Adaptability: Moves of the same type as the user do 30% more damage.
Aerilate: All Normal-type moves used by the bearer become Flying-type.
Aftermath: If the bearer is fainted with a contact move, the attacker will lose 1/4th of max HP.
Air Lock: Negates all weather effects.
Analytic: Attacks do 30% more damage when the bearer moves last.
Anger Point: Maxes out Attack by all stages when hit by a critical hit.
Anticipation: Bearer shudders when sent out against a foe with a super-effective or OHKO move.
Arena Trap: Prevents grounded Pokémon from switching out.
Aroma Veil: Protects allies from attacks that limit move choices.
Aura Break: Negates Fairy Aura and Dark Aura.
Bad Dreams: Sleeping opponents lose 1/8th of max HP every turn.
Battery: Raises power of allies' special moves by 30%.
Battle Armor: Protects against critical hits.
Beast Boost: Boosts most proficient stat by one stage each time it knocks a Pokémon out.
Berserk: Special Attack is boosted one stage when HP falls below half.
Big Pecks: Prevents Defense from being lowered.
Blaze: Fire-type moves do 30% more damage when HP falls below 1/3.
Bulletproof: Grants immunity to ball and bomb moves.
Cheek Pouch: Restores 20 HP when a berry is consumed, along with its other effects.
Chlorophyll: Base speed is doubled in sunshine.
Clear Body: Prevents stats from being lowered.
Cloud Nine: Negates weather effects.
Color Change: Changes the bearer's type to the attack it was last hit by.
Comatose: Protects against all status conditions except sleep.
Competitive: Boosts Special Attack one stage when another stat is 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 have an opposite effect.
Corrosion: Bearer can poison any Pokémon, including Steel-types and Poison-types.
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 self-destruction.
Dancer: Bearer will copy any dance moves.
Dark Aura: Boosts Dark-type damage by 30%, including foes.
Dazzling: Grants immunity to priority moves.
Defeatist: When HP falls below half, Attack and Special Attaack are reduced by two stages.
Defiant: Boosts Attack by one stage when other stats are lowered.
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.
Disguise: First attack against bearer will do no damage.
Download: Raises Attack by one stage if the foe has a higher Special Defense or Special Attack by one stage if the foe has a higher Defense.
Drizzle: Creates rain for 5 turns.
Drought: Creates harsh sunshine for 5 turns.
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.
Electric Surge: Induces Electric Terrain.
Emergency Exit: Bearer automatically switches out when HP falls below half.
Fairy Aura: Boosts Fairy-type damage by 30%, including foes.
Filter: Super-effective moves do 30% 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: Special Attack is increased by one stage when burned.
Flash Fire: Increases Special Attack by one stage when hit by Fire-type moves instead of damaging.
Flower Gift: Raises Attack and Special Defense of all party Pokémon during sunshine.
Flower Veil: Prevents ally Grass-type Pokémon's stats from being lowered.
Fluffy: Contact moves do 30% less damage, but gains a weakness to Fire-type attacks.
Forecast: Changes form with the weather.
Forewarn: Warns of moves the foe has.
Friend Guard: Reduces damage to allies by 25%.
Frisk: Checks a foe's held item.
Full Metal Body: Prevents stats from being lowered.
Fur Coat: Physical attacks do 30% less damage to the bearer.
Gale Wings: Flying-type moves are given priority.
Galvanize: Normal-type moves used by the bearer become Electric-type and damage is boosted by 20%.
Gluttony: Eats Oran and Sitrus Berries when HP falls below half.
Gooey: Contact with the bearer will lower the attacker's Speed by one stage.
Grass Pelt: Boosts Defense by two stages in Grassy Terrain.
Grassy Surge: Induces Grassy Terrain.
Guts: Increases damage of attacks by 50% when inflicted with a major status condition.
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.
Healer: Roll the Status Dice in a multi-battle. 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. Burns do 5 HP in damage instead of 10 HP.
Heavy Metal: Doubles weight.
Honey Gather: Will gain an Oran Berry as a held item after a battle if the bearer is not already holding a held item.
Huge Power: By default, Attack is raised by one stage.
Hustle: Attacks do 30% 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 conditions in rain.
Hyper Cutter: Prevents Attack from being lowered except when self-inflicted.
Ice Body: Recovers 1/16th of max HP per turn during hail.
Illuminate: Combines rarity levels when the bearer is in the party. Rolling 1-40 will let you encounter any Very Common, Common, and Uncommon Pokémon, rolling 41-50 will let you encounter any Rare and Very Rare Pokémon.
Illusion: Disguises itself as the Pokémon in the back of the party. A direct attack will break the illusion.
Immunity: Prevents poisoning.
Impostor: Transforms into the opposing Pokémon.
Infiltrator: Negates Reflect, Light Screen, and Safeguard.
Innards Out: After the bearer faints, deals the same amount of damage it took on the final blow.
Inner Focus: Prevents flinching.
Insomnia: Prevents sleep.
Intimidate: Lowers foe's Attack by one stage when bearer is switched in.
Iron Barbs: Inflicts 1/8 of max HP in damage on the foe when bearer is attacked 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: Prevents bearer from using held items.
Leaf Guard: Prevents status conditions in sunshine.
Levitate: Raises the bearer. Adds immunity to Ground-type.
Light Metal: Halves weight.
Lightning Rod: Raises Special 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. Damage is 1/8th of max HP.
Liquid Voice: All sound-based moves become Water-type.
Long Reach: Bearer attacks without making contact.
Magic Bounce: Reflects status moves.
Magic Guard: Bearer only takes damage from attacks.
Magician: Steals held item when attacking. Cannot steal Mega Stones or Z-Crystals.
Magma Armor: Prevents freezing.
Magnet Pull: Prevents Steel-types from switching out.
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%.
Merciless: All attacks become critical hits if the target is poisoned.
Minus: Raises Special Attack by one stage if another Pokémon has Plus or Minus.
Misty Surge: Induces Misty Terrain.
Mold Breaker: Moves can be used regardless of foe's ability.
Moody: Roll two Chance Dice every turn. The first dice will be your lowered stat. The second dice will be your raised stat. 1 is Attack, 2 is Special Attack, 3 is Defense, 4 is Special Defense, 5 and 6 are Speed.
Motor Drive: Raises Speed by one stage if hit by an Electric-type move instead of damaging.
Moxie: Raises Attack by one stage after knocking out a Pokémon.
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: Status problems are healed upon switching out.
No Guard: All attacks, including the foe's, will hit without fail.
Normalize: All moves used by the bearer become Normal-type.
Oblivious: Prevents attraction.
Overcoat: Prevents weather damage.
Overgrow: Grass-type moves do 30% more damage when HP falls below 1/3.
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 or Z-Crystals.
Pickup: When another Pokémon uses a single-use item, the Pokémon with Pickup will obtain it. Will gain a Big Mushroom after a battle if the bearer is not already holding a held item.
Pixilate: All Normal-type attacks used by the bearer become Fairy-type.
Plus: Raises Special Attack by one stage if another Pokémon has Plus or Minus.
Poison Heal: Restores 1/6th of max 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.
Power Construct: Changes form when HP falls below half.
Power of Alchemy: Copies the ability of a fallen ally.
Prankster: Status moves are given +1 priority.
Pressure: Moves of foes use 2 PP instead of 1 PP.
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.
Prism Armor: Super-effective damage is reduced by 50%.
Protean: Changes type to that of its previously used attack.
Psychic Surge: Induces Psychic Terrain.
Pure Power: Raises Attack by one stage.
Queenly Majesty: Prevents priority moves.
Quick Feet: Increases Speed by 50% when inflicted with a major status condition.
Rain Dish: Recovers 1/16th of max HP per turn during hail.
Rattled: Speed raises one stage every time the bearer is hit by a Bug, Ghost, or Dark-type attack.
Receiver: Inherits the ability of a fallen ally in a multi-battle.
Reckless: Increases the damage of recoil moves by 20%.
Refrigerate: All Normal-type attacks used by the bearer become Ice-type.
Regenerator: Restores 1/3 of max HP when switched 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.
RKS System: Changes type depending on held item.
Rock Head: Prevents recoil damage.
Rough Skin: Inflicts 1/8 of max HP in damage on the foe when bearer is attacked with a contact move.
Run Away: Ensures escape.
Sand Force: Damage of Ground, Rock, and Steel-type moves raised by 30% in a sandstorm.
Sand Rush: Doubles the bearer's Speed in a sandstorm.
Sand Stream: Creates a sandstorm for 5 turns.
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.
Schooling: Changes form when HP falls below 25%.
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 Shield: Lowers power of enemy attacks by half when HP is full.
Shadow Tag: Prevents foe from escaping.
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.
Shields Down: Changes form when HP falls below half.
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.
Slush Rush: Increases Speed by one stage in hail.
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 Storm: Creates hail for 5 turns.
Solar Power: Increases Special Attack by two stages in sunshine, but loses 1/8 of max HP every turn.
Solid Rock: Super-effective moves do 50% less damage.
Soul-Heart: Special Attack is boosted one stage every time any Pokémon faints.
Soundproof: Protects against all sound-based moves.
Speed Boost: Boosts Speed by one stage every turn.
Stakeout: Bearer does double damage to a foe who switches in mid-battle.
Stall: Always moves last.
Stamina: Raises Defense one stage every time the bearer is attacked by any move.
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: Speed is raised one stage every time the bearer flinches.
Steelworker: Damage of Steel-type moves used by the bearer is increased by 30%.
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 taken or switched.
Storm Drain: Raises Special Attack by one stage when hit by a Water-type attack instead of damaging. Attracts all Water-type attacks.
Strong Jaw: Increases the damage of all biting moves by 30%.
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.
Surge Surfer: Doubles the bearer's Speed in Electric Terrain.
Swarm: Increases the damage of Bug-type attacks by 30% when below 1/3 of max HP.
Sweet Veil: Protects bearer and allies from sleep.
Swift Swim: Speed doubled in rain.
Symbiosis: When an ally consumes a single use held item, passes their item to that ally. Mega Stones and Z-Crystals can't be transferred.
Synchronize: Passes status condition back to the foe.
Tangled Feet: Raises Evasion by two stages when confused.
Tangling Hair: Contact with the bearer will lower the attacker's Speed by one stage.
Technician: Increases the damage of moves with less than 60 base power by 50%.
Telepathy: Won't take damage from allies in multi-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: Water-type moves do 30% more damage when HP falls below 1/3.
Tough Claws: Contact moves do 30% more damage.
Toxic Boost: When poisoned, attacks do 50% more damage.
Trace: Copies a foe's ability.
Triage: Gives priority to recovery moves.
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.
Unnerve: Prevents the foe from using berries.
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 Bubble: Halves damage of Fire-type attacks done against the bearer and prevents burns.
Water Compaction: Raises Defense by two stages when hit by 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 stats from being lowered.
Wimp Out: Switches out when HP falls below half.
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 half.