Pokémon Abilities List

Name
Effect
Generation
Pokémon Count
adaptability
Increases the same-type attack bonus from 1.5× to 2×.
IV
19
aerilate
Turns the bearer's normal moves into flying moves and strengthens them to 1.3× their power.
VI
2
aftermath
Damages the attacker for 1/4 its max HP when knocked out by a contact move.
IV
11
air-lock
Negates all effects of weather, but does not prevent the weather itself.
III
1
analytic
Strengthens moves to 1.3× their power when moving last.
V
12
anger-point
Raises Attack to the maximum of six stages upon receiving a critical hit.
IV
12
anger-shell
When the Pokémon's HP drops below half, Anger Shell lowers its Defense and Special Defense but its Attack, Special Attack and Speed are raised.
IX
1
anticipation
Notifies all trainers upon entering battle if an opponent has a super-effective move, self destruct, explosion, or a one-hit KO move.
IV
18
arena-trap
Prevents opponents from fleeing or switching out. Eluded by flying-types and Pokémon in the air.
III
3
armor-tail
Prevents the opponent from using any moves that have priority, such as Quick Attack.
IX
1
aroma-veil
Protects allies against moves that affect their mental state.
VI
8
aura-break
Makes dark aura and fairy aura weaken moves of their respective types.
VI
2
bad-dreams
Damages sleeping opponents for 1/8 their max HP after each turn.
IV
1
ball-fetch
If the Pokémon is not holding an item, it will fetch the Poké Ball from the first failed throw of the battle.
VIII
1
battery
Ally Pokémon's moves have their power increased to 1.3×.
VII
1
battle-armor
Protects against critical hits.
III
11
battle-bond
Transforms this Pokémon into Ash-Greninja after fainting an opponent. Water Shuriken's power is 20 and always hits three times.
VII
2
beads-of-ruin
Lowers Special Defense of all Pokémon except itself.
IX
1
beast-boost
Raises this Pokémon's highest stat by one stage when it faints another Pokémon.
VII
11
berserk
Raises this Pokémon's Special Attack by one stage every time its HP drops below half.
VII
2
big-pecks
Protects against Defense drops.
V
15
blaze
Strengthens fire moves to inflict 1.5× damage at 1/3 max HP or less.
III
32
bulletproof
Protects against bullet, ball, and bomb-based moves.
VI
11
cheek-pouch
Restores HP upon eating a Berry, in addition to the Berry's effect.
VI
7
chilling-neigh
Boosts Attack after knocking out a Pokémon.
VIII
1
chlorophyll
Doubles Speed during strong sunlight.
III
39
clear-body
Prevents stats from being lowered by other Pokémon.
III
19
cloud-nine
Negates all effects of weather, but does not prevent the weather itself.
III
7
color-change
Changes type to match when hit by a damaging move.
III
1
comatose
This Pokémon always acts as though it were Asleep.
VII
1
commander
Goes inside the mouth of an ally Dondozo if one is on the field.
IX
3
competitive
Raises Special Attack by two stages upon having any stat lowered.
VI
15
compound-eyes
Increases moves' accuracy to 1.3×.
III
13
contrary
Inverts stat changes.
V
11
corrosion
This Pokémon can inflict poison on Poison and Steel Pokémon.
VII
5
costar
Copies ally's stat changes on entering battle.
IX
1
cotton-down
When Ignores moves and abilities that draw in moves.
VIII
2
cud-chew
Causes the Pokémon to reuse an already consumed Berry at the end of the next turn.
IX
4
curious-medicine
Resets all stat changes upon entering battlefield.
VIII
1
cursed-body
Has a 30% chance of Disabling any move that hits the Pokémon.
V
15
cute-charm
Has a 30% chance of infatuating attacking Pokémon on contact.
III
15
damp
Prevents self destruct, explosion, and aftermath from working while the Pokémon is in battle.
III
20
dancer
Whenever another Pokémon uses a dance move, this Pokémon will use the same move immediately afterwards.
VII
4
dark-aura
Strengthens dark moves to 1.33× their power for all friendly and opposing Pokémon.
VI
1
dauntless-shield
Boosts Defense in battle.
VIII
2
dazzling
Opposing Pokémon cannot use priority attacks.
VII
1
defeatist
Halves Attack and Special Attack at 50% max HP or less.
V
2
defiant
Raises Attack two stages upon having any stat lowered.
V
16
delta-stream
Creates a mysterious air current, which cannot be replaced and causes moves to never be super effective against Flying Pokémon.
VI
1
desolate-land
Creates extremely harsh sunlight, which has all the properties of Sunny Day, cannot be replaced, and causes damaging Water moves to fail.
VI
1
disguise
Prevents the first instance of battle damage.
VII
4
download
Raises the attack stat corresponding to the opponents' weaker defense one stage upon entering battle.
IV
4
dragons-maw
Powers up Dragon-type moves.
VIII
1
drizzle
Summons rain that lasts indefinitely upon entering battle.
III
3
drought
Summons strong sunlight that lasts indefinitely upon entering battle.
III
5
dry-skin
Causes 1/8 max HP in damage each turn during strong sunlight, but heals for 1/8 max HP during rain. Increases damage from fire moves to 1.25×, but absorbs water moves, healing for 1/4 max HP.
IV
7
early-bird
Makes sleep pass twice as quickly.
III
16
earth-eater
Restores HP when hit by a Ground-type move.
IX
1
effect-spore
Has a 30% chance of inflcting either paralysis, poison, or sleep on attacking Pokémon on contact.
III
11
electric-surge
When this Pokémon enters battle, it changes the terrain to Electric Terrain.
VII
2
electromorphosis
When hit by an attack, the power of the next Electric-type move it uses is doubled.
IX
1
emergency-exit
This Pokémon automatically switches out when its HP drops below half.
VII
1
fairy-aura
Strengthens fairy moves to 1.33× their power for all friendly and opposing Pokémon.
VI
1
filter
Decreases damage taken from super-effective moves by 1/4.
IV
4
flame-body
Has a 30% chance of burning attacking Pokémon on contact.
III
23
flare-boost
Increases Special Attack to 1.5× when burned.
V
2
flash-fire
Protects against fire moves. Once one has been blocked, the Pokémon's own Fire moves inflict 1.5× damage until it leaves battle.
III
29
flower-gift
Increases friendly Pokémon's Attack and Special Defense to 1.5× during strong sunlight.
IV
1
flower-veil
Protects friendly grass Pokémon from having their stats lowered by other Pokémon.
VI
5
fluffy
Damage from contact moves is halved. Damage from Fire moves is doubled.
VII
6
forecast
Changes castform's type and form to match the weather.
III
4
forewarn
Reveals the opponents' strongest move upon entering battle.
IV
6
friend-guard
Decreases all direct damage taken by friendly Pokémon to 0.75×.
V
10
frisk
Reveals an opponent's held item upon entering battle.
IV
38
full-metal-body
Other Pokémon cannot lower this Pokémon's stats.
VII
1
fur-coat
Halves damage from physical attacks.
VI
2
gale-wings
Raises flying moves' priority by one stage.
VI
3
galvanize
This Pokémon's Normal moves are Electric and have their power increased to 1.2×.
VII
3
gluttony
Makes the Pokémon eat any held Berry triggered by low HP below 1/2 its max HP.
IV
39
good-as-gold
Gives immunity to status moves.
IX
1
gooey
Lowers attacking Pokémon's Speed by one stage on contact.
VI
7
gorilla-tactics
Boosts the Pokémon's Attack stat but only allows the use of the first selected move.
VIII
2
grass-pelt
Boosts Defense while grassy terrain is in effect.
VI
2
grassy-surge
When this Pokémon enters battle, it changes the terrain to Grassy Terrain.
VII
5
grim-neigh
Boosts Special Attack after knocking out a Pokémon.
VIII
1
guard-dog
Boosts Attack if intimidated, and prevents being forced to switch out.
IX
2
gulp-missile
If a Cramorant with Gulp Missile uses Surf or Dive, it catches prey and changes its form depending on its remaining HP.
VIII
3
guts
Increases Attack to 1.5× with a major status ailment.
III
26
hadron-engine
Creates an Electric Terrain when entering battle, and boosts Special Attack while active.
IX
9
harvest
Has a 50% chance of restoring a used Berry after each turn if the Pokémon has held no items in the meantime.
V
9
healer
Has a 30% chance of curing each adjacent ally of any major status ailment after each turn.
V
12
heatproof
Halves damage from fire moves and burns.
IV
5
heavy-metal
Doubles the Pokémon's weight.
V
10
honey-gather
The Pokémon may pick up honey after battle.
IV
5
hospitality
When a Pokémon with Hospitality enters a battle, it restores HP for an ally by 25%.
IX
2
huge-power
Doubles Attack in battle.
III
6
hunger-switch
Causes Morpeko to change its form each turn, alternating between Full Belly Mode and Hangry Mode
VIII
2
hustle
Strengthens physical moves to inflict 1.5× damage, but decreases their accuracy to 0.8×.
III
30
hydration
Cures any major status ailment after each turn during rain.
IV
23
hyper-cutter
Prevents Attack from being lowered by other Pokémon.
III
12
ice-body
Heals for 1/16 max HP after each turn during hail. Protects against hail damage.
IV
21
ice-face
The Pokémon’s ice head can take a physical attack as a substitute, but the attack also changes the Pokémon’s appearance. The ice will be restored when it snows.
VIII
2
ice-scales
Halves damage from Special moves.
VIII
2
illuminate
Doubles the wild encounter rate.
III
8
illusion
Takes the appearance of the last conscious party Pokémon upon being sent out until hit by a damaging move.
V
4
immunity
Prevents poison.
III
4
imposter
Transforms upon entering battle.
V
1
infiltrator
Bypasses light screen, reflect, and safeguard.
V
26
innards-out
When this Pokémon faints from an opponent's move, that opponent takes damage equal to the HP this Pokémon had remaining.
VII
1
inner-focus
Prevents flinching.
III
38
insomnia
Prevents sleep.
III
24
intimidate
Lowers opponents' Attack one stage upon entering battle.
III
46
intrepid-sword
Boosts Attack in battle.
VIII
2
iron-barbs
Damages attacking Pokémon for 1/8 their max HP on contact.
V
4
iron-fist
Strengthens punch-based moves to 1.2× their power.
IV
19
justified
Raises Attack one stage upon taking damage from a dark move.
V
10
keen-eye
Prevents accuracy from being lowered.
III
43
klutz
Prevents the Pokémon from using its held item in battle.
IV
12
leaf-guard
Protects against major status ailments during strong sunlight.
IV
23
levitate
Evades ground moves.
III
42
libero
Libero changes the Pokémon's type to that of its previously used attack.
VIII
4
light-metal
Halves the Pokémon's weight.
V
7
lightning-rod
Redirects single-target electric moves to this Pokémon where possible. Absorbs Electric moves, raising Special Attack one stage.
III
37
limber
Prevents paralysis.
III
14
lingering-aroma
Contact changes the attacker's Ability to Lingering Aroma.
IX
1
liquid-ooze
Damages opponents using leeching moves for as much as they would heal.
III
4
liquid-voice
Sound-based moves become Water-type.
VII
3
long-reach
This Pokémon's moves do not make contact.
VII
3
magic-bounce
Reflects most non-damaging moves back at their user.
V
10
magic-guard
Protects against damage not directly caused by a move.
IV
10
magician
Steals the target's held item when the bearer uses a damaging move.
VI
6
magma-armor
Prevents freezing.
III
3
magnet-pull
Prevents steel opponents from fleeing or switching out.
III
9
marvel-scale
Increases Defense to 1.5× with a major status ailment.
III
3
mega-launcher
Strengthens aura and pulse moves to 1.5× their power.
VI
3
merciless
This Pokémon's moves critical hit against poisoned targets.
VII
2
mimicry
Changes type depending on the terrain.
VIII
1
minds-eye
The Pokémon ignores changes to opponents' evasiveness, its accuracy can't be lowered, and it can hit Ghost types with Normal- and Fighting-type moves.
IX
1
minus
Increases Special Attack to 1.5× when a friendly Pokémon has plus or minus.
III
8
mirror-armor
Reflects any stat-lowering effects.
VIII
2
misty-surge
When this Pokémon enters battle, it changes the terrain to Misty Terrain.
VII
2
mold-breaker
Bypasses targets' abilities if they could hinder or prevent a move.
IV
26
moody
Raises a random stat two stages and lowers another one stage after each turn.
V
8
motor-drive
Absorbs electric moves, raising Speed one stage.
IV
4
moxie
Raises Attack one stage upon KOing a Pokémon.
V
16
multiscale
Halves damage taken from full HP.
V
2
multitype
Changes arceus's type and form to match its held Plate.
IV
1
mummy
Changes attacking Pokémon's abilities to Mummy on contact.
V
2
mycelium-might
Status moves go last, but are not affected by the opponent's ability.
IX
4
natural-cure
Cures any major status ailment upon switching out.
III
19
neuroforce
Increases super-effective damage dealt to 1.25×.
VII
1
neutralizing-gas
Neutralizes abilities of all Pokémon in battle.
VIII
3
no-guard
Ensures all moves used by and against the Pokémon hit.
IV
11
normalize
Makes the Pokémon's moves all act normal-type.
IV
2
oblivious
Prevents infatuation and protects against captivate.
III
26
opportunist
Copies stat boosts by the opponent.
IX
1
orichalcum-pulse
Turns the sunlight harsh when entering battle, and boosts Attack while active.
IX
9
overcoat
Protects against damage from weather.
V
26
overgrow
Strengthens grass moves to inflict 1.5× damage at 1/3 max HP or less.
III
32
own-tempo
Prevents confusion.
III
33
parental-bond
Lets the bearer hit twice with damaging moves. The second hit has half power.
VI
1
pastel-veil
Prevents the Pokémon and its allies from being poisoned.
VIII
2
perish-body
When hit by a move that makes direct contact, the Pokémon and the attacker will faint after three turns unless they switch out of battle.
VIII
1
pickpocket
Steals attacking Pokémon's held items on contact.
V
16
pickup
Picks up other Pokémon's used and Flung held items. May also pick up an item after battle.
III
30
pixilate
Turns the bearer's normal moves into fairy moves and strengthens them to 1.3× their power.
VI
3
plus
Increases Special Attack to 1.5× when a friendly Pokémon has plus or minus.
III
10
poison-heal
Heals for 1/8 max HP after each turn when poisoned in place of damage.
IV
3
poison-point
Has a 30% chance of poisoning attacking Pokémon on contact.
III
20
poison-puppeteer
Pokémon poisoned by Pecharunt's moves will also become confused.
IX
1
poison-touch
Has a 30% chance of poisoning target Pokémon upon contact.
V
11
power-construct
Transforms 10% or 50% Zygarde into Complete Forme when its HP is below 50%.
VII
3
power-of-alchemy
When an ally faints, this Pokémon gains its Ability.
VII
2
power-spot
Just being next to the Pokémon powers up moves.
VIII
1
prankster
Raises non-damaging moves' priority by one stage.
V
20
pressure
Increases the PP cost of moves targetting the Pokémon by one.
III
36
primordial-sea
Creates heavy rain, which has all the properties of Rain Dance, cannot be replaced, and causes damaging Fire moves to fail.
VI
1
prism-armor
Reduces super-effective damage to 0.75×.
VII
3
propeller-tail
Ignores moves and abilities that draw in moves.
VIII
2
protean
Changes the bearer's type to match each move it uses.
VI
7
protosynthesis
Raises highest stat in harsh sunlight, or if holding Booster Energy.
IX
10
psychic-surge
When this Pokémon enters battle, it changes the terrain to Psychic Terrain.
VII
3
punk-rock
Boosts sound-based moves and halves damage from the same moves.
VIII
4
pure-power
Doubles Attack in battle.
III
3
purifying-salt
Protects from status conditions and halves damage from Ghost-type moves.
IX
3
quark-drive
Raises highest stat on Electric Terrain, or if holding Booster Energy.
IX
10
queenly-majesty
Opposing Pokémon cannot use priority attacks.
VII
1
quick-draw
Enables the Pokémon to move first occasionally.
VIII
1
quick-feet
Increases Speed to 1.5× with a major status ailment.
IV
11
rain-dish
Heals for 1/16 max HP after each turn during rain.
III
14
rattled
Raises Speed one stage upon being hit by a dark, ghost, or bug move.
V
21
receiver
When an ally faints, this Pokémon gains its Ability.
VII
1
reckless
Strengthens recoil moves to 1.2× their power.
IV
13
refrigerate
Turns the bearer's normal moves into ice moves and strengthens them to 1.3× their power.
VI
3
regenerator
Heals for 1/3 max HP upon switching out.
V
27
ripen
Doubles the effect of berries.
VIII
5
rivalry
Increases damage inflicted to 1.25× against Pokémon of the same gender, but decreases damage to 0.75× against the opposite gender.
IV
18
rks-system
Changes this Pokémon's type to match its held Memory.
VII
1
rock-head
Protects against recoil damage.
III
24
rocky-payload
Powers up Rock-type moves.
IX
1
rough-skin
Damages attacking Pokémon for 1/8 their max HP on contact.
III
6
run-away
Ensures success fleeing from wild battles.
III
37
sand-force
Strengthens rock, ground, and steel moves to 1.3× their power during a sandstorm. Protects against sandstorm damage.
V
18
sand-rush
Doubles Speed during a sandstorm. Protects against sandstorm damage.
V
10
sand-spit
Creates a sandstorm when hit by an attack.
VIII
3
sand-stream
Summons a sandstorm that lasts indefinitely upon entering battle.
III
5
sand-veil
Increases evasion to 1.25× during a sandstorm. Protects against sandstorm damage.
III
30
sap-sipper
Absorbs grass moves, raising Attack one stage.
V
21
schooling
Wishiwashi becomes Schooling Form when its HP is 25% or higher.
VII
2
scrappy
Lets the Pokémon's normal and fighting moves hit ghost Pokémon.
IV
15
screen-cleaner
Nullifies effects of Light Screen, Reflect, and Aurora Veil.
VIII
2
seed-sower
Turns the ground into Grassy Terrain when the Pokémon is hit by an attack.
IX
1
serene-grace
Doubles the chance of moves' extra effects occurring.
III
15
shadow-shield
When this Pokémon has full HP, regular damage from moves is halved.
VII
1
shadow-tag
Prevents opponents from fleeing or switching out.
III
6
sharpness
Powers up slicing moves.
IX
4
shed-skin
Has a 33% chance of curing any major status ailment after each turn.
III
21
sheer-force
Strengthens moves with extra effects to 1.3× their power, but prevents their extra effects.
V
37
shell-armor
Protects against critical hits.
III
31
shield-dust
Protects against incoming moves' extra effects.
III
12
shields-down
Transforms this Minior between Core Form and Meteor Form. Prevents major status ailments and drowsiness while in Meteor Form.
VII
14
simple
Doubles the Pokémon's stat modifiers. These doubled modifiers are still capped at -6 or 6 stages.
IV
5
skill-link
Extends two-to-five-hit moves and triple kick to their full length every time.
IV
10
slow-start
Halves Attack and Speed for five turns upon entering battle.
IV
2
slush-rush
During Hail, this Pokémon has double Speed.
VII
7
sniper
Strengthens critical hits to inflict 3× damage rather than 2×.
IV
18
snow-cloak
Increases evasion to 1.25× during hail. Protects against hail damage.
IV
15
snow-warning
Summons hail that lasts indefinitely upon entering battle.
IV
8
solar-power
Increases Special Attack to 1.5× but costs 1/8 max HP after each turn during strong sunlight.
IV
10
solid-rock
Decreases damage taken from super-effective moves by 1/4.
IV
4
soul-heart
This Pokémon's Special Attack rises by one stage every time any Pokémon faints.
VII
2
soundproof
Protects against sound-based moves.
III
18
speed-boost
Raises Speed one stage after each turn.
III
14
stakeout
This Pokémon's moves have double power against Pokémon that switched in this turn.
VII
9
stall
Makes the Pokémon move last within its move's priority bracket.
IV
1
stalwart
Ignores moves and abilities that draw in moves.
VIII
3
stamina
Raises this Pokémon's Defense by one stage when it takes damage from a move.
VII
3
stance-change
Changes aegislash to Blade Forme before using a damaging move, or Shield Forme before using kings shield.
VI
2
static
Has a 30% chance of paralyzing attacking Pokémon on contact.
III
38
steadfast
Raises Speed one stage upon flinching.
IV
16
steam-engine
Boosts the Speed stat drastically when the Pokémon is hit by a Fire- or Water-type move.
VIII
4
steelworker
This Pokémon's Steel moves have 1.5× power.
VII
1
steely-spirit
Powers up ally Pokémon's Steel-type moves.
VIII
1
stench
Has a 10% chance of making target Pokémon flinch with each hit.
III
10
sticky-hold
Prevents a held item from being removed by other Pokémon.
III
10
storm-drain
Redirects single-target water moves to this Pokémon where possible. Absorbs Water moves, raising Special Attack one stage.
IV
10
strong-jaw
Strengthens biting moves to 1.5× their power.
VI
13
sturdy
Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.
III
48
suction-cups
Prevents being forced out of battle by other Pokémon's moves.
III
5
super-luck
Raises moves' critical hit rates one stage.
IV
9
supersweet-syrup
Once per battle, when a Pokémon with Supersweet Syrup enters the battle, it lowers the evasion stat of all adjacent opponents by one stage.
IX
2
supreme-overlord
Attack and Special Attack are boosted for each party Pokémon that has been defeated.
IX
1
surge-surfer
Doubles this Pokémon's Speed on Electric Terrain.
VII
1
swarm
Strengthens bug moves to inflict 1.5× damage at 1/3 max HP or less.
III
32
sweet-veil
Prevents friendly Pokémon from sleeping.
VI
11
swift-swim
Doubles Speed during rain.
III
48
sword-of-ruin
Lowers Defense of all Pokémon except itself.
IX
1
symbiosis
Passes the bearer's held item to an ally when the ally uses up its item.
VI
5
synchronize
Copies burns, paralysis, and poison received onto the Pokémon that inflicted them.
III
18
tablets-of-ruin
Lowers Attack of all Pokémon except itself.
IX
1
tangled-feet
Doubles evasion when confused.
IV
9
tangling-hair
When this Pokémon takes regular damage from a contact move, the attacking Pokémon's Speed lowers by one stage.
VII
2
technician
Strengthens moves of 60 base power or less to 1.5× their power.
IV
28
telepathy
Protects against friendly Pokémon's damaging moves.
V
28
tera-shell
All damage-dealing moves that hit the Pokémon when its HP is full will not be very effective.
IX
1
tera-shift
When Terapagos enters the battle, it turns into its Terastal Form until the end of the battle.
IX
1
teraform-zero
As soon as Terapagos assumes its Stellar Form, it will immediately neutralize weather and terrain effects.
IX
1
teravolt
Bypasses targets' abilities if they could hinder or prevent moves.
V
2
thermal-exchange
Raises Attack when hit by a Fire-type move. Cannot be burned.
IX
3
thick-fat
Halves damage from fire and ice moves.
III
33
tinted-lens
Doubles damage inflicted with not-very-effective moves.
IV
13
torrent
Strengthens water moves to inflict 1.5× damage at 1/3 max HP or less.
III
32
tough-claws
Strengthens moves that make contact to 1.33× their power.
VI
8
toxic-boost
Increases Attack to 1.5× when poisoned.
V
1
toxic-chain
May cause bad poisoning when the Pokémon hits an opponent with a move.
IX
3
toxic-debris
Scatters poison spikes at the feet of the opposing team when the Pokémon takes damage from physical moves.
IX
2
trace
Copies an opponent's ability upon entering battle.
III
6
transistor
Powers up Electric-type moves.
VIII
1
triage
This Pokémon's healing moves have their priority increased by 3.
VII
1
truant
Skips every second turn.
III
3
turboblaze
Bypasses targets' abilities if they could hinder or prevent moves.
V
2
unaware
Ignores other Pokémon's stat modifiers for damage and accuracy calculation.
IV
15
unburden
Doubles Speed upon using or losing a held item.
IV
17
unnerve
Prevents opposing Pokémon from eating held Berries.
V
28
unseen-fist
Contact moves can strike through Protect/Detect.
VIII
4
vessel-of-ruin
Lowers Special Attack of all Pokémon except itself.
IX
1
victory-star
Increases moves' accuracy to 1.1× for friendly Pokémon.
V
1
vital-spirit
Prevents sleep.
III
16
volt-absorb
Absorbs electric moves, healing for 1/4 max HP.
III
13
wandering-spirit
Swaps abilities with opponents on contact.
VIII
2
water-absorb
Absorbs water moves, healing for 1/4 max HP.
III
30
water-bubble
Halves damage from Fire moves, doubles damage of Water moves, and prevents burns.
VII
3
water-compaction
Raises this Pokémon's Defense by two stages when it's hit by a Water move.
VII
2
water-veil
Prevents burns.
III
14
weak-armor
Raises Speed and lowers Defense by one stage each upon being hit by a physical move.
V
25
well-baked-body
Immune to Fire-type moves, and Defense is sharply boosted.
IX
1
white-smoke
Prevents stats from being lowered by other Pokémon.
III
5
wimp-out
This Pokémon automatically switches out when its HP drops below half.
VII
1
wind-power
When hit by a wind move, the power of the next Electric-type move it uses is doubled.
IX
2
wind-rider
Gives immunity to wind moves, and causes the Pokémon's Attack to increase by one stage when hit by one.
IX
3
wonder-guard
Protects against damaging moves that are not super effective.
III
1
wonder-skin
Lowers incoming non-damaging moves' base accuracy to exactly 50%.
V
5
zen-mode
Changes darmanitan's form after each turn depending on its HP: Zen Mode below 50% max HP, and Standard Mode otherwise.
V
4
zero-to-hero
Transforms into its Hero Form when switching out.
IX
4