its place will have its HP {0} fully restored and its status conditions cured.
  • Heal Pulse: Restores 1/2 of the target’s max HP.
  • Heat Crash: The more the user outweighs the target, the greater this move’s {0} power (ranging between 40 and 120). If the target has the {0} Minimized status, this move’s power is doubled and it will be {0} sure to hit.
  • Heat Wave: Has a 10% chance of burning targets.
  • Heavy Slam: The more the user outweighs the target, the greater this move’s {0} power (ranging between 40 and 120). If the target has the {0} Minimized status, this move’s power is doubled and it will be {0} sure to hit.
  • Helping Hand: Boosts the power of an ally’s move by 50% during the turn this {0} move is used.
  • Hex: This move’s power is doubled if the target has a {0} status condition.
  • High Jump Kick: If this move misses or fails, the user takes damage equal to 1/2 {0} of its max HP.
  • Horn Drill: Knocks out the target. The accuracy of this move is fixed {0} at 30%.
  • Horn Leech: The user’s HP is restored by 1/2 of the damage dealt by {0} this move.
  • Howl: Boosts the Attack stats of the user and its allies by 1 stage.
  • Hurricane: Has a 30% chance of confusing the target. This move never {0} misses in rain and can hit a target that has the Sky-High status.
  • Hydro Cannon: The user gains the Recharging status on the turn after this move {0} is used.
  • Hyper Beam: The user gains the Recharging status on the turn after this move {0} is used.
  • Hypnosis: Puts the target to sleep.
  • Ice Beam: Has a 10% chance of freezing the target.
  • Ice Fang: Has a 10% chance of freezing the target and a 10% chance of {0} making the target flinch.
  • Ice Hammer: Lowers the user’s Speed stat by 1 stage.
  • Ice Punch: Has a 10% chance of freezing the target.
  • Ice Spinner: Removes any terrain.
  • Icicle Crash: Has a 30% chance of making the target flinch.
  • Icicle Spear: The user attacks 2 to 5 times in a row.
  • Icy Wind: Lowers targets’ Speed stats by 1 stage.
  • Imprison: The user gains the Sealing Off status.
  • Infernal Parade: Has a 30% chance of burning the target. This move’s power is {0} doubled if the target has a status condition.
  • Inferno: Burns the target.
  • Infestation: Gives the target the Bound status.
  • Ingrain: The user gains the Ingrained status.
  • Instruct: The user makes the target reuse the last move it used.
  • Iron Defense: Boosts the user’s Defense stat by 2 stages.
  • Iron Head: Has a 20% chance of making the target flinch.
  • Iron Tail: Has a 30% chance of lowering the target’s Defense stat by {0} 1 stage.
  • King's Shield: The user protects itself from incoming attacks for the turn and {0} changes into its Shield Forme. Any attackers that use contact {0} moves against the user during this turn will have their Attack {0} stats lowered by 1 stage. With each consecutive use, this move’s {0} chance of success becomes 1/3 of what it was before.
  • Knock Off: This move’s power is boosted by 50% if the target is holding an {0} item. Causes the target to lose its held item.
  • Kowtow Cleave: This move never misses.
  • Lash Out: This move’s power is doubled if the user’s stats were lowered {0} during the turn this move is used.
  • Last Resort: This move fails unless the user has already used all the other {0} moves it knows.
  • Last Respects: This move’s power is increased by 50 for each time that a {0} Pokémon in the user’s party has fainted.
  • Lava Plume: Has a 30% chance of burning targets.
  • Leaf Blade: This move has a 1-stage Critical-Hit Ratio Boost.
  • Leaf Storm: Lowers the user’s Sp. Atk stat by 2 stages.
  • Leech Life: The user’s HP is restored by 1/2 of the damage dealt by {0} this move.
  • Leech Seed: Gives the target the Leech Seeded status.
  • Life Dew: Restores 1/4 of the max HP of the user and its allies.
  • Light of Ruin: The user takes 1/2 of the damage dealt by this move.
  • Light Screen: Gives the user’s side the Light Screen status for 5 turns.
  • Liquidation: Has a 20% chance of lowering the target’s Defense stat by {0} 1 stage.
  • Lock-On: The user gains the Locked On status.
  • Low Kick: The heavier the target, the greater this move’s power (ranging {0} between 20 and 120).
  • Low Sweep: Lowers the target’s Speed stat by 1 stage.
  • Lumina Crash: Lowers the target’s Sp. Def stat by 2 stages.
  • Lunge: Lowers the target’s Attack stat by 1 stage.
  • Magic Powder: Changes the target’s type to Psychic.
  • Magic Room: Gives the entire field the Magic Room status for 5 turns.
  • Magnetic Flux: If the user or its allies have the Plus Ability or the Minus Ability, {0} their Defense and Sp. Def stats are boosted by 1 stage.
  • Magnet Rise: The user gains the Magnet Rise status.
  • Matcha Gotcha: Has a 20% chance of burning targets. The user’s HP is restored {0} by 1/2 of the damage dealt by this move.
  • Mean Look: Gives the target the Can’t Escape status.
  • Memento: Lowers the target’s Attack and Sp. Atk stats by 2 stages. {0} The user faints upon using this move.
  • Metal Burst: The user retaliates to deal 150% of the damage it took from an {0} opponent’s move during the turn this move is used.
  • Metal Sound: Lowers the target’s Sp. Def stat by 2 stages.
  • Meteor Beam: The user gains the Charging status on the turn this move is used, {0} then attacks on the following turn. The user’s Sp. Atk stat is {0} boosted by 1 stage on the turn this move is used.
  • Meteor Mash: Has a 20% chance of boosting the user’s Attack stat by 1 stage.
  • Milk Drink: Restores 1/2 of the user’s max HP.
  • Minimize: Boosts the user’s evasiveness by 2 stages. The user gains the {0} Minimized status.
  • Mirror Coat: The user retaliates to deal double the damage it took from an {0} opponent’s special move during the turn this move is used.
  • Misty Explosion: If the user is under the effect of Misty Terrain, this move’s power {0} is boosted by 50%. The user faints upon using this move.
  • Misty Terrain: Turns the entire field into Misty Terrain for 5 turns.
  • Moonblast: Has a 10% chance of lowering the target’s Sp. Atk stat by {0} 1 stage.
  • Moonlight: Restores 1/2 of the user’s max HP. In harsh sunlight, 2/3 of its {0} max HP will be restored instead. In all other weather conditions, {0} 1/4 of its max HP will be restored instead.
  • Morning Sun: Restores 1/2 of the user’s max HP. In harsh sunlight, 2/3 of its {0} max HP will be restored instead. In all other weather conditions, {0} 1/4 of its max HP will be restored instead.
  • Mortal Spin: Removes the Bound and Leech Seeded statuses from the user {0} and removes the Sticky Web, Stealth Rock, Spikes, and Toxic {0} Spikes statuses from the user’s side. Poisons targets.
  • Mountain Gale: Has a 30% chance of making the target flinch.
  • Muddy Water: Has a 30% chance of lowering targets’ accuracy by 1 stage.
  • Mud Shot: Lowers the target’s Speed stat by 1 stage.
  • Mud-Slap: Lowers the target’s accuracy by 1 stage.
  • Mystical Fire: Lowers the target’s Sp. Atk stat by 1 stage.
  • Nasty Plot: Boosts the user’s Sp. Atk stat by 2 stages.
  • Night Daze: Has a 40% chance of lowering the target’s accuracy by 1 stage.
  • Night Shade: Deals 50 HP of damage.
  • Night Slash: This move has a 1-stage Critical-Hit Ratio Boost.
  • Noble Roar: Lowers the target’s Attack and Sp. Atk stats by 1 stage.
  • Nuzzle: Paralyzes the target.
  • Outrage: The user gains the Rampaging status.
  • Overheat: Lowers the user’s Sp. Atk stat by 2 stages.
  • Pain Split: The user adds its remaining HP to the target’s remaining HP, {0} then splits the total in half for them to share.
  • Parabolic Charge: The user’s HP is restored by 1/2 of the damage dealt by {0} this move.
  • Parting Shot: Lowers the target’s Attack and Sp. Atk stats by 1 stage. The {0} user then switches out of battle to be replaced by another {0} party Pokémon.
  • Payback: This move’s power is doubled if the user attacks after the target.
  • Perish Song: Gives all Pokémon on the field the Perishing status.
  • Petal Dance: The user gains the Rampaging status.
  • Phantom Force: The user gains the Concealed status on the turn this move is {0} used, then attacks on the following turn. This move can hit a {0} target using a move such as Protect or Detect and removes {0} the effects of those moves.
  • Pin Missile: The user attacks 2 to 5 times in a row.
  • Play Rough: Has a 10% chance of lowering the target’s Attack stat by {0} 1 stage.
  • Pluck: If the target is holding a Berry, the user eats that Berry and {0} gains its effect.
  • Poison Fang: Has a 50% chance of badly poisoning the target.
  • Poison Jab: Has a 30% chance of poisoning the target.
  • Poison Powder: Poisons the target.
  • Pollen Puff: When used on an ally, this move restores 1/2 of its max HP {0} instead of dealing damage.
  • Poltergeist: This move fails if the target isn’t holding an item.
  • Population Bomb: The user attacks 1 to 10 times in a row. The attack ends if the {0} user misses.
  • Pounce: Lowers the target’s Speed stat by 1 stage.
  • Power Shift: The user gains the Atk/Def Swapped status.
  • Power Split: The user adds its Attack stat to the target’s Attack stat, then {0} splits the total in half for them to share. It does the same with {0} each of their Sp. Atk stats.
  • Power Swap: The user swaps the changes to its Attack and Sp. Atk stats with {0} the changes to the target’s Attack and Sp. Atk stats.
  • Power Trick: The user gains the Atk/Def Swapped status.
  • Power Trip: This move’s power is increased by 20 for each stage that the {0} user’s stats have been boosted.
  • Protect: The user protects itself from incoming moves for the turn. With {0} each consecutive use, this move’s chance of success becomes {0} 1/3 of what it was before.
  • Psychic: Has a 10% chance of lowering the target’s Sp. Def stat by {0} 1 stage.
  • Psychic Fangs: Removes the Light Screen, Reflect, and Aurora Veil statuses on {0} the target’s side.
  • Psychic Noise: Gives the target the Healing Prevented status for 2 turns.
  • Psychic Terrain: Turns the entire field into Psychic Terrain for 5 turns.
  • Psycho Cut: This move has a 1-stage Critical-Hit Ratio Boost.
  • Psych Up: The user copies the target’s stat changes.
  • Psyshield Bash: Boosts the user’s Defense stat by 1 stage.
  • Psyshock: This is a special move, but the damage it deals is calculated {0} using the target’s Defense stat.
  • Quash: Causes the target to move last in the turn.
  • Quick Guard: The user protects itself and its allies from priority moves for {0} the turn.
  • Quiver Dance: Boosts the user’s Sp. Atk, Sp. Def, and Speed stats by 1 stage.
  • Rage Powder: The user redirects opponents’ moves toward itself. This effect {0} works only on single-target moves.
  • Raging Bull: Removes the Light Screen, Reflect, and Aurora Veil statuses on {0} the target’s side. This move’s type depends on the user’s form.
  • Raging Fury: The user gains the Rampaging status.
  • Rain Dance: Summons rain for 5 turns.
  • Rapid Spin: Removes the Bound and Leech Seeded statuses from the user {0} and removes the Sticky Web, Stealth Rock, Spikes, and Toxic {0} Spikes statuses from the user’s side. Boosts the user’s Speed stat {0} by 1 stage.
  • Razor Shell: Has a 50% chance of lowering the target’s Defense stat by {0} 1 stage.
  • Recover: Restores 1/2 of the user’s max HP.
  • Recycle: Regenerates the last held item that the user consumed. The user {0} then holds this item once more.
  • Reflect: Gives the user’s side the Reflect status for 5 turns.
  • Reflect Type: The user becomes the same type or types as the target.
  • Rest: Fully restores the user’s HP and cures any status conditions. {0} The user falls asleep for 2 turns. This move fails if the user’s {0} HP is full.
  • Reversal: The less HP the user has left, the greater this move’s power {0} (ranging between 20 and 200).
  • Revival Blessing: Revives a Pokémon in the user’s party that has fainted and {0} restores 1/2 of that Pokémon’s max HP.
  • Rising Voltage: This move’s power is doubled if the target is under the effect of {0} Electric Terrain.
  • Roar: If there are other Pokémon in the target’s party that can switch {0} into battle, the target is forced to switch out of battle and is {0} replaced by one of those Pokémon at random.
  • Rock Blast: The user attacks 2 to 5 times in a row.
  • Rock Polish: Boosts the user’s Speed stat by 2 stages.
  • Rock Slide: Has a 30% chance of making targets flinch.
  • Rock Tomb: Lowers the target’s Speed stat by 1 stage.
  • Rock Wrecker: The user gains the Recharging status on the turn after this move {0} is used.
  • Role Play: Changes the user’s Ability to be the same as the target’s.
  • Roost: Restores 1/2 of the user’s max HP. If the user is a Flying type, {0} it will lose the Flying type for the turn.
  • Round: If multiple Pokémon use this move in the same turn, the second {0} user onward will act immediately after the first, and the power {0} of the second Round onward will be doubled.
  • Sacred Sword: This move ignores the target’s stat changes when dealing {0} damage.
  • Safeguard: Gives the user’s side the Safeguard status for 5 turns.
  • Salt Cure: Gives the target the Salt Cured status.
  • Sandstorm: Summons a sandstorm for 5 turns.
  • Sand Tomb: Gives the target the Bound status.
  • Scald: Has a 30% chance of burning the target. Cures the user and {0} target of being frozen.
  • Scale Shot: The user attacks 2 to 5 times in a row. This move lowers the {0} user’s Defense stat by 1 stage and boosts its Speed stat by {0} 1 stage.
  • Scary Face: Lowers the target’s Speed stat by 2 stages.
  • Scorching Sands: Has a 30% chance of burning the target. Cures the user and {0} target of being frozen.
  • Screech: Lowers the target’s Defense stat by 2 stages.
  • Seismic Toss: Deals 50 HP of damage.
  • Self-Destruct: The user faints upon using this move.
  • Shadow Ball: Has a 20% chance of lowering the target’s Sp. Def stat by {0} 1 stage.
  • Shadow Claw: This move has a 1-stage Critical-Hit Ratio Boost.
  • Shadow Punch: This move never misses.
  • Shed Tail: The user loses 1/2 of its max HP to create a substitute, then {0} switches out of battle to be replaced by another party {0} Pokémon. The substitute will be hit by moves instead of that {0} Pokémon, and it will vanish when it takes damage equal to 1/4 {0} of the user’s max HP.
  • Sheer Cold: Knocks out the target. This move does not affect Ice types. The {0} accuracy of this move is fixed at 30%. If used by Pokémon other {0} than Ice types, the accuracy of this move is 20%.
  • Shell Side Arm: Has a 20% chance of poisoning the target. Becomes a physical {0} move if that will deal more damage.
  • Shell Smash: Lowers the user’s Defense and Sp. Def stats by 1 stage and {0} boosts its Attack, Sp. Atk, and Speed stats by 2 stages.
  • Shelter: Boosts the user’s Defense stat by 2 stages.
  • Simple Beam: Changes the target’s Ability to Simple.
  • Sing: Puts the target to sleep.
  • Skill Swap: The user and the target swap their Abilities.
  • Skitter Smack: Lowers the target’s Sp. Atk stat by 1 stage.
  • Sky Attack: The user gains the Charging status on the turn this move is used, {0} then attacks on the following turn. This move has a 30% chance {0} of making the target flinch, and it has a 1-stage Critical-Hit {0} Ratio Boost.
  • Slack Off: Restores 1/2 of the user’s max HP.
  • Sleep Powder: Puts the target to sleep.
  • Sleep Talk: Can be used only if the user is asleep. The user uses one of the {0} other moves it knows at random.
  • Sludge Bomb: Has a 30% chance of poisoning the target.
  • Sludge Wave: Has a 10% chance of poisoning targets.
  • Smack Down: If the target is off the ground, it gains the Landed status. This {0} move can hit a target that has the Sky-High status.
  • Smart Strike: This move never misses.
  • Snap Trap: Gives the target the Bound status.
  • Snarl: Lowers targets’ Sp. Atk stats by 1 stage.
  • Snore: Can be used only if the user is asleep. Has a 30% chance of {0} making the target flinch.
  • Snowscape: Summons snow for 5 turns.
  • Soak: Changes the target’s type to Water.
  • Soft-Boiled: Restores 1/2 of the user’s max HP.
  • Solar Beam: The user gains the Charging status on the turn this move is used, {0} then attacks on the following turn. In harsh sunlight, the user {0} does not gain the Charging status and can attack immediately. {0} This move’s power is halved in any other weather condition.
  • Solar Blade: The user gains the Charging status on the turn this move is used, {0} then attacks on the following turn. In harsh sunlight, the user {0} does not gain the Charging status and can attack immediately. {0} This move’s power is halved in any other weather condition.
  • Sparkling Aria: Cures targets of their burns.
  • Speed Swap: The user and the target swap their Speed stats.
  • Spicy Extract: Lowers the target’s Defense stat by 2 stages and boosts its {0} Attack stat by 2 stages.
  • Spikes: Gives the opponent’s side the Spikes status.
  • Spiky Shield: The user protects itself from incoming moves for the turn. Any {0} attackers that use contact moves against the user during this {0} turn take damage equal to 1/8 of their max HP. With each {0} consecutive use, this move’s chance of success becomes 1/3 {0} of what it was before.
  • Spirit Shackle: Gives the target the Can’t Escape status.
  • Spite: Removes 4 PP from the move last used by the target.
  • Spit Up: The higher the user’s Stockpiling level, the greater this move’s {0} power (ranging between 100 and 300). This move fails unless {0} the user has the Stockpiling status.
  • Spore: Puts the target to sleep.
  • Stealth Rock: Gives the opponent’s side the Stealth Rock status.
  • Steel Beam: After attacking, the user takes damage equal to 1/2 of its {0} max HP.
  • Steel Roller: Removes any terrain. This move fails if there is no terrain on {0} the field.
  • Steel Wing: Has a 10% chance of boosting the user’s Defense stat by {0} 1 stage.
  • Sticky Web: Gives the opponent’s side the Sticky Web status.
  • Stockpile: Boosts the user’s Defense and Sp. Def stats by 1 stage. Raises {0} the user’s Stockpiling level by 1. Can be used up to 3 times.
  • Stomping Tantrum: This move’s power is doubled if the user couldn’t act or its move {0} missed or failed on the previous turn.
  • Stone Axe: Gives the opponent’s side the Stealth Rock status.
  • Stone Edge: This move has a 1-stage Critical-Hit Ratio Boost.
  • Stored Power: This move’s power is increased by 20 for each stage that the {0} user’s stats have been boosted.
  • Storm Throw: Always a critical hit.
  • Strength Sap: Restores the user’s HP by an amount equal to the target’s {0} Attack stat. Lowers the target’s Attack stat by 1 stage.
  • String Shot: Lowers targets’ Speed stats by 2 stages.
  • Struggle Bug: Lowers targets’ Sp. Atk stats by 1 stage.
  • Stuff Cheeks: The user eats its held Berry and boosts its Defense stat by 2 {0} stages. This move can’t be used if the user is not holding a Berry.
  • Stun Spore: Paralyzes the target.
  • Substitute: The user loses 1/4 of its max HP to create a substitute. The {0} substitute will be hit by moves instead of the user, and it will {0} vanish when it takes damage equal to 1/4 of the user’s max HP.
  • Sucker Punch: This move fails unless the target has chosen an attack and has {0} not yet attacked during the turn this move is used.
  • Sunny Day: Summons harsh sunlight for 5 turns.
  • Supercell Slam: If this move misses or fails, the user takes damage equal to 1/2 {0} of its max HP. If the target has the Minimized status, this move’s {0} power is doubled and it will be sure to hit.
  • Super Fang: Deals damage to the target equal to 1/2 of its remaining HP. {0} Deals 1 HP of damage to a target that has only 1 HP left.
  • Superpower: Lowers the user’s Attack and Defense stats by 1 stage.
  • Surf: This move’s power is doubled against targets that have the {0} Submerged status.
  • Swagger: Boosts the target’s Attack stat by 2 stages and confuses it.
  • Swallow: The higher the user’s Stockpiling level, the more HP the {0} user restores. Level 1: 1/4 of the user’s max HP is restored. {0} Level 2: 1/2 of the user’s max HP is restored. Level 3: The {0} user’s HP is fully restored. This move fails unless the user {0} has the Stockpiling status.
  • Sweet Kiss: Confuses the target.
  • Sweet Scent: Lowers targets’ evasiveness by 2 stages.
  • Switcheroo: The user and the target swap their held items.
  • Swords Dance: Boosts the user’s Attack stat by 2 stages.
  • Synthesis: Restores 1/2 of the user’s max HP. In harsh sunlight, 2/3 of its {0} max HP will be restored instead. In all other weather conditions, {0} 1/4 of its max HP will be restored instead.
  • Syrup Bomb: Gives the target the Syrupy status for 3 turns.
  • Tail Slap: The user attacks 2 to 5 times in a row.
  • Tailwind: Gives the user’s side the Tailwind status for 4 turns.
  • Taunt: Gives the target the Taunted status.
  • Tearful Look: Lowers the target’s Attack and Sp. Atk stats by 1 stage. This {0} move ignores the target’s evasiveness and can hit a target using {0} a move such as Protect.
  • Teatime: Causes all Pokémon on the field to eat their held Berries.
  • Teeter Dance: Confuses all other Pokémon on the field.
  • Temper Flare: This move’s power is doubled if the user couldn’t act or its move {0} missed or failed on the previous turn.
  • Terrain Pulse: This move’s power is doubled if the user is under the effect of {0} a terrain. This move’s type depends on the terrain.
  • Thief: If the user is not already holding an item, it steals the target’s {0} held item.
  • Thrash: The user gains the Rampaging status.
  • Throat Chop: Gives the target the Throat Chopped status.
  • Thunder: Has a 30% chance of paralyzing the target. This move never {0} misses in rain and can hit a target that has the Sky-High status.
  • Thunderbolt: Has a 10% chance of paralyzing the target.
  • Thunder Fang: Has a 10% chance of paralyzing the target and a 10% chance {0} of making the target flinch.
  • Thunder Punch: Has a 10% chance of paralyzing the target.
  • Thunder Wave: Paralyzes the target.
  • Tickle: Lowers the target’s Attack and Defense stats by 1 stage.
  • Tidy Up: Removes the Sticky Web, Stealth Rock, Substitute, Spikes, and {0} Toxic Spikes statuses from the entire field. Boosts the user’s {0} Attack and Speed stats by 1 stage.
  • Torch Song: Boosts the user’s Sp. Atk stat by 1 stage.
  • Torment: Gives the target the Unable to Repeat status.
  • Toxic: Badly poisons the target. If the user is a Poison type, this move {0} will never miss.
  • Toxic Spikes: Gives the opponent’s side the Toxic Spikes status.
  • Toxic Thread: Lowers the target’s Speed stat by 2 stages and poisons it.
  • Trailblaze: Boosts the user’s Speed stat by 1 stage.
  • Transform: The user transforms into a copy of the target. It also copies all {0} of the target’s stats apart from its HP.
  • Tri Attack: Has a 20% chance of leaving the target burned, frozen, {0} or paralyzed.
  • Trick: The user and the target swap their held items.
  • Trick-or-Treat: Gives the target the Trick-or-Treating status.
  • Trick Room: Gives the entire field the Trick Room status for 5 turns.
  • Triple Arrows: Has a 50% chance of lowering the target’s Defense stat by {0} 1 stage and has a 30% chance of making the target flinch. {0} This move has a 1-stage Critical-Hit Ratio Boost.
  • Triple Axel: The user attacks 3 times in a row—first with a power of 20, then {0} with a power of 40, then with a power of 60. The attack ends if {0} the user misses.
  • Trop Kick: Lowers the target’s Attack stat by 1 stage.
  • Twin Beam: The user attacks twice in a row.
  • Upper Hand: Makes the target flinch. This move fails if the target isn’t about {0} to use a priority move.
  • Uproar: The user gains the Uproar status.
  • U-turn: After attacking, the user switches out of battle to be replaced {0} by another party Pokémon.
  • Venoshock: This move’s power is doubled if the target is poisoned or {0} badly poisoned.
  • Volt Switch: After attacking, the user switches out of battle to be replaced {0} by another party Pokémon.
  • Volt Tackle: Has a 10% chance of paralyzing the target. The user also takes {0} 1/3 of the damage dealt by this move.
  • Waterfall: Has a 20% chance of making the target flinch.
  • Water Pulse: Has a 20% chance of confusing the target.
  • Water Shuriken: The user attacks 2 to 5 times in a row.
  • Water Spout: The less HP the user has left, the lower this move’s power {0} (ranging between 1 and 150).
  • Wave Crash: The user takes 1/3 of the damage dealt by this move.
  • Weather Ball: When a weather condition is present, this move’s power is {0} doubled and its type changes. Harsh sunlight: Fire type. {0} Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
  • Whirlpool: Gives the target the Bound status. This move’s power is {0} doubled if the target has the Submerged status.
  • Whirlwind: If there are other Pokémon in the target’s party that can switch {0} into battle, the target is forced to switch out of battle and is {0} replaced by one of those Pokémon at random.
  • Wide Guard: During the turn this move is used, the user protects its side from {0} moves that target all allies.
  • Wild Charge: The user takes 1/4 of the damage dealt by this move.
  • Will-O-Wisp: Burns the target.
  • Wish: Gives the user’s spot the Wish status.
  • Wonder Room: Gives the entire field the Wonder Room status for 5 turns.
  • Wood Hammer: The user takes 1/3 of the damage dealt by this move.
  • Worry Seed: Changes the target’s Ability to Insomnia.
  • Wrap: Gives the target the Bound status.
  • Yawn: Makes the target drowsy. This move never misses.
  • Zap Cannon: Paralyzes the target.
  • Zen Headbutt: Has a 20% chance of making the target flinch.
 
  • Adaptability: Boosts the power of moves of the same type as the Pokémon by {0} 100% instead of 50%.
  • Aerilate: The Pokémon’s Normal-type moves become Flying-type moves {0} and their power is boosted by 20%.
  • Aftermath: Attackers that knock out the Pokémon with a contact move take {0} damage equal to 1/4 of their max HP.
  • Analytic: Boosts the power of the Pokémon’s moves by 30% when the {0} Pokémon is the last to move that turn.
  • Anger Point: Boosts the Pokémon’s Attack stat to its sixth stage when the {0} Pokémon takes a critical hit.
  • Anticipation: When the Pokémon enters a battle, it senses whether the {0} opponents know any one-hit KO moves or moves that are super {0} effective against it.
  • Armor Tail: Opponents are unable to use priority moves against the {0} Pokémon or its allies.
  • Aroma Veil: The Pokémon and its allies cannot gain the Infatuated, Taunted, {0} Unable to Repeat, Move Disabled, Healing Prevented, or {0} Encore statuses.
  • Battle Armor: Attacks landed on the Pokémon will never be critical hits.
  • Berserk: Boosts the Pokémon’s Sp. Atk stat by 1 stage when an attack {0} causes its HP to drop to 1/2 or less of its max.
  • Big Pecks: The Pokémon’s Defense stat cannot be lowered by other {0} Pokémon’s moves or Abilities.
  • Blaze: Boosts the power of the Pokémon’s Fire-type moves by 50% {0} when its HP drops to 1/3 or less of its max.
  • Bulletproof: The Pokémon is immune to ball and bomb moves.
  • Cheek Pouch: The Pokémon has 1/3 of its max HP restored when it eats a {0} Berry, in addition to the Berry’s usual effect.
  • Chlorophyll: Doubles the Pokémon’s Speed stat in harsh sunlight.
  • Clear Body: The Pokémon’s stats cannot be lowered by other Pokémon’s {0} moves or Abilities.
  • Cloud Nine: Eliminates the effects of weather.
  • Competitive: When the Pokémon has any of its stats lowered by an opponent, {0} its Sp. Atk stat is boosted by 2 stages.
  • Compound Eyes: Boosts the accuracy of the Pokémon’s moves by 30%.
  • Contrary: Reverses any stat changes affecting the Pokémon so that {0} attempts to boost its stats instead lower them—and attempts {0} to lower its stats will boost them.
  • Corrosion: The Pokémon can poison or badly poison targets even if they’re {0} Steel or Poison types.
  • Cud Chew: If the Pokémon eats a Berry, it will eat that same Berry once {0} more at the end of the next turn.
  • Curious Medicine: When the Pokémon enters a battle, it removes all stat changes {0} from its allies.
  • Cursed Body: When the Pokémon takes damage from a move, the attacker has {0} a 30% chance of gaining the Move Disabled status for 4 turns.
  • Cute Charm: When the Pokémon is hit by a contact move, the attacker has {0} a 30% chance of gaining the Infatuated status if the attacker {0} and the Pokémon are of opposite genders.
  • Damp: All Pokémon become unable to use explosive moves. {0} Explosive Abilities also fail to trigger.
  • Defiant: When the Pokémon has any of its stats lowered by an opponent, {0} its Attack stat is boosted by 2 stages.
  • Disguise: When the Pokémon is in its Disguised Form and would take {0} damage from a move, it loses 1/8 of its max HP instead of {0} taking the damage, then changes into its Busted Form.
  • Dragonize: The Pokémon’s Normal-type moves become Dragon-type moves {0} and their power is boosted by 20%.
  • Drizzle: Summons rain for 5 turns when the Pokémon enters a battle.
  • Drought: Summons harsh sunlight for 5 turns when the Pokémon enters {0} a battle.
  • Dry Skin: Water-type moves do not work on the Pokémon. Instead, they {0} restore 1/4 of its max HP. However, the Pokémon takes 25% {0} more damage from Fire-type moves. The Pokémon has 1/8 of {0} its max HP restored at the end of every turn in rain, but it loses {0} 1/8 of its max HP at the end of every turn in harsh sunlight.
  • Early Bird: The Pokémon awakens from sleep twice as fast as other {0} Pokémon.
  • Earth Eater: Ground-type moves do not work on the Pokémon. Instead, they {0} restore 1/4 of its max HP.
  • Electromorphosis: When the Pokémon takes damage from a move, it gains the {0} Electric Boost status.
  • Fairy Aura: Boosts the power of the Fairy-type moves of all Pokémon on the {0} field by 33%.
  • Filter: Reduces the damage the Pokémon takes from supereffective {0} moves by 25%.
  • Flame Body: When the Pokémon is hit by a contact move, the attacker has a {0} 30% chance of being burned.
  • Flash Fire: Fire-type moves do not work on the Pokémon. Instead, they {0} give the Pokémon the Flash Fire status.
  • Flower Veil: Grass-type allies are immune to status conditions and cannot {0} have their stats lowered.
  • Forecast: The Pokémon transforms with the weather to change its type to {0} Water, Fire, or Ice.
  • Friend Guard: Reduces the damage allies take by 25%.
  • Frisk: When the Pokémon enters a battle, it identifies opponents’ {0} held items.
  • Fur Coat: Halves the damage the Pokémon takes from physical moves.
  • Gale Wings: Increases the priority of the Pokémon’s Flying-type moves by {0} 1 stage while its HP is full.
  • Gluttony: If the Pokémon is holding a Berry to be eaten when its HP drops {0} to 1/4 or less of its max, it will instead eat the Berry when its HP {0} drops to 1/2 or less of its max.
  • Gooey: When the Pokémon is hit by a contact move, the attacker’s {0} Speed stat is lowered by 1 stage.
  • Guts: When the Pokémon has a status condition, its Attack stat is {0} boosted by 50%. Being burned does not halve the damage {0} dealt by the Pokémon’s physical moves.
  • Harvest: If the Pokémon has used a Berry, it has a 50% chance of creating {0} another one at the end of every turn. In harsh sunlight, the {0} Pokémon will definitely create a Berry.
  • Healer: The Pokémon has a 50% chance of curing the status conditions {0} of its allies at the end of every turn.
  • Heatproof: Halves the damage the Pokémon takes from Fire-type moves {0} and from being burned.
  • Heavy Metal: Doubles the Pokémon’s weight.
  • Hospitality: When the Pokémon enters a battle, it restores 1/4 of its ally’s {0} max HP.
  • Huge Power: Doubles the power of the Pokémon’s physical moves.
  • Hunger Switch: The Pokémon changes its form, alternating between its Full Belly {0} Mode and Hangry Mode at the end of every turn.
  • Hustle: When the Pokémon uses physical moves, its Attack stat is {0} boosted by 50%, but its accuracy is lowered by 20%.
  • Hydration: Cures the Pokémon’s status conditions at the end of every {0} turn in rain.
  • Hyper Cutter: The Pokémon’s Attack stat cannot be lowered by other {0} Pokémon’s moves or Abilities.
  • Ice Body: The Pokémon has 1/16 of its max HP restored at the end of {0} every turn in snow.
  • Illuminate: The Pokémon ignores changes to targets’ evasiveness and its {0} accuracy cannot be lowered.
  • Illusion: The Pokémon enters battle disguised as the last Pokémon in its {0} party. It reverts to its usual appearance when it takes damage {0} from a move.
  • Immunity: The Pokémon cannot be poisoned or badly poisoned.
  • Imposter: The Pokémon transforms into the Pokémon in front of it. It also {0} copies all of that Pokémon’s stats apart from its HP.
  • Infiltrator: When using its moves, the Pokémon ignores the effects of {0} targets’ Light Screen, Reflect, Aurora Veil, Safeguard, and {0} substitutes.
  • Innards Out: When the Pokémon takes damage from a move that knocks it {0} out, it deals the same amount of damage to the attacker.
  • Inner Focus: The Pokémon never flinches when attacked and is unaffected {0} by Intimidate.
  • Insomnia: The Pokémon cannot become drowsy or be put to sleep.
  • Intimidate: When the Pokémon enters a battle, it lowers the Attack stats of {0} opponents by 1 stage.
  • Iron Fist: Boosts the power of the Pokémon’s punching moves by 20%.
  • Justified: When the Pokémon takes damage from a Dark-type move, its {0} Attack stat is boosted by 1 stage.
  • Keen Eye: The Pokémon ignores changes to targets’ evasiveness and its {0} accuracy cannot be lowered.
  • Klutz: Items do not work when held by the Pokémon.
  • Leaf Guard: The Pokémon is immune to status conditions in harsh sunlight.
  • Levitate: The Pokémon floats off the ground, making it immune to {0} Ground-type moves, as well as the Spikes, Toxic Spikes, {0} and Sticky Web statuses.
  • Light Metal: Halves the Pokémon’s weight.
  • Lightning Rod: The Pokémon draws in all Electric-type moves. These moves do {0} not work on the Pokémon. Instead, they boost its Sp. Atk stat by {0} 1 stage.
  • Limber: The Pokémon cannot be paralyzed.
  • Liquid Voice: The Pokémon’s sound-based moves become Water-type moves.
  • Long Reach: None of the moves used by the Pokémon are considered {0} contact moves.
  • Magic Bounce: Instead of being affected by other Pokémon’s status moves, {0} the Pokémon bounces them back at the user.
  • Magic Guard: The Pokémon takes damage only from attacks.
  • Magician: If the Pokémon is not already holding an item, it will steal the {0} held item from targets it deals damage to with its moves.
  • Magma Armor: The Pokémon cannot be frozen.
  • Marvel Scale: When the Pokémon has a status condition, its Defense stat is {0} boosted by 50%.
  • Mega Launcher: Boosts the power of the Pokémon’s pulse moves by 50%.
  • Mega Sol: Even when the sunlight has not turned harsh, the Pokémon can {0} use its moves as if the weather were harsh sunlight.
  • Merciless: The Pokémon’s attacks become critical hits if the target is {0} poisoned or badly poisoned.
  • Mimicry: The Pokémon’s type changes depending on the terrain.
  • Minus: Boosts the Pokémon’s Sp. Atk stat by 50% if an ally with the {0} Plus or Minus Ability is also in battle.
  • Mirror Armor: Instead of being affected by stat-lowering effects, the Pokémon {0} bounces them back at whichever Pokémon caused them.
  • Mold Breaker: The Pokémon’s moves are unaffected by the Ability of the {0} target (with certain exceptions).
  • Moody: At the end of every turn, one of the Pokémon’s stats will be {0} boosted by 2 stages, but another will be lowered by 1 stage.
  • Motor Drive: Electric-type moves do not work on the Pokémon. Instead, they {0} boost its Speed stat by 1 stage.
  • Moxie: When the Pokémon knocks out a target with an attack, its {0} Attack stat is boosted by 1 stage.
  • Multiscale: Halves the damage the Pokémon takes while its HP is full.
  • Mummy: When the Pokémon is hit by a contact move, the attacker has its {0} Ability changed to Mummy.
  • Natural Cure: The Pokémon’s status conditions are cured when it switches out {0} of battle.
  • No Guard: The accuracy of moves used both by and against the Pokémon {0} becomes 100%.
  • Oblivious: The Pokémon cannot gain the Infatuated or Taunted statuses {0} and is unaffected by Intimidate.
  • Opportunist: When an opponent’s stats are boosted, the Pokémon boosts its {0} own stats in the exact same way.
  • Overcoat: The Pokémon takes no damage from sandstorms and is immune {0} to moves and Abilities involving powder.
  • Overgrow: Boosts the power of the Pokémon’s Grass-type moves by 50% {0} when its HP drops to 1/3 or less of its max.
  • Own Tempo: The Pokémon cannot become confused and is unaffected by {0} Intimidate.
  • Parental Bond: The parent and child attack one after the other. The power of {0} the child’s attacks is 1/4 of those of the parent.
  • Pickpocket: When the Pokémon is hit by a contact move, it will steal the {0} held item of the attacker if it is not already holding an item.
  • Pickup: If the Pokémon is not already holding an item, at the end of {0} the turn it will pick up an item that was consumed by another {0} Pokémon.
  • Piercing Drill: When the Pokémon uses contact moves, it can hit even targets {0} that are protecting themselves, dealing 1/4 of the damage that {0} the move would otherwise deal. Everything aside from the {0} target’s protective effects is still triggered.
  • Pixilate: The Pokémon’s Normal-type moves become Fairy-type moves {0} and their power is boosted by 20%.
  • Plus: Boosts the Pokémon’s Sp. Atk stat by 50% if an ally with the {0} Plus or Minus Ability is also in battle.
  • Poison Heal: If poisoned or badly poisoned, the Pokémon has 1/8 of its max {0} HP restored at the end of every turn instead of losing HP.
  • Poison Point: When the Pokémon is hit by a contact move, the attacker has a {0} 30% chance of being poisoned.
  • Poison Touch: When the Pokémon hits a target with a contact move, the target {0} has a 30% chance of being poisoned.
  • Prankster: Increases the priority of the Pokémon’s status moves by 1 stage.
  • Pressure: Causes opponents to expend 1 more PP when using moves {0} against the Pokémon.
  • Protean: Changes the Pokémon’s type to the type of the move it’s {0} about to use. This works only once per time the Pokémon {0} enters battle.
  • Pure Power: Doubles the power of the Pokémon’s physical moves.
  • Purifying Salt: Halves the damage the Pokémon takes from Ghost-type moves. {0} The Pokémon is immune to status conditions.
  • Queenly Majesty: Opponents are unable to use priority moves against the {0} Pokémon or its allies.
  • Quick Draw: The Pokémon’s moves have a 30% chance of going first among {0} moves of the same priority.
  • Quick Feet: When the Pokémon has a status condition, its Speed stat is {0} boosted by 50%. Being paralyzed does not lower the {0} Pokémon’s Speed stat.
  • Rain Dish: The Pokémon has 1/16 of its max HP restored at the end of {0} every turn in rain.
  • Receiver: The Pokémon changes its Ability to match that of a {0} defeated ally.
  • Reckless: Boosts the power of the Pokémon’s moves by 20% if they have {0} recoil or crash damage.
  • Refrigerate: The Pokémon’s Normal-type moves become Ice-type moves {0} and their power is boosted by 20%.
  • Regenerator: The Pokémon has 1/3 of its max HP restored when it switches {0} out of battle.
  • Ripen: Doubles the effects of Berries eaten by the Pokémon.
  • Rivalry: Boosts the power of the Pokémon’s moves by 25% against {0} targets of the same gender, and lowers it by 25% against targets {0} of the opposite gender. The power remains the same as usual if {0} either Pokémon’s gender is unknown.
  • Rock Head: The Pokémon will not lose HP due to recoil damage from {0} its moves.
  • Rough Skin: When the Pokémon is hit by a contact move, the attacker takes {0} damage equal to 1/8 of its max HP.
  • Sand Force: Boosts the power of the Pokémon’s Rock-, Ground-, and {0} Steel-type moves by 30% in a sandstorm.
  • Sand Rush: Doubles the Pokémon’s Speed stat in a sandstorm.
  • Sand Spit: Summons a sandstorm for 5 turns when the Pokémon takes {0} damage from moves.
  • Sand Stream: Summons a sandstorm for 5 turns when the Pokémon enters {0} a battle.
  • Sand Veil: Boosts the Pokémon’s evasiveness by 25% in a sandstorm.
  • Sap Sipper: Grass-type moves do not work on the Pokémon. Instead, they {0} boost its Attack stat by 1 stage.
  • Scrappy: The Pokémon can hit Ghost types with Normal- and {0} Fighting-type moves. It is also unaffected by Intimidate.
  • Screen Cleaner: When the Pokémon enters a battle, it removes the Light Screen, {0} Reflect, and Aurora Veil statuses.
  • Shadow Tag: Opponents cannot be switched out of battle.
  • Sharpness: Boosts the power of the Pokémon’s slicing moves by 50%.
  • Shed Skin: The Pokémon has a 30% chance of curing its own status {0} conditions at the end of every turn.
  • Sheer Force: The Pokémon’s moves lose their additional effects, but the {0} power of those moves will be boosted by 30%.
  • Shell Armor: Attacks landed on the Pokémon will never be critical hits.
  • Shield Dust: The Pokémon is immune to additional effects from attacks.
  • Simple: Doubles the Pokémon’s stat changes.
  • Skill Link: The Pokémon’s multistrike moves always hit the maximum {0} number of times.
  • Slush Rush: Doubles the Pokémon’s Speed stat in snow.
  • Sniper: Boosts the power of the Pokémon’s critical hits by 125% {0} instead of 50%.
  • Snow Cloak: Boosts the Pokémon’s evasiveness by 25% in snow.
  • Snow Warning: Summons snow for 5 turns when the Pokémon enters a battle.
  • Solar Power: In harsh sunlight, the Pokémon’s Sp. Atk stat is boosted by 50%, {0} but it loses 1/8 of its max HP at the end of every turn.
  • Solid Rock: Reduces the damage the Pokémon takes from supereffective {0} moves by 25%.
  • Soundproof: The Pokémon is immune to sound-based moves.
  • Speed Boost: Boosts the Pokémon’s Speed stat by 1 stage at the end of {0} every turn.
  • Spicy Spray: When the Pokémon takes damage from a move, it burns {0} the attacker.
  • Stall: The Pokémon’s moves go last among moves of the same priority.
  • Stalwart: The Pokémon ignores the effects of Abilities and moves that {0} draw in moves.
  • Stamina: When the Pokémon takes damage from a move, its Defense stat {0} is boosted by 1 stage.
  • Stance Change: The Pokémon changes into its Blade Forme when it attacks {0} and changes into its Shield Forme when it uses the move {0} King’s Shield.
  • Static: When the Pokémon is hit by a contact move, the attacker has a {0} 30% chance of being paralyzed.
  • Steadfast: When the Pokémon flinches, its Speed stat is boosted by {0} 1 stage.
  • Stench: When the Pokémon deals damage with its moves, there is a {0} 10% chance that targets will flinch.
  • Sticky Hold: The Pokémon’s held item cannot be stolen or removed by other {0} Pokémon.
  • Strong Jaw: Boosts the power of the Pokémon’s biting moves by 50%.
  • Sturdy: If the Pokémon has full HP and takes damage from a move that {0} would knock it out in one hit, it will endure the hit with 1 HP. {0} The Pokémon is also immune to one-hit KO moves.
  • Suction Cups: The Pokémon is unaffected by the moves and held items of {0} other Pokémon that would force it to switch out of battle.
  • Super Luck: The Pokémon has a 1-stage Critical-Hit Ratio Boost.
  • Supersweet Syrup: When the Pokémon enters a battle, opponents’ evasiveness is {0} lowered by 1 stage. This Ability is triggered only once per battle.
  • Supreme Overlord: When the Pokémon enters a battle, the power of its moves is {0} boosted by 10% for each Pokémon in its party that has been {0} defeated in the battle already. The maximum boost is 50%.
  • Surge Surfer: Doubles the Pokémon’s Speed stat on Electric Terrain.
  • Swarm: Boosts the power of the Pokémon’s Bug-type moves by 50% {0} when its HP drops to 1/3 or less of its max.
  • Sweet Veil: The Pokémon and its allies cannot become drowsy or be {0} put to sleep.
  • Swift Swim: Doubles the Pokémon’s Speed stat in rain.
  • Symbiosis: When an ally consumes an item, the Pokémon gives its own held {0} item to that ally.
  • Synchronize: If the Pokémon is burned, paralyzed, poisoned, or badly {0} poisoned by another Pokémon’s move or Ability, that Pokémon {0} will also be inflicted with the same status condition.
  • Tangled Feet: Doubles the Pokémon’s evasiveness if it is confused.
  • Technician: Boosts the power of the Pokémon’s moves by 50% if their {0} power is 60 or less.
  • Telepathy: The Pokémon dodges attacks from its allies.
  • Thick Fat: Halves the damage the Pokémon takes from Fire- and Ice-type {0} moves.
  • Torrent: Boosts the power of the Pokémon’s Water-type moves by 50% {0} when its HP drops to 1/3 or less of its max.
  • Tough Claws: Boosts the power of the Pokémon’s contact moves by 30%.
  • Toxic Debris: When the Pokémon takes damage from a physical move, it {0} gives the opponent’s side the Toxic Spikes status.
  • Trace: When the Pokémon enters a battle, it changes its Ability to {0} match that of an opponent.
  • Unaware: The Pokémon ignores the target’s stat changes when attacking, {0} and ignores the attacker’s stat changes when being attacked. {0} It cannot ignore changes to the Speed stat, however.
  • Unburden: Doubles the Pokémon’s Speed stat when its held item is {0} consumed or lost.
  • Unnerve: Makes opponents unable to eat Berries.
  • Unseen Fist: When the Pokémon uses contact moves, it can hit even targets {0} that are protecting themselves, dealing 1/4 of the damage that {0} the move would otherwise deal. Everything aside from the {0} target’s protective effects is still triggered.
  • Vital Spirit: The Pokémon cannot become drowsy or be put to sleep.
  • Volt Absorb: Electric-type moves do not work on the Pokémon. Instead, they {0} restore 1/4 of its max HP.
  • Wandering Spirit: When the Pokémon is hit by a contact move, it swaps Abilities {0} with the attacker.
  • Water Absorb: Water-type moves do not work on the Pokémon. Instead, they {0} restore 1/4 of its max HP.
  • Water Bubble: Halves the damage the Pokémon takes from Fire-type moves {0} and doubles the power of its Water-type moves. The Pokémon {0} cannot be burned.
  • Weak Armor: When the Pokémon takes damage from a physical move, its {0} Defense stat is lowered by 1 stage, but its Speed stat is boosted {0} by 2 stages.
  • White Smoke: The Pokémon’s stats cannot be lowered by other Pokémon’s {0} moves or Abilities.
  • Zero to Hero: The Pokémon changes into its Hero Form when it switches out {0} of battle.
Healer appears to be changed to have a 50% chance to heal status conditions from allies instead of 30%
 
Huge Power: Doubles the power of the Pokémon’s physical moves.
Pure Power: Doubles the power of the Pokémon’s physical moves.
This is a subtle change, but this does mean that Huge/Pure Power now raise the power of the move rather than the user’s Atk stat. Making it more clear that it affects Body Press and Foul Play, and possibly changing some damage rolls by ever so slightly.
 
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