Pokémon: Tabletop Version

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.)

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.”