Abilities
- Adaptability
Damaging Moves that share a Type with the user get +5 damage.
- Adrenaline
When the user’s HP falls below 50% from direct damage, Boost their ATK by +5.
- Aerilate
The user’s Normal Moves become Flying-Type and get +5 damage.
- Aftermath
If the user Faints from a Contact Move, the attacker loses 3 Ticks.
- Air Lock
Weather has no effect while the user is in battle.
- Allergenic
Poison Powder, Sleep Powder, and Stun Spore all use the same Move slot.
- Alphabetic
Unown gets an extra Ability that starts with its letter of your choice. On level-up, Unown can learn any Move that starts with its letter. Unown-? chooses randomly each time. Unown-! chooses from Moves and Abilities that contain spaces or punctuation.
- Analytic
The user’s Damaging Moves get +5 damage if all targeted characters already took a turn this round.
- Anger Point
If the user suffers a Critical Hit, Boost their ATK by +20.
- Anger Shell
When the user’s HP falls below 50% from direct damage, Boost their ATK, SATK, and SPE by +5, and Drop their DEF and SDEF by -5.
- Antagonize
The user’s Normal Moves become Dark-Type and get +5 damage.
- Anticipation
- +4 SDEF
When the user enters battle, they shudder if a foe knows a OHKO Move or a Move super-effective against the user.
- Arena Trap
Foes in the user’s Zone that aren’t Immune to Ground are Trapped.
- Armor Tail
- +2 DEF
Foes’ Priority Moves fail when targeting the user or Allies in Zone.
- Aroma Veil
The user and Allies in Zone can’t be Infatuated, can’t have their Moves disabled, and are unaffected by Taunt, Torment, and Encore.
- As One
Calyrex’s Rider form has the Abilities of Calyrex’s default form and the Pokémon it is riding.
- Aura Break
The Fairy Aura and Dark Aura Abilities reduce damage instead of increasing it.
- Bad Dreams
Between rounds, Sleeping foes lose 2 Ticks.
- Ball Fetch
- +5 SPE
The user picks up and restores each failed Poké Ball.
- Battery
The user’s Allies in Zone get +5 damage to their Special Moves.
- Battle Armor
- +1 ATK, +2 DEF
Hard plating deflects the user’s received Critical Hits into normal hits.
- Battle Bond
When Greninja KOs a target, for the rest of the battle it becomes Ash-Greninja and its Water Shuriken’s Power becomes 8 and cannot do less than +6 bonus damage.
- Beads of Ruin
The user’s ruinous jade magatama give -5 SDEF to characters without Beads of Ruin.
- Beam Cannon
- +1 SATK
The user’s Ranged Moves get +3 to their Effect and Critical Rates.
- Beast Boost
When the user KOs a target, Boost their highest Stat by +5.
- Berserk
When the user’s HP falls below 50% from direct damage, Boost their SATK by +5.
- Big Pecks
- +2 DEF
The user’s DEF can’t be Dropped by others.
- Blaze
- +1 ATK, +1 SATK
If the user’s HP is 3 Ticks or less, their Fire Moves get +10 damage.
- Brimstone
- +2 SATK
When the user Burns a target, they also Poison it.
- Bulletproof
- +2 SDEF
The user is Immune to Moves with names containing “ball”, “bomb”, or “cannon”, Acid Spray, Aura Sphere, Barrage, Focus Blast, Octazooka, Pollen Puff, Rock Blast, Rock Wrecker, and Searing Shot.
- Bulletproven
- +2 SATK
The user gets +7 damage on Moves with names containing “ball”, “bomb”, or “cannon”, Acid Spray, Aura Sphere, Barrage, Focus Blast, Octazooka, Pollen Puff, Rock Blast, Rock Wrecker, and Searing Shot.
- Cheek Pouch
- +5 HP
The user heals an extra 3 Ticks when they eat a Berry.
- Chill
When the user enters battle, Drop foes’ SPE by -5.
- Chilling Neigh
When the user KOs a target, Boost their ATK by +5.
- Chlorophyll
- +2 SPE
In Harsh Sunlight, Boost the user’s SPE by +15.
- Clear Body
The user’s purity of body means its Stats can’t be Dropped by others.
- Cloud Nine
When the user enters battle, the weather becomes normal.
- Color Change
- +4 SDEF
After a Move damages the user, their Type changes to match the Move’s Type. (After Double/Multi-strike Moves finish.)
- Color Guard
Minior and allies that share a color with it get a bonus based on its color:
- Red: heal a Tick between rounds
- Orange: +5 ATK, +2 Crit Rate
- Yellow: +5 DEF, +6 Save Bonus
- Green: +5 SDEF, +2 Evasion
- Cyan: heal 1 PP between rounds
- Indigo: +5 SATK, +2 Effect Rate
- Violet: +5 SPE, +4 Accuracy Rate
- Black: Minior and allies without any of the above colors get +1 to all Stats, Crit Rate, Save Bonus, Evasion, Effect Rate, and Accuracy
- Comatose
The user is always Asleep, but acts normally. Comatose can’t be removed or changed.
- The user can’t be Poisoned, Burned, or Paralyzed.
- The user can use Sleep Talk and Snore, is affected by Dream Eater and Nightmare, and triggers extra damage from Hex and Wake-Up Slap.
- The user can’t use Rest.
- Commander
When the user enters battle, it goes in the mouth of an ally Dondozo if there is one. Commanded Dondozo get +10 each to ATK, DEF, SATK, SDEF, and SPE, but can’t switch out and the Commander can’t act or be targeted until the Dondozo faints. (Works with non-Dondozo species at GM’s discretion.)
- Competitive
When a foe Drops any of the user’s Stats, Boost the user’s SATK by +10.
- Compound Eyes
The user’s Moves lower their Accuracy Check by 6.
- Contaminate
The user’s Normal Moves become Poison-Type and get +5 damage.
- Contrary
The user’s Drops become Boosts, and vice-versa.
- Corrosion
The user can Poison targets regardless of their Type or Ability. (Steel still takes 0 damage from Poison Moves.)
- Costar
When the user enters battle, they choose an ally to copy Boosts, Drops, and Focus Energy from.
- Cotton Down
- +1 DEF, +1 SDEF
When the user is damaged by a Move, Drop other in-Zone characters’ SPE by -5.
- Cud Chew
If the user eats a Berry, they regurgitate that Berry at the end of their next turn and eat it once more.
- Curious Medicine
When the user enters battle, all allies reset their Boosts/Drops to +0.
- Cursed Body
Attackers that hit the user with a Move must make a DC8 Save using that attack roll or have their Move disabled.
- Cute Charm
Attackers that hit the user with a Contact Move must make a DC8 Save using that attack roll or become Infatuated with the user (if compatible).
- Damp
- +3 DEF
While the user is on the field, the Aftermath Ability and Moves Self-Destruct, Explosion, Misty Explosion, and Mind Blown fail.
- Dancer
If another character uses a Move with “Dance” in the name or Aqua Step, immediately use that Move for 0 PP without spending the user’s turn. This can’t go infinite.
- Dark Aura
While the user is on the field, all damaging Dark Moves get +5 damage.
- Dauntless Shield
When the user enters battle, Boost their DEF by +5.
- Dazzling
- +2 SDEF
Foes’ Priority Moves fail when targeting the user or Allies in Zone.
- Deadly Poison
- +1 ATK, +1 SATK
If the user Poisons a target, they Badly Poison it instead.
- Defeatist
When the user has less than 50% HP, Drop its ATK and SATK by -10.
- Defiant
When a foe Drops any of the user’s Stats, Boost the user’s ATK by +10.
- Delivery Bird
- +2 HP
The user can hold 2 items at once. If something affects their held item, you choose which one.
- Delta Stream
The weather becomes Strong Wind while the user is on the field. Only Primordial Sea and Desolate Land can override Delta Stream. (Electric, Ice, and Rock Moves get -1 Effectiveness.)
- Desolate Land
The weather becomes Extremely Harsh Sunlight while the user is on the field. Only Primordial Sea and Delta Stream can override Extremely Harsh Sunlight. (Damaging Fire Moves get +10 damage, and Water Moves automatically fail.)
- Dire Horn
Moves with “Horn” or “Head” in their name, Skull Bash, Fury Attack, Smart Strike, Psyblade, Sacred Sword, and Secret Sword get +7 damage.
- Discipline
- +1 DEF, +1 SDEF, +1 SPE
The first time per battle the user becomes Confused, Infatuated, or Flinched, cure it.
- Disguise
The user’s disguise prevents damage from the first Move that damages the user, then breaks and loses a Tick. (Move effects still occur, and Multi-strike Moves still deal damage.) Repair the disguise between battles.
- Dizzying
Attackers that hit the user with a Move must make a DC8 Save using that attack roll or become Confused.
- Download
When the user enters battle, a random foe reveals if its DEF or SDEF is lower. If DEF, Boost the user’s ATK by +5. If SDEF, Boost the user’s SATK by +5.
- Dracolize
The user’s Normal Moves become Dragon-Type and gain +5 damage.
- Dragon's Maw
The user’s damaging Dragon Moves get +5 damage.
- Drizzle
When the user enters battle, the weather becomes Rainy for 5 rounds. (Damaging Water Moves get +10 damage, and Fire Moves have their Power reduced by -10.)
- Drought
The weather becomes Harsh Sunlight for 5 rounds. (Damaging Fire Moves get +10 damage, and Water Moves have their Power reduced by -10.)
- Dry Skin
The user is Immune to Water. If hit with a Water Move, ignore its effects and heal 3 Ticks. Damaging Fire Moves get +5 damage against the user.
The user loses 2 Ticks when they end a turn in Harsh Sunlight, and heals 2 Ticks when they end a turn in Rain.- Early Bird
- +2 SPE
The user has a +6 Bonus to Sleep Save Checks.
- Earth Eater
The user is Immune to Ground. When hit with a Ground Move, ignore its effect and Heal the user by 3 Ticks.
- Effect Spore
Attackers that hit the user with a Contact Move must make a DC8 Save using that attack roll or roll another d20:
- 1-6: Poison the attacker.
- 7-13: Paralyze the attacker.
- 14+: the attacker falls Asleep.
- Electric Cheeks
On the turn the user enters battle, their Electric Moves get Priority.
- Electric Surge
When the user enters battle, create Electric Terrain for 5 rounds. (Characters standing on Electric Terrain are immune to Sleep and damaging Electric Moves get +5 damage.)
- Electromorphosis
The user becomes Charged when hit by a Physical or Special Move. (The user’s next Electric Move gets +1 Effectiveness, then they lose Charged.)
- Emergency Exit
- +3 SDEF
The user switches out/flees when another character’s Move drops its HP past 50%, even if Trapped. The user does not switch out if it heals its HP back over 50% immediately.
- Enthrall
When the user enters battle, Drop all foes’ SDEF by -5.
- Entry: Move
When the user enters battle, they automatically use the specified Move for 0 PP.
- Eternal Palette
The user knows a Move without using up a slot, based on its flower’s color:
- Red: Roar of Time
- Orange: Blast Burn
- Yellow: Zap Cannon
- Blue: Hydro Cannon
- White: Steel Beam
- Pink (Eternal Flower): Light of Ruin
- Excavate
The user’s Normal Moves become Ground-Type and get +5 damage.
- Fairy Aura
While the user is on the field, all damaging Fairy Moves get +5 damage.
- Filter
- +1 DEF, +1 SDEF
The user subtracts their Level from damage from incoming Super-Effective Moves.
- Flame Body
- +1 DEF
Attackers that hit the user with a Contact Move must make a DC8 Save using that attack roll or get Burned.
- Flare Boost
While the user is Burned, Boost their SATK by +10.
- Flash Fire
- +1 SPE
The user is Immune to Fire. If hit with a Fire Move, ignore its effects and the user’s damaging Fire Moves get +5 damage for the rest of the battle. This effect does not stack.
- Flavorite
Alcremie gets the effect of the Sweet it evolved with, and certain Types can’t flee or switch out from it according to flavor:
- Vanilla (“sweet”): Fairy and Normal
- Ruby (“tart”): Flying and Psychic
- Matcha (“aromatic”): Dragon and Grass
- Mint (“refreshing”): Water and Ice
- Lemon (“sour”): Fighting and Electric
- Salted (“salty”): Fire and Rock
- Ruby Swirl (“mixed”): Bug and Ghost
- Caramel Swirl (“bitter”): Dark and Poison
- Rainbow Swirl (“complex”): Steel and Ground
- Flower Gift
In Harsh Sunlight, the user Boosts its and all allies’ ATK and SDEF by +5 each. Cherrim becomes its Sunshine Form.
- Flower Veil
- +2 SDEF
Allied Grass-Types in Zone (including the user) can’t have their Stats Dropped by others, and are immune to being Burned, Frozen, Paralyzed, Poisoned or Asleep.
- Fluffy
Contact Moves get -1 Effectiveness against the user, but Fire Moves get +1 Effectiveness.
- Forecast
Castform’s Forme and Type match the Weather:
- Harsh sunlight: Fire-Type Sunny Form
- Rain: Water-Type Rainy Form
- Snowstorm: Ice-Type Snowy Form
- Sandstorm: Rock-Type Gritty Form
- Other: Normal-Type Normal Form (or homebrew Formes at GM discretion)
- Forewarn
- +2 SDEF
When the user enters battle, reveal the Move with the most Power between their foes. If there’s a tie, reveal all the tied Moves.
- Friend Guard
The user’s Allies in Zone add their Level to their DEF and SDEF. Friend Guard does not stack.
- Frisk
- +4 SATK
When the user enters battle, they reveal all foes’ Held Items with their unobstructed vision.
- Full Metal Body
Others can’t Drop the user’s Stats. Full Metal Body ignores Mold Breaker.
- Fur Coat
The user gets an Endurance bonus equal to their Level.
- Gale Wings
- +1 SPE
The user’s Flying Moves get Priority while the user has full HP.
- Galvanize
The user’s Normal Moves become Electric-Type and get +5 damage.
- Germinate
The user’s Normal Moves become Grass-Type and get +5 damage.
- Gluttony
- +3 HP
The user eats Berries that trigger at below 3 Ticks at below 5 Ticks instead.
- Good as Gold
A body of solid gold makes other characters’ Status Moves fail if they target the user.
- Gooey
- +2 DEF
When the user is hit by a Contact Move, Drop the attacker’s SPE by -5.
- Gorilla Tactics
The user gets +5 ATK, but must repeat the first Move they use until they leave battle.
- Grass Pelt
- +2 DEF
While standing on Grassy Terrain, the user’s DEF gets +10.
- Grassy Surge
When the user enters battle, create Grassy Terrain for 5 rounds. (Characters standing on it heal 1 Tick between Rounds, Grass Moves get +5 damage, and Bulldoze, Earthquake and Magnitude get -1 Effectiveness.)
- Grim Neigh
When the user KOs a target, Boost their SATK by +5.
- Guard Dog
Other characters’ Moves and items can’t force the user to switch out, and the user Boosts their ATK by +5 instead of suffering the usual Stat Drops from Intimidate, Unintimidate, Startle, Enthrall, and Chill.
- Gulf Stream
- +2 SPE
When the user enters battle, the weather becomes Strong Winds. (Electric, Ice, and Rock Moves get -1 Effectiveness.)
- Gulp Missile
After using Surf or Dive, Cramorant holds Arrokuda in its mouth, or Pikachu if its HP is below 5 Ticks. Attackers damaging Cramorant make it spit out the Pokémon (even if KO’d): the attacker loses 3 Ticks, and Arrokuda Drops DEF by -5 / Pikachu inflicts Paralysis.
- Guts
While Burned, Poisoned, Paralyzed, Frozen, or Asleep, Boost the user’s ATK by +10. The user doesn’t lose ATK from Burns.
- Hadron Engine
When the user enters battle, create Electric Terrain for 5 rounds. The futuristic engine within the user Boosts their SATK by +5 during Electric Terrain.
- Harvest
When the user eats a Berry, roll d20. On 11+, get the Berry’s effect without consuming it. This roll autosucceeds in Harsh Sunlight.
- Hate Eater
The user is Immune to Dark. When hit with an Dark Move, ignore its effects and they Heal 3 Ticks.
- Healer
Between rounds, before damage from Status Problems, roll d20 for each Ally in Zone with a Status Problem the user has. On 14+, cure that ally’s Status Problems.
- Heat Sink
The user is Immune to Fire. When the user is hit by a Fire Move, Boost their SATK by +5. Fire Moves redirect to the user and can’t miss.
- Heatproof
Fire Moves get -1 Effectiveness against the user and Burn inflicts half its usual damage.
- Heavy Metal
- +4 DEF
Double the user’s Weight.
- Honey Gather
- +5 HP, +3 SPE
Produces a Sweet Honey every Long Rest.
- Hot Streak
When the user KOs a target, Boost their SATK by +5.
- Huge Power
The user gets an Athletics bonus equal to their Level.
- Hunger Switch
- +3 DEF, +3 SDEF/+3 ATK, +3 SATK
The user swaps between Full-Belly Form and Hangry Form (and this Ability’s Bonus Stats) between rounds.
- Hustle
The user’s enthusiasm makes their Physical Moves raise their Accuracy Check by +4 and get +10 damage.
- Hydration
In Rain, cure all of the user’s Status Problems between rounds.
- Hyper Cutter
- +1 ATK
The user’s powerful pincers mean its ATK can’t be Dropped by others.
- Ice Body
The user heals 1 Tick between rounds in a snowstorm.
- Ice Face
The user’s icy helmet protects against 1 Physical Attack, breaking into Noice Face. Creating or switching into a snowstorm immediately restores Ice Face.
- Ice Scales
Special Moves get -1 Effectiveness against the user.
- Illuminate
- +4 SATK
Others can’t Drop the user’s Accuracy Rate, and the user ignores targets’ Evasion.
- Illusion
When the user enters battle, they resemble a Pokémon in their party. Damaging Moves destroy the illusion.
- Immolate
The user’s Normal Moves become Fire-Type and get +5 damage.
- Immunity
- +1 to Saves
If the user becomes Poisoned, cure them.
- Imposter
When the user enters battle, they automatically use Transform for 0 PP.
- Impulsive
When a foe Drops any of the user’s Stats, Boost the user’s SPE by +10.
- Infiltrator
- +1 SDEF, +1 SPE
The user’s Moves ignore Reflect, Light Screen, Aurora Veil, Safeguard, Substitutes, and Mist.
- Innards Out
When a damaging Move KOs the user, the attacker loses HP equal to what the user had left.
- Inner Focus
- +1 ATK, +1 SATK, +2 SDEF
The user can’t Flinch and ignores Intimidate, Unintimidate, Startle, Enthrall, and Chill.
- Innocent Face
If the user’s Move last round failed, missed, was stopped by a Status Problem, or had no effect on its target(s), foes can’t target them this round.
- Insectivize
The user’s Normal Moves become Bug-Type and get +5 damage.
- Insomnia
If the user falls Asleep, cure them. The user can’t use Rest.
- Intimidate
When the user enters battle, Drop all foes’ ATK by -5.
- Intrepid Sword
When the user enters battle, Boost their ATK by +5.
- Iron Barbs
- +2 ATK
Attackers that hit the user with Contact Moves lose 2 Ticks.
- Iron Fist
- +1 ATK
The user’s Moves with “Punch”, “Fist”, or “Hammer” in their name, Double Iron Bash, Meteor Mash, Sky Uppercut, Surging Strikes, and Wicked Blow get +7 damage.
- Justified
If the user is hit by a Dark Move, their heart of justice Boosts their ATK by +5.
- Keen Eye
- +2 ATK, +2 SPE
Others can’t Drop the user’s Accuracy Rate, and the user ignores targets’ Evasion.
- Klutz
- +2 ATK, +3 SPE
The user ignores items it holds, as if it wasn’t holding them.
- Leaf Guard
- +1 DEF, +2 SDEF
In Harsh Sunlight, the user is immune to persistent Status Problems and can’t use Rest.
- Leaf Tailor
The user makes its clothing from leaves. Each Long Rest, pick 2 Types to get -1 Effectiveness against the user until the next Long Rest.
- Levitate
The user is Immune to Ground damage, Terrain, Arena Trap, Spikes, Toxic Spikes, Sticky Web, and Rototiller.
- Libero
- +1 SPE
Before the user uses a Move, their Type becomes the Move’s Type (no secondary Type.)
- Lifedrinker
The user heals 1 Tick whenever it hits with a Contact Move.
- Light Metal
- +4 SPE
Halve the user’s weight.
- Lightning Rod
The user is Immune to Electric. If the user is hit by an Electric Move, ignore its effects and Boost their SATK by +5. Electric Moves redirect to the user and can’t miss.
- Limber
- +2 SPE
If the user becomes Paralyzed, cure them.
- Lingering Aroma
- +2 SDEF
Attackers that hit the user with Contact Moves have their Ability changed to Lingering Aroma until they leave battle.
- Liquid Ooze
- +3 DEF
If the user is Drained, the attacker instead loses the amount they would have healed.
- Liquid Voice
- +2 SATK
The user’s Sonic Moves become Water-Type. (This can grant STAB.)
- Long Reach
- +1 ATK, +2 SPE
The user’s Contact Moves become Ranged.
- Loose Cannon
The user’s Special Moves raise their Accuracy Check by +4 and get +10 damage.
- Lunar Power
- +2 SDEF
While the user is exposed to moonlight, Boost their SDEF by +10 and they heal 1 Tick between rounds.
- Magic Bounce
The user redirects Status Moves and Moves that create Hazards back to the attacker.
- Magic Guard
The user is immune to damage from Status Problems, hazards, weather, recoil, or Held Items. The user doesn’t lose HP from using Mind Blown or Steel Beam.
- Magician
- +2 SATK
The user’s damaging Moves also steal their targets’ Held Items, if the user can hold them.
- Magma Armor
- +2 DEF, +2 SDEF
If the user becomes Frozen, cure them.
- Magnet Pull
Steel-Type Pokémon can’t flee or switch out from the user.
- Marvel Scale
While Asleep, Paralyzed, Burned, Frozen or Poisoned, Boost the user’s DEF by +10.
- Max Aura
The user’s damaging Fighting Moves get +10 damage when at 3 Ticks or less of HP.
- Mega Launcher
- +1 SATK
The user’s Moves with “Pulse” or “Aura Sphere” in their names get +7 damage.
- Merciless
- +1 ATK, +1 SATK
The user’s Moves are Critical Hits on Poisoned targets.
- Metallize
The user’s Normal Moves become Steel-Type and get +5 damage.
- Migraine
While the user’s HP is 5 Ticks or less, double the Power of their Psychic Moves.
- Mimicry
In Electric, Grassy, Misty, or Psychic Terrain, change the user’s Type to match the Terrain.
- Minus
- +2 SDEF
Boost the user’s SATK by +10 for each ally with Plus or Minus in Zone.
- Mirror Armor
Stat Drops inflicted on the user (not caused by Status Problems) are instead reflected to their source.
- Misty Surge
When the user enters battle, create Misty Terrain for 5 rounds. (Characters standing on Misty Terrain are immune to Poison, Burn, Sleep, Paralysis, Freeze, and Confusion; and received Dragon-Type damage gets -1 Effectiveness.)
- Mold Breaker
The user’s Moves ignores others’ Abilities during the user’s turn.
- Momentum
Each consecutive turn the user hits with a damaging Move, that move gets +5 damage each future use until it misses, fails, or another Move is used. Max +20.
- Moody
Between Rounds, roll d20 to pick a Stat to Boost by +10, then again for a Stat to Drop by -5.
≥4: ATK
5–8: DEF
9–12: SATK
13–16: SDEF
17+: SPE- Motor Drive
The user is Immune to Electric. If an Electric Move hits the user, ignore its effects and Boost their SPE by +5.
- Moxie
When the user KOs a target, Boost their ATK by +5.
- Multiple
The user’s Multi-Strike, Double Strike, and multi-target Moves cost 2 less PP.
- Multiscale
If the user is damaged by a Move at full HP, that Move gets -1 Effectiveness.
- Multitype
The user’s Type matches any Plates/Z-Crystals it holds. (Can’t be nullified or replaced.)
- Mummy
- +2
Attackers that hit the user with Contact Moves have their Ability changed to Mummy until they leave battle.
- Mycelium Might
- +2 ATK, +2 SATK
The user’s Status Moves Always Go Last, but ignores others’ Abilities during the user’s turn.
- Natural Cure
Cure all of the user’s Status Problems when it leaves battle.
- Neuroforce
The user’s damaging Super-Effective moves get +5 damage.
- Neutralizing Gas
All characters ignore Abilities of other characters in Zone. When this Ability no longer applies, activate any Abilities that would have taken effect when their user entered battle, but were ignored.
- No Guard
The user’s Moves can’t miss, and Moves can’t miss hitting the user.
- Normalize
The user’s non-Normal Moves become Normal-Type and get +5 damage.
- Oblivious
- +1 SDEF
If the user becomes Infatuated, cure them. The user is immune to the Moves Captivate and Taunt, and the Abilities Intimidate, Unintimidate, Startle, Enthrall, and Chill.
- Olympic
The user’s Boosts have no maximum cap.
- Opportunist
If an opponent Boosts their Stats, the user seizes the opportunity to copy those Boosts.
- Orichalcum Pulse
The weather becomes Harsh Sunlight for 5 rounds. The ancient pulse thrumming through the user Boosts their ATK by +5 during harsh sunlight.
- Overcoat
The user is immune to damage from Sandstorm, Moves with “Powder” or “Spore” in their name, and the Effect Spore Ability.
- Overgrow
- +1 ATK, +1 SATK
If the user’s HP is 3 Ticks or less, their Grass Moves get +10 damage.
- Own Tempo
- +1 SDEF, +1 SPE
If the user becomes Confused, cure them. The user ignores Intimidate, Unintimidate, Startle, Enthrall, and Chill.
- Paralyze Touch
The user’s Contact Moves inflict Paralysis on 15+. If a move already has a chance of Paralyzing, increase that chance’s Effect Rate by +6.
- Paranoia
While Burned, Poisoned, Paralyzed, Frozen, or Asleep, Boost the user’s SDEF by +10.
- Parental Bond
The user’s single-target Moves hit twice, but the second hit gets -2 Effectiveness.
- Pastel Veil
Cure in-Zone allies of Poison when the user enters battle. The user and Allies in Zone can’t be Poisoned.
- Patterned
The user’s wing pattern matches a terrain agreed on by the player and GM. Attackers that hit the user with a Contact Move must make a DC8 Save using that attack roll or are inflicted with the Secret Power secondary effect of the pattern’s terrain.
Each Rest, the user may learn the Move that Nature Power calls on the pattern’s terrain.
- Perish Body
Attackers that hit the user with Contact Moves cause both them and the user to suffer the effect of Perish Song.
- Petrificate
The user’s Normal Moves become Rock-Type and get +5 damage.
- Pickpocket
- +3 SPE
After the user is hit by a Contact Move, it steals a Held Item from the attacker if it can hold it.
- Pickup
- +2 SDEF
If another character consumes or drops an item (including via Fling or Natural Gift) and the user can hold that item, the user restores the item and picks it up. If multiple characters have Pickup, the highest SPE gets the item.
Once per day, roll d20 and see what you find.
- Pixilate
The user’s Normal Moves become Fairy-Type and get +5 damage.
- Plus
- +2 SATK
Boost the user’s SATK by +10 for each ally with Plus or Minus in Zone.
- Poison Heal
- +5 HP
The user Heals 2 Ticks between rounds when Poisoned instead of losing HP.
- Poison Point
- +2 DEF
Attackers that hit the user with a Contact Move must make a DC8 Save using that attack roll or get Poisoned.
- Poison Touch
- +2 ATK
The user’s Contact Moves inflict Poison on 15+. If a move already has a chance of Poisoning, increase that chance’s Effect Rate by +6.
- Polar Vortex
The user is Immune to Ice. When the user is hit by a Ice Move, ignore its effects and Boost their SATK by +5. Ice Moves redirect to the user and can’t miss.
- Poltergeize
The user’s Normal Moves become Ghost-Type and get +5 damage.
- Power Construct
If Zygarde’s HP falls below 50% during an encounter, it changes into Complete Form until the end of the encounter.
- Power Leech
The user’s Draining Moves get +7 damage.
- Power of Alchemy
When an ally Faints, the user copies and activates that ally’s Starting Ability, except for Wonder Guard, Stance Change, Zen Mode, Multitype, RKS System, Imposter or Flower Gift.
- Power Spot
The user’s Allies in Zone get +5 damage for their damaging Moves.
- Prankster
The user’s Status Moves get Priority, but Dark-Types are now immune to them. Prankster doesn’t change Delayed Moves.
- Prelude
The user’s Sonic Moves get Priority.
- Pressure
Foes’ Moves that target the user have their PP cost go up by +1.
- Pride
While Burned, Poisoned, Paralyzed, Frozen, or Asleep, Boost the user’s SATK by +10.
- Primordial Sea
The weather becomes Heavy Rain while the user is on the field. Only Desolate Land and Delta Stream can override Heavy Rain. (Damaging Water Moves get +10 damage, and Fire Moves automatically fail.)
- Prism Armor
- +2 SDEF
The user subtracts their Level from damage from incoming Super-Effective Moves.
- Propeller Tail
- +2 ATK, +2 SPE
The user’s Moves cannot be redirected from their chosen target. (Including Ally Switch.)
- Protean
- +1 SATK
Before the user uses a Move, change their Type to the Move’s Type (no secondary Type.)
- Protosynthesis
Boosts the user’s currently-highest Stat by +5 during Harsh Sunlight or if the user holds Booster Energy. (The Booster Energy isn’t used up if the sunlight is harsh.)
- Psychic Reservoir
The user is Immune to Psychic. When the user is hit by an Psychic Move, ignore its effects and Boost their SATK by +5. Psychic Moves redirect to the user and can’t miss.
- Psychic Surge
When the user enters battle, create Psychic Terrain for 5 turns. (Characters standing on Psychic Terrain are immune to Priority and damaging Psychic Moves get +5 damage.)
- Pugilize
The user’s Normal Moves become Fighting-Type and get +5 damage.
- Punk Rock
The user’s Sonic Moves get +5 damage and Sonic Moves get -1 Effectiveness against the user.
- Pure Power
The user gets an Intensity bonus equal to their Level.
- Purifying Salt
Ghost Moves get -1 Effectiveness against the user, and they are immune to persistent Status Problems.
- Quark Drive
Boosts the user’s currently-highest Stat by +5 during Electric Terrain or if the user holds Booster Energy. (The Booster Energy isn’t used up if the terrain is electric.)
- Queenly Majesty
- +1 ATK, +1 SATK
Foes’ Priority Moves fail when targeting the user or Allies in Zone.
- Quick Draw
On attack rolls of 15+, the user goes first. Moves with higher Priority still go first.
- Quick Feet
While Poisoned, Burned, Paralyzed, Frozen, or Asleep, Boost the user’s SPE by +10. The user does not lose SPE from Paralysis.
- Rain Dish
In Rain, the user heals 1 Tick between rounds.
- Rattled
- +1 SDEF, +3 SPE
If the user is Intimidated, Startled, or hit by a Bug, Dark, or Ghost Move: Boost their SPE by +5.
- Receiver
When an ally faints in battle, the user copies and activates that ally’s Starting Ability, except for Wonder Guard, Stance Change, Zen Mode, Multitype, RKS System, Imposter, or Flower Gift.
- Reckless
Jump Kick, High Jump Kick, Axe Kick, Supercell Slam, and Recoil Moves get +7 damage.
- Refrigerate
The user’s Normal Moves become Ice-Type and get +5 damage.
- Regal Challenge
When the user enters battle, all foes vote to Defy or Defer. Defy: Boost the user’s ATK and SATK by +5. Defer: Drop all foes’ ATK and SATK by -5.
- Regenerator
The user heals 3 Ticks when it returns to its Poké Ball.
- Retribution
When a foe KOs an ally, Boost the user’s ATK by +5.
- Ripen
Double the effects of Berries the user consumes.
- Rivalry
The user’s damaging Moves that target others of the same gender get +5 damage.
- RKS System
The user’s Type matches the Type Memories it holds.
- Rock Head
- +2 DEF
The user ignores recoil damage.
- Rocky Payload
The user gets STAB for Rock Moves and can benefit from Rock Expert features.
- Rough Skin
- +2 DEF
Attackers that hit the user with Contact Moves lose 2 Ticks.
- Rowdy
The user’s Allies in Zone get +5 damage for their Physical Moves.
- Run Away
- +4 SPE
The user can’t be Trapped and their escape attempts cannot be contested.
- Sand Force
- +2 ATK, +2 SATK
The user’s damaging Ground, Rock, and Steel Moves get +5 damage in Sandstorms, and the user ignores Sandstorm damage.
- Sand Rush
- +2 SPE
The user’s SPE Boosts by +15 while in Sandstorms, and the user takes no damage from Sandstorms.
- Sand Spit
When the user is hit by a Physical or Special Move, change the weather to Sandstorm for 5 rounds.
- Sand Stream
When the user enters battle, change the Weather to Sandstorm for 5 rounds.
- Sand Veil
- +2 SDEF
The user gets +4 Evasion in a Sandstorm, and the user ignores Sandstorm damage.
- Sap Sipper
The user is Immune to Grass. If a Grass Move hits the user, ignore its effects and Boost their ATK by +5.
- Saturate
The user’s Normal Moves become Water-Type and get +5 damage.
- Schooling
At level 4 or higher, Wishiwashi changes to School Form while its HP is above 3 Ticks.
- Scrappy
- +2 ATK
Ghost-Types are not Immune to the user’s Normal or Fighting Moves, and the user ignores Intimidate, Unintimidate, Startle, Enthrall, and Chill.
- Screen Cleaner
Remove the effects of Reflect, Light Screen, and Aurora Veil when the user enters battle.
- Screen Saver
Light Screen, Reflect, and Aurora Veil all use the same Move Slot.
- Seed Sower
When the user is hit by a Physical or Special Move, change the terrain to Grassy for 5 rounds.
- Serene Grace
Double the Effect Rate of the user’s Moves.
- Shadow Shield
If a Move damages the user at full HP, it gets -1 Effectiveness. This ability is unaffected by Mold Breaker.
- Shadow Tag
Foes in the user’s Zone are Trapped unless they also have Shadow Tag.
- Sharpness
Moves with with “sword”, “razor”, “blade”, “slash”, “cutter”, or “cleave” in the name, Aerial Ace, Cut, Dual Chop, X-Scissor, Cross Poison, Stone Axe, Ceaseless Edge, and Population Bomb get +7 damage.
- Shed Skin
- +2 DEF, +2 SDEF
Between rounds, before taking damage from Status Problems, make a DC14 Save to cure the user of a Status Problem of your choice.
- Sheer Force
Damaging Moves with effects get +5 damage, but their effects never happen.
- Shell Armor
- +1 DEF, +2 SDEF
A protective shell deflects the user’s received Critical Hits into normal hits.
- Shield Dust
The user is immune to the additional effects of damaging Moves.
- Shields Down
When Minior is above 50% HP, it is in Meteor Form and can’t have Status Problems. Otherwise, Minior becomes Core Form.
- Simple
The user’s Stats are doubly affected by Boosts and Drops. (The cap remains the same.)
- Skill Link
Triple Axel, Triple Kick, Double Strike and Multi-Strike Moves always gain maximum bonus damage.
- Slow Start
- +4 DEF, +4 SDEF
For 3 rounds after entering battle, halve the user’s ATK and SPE.
- Slush Rush
- +2 SPE
The user’s SPE Boosts by +15 while in a snowstorm.
- Sniper
When the user inflicts a Critical Hit, the bonus damage is +30 instead of +20.
- Snow Cloak
The user gets +4 Evasion in a snowstorm.
- Snow Warning
When the user enters battle, the weather becomes a snowstorm for 5 rounds.
- Solar Power
- +2 SATK
In Harsh Sunlight, Boost the user’s SATK by +10 and lose 1 Tick between rounds.
- Solid Rock
- +2 DEF
The user subtracts their Level from damage from incoming Super-Effective Moves.
- Soul-Heart
When a Pokémon on the field faints, Boost the user’s SATK by +5.
- Soundproof
The user is Immune to Sonic Moves.
- Space Shifter
When an X-Item is used on Deoxys, change its form:
- X-Attack/X-Sp. Attack: Attack Form
- X-Defense/X-Sp. Defense: Defense Form
- X-Speed: Speed Form
- Guard Spec.: Regular Form
- Speed Boost
Boost the user’s SPE by +5 between rounds.
- Stakeout
The user’s Moves that target foes that switched in this round get +1 Effectiveness. (Includes switch-ins replacing KOs.)
- Stall
- +4 DEF, +4 SDEF
The user’s turn happens after other characters without Stall.
- Stalwart
- +2 DEF, +2 SDEF
The user’s Moves cannot be redirected from their chosen target. (Including Ally Switch.)
- Stamina
When a Move damages the user, Boost its DEF by +5.
- Stance Change
Before the user uses a damaging Move, swap their ATK⇄DEF and SATK⇄SDEF until they use King’s Shield or leave battle.
- Startle
When the user enters battle, Drop all foes’ SATK by -5.
- Static
Attackers that hit the user with a Contact Move must make a DC8 Save using that attack roll or get Paralyzed.
- Steadfast
- +2 DEF, +2 SDEF
When the user Flinches, Boost their SPE by +5.
- Steam Engine
When the user is hit by a Water or Fire Move, Boost their SPE by +20.
- Steel Toe
The user’s Moves with “Kick” or “Stomp” in their name and Triple Axel get +7 damage.
- Steelworker
The user gets STAB for Steel Moves and can benefit from Steel Expert features.
- Steely Spirit
The user and Allies in Zone get +5 damage on damaging Steel Moves.
- Stench
The user Flinches targets on 19+. If a Move already has a chance to Flinch, increase that Effect Rate by +2.
- Sticky Hold
- +2 DEF, +2 SDEF
The user’s held items can’t be stolen, switched, destroyed, or dropped.
- Storm Drain
The user is Immune to Water. When the user is hit by a Water Move, ignore its effects and Boost their SATK by +5. Water Moves redirect to the user and can’t miss.
- Strategist
The user’s Status Moves cost 2 less PP.
- Strong Jaw
- +2 ATK
Moves with “Fang” or “Bite” in their name, Crunch, Egg Tooth, Fishious Rend, and Jaw Lock get +7 damage.
- Sturdy
- +2 DEF
The user is immune to OHKO Moves. If damage would KO the user from full HP, instead set their HP to 1.
- Suction Cups
- +3 DEF
The user can’t be forced to flee or switch out.
- Sun Blanket
In Harsh Sunlight, Fire has -1 Effectiveness against the user, they get +5 DEF +5 SDEF, and they heal a Tick between rounds.
- Super Luck
The user’s Moves are Critical Hits on 18+. If a Move already has a Crit Rate, add +2 to it.
- Supreme Overlord
When the user enters battle, Boost their ATK and SATK each by +3 for every ally that Fainted this battle.
- Surge Surfer
- +2 SPE
The user’s SPE Boosts by +15 while in Electric Terrain (even with Levitate).
- Swarm
- +1 ATK, +1 SATK
The user’s damaging Bug Moves get +10 damage when at 3 Ticks or less of HP.
- Sweet Veil
The user and Allies in Zone are immune to Sleep.
- Swift Swim
- +2 SPE
The user’s SPE Boosts by +15 while in Rain.
- Sword of Ruin
The user’s ruinous steel blade gives -5 DEF to characters without Sword of Ruin.
- Symbiosis
When an ally in Zone uses up an item, the user passes a held item to that ally.
- Synchronize
Attackers that Burn, Paralyze, or Poison the user are inflicted with the same Status Problem.
- Tablets of Ruin
The user’s ruinous wooden tablets give -5 ATK to characters without Tablets of Ruin.
- Tail Bond
The user’s single-target Moves hit twice, but the second hit gets -2 Effectiveness.
- Tangled Feet
While the user is Confused, Moves targeting the user double their Accuracy Check.
- Tangling Hair
- +2 SDEF
When the user is hit by a Contact Move, Drop the attacker’s SPE by -5.
- Teamwork
If the user and any allies try to use the same Move in the same Round, then the user and all allies performing that Move get Advantage on their Attack Roll.
- Technician
The user’s Moves with Multi-Strike, Double Strike, or Power of 6 or less get +6 damage.
- Telepathy
The user is immune to allies’ damaging Moves.
- Televize
The user’s Normal Moves become Psychic-Type and get +5 damage.
- Tenacious
- +2 DEF
If a damaging Move would KO the user, they roll a DC 19 Save. On success, they endure with 1 HP instead.
- Teravolt
- +2 ATK
The user’s Moves ignore others’ Abilities during the user’s turn.
- Terraform
Terrain has no effect while the user is in battle.
- Thermal Exchange
The user can’t be Burned, and when the user is hit by a Fire Move, Boost their ATK by +5.
- Thick Fat
Fire and Ice get -1 Effectiveness against the user.
- Thrown Bone
The user’s Moves with “Bone” in their name ignore Type Immunities.
- Tinted Lens
The user’s Resisted Moves get +1 Effectiveness.
- Torrent
- +1 ATK, +1 SATK
The user’s damaging Water Moves get +10 damage when at 3 Ticks or less of HP.
- Tough Claws
Contact Moves gain +5 damage.
- Toxic Boost
When the user is Poisoned, Boost their ATK by +20. (This persists after curing the Poison.)
- Toxic Debris
When the user is hit by a Physical Move, scatter a layer of poison spikes at the feet of the opposing team.
- Trace
When the user enters battle, it copies a random foe’s Ability of your choice.
- Transistor
The user’s damaging Electric Moves get +5 damage.
- Triage
The user’s Moves that heal HP get Priority, including Draining Moves.
- Truant
The user can only use a Move every other turn (starting with the first.) Worry Seed, Simple Beam, and Entrainment can’t replace Truant.
- Turboblaze
- +2 SATK
The user’s Moves ignore others’ Abilities during the user’s turn.
- Unaware
When the user attacks or is attacked, ignore all Boosts and Drops.
- Unburden
If the user consumes, drops or otherwise loses a Held Item, Boost their SPE by +10.
- Unintimidate
When the user enters battle, their nonthreatening appearance Drops all foes’ DEF by -5.
- Unnerve
- +2 SATK
Foes in Zone can’t eat Berries.
- Unseen Fist
The user’s Contact Moves bypass Protection.
- Vessel of Ruin
The user’s ruinous iron vessel gives -5 SATK to characters without Vessel of Ruin.
- Victory Star
The user and their allies lower their Moves’ Accuracy Checks by 2.
- Vital Spirit
- +1 HP, +1 SPE
If the user falls Asleep, cure them. The user can’t use Rest.
- Volt Absorb
The user is Immune to Electric. When hit with an Electric Move, ignore its effects and they Heal 3 Ticks.
- Wandering Spirit
When the user is hit with a Contact Move, swap Abilities with the attacker.
- Water Absorb
The user is Immune to Water. When hit with a Water Move, ignore its effect and Heal the user by 3 Ticks.
- Water Bubble
Fire gets -1 Effectiveness against the user, they can’t be Burned, and their damaging Water Moves get +5 damage.
- Water Compaction
When the user is hit by a Water Move, Boost their DEF by +10.
- Water Veil
- +1 SDEF
If the user becomes Burned, cure them.
- Weak Armor
When the user is hit by a Physical Move, Drop the user’s DEF by -5 and Boost SPE by +10.
- Weathermon
Snowscape, Rain Dance, Sandstorm, Sunny Day, and Weather Ball all use the same Move Slot.
- Well-Baked Body
The user is Immune to Fire. If a Fire Move hits the user, ignore its effects and Boost their DEF by +5.
- White Smoke
The user’s Stats can’t be Dropped by others.
- Wiggly
Other characters’ Physical and Special Moves target the user as if they had an Accuracy of -10. (Other targets of the Move are unaffected.)
- Willpower
The user gets +5 Max PP.
- Wimp Out
- +3 SPE
The user switches out/flees when another character’s Move drops their HP past 50%, even if Trapped.
- Wind Power
The user becomes Charged when Tailwind or a Mysterious Air Current affects them, or when hit by a wind Move. (The user’s next Electric Move gets +1 Effectiveness, then they lose Charged. Wind Moves: have “Wind”, “Storm”, or “Blizzard” in the name, Gust, Twister, Leaf Tornado, Heat Wave, Air Cutter, and Hurricane.)
- Wind Rider
Boost the user’s ATK by +5 when Tailwind or a Mysterious Air Current affects them, or when hit by a wind Move instead of being affected by it. (Wind Moves: have “Wind”, “Storm”, or “Blizzard” in the name, Gust, Twister, Leaf Tornado, Heat Wave, Air Cutter, and Hurricane.)
- Wonder Guard
The user can’t be damaged by non-Super-Effective Moves, unless the user has no Weakness.
- Wonder Skin
Other characters’ Status Moves target the user as if they had an Accuracy of -10. (Other targets of the Move are unaffected.)
- Worker Bug
The user gets STAB for Bug Moves and can benefit from Bug Expert features.
- X-Ray Vision
- +2 Crit Rate
The user’s sight pierces surfaces. Ignore their targets’ Evasion.
- Yardworker
The user gets STAB for Grass Moves and can benefit from Grass Expert features.
- Zealous
The user’s damaging Moves get +5 damage, but also 1 Tick of recoil.
- Zen Mode
If Darmanitan’s HP is under 50% between rounds, it changes into Zen forme. Otherwise, it returns to its regular forme. Zen forme has its own Move Slots and ignores the user’s other Abilities while active.
- Zero to Hero
The user transforms into Hero Form for the rest of the battle once it switches out.
- Hospitality
”When the user enters battle, it showers its allies in Zone with hospitality to heal 25% of their HP each.”
- Supersweet Syrup
The first time the user enters battle, a sickly-sweet scent Drops all in-Zone foes’ Evasion by -1.
- Toxic Chain
“The user’s toxic chain may (30%) badly poison any target the user hits with a Move.”
- Mind's Eye
“The user ignores changes to foes’ Evasion, its Accuracy can’t be dropped, and it can hit Ghost-Types with Normal- and Fighting-Type moves.”
- Embody Aspect
“The user’s heart fills with memories, causing the Teal/Wellspring/Hearthflame/Cornerstone Mask to shine and Boosting its [SPE/SDEF/ATK/DEF].”
- Poison Puppeteer
“Targets Poisoned by the user’s Moves will also become Confused.”
- Tera Shift
“When the user enters battle, it absorbs energy around itself to transform into its Terastal Form.”
- Tera Shell
“The user’s shell holds the powers of each type. All Moves that damage the user when its HP is full will not be very effective.”
- Teraform Zero
“When the user changes into its Stellar Form, its hidden powers eliminate all effects of weather and terrain, reducing them to zero.”