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 Ability List

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Sleepy
Disciple
Disciple
Sleepy


Posts : 247
Join date : 2016-07-20
Age : 25

Ability List Empty
PostSubject: Ability List   Ability List EmptyThu Sep 01, 2016 7:08 pm

Every Pokémon has one, and only one, ability. This is a special attribute that will help (or even hinder) the Pokémon in battle. An ability can't be changed except through evolution.

Here is an alphabetical list of abilities and their effects in our battle system. Use 'CTRL + F' to find a specific ability.

Adaptability: Moves of the same type as the user do 50% more damage.
Aerilate: Normal-type attacks become Flying-type.
Aftermath: If the user faints, the attacker loses 1/4 of their max HP.
Air Lock: Negates all weather effects.
Analytic: Attacks do 30% more damage when moving last.
Anger Point: Maxes out attack by all stages after taking a critical hit.
Anticipation: Shudders when switching into battle against a foe with a potentially dangerous move. No real use in this battle system.
Arena Trap: Prevents grounded Pokémon from switching out or fleeing.
Aroma Veil: Protects allies from attacks that limit move choices.
Aura Break: Cancels out Fairy Aura and Dark Aura.

Bad Dreams: Sleeping enemies lose 1/8 of their max HP at the end of each turn.
Battle Armor: Prevents critical hits.
Big Pecks: Prevents defense from being lowered.
Blaze: Increases the damage of Fire-type attacks by 50% when below 1/3 of max HP.
Bulletproof: Gives immunity to 'ball' and 'bomb' moves.

Cheek Pouch: Restores additional +10 HP when berries are consumed. No real use in this battle system.
Chlorophyll: Doubles speed in sunshine.
Clear Body: Prevents stats from being lowered.
Cloud Nine: Negates all weather effects.
Color Change: When damaged, changes type to the foe's last move.
Competitive: Raises attack when other stats are lowered.
Compound Eyes: Raises accuracy. Moves with 80-85 accuracy do not require Chance Dice. Moves with less than 80 accuracy use rolls for 80-85 accuracy moves.
Contrary: Stat changes are reversed.
Cursed Body: When attacking with a contact move, the attacker must roll the Status Dice. If they roll a 1, the move used will be disabled for 3 turns. If they roll a 2-3, nothing happens.
Cute Charm: When attacking with a contact move, the attacker must roll the Status Dice. If they roll a 1, the attacker will become infatuated. If they roll a 2-3, nothing happens.

Damp: Prevents the use of self-destruct moves and negates Aftermath.
Dark Aura: Increases the damage of all Dark-type moves by 30%, including for foes.
Defeatist: When HP falls below 50%, attack is reduced by two stages.
Defiant: When other stats are lowered, attack increases by one stage.
Delta Stream: Creates strong winds for the duration the Pokémon is in the battle. Electric, Ice, and Rock-type attacks do normal damage instead of super-effective to Flying-types. Weather cannot be changed.
Desolate Land: Creates harsh sunlight for the duration the Pokémon is in the battle. Water-type attacks will evaporate and have no effect. Weather cannot be changed.
Download: Raises attack by one stage if the foe has a higher defense.
Drizzle: Creates rain for 5 turns when switched in.
Drought: Creates harsh sunlight for 5 turns when switched in.
Dry Skin: Gives an immunity to Water-type attacks, which will restore 20 HP. Fire-type attacks do an extra +15 damage. During rain, heals +10 HP per turn. During sunshine, loses 10 HP per turn.

Early Bird: Always wakes up one turn after being put to sleep.
Effect Spore: When attacking with a contact move, the attacker must roll the Status Dice. If they roll a 1, the attacker will become paralyzed or poisoned (your pick). If they roll a 2-3, nothing happens.

Fairy Aura: Increases the damage of all Fairy-type moves by 30%, including for foes.
Filter: Super-effective moves do 50% less damage.
Flame Body: When attacking with a contact move, the attacker must roll the Status Dice. If they roll a 1, the attacker will become burned. If they roll a 2-3, nothing happens.
Flare Boost: Attack is increased by one stage when burned.
Flash Fire: Increases attack by one stage when hit by Fire-type moves instead of damaging.
Flower Gift: Attack and defense is increased by two stages for all party Pokémon during sunshine.
Flower Veil: Protects Grass-type allies from having stats lowered.
Forecast: Changes type with the weather.
Forewarn: Reveals the foe's highest base power attack. No real use in this battle system.
Friend Guard: Reduces damage done to allies by 25%.
Frisk: Checks a foe's held item. No real use in this battle system.
Fur Coat: Reduces damage from all physical attacks by 50%.

Gale Wings: Gives +1 priority to all Flying-type moves.
Gluttony: Consumes a berry at 50% HP rather than 25%. No real use in this battle system.
Gooey: Contact moves will lower the foe's speed by one stage.
Grass Pelt: Boosts defense by two stages in Grassy Terrain.
Guts: Increases damage of attacks by 50% when inflicted with a major status ailment.

Harvest: After consuming a berry, roll the Chance Dice. If you roll a 1-3, nothing happens. If you roll a 4-6, another berry is created. Will always activate in sunshine. No real use in this battle system.
Healer: Roll the Status Dice. If you roll a 1-2, nothing happens. If you roll a 3, you will restore an adjacent ally's HP by 20.
Heatproof: Adds a resistance to Fire-type moves.
Heavy Metal: Doubles the Pokémon's weight.
Honey Gather: May pick up honey after a battle. No real use in this battle system.
Huge Power: By default, attack is raised by one stage.
Hustle: Attacks do 50% more damage at the cost of accuracy. Chance Dice must be used for moves with less than 90 accuracy (1 misses, 2-6 hits).
Hydration: Heals status problems in rain.
Hyper Cutter: Prevents attack from being lowered.

Ice Body: Recovers +10 HP per turn during hail.
Illuminate: Wild Pokémon are twice as likely to appear. No real use in this battle system.
Illusion: Disguises itself as the Pokémon in the back of the party. A direct attack will break the illusion.
Immunity: Prevents poisoning.
Imposter: Transforms into the opposing Pokémon.
Infiltrator: Negates Reflect, Light Screen, and Safeguard.
Inner Focus: Prevents flinching.
Insomnia: Prevents sleep.
Intimidate: Lowers the foe's attack by one stage when switched in.
Iron Barbs: Reduces a foe's 1/8 of max HP when they attack with a contact move.
Iron Fist: Damage of punching moves increased by 20%.

Justified: Increases attack by one stage when hit by Dark-type moves instead of damaging.

Keen Eye: Prevents accuracy from being lowered.
Klutz: Can't use held items. No real use in this battle system.

Leaf Guard: Protects against major status ailments during sunshine.
Levitate: Raises Pokémon. Adds immunity to Ground-type.
Light Metal: Halves weight.
Lightning Rod: Raises attack by one stage when hit by a Electric-type attack instead of damaging. Attracts all Electric-type attacks.
Limber: Prevents paralysis.
Liquid Ooze: Damages foes who use draining attacks instead of healing.

Magic Bounce: Reflects status-changing moves back onto the foe.
Magic Guard: Only takes damage from attacks.
Magician: Steals held items when attacking. Can't steal Mega Stones. No real use in this battle system.
Magma Armor: Prevents freezing.
Magnet Pull: Prevents Steel-type Pokémon from switching or fleeing.
Marvel Scale: Raises defense by one stage when inflicted with a major status ailment.
Mega Launcher: Increases damage of all aura and pulse moves by 50%.
Minus: Raises attack by one stage if another Pokémon has Plus or Minus.
Mold Breaker: Moves can be used regardless of foe's ability.
Moody: Moody: Roll the Chance Dice every turn. If you roll a 1-2, your defense is raised and your attack is lowered. If you roll a 3-4, your attack is raised and your speed is lowered. If you roll a 5-6, your speed is raised and your defense is lowered.
Motor Drive: Raises speed by one stage when hit by a Electric-type attack instead of damaging.
Moxie: Increases attack by one stage upon fainting an opponent.
Multiscale: Lowers power of enemy attacks by half when HP is full.
Multitype: Changes type when holding a Type Plate.
Mummy: Contact moves spread this ability.

Natural Cure: All status problems heal when switched out.
No Guard: All attacks, including the foe's, will hit without fail.
Normalize: All moves used will become Normal-type.

Oblivious: Prevents attraction.
Overcoat: Prevents weather damage.
Overgrow: Increases the damage of Grass-type attacks by 50% when below 1/3 of max HP.
Own Tempo: Prevents confusion.

Parental Bond: Attacks twice. The second attack does half the damage as the first.
Pickpocket: Steals the foe's held item when hit. Can't steal Mega Stones. No real use in this battle system.
Pickup: When another Pokémon uses a single-use item, the Pokémon with Pickup will obtain it. No real use in this battle system.
Pixilate: All Normal-type attacks become Fairy-type.
Plus: Raises attack by one stage if another Pokémon has Plus or Minus.
Poison Heal: Restores 10 HP per turn when poisoned.
Poison Point: When attacking with a contact move, the foe must roll the Status Dice. If they roll a 1, the attacker will become poisoned. If they roll a 2-3, nothing happens.
Poison Touch: When attacking with a contact move, roll the Status Dice. If you roll a 1-2, nothing happens. If you roll a 3, the target will become poisoned.
Prankster: Gives +1 priority to status moves.
Pressure: Makes the foe use 2 PP for each attack instead of 1.
Primordial Sea: Creates rain for the duration the Pokémon is in the battle. Fire-type attacks will fizzle out and have no effect. Weather cannot be changed.
Protean: Changes type to that of its previously used attack.
Pure Power: Raises attack by one stage.

Quick Feet: Raises speed by one stage when inflicted by a major status ailment.

Rain Dish: Recovers 10 HP per turn during rain.
Rattled: When hit by Bug, Ghost, or Dark-type moves, speed is raised by one stage.
Reckless: Increases the damage of recoil moves by 20%.
Refrigerate: All Normal-type attacks become Ice-type.
Regenerator: Restores 40 HP when switching out.
Rivalry: Raises the base power of all moves by 15 against Pokémon of the same gender, but lowers base power by 15 against Pokémon of the opposite gender.
Rock Head: Prevents recoil damage.
Rough Skin: Attackers receive 10 damage in HP when hitting with a contact move.
Run Away: Ensures escape. No real use in this battle system.

Sand Force: Increases the damage of Ground, Rock and Steel-type moves by 30% during a sandstorm.
Sand Rush: Doubles speed in a sandstorm.
Sand Stream: Creates a sandstorm for 5 turns when switched in.
Sand Veil: Raises evasion by one stage during a sandstorm.
Sap Sipper: Increases attack by one stage when hit by Grass-type moves instead of damaging.
Scrappy: Enables Normal and Fighting-type moves to hit Ghost-types.
Serene Grace: Allows for second effects in moves and increases flinch chances. When using a move that has a secondary effect, roll the Chance Dice. If you roll a 1-4, nothing happens. If you roll a 5-6, the secondary effect will kick in (inflicting a status condition, lowering a stat, or causing a flinch).
Shadow Tag: Prevents Pokémon from switching out or fleeing.
Shed Skin: When inflicted with a status ailment, roll the Status Dice every turn. If you roll a 1-2, nothing happens. If you roll a 3, your status condition is healed.
Sheer Force: Increases the damage of moves with secondary effects by 30%, but removes those effects.
Shell Armor: Prevents critical hits.
Shield Dust: Protects against secondary effects of attacks.
Simple: Doubles all stat changes.
Skill Link: Multi-strike moves will always hit the maximum number of times.
Slow Start: Halves attack and speed for the first five turns in battle.
Sniper: Roll the Chance Dice when using a move with a high critical ratio. If you roll a 1-3, it will do normal damage. If you roll a 4-6, you will land a critical hit.
Snow Cloak: Raises evasion by one stage in hail.
Snow Warning: Creates hail for 5 turns when switched in.
Solar Power: Increases attack by two stages in sunshine, but loses 1/8 of max HP every turn.
Solid Rock: Super-effective moves do 50% less damage.
Soundproof: Protects against all sound moves.
Speed Boost: Boosts speed by one stage every turn.
Stall: Always moves last.
Stance Change: Changes form when using damaging moves or King's Shield.
Static: When attacking with a contact move, the attacker must roll the Status Dice. If they roll a 1, the attacker will become paralyzed. If they roll a 2-3, nothing happens.
Steadfast: Raises speed by one stage after every flinch.
Stench: If moving first, may make the foe flinch. When attacking with a contact move, roll the Status Dice. If you roll a 1-2, nothing happens. If you roll a 3, the target will flinch.
Sticky Hold: Prevents held items from being stolen or switched. No real use in this battle system.
Storm Drain: Raises attack by one stage when hit by a Electric-type attack instead of damaging. Attracts all Water-type attacks.
Strong Jaw: Increases the damage of all biting moves by 50%.
Sturdy: Survives lethal OHKO attacks with 1 HP.
Suction Cups: Negates moves that force switch outs.
Super Luck: Roll the Chance Dice when using a move with a high critical ratio. If you roll a 1-3, it will do normal damage. If you roll a 4-6, you will land a critical hit.
Swarm: Increases the damage of Bug-type attacks by 50% when below 1/3 of max HP.
Sweet Veil: Protects Pokémon and allies from sleep.
Swift Swim: Doubles speed in rain.
Symbiosis: When an ally consumes a single use held item, passes their item to that ally. Mega Stones can't be transferred. No real use in this battle system.
Synchronize: Passes status condition back to the enemy.

Tangled Feet: Raises evasion by two stages when confused.
Technician: Increases the damage of moves with less than 60 base power by 50%.
Telepathy: Won't take damage from allies in double and triple battles.
Teravolt: Moves can be used regardless of foe's ability.
Thick Fat: Adds a resistance to Fire-type and Ice-type.
Tinted Lens: Not very effective moves do double damage.
Torrent: Increases the damage of Water-type attacks by 50% when below 1/3 of max HP.
Tough Claws: Contact moves do 30% more damage.
Toxic Boost: When poisoned, attacks do 50% more damage.
Trace: Copies a foe's ability.
Truant: Loafs around every other turn.
Turboblaze: Moves can be used regardless of foe's ability.

Unaware: Ignores foe's stat changes.
Unburden: Raises speed by one stage after consuming a held item. No real use in this battle system.
Unnerve: Prevents the foe from using berries. No real use in this battle system.

Victory Star: Raises accuracy for itself and alleis. Moves with 80-85 accuracy do not require Chance Dice. Moves with less than 80 accuracy use rolls for 80-85 accuracy moves.
Vital Spirit: Prevents sleep.
Volt Absorb: Restores 1/4 of max HP when hit with an Electric-type move.

Water Absorb: Restores 1/4 of max HP when hit with a Water-type move.
Water Veil: Prevents burns.
Weak Armor: When hit by a physical move, defense drops one stage, but speed raises one stage.
White Smoke: Prevents stat reduction.
Wonder Guard: Only super-effective moves hit, but max HP is 1.
Wonder Skin: Reduces accuracy of all status-changing moves used by the foe. Attackers must use the Chance Dice. If they roll a 1-5, the move will miss. If they roll a 6, it will hit.

Zen Mode: Changes form when HP falls below 50%.

While this list covers the basic effect of each ability, there may be other secondary effects. Look into Bulbapedia when picking out abilities for your Pokémon.

Keep in mind that attack/special attack is combined into one stat in the battle system. The same is true for defense/special defense.
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