This Pokémon's damaging moves have a 10% chance to make the target flinch with each hit if they do not already cause flinching as a secondary effect.
The weather changes to rain when this Pokémon enters battle and does not end unless replaced by another weather condition.
This Pokémon's Speed rises one stage after each turn.
Moves cannot score critical hits against this Pokémon.
When this Pokémon is at full HP, any hit that would knock it out will instead leave it with 1 HP. Regardless of its current HP, it is also immune to the one-hit KO moves: fissure, guillotine, horn drill, and sheer cold.
While this Pokémon is in battle, self destruct and explosion will fail and aftermath will not take effect.
This Pokémon cannot be paralyzed.
During a sandstorm, this Pokémon has 1.25× its evasion, and it does not take sandstorm damage regardless of type.
Whenever a move makes contact with this Pokémon, the move's user has a 30% chance of being paralyzed.
Whenever an electric-type move hits this Pokémon, it heals for 1/4 of its maximum HP, negating any other effect on it.
Whenever a water-type move hits this Pokémon, it heals for 1/4 of its maximum HP, negating any other effect on it.
This Pokémon cannot be infatuated and is immune to captivate.
While this Pokémon is in battle, weather can still be in play, but will not have any of its effects.
This Pokémon's moves have 1.3× their accuracy.
This Pokémon cannot be asleep.
Whenever this Pokémon takes damage from a move, the Pokémon's type changes to match the move.
This Pokémon cannot be poisoned. This includes bad poison.
This Pokémon is immune to fire-type moves. Once this Pokémon has been hit by a Fire move, its own Fire moves will inflict 1.5× as much damage until it leaves battle.
This Pokémon is immune to the extra effects of moves used against it.
This Pokémon cannot be confused.
This Pokémon cannot be forced out of battle by moves such as whirlwind.
When this Pokémon enters battle, the opponent's Attack is lowered by one stage. In a double battle, both opponents are affected.
While this Pokémon is in battle, opposing Pokémon cannot flee or switch out.
Whenever a move makes contact with this Pokémon, the move's user takes 1/8 of its maximum HP in damage.
This Pokémon is immune to damaging moves that are not super effective against it.
This Pokémon is immune to ground-type moves, spikes, toxic spikes, and arena trap.
Whenever a move makes contact with this Pokémon, the move's user has a 30% chance of being paralyzed, poisoned, or put to sleep, chosen at random.
Whenever this Pokémon is burned, paralyzed, or poisoned, the Pokémon who gave this Pokémon that ailment is also given the ailment.
This Pokémon cannot have its stats lowered by other Pokémon.
This Pokémon is cured of any major status ailment when it is switched out for another Pokémon.
All other Pokémon's single-target electric-type moves are redirected to this Pokémon if it is an eligible target. Other Pokémon's Electric moves raise this Pokémon's Special Attack one stage, negating any other effect on it, and cannot miss it.
This Pokémon's moves have twice their usual effect chance.
This Pokémon's Speed is doubled during rain.
This Pokémon's Speed is doubled during strong sunlight.
Overworld: If the lead Pokémon has this ability, the wild encounter rate is doubled.
When this Pokémon enters battle, it copies a random opponent's ability.
This Pokémon's Attack is doubled while in battle.
Whenever a move makes contact with this Pokémon, the move's user has a 30% chance of being poisoned.
This Pokémon cannot flinch.
This Pokémon cannot be frozen.
This Pokémon cannot be burned.
While this Pokémon is in battle, opposing steel-type Pokémon cannot flee or switch out.
This Pokémon is immune to moves flagged as being sound-based.
This Pokémon heals for 1/16 of its maximum HP after each turn during rain.
The weather changes to a sandstorm when this Pokémon enters battle and does not end unless cancelled by another weather condition.
Moves targetting this Pokémon use one extra PP.
This Pokémon takes half as much damage from fire- and ice-type moves.
This Pokémon's remaining sleep turn count falls by 2 rather than 1.
Whenever a move makes contact with this Pokémon, the move's user has a 30% chance of being burned.
This Pokémon is always successful fleeing from wild battles, even if trapped by a move or ability.
This Pokémon cannot have its accuracy lowered.
This Pokémon's Attack cannot be lowered by other Pokémon.
At the end of each turn, if another Pokémon consumed or Flung a held item that turn, this Pokémon picks up the item if it is not already holding one. After each battle, this Pokémon has a 10% chance of picking up an item if it is not already holding one.
Every second turn on which this Pokémon should attempt to use a move, it will instead do nothing ("loaf around").
This Pokémon's physical moves do 1.5× as much regular damage, but have 0.8× their usual accuracy.
Whenever a move makes contact with this Pokémon, the move's user has a 30% chance of being infatuated.
This Pokémon has 1.5× its Special Attack if any friendly Pokémon has plus or minus.
This Pokémon has 1.5× its Special Attack if any friendly Pokémon has plus or minus.
During rain, strong sunlight, or hail, this Pokémon's type changes to water, fire, or ice, respectively, and its form changes to match.
This Pokémon's hold item cannot be removed by other Pokémon.
After each turn, this Pokémon has a 33% of being cured of any major status ailment.
Whenever this Pokémon is asleep, burned, paralyzed, or poisoned, it has 1.5× its Attack. This Pokémon is not affected by the usual Attack cut from a burn.
Whenever this Pokémon has a major status ailment, it has 1.5× its Defense.
Whenever a Pokémon would heal after hitting this Pokémon with a leeching move like absorb, it instead loses as many HP as it would usually gain.
When this Pokémon has 1/3 or less of its HP remaining, its grass-type moves inflict 1.5× as much regular damage.
When this Pokémon has 1/3 or less of its HP remaining, its fire-type moves inflict 1.5× as much regular damage.
When this Pokémon has 1/3 or less of its HP remaining, its water-type moves inflict 1.5× as much regular damage.
When this Pokémon has 1/3 or less of its HP remaining, its bug-type moves inflict 1.5× as much regular damage.
This Pokémon does not receive recoil damage from its recoil moves.
The weather changes to strong sunlight when this Pokémon enters battle and does not end unless cancelled by another weather condition.
While this Pokémon is in battle, opposing Pokémon cannot flee or switch out. flying-type Pokémon and Pokémon in the air, e.g. due to levitate or magnet rise, are unaffected.
This Pokémon cannot be asleep.
This Pokémon cannot have its stats lowered by other Pokémon.
This Pokémon's Attack is doubled in battle.
Moves cannot score critical hits against this Pokémon.
While this Pokémon is in battle, weather can still be in play, but will not have any of its effects.
When this Pokémon is confused, it has twice its evasion.
Whenever an electric-type move hits this Pokémon, its Speed rises one stage, negating any other effect on it.
This Pokémon inflicts 1.25× as much regular damage against Pokémon of the same gender and 0.75× as much regular damage against Pokémon of the opposite gender.
Whenever this Pokémon flinches, its Speed rises one stage.
During hail, this Pokémon has 1.25× its evasion, and it does not take hail damage regardless of type.
This Pokémon eats any held Berry triggered by low HP when it falls below 50% of its HP, regardless of the Berry's usual threshold.
Whenever this Pokémon receives a critical hit, its Attack rises to the maximum of 6 stages.
When this Pokémon uses or loses its held item, its Speed is doubled. If it gains another item or leaves battle, this bonus is lost.
This Pokémon takes half as much damage from fire-type moves and burns.
Each stage of this Pokémon's stat modifiers acts as two stages. These doubled stages are still limited to a minimum of -6 and a maximum of 6.
This Pokémon takes 1/8 of its maximum HP in damage after each turn during strong sunlight, but it heals for 1/8 of its HP each turn during rain. This Pokémon takes 1.25× as much damage from fire-type moves, but whenever a water move hits it, it heals for 1/4 its maximum HP instead.
When this Pokémon enters battle, its Attack or Special Attack, whichever corresponds to its opponents' weaker total defensive stat, rises one stage. In the event of a tie, Special Attack is raised.
Moves flagged as being punch-based have 1.2× their base power for this Pokémon.
If this Pokémon is poisoned, it will heal for 1/8 of its maximum HP after each turn rather than taking damage. This includes bad poison.
This Pokémon inflicts twice as much damage with moves whose types match its own, rather than the usual same-type attack bonus of 1.5×.
This Pokémon always hits five times with two-to-five-hit moves, such as icicle spear. It also bypasses the accuracy checks on triple kick's second and third hits.
This Pokémon is cured of any major status ailment after each turn during rain.
During strong sunlight, this Pokémon has 1.5× its Special Attack but takes 1/8 of its maximum HP in damage after each turn.
Whenever this Pokémon has a major status ailment, it has 1.5× its Speed. This Pokémon is not affected by the usual Speed cut from paralysis.
This Pokémon's moves all act as if they were normal-type.
This Pokémon inflicts triple damage with critical hits, rather than the usual double damage.
This Pokémon is immune to damage not directly caused by a move.
Moves used by or against this Pokémon never miss.
This Pokémon moves last within its priority bracket.
This Pokémon's moves have 1.5× their power if their base power is 60 or less.
This Pokémon cannot be given a major status ailment during strong sunlight.
In battle, this Pokémon cannot use its held item, nor will the item have any passive effect on the battle, positive or negative. This Pokémon also cannot use fling.
This Pokémon's moves completely ignore abilities that could hinder or prevent their effect on the target.
This Pokémon's moves have critical hit rates one stage higher than normal.
When this Pokémon is knocked out by a move that makes contact, the move's user takes 1/4 its maximum HP in damage.
When this Pokémon enters battle, if one of its opponents has a move that is super effective against it, self destruct, explosion, or a one-hit knockout move, all participating trainers are notified.
When this Pokémon enters battle, it reveals the move with the highest base power known by any opposing Pokémon to all participating trainers.
This Pokémon ignores other Pokémon's stat modifiers for the purposes of damage and accuracy calculation.
This Pokémon deals twice as much damage with moves that are not very effective against the target.
This Pokémon takes 0.75× as much damage from moves that are super effective against it.
This Pokémon's Attack and Speed are halved for five turns upon entering battle.
This Pokémon ignores ghost-type Pokémon's immunity to normal- and fighting-type moves.
All other Pokémon's single-target water-type moves are redirected to this Pokémon, if it is an eligible target. Other Pokémon's Water moves raise this Pokémon's Special Attack one stage, negating any other effect on it, and cannot miss it.
This Pokémon heals for 1/16 of its maximum HP after each turn during hail, and it does not take hail damage regardless of type.
This Pokémon takes 0.75× as much damage from moves that are super effective against it.
The weather changes to hail when this Pokémon enters battle and does not end unless cancelled by another weather condition.
This Pokémon has a chance of picking up honey after each battle. This chance starts at 5% and rises another 5% after every tenth level: 5% from level 1–10, 10% from 11–20, and so on, up to 50% from 91–100.
When this Pokémon enters battle, it reveals an opposing Pokémon's held item to all participating trainers.
This Pokémon's recoil moves and crash moves have 1.2× their base power.
If this Pokémon is holding an elemental Plate, its type and form change to match the Plate.
Friendly Pokémon have 1.5× their Attack and Special Defense during strong sunlight if any friendly Pokémon has this ability.
Opposing Pokémon take 1/8 of their maximum HP in damage after each turn while they are asleep.
Whenever a move makes contact with this Pokémon, if it does not have a held item, it steals the attacker's held item.
This Pokémon's moves with extra effects have 1.3× their power, but lose their extra effects.
Whenever this Pokémon's stats would be raised, they are instead lowered by the same amount, and vice versa.
Opposing Pokémon cannot eat held Berries while this Pokémon is in battle.
When any of this Pokémon's stats are lowered, its Attack rises by two stages.
This Pokémon's Attack and Special Attack are halved when it has half its HP or less.
Moves that hit this Pokémon have a 30% chance of being Disabled afterward.
Friendly Pokémon next to this Pokémon in double and triple battles each have a 30% chance of being cured of any major status ailment after each turn.
All friendly Pokémon take 0.75× as much direct damage from moves while this Pokémon is in battle.
Whenever a physical move hits this Pokémon, its Speed rises one stage and its Defense falls one stage.
This Pokémon has double the usual weight for its species.
This Pokémon has half the usual weight for its species.
This Pokémon takes half as much damage when it is hit having full HP.
This Pokémon has 1.5× its Attack when poisoned.
This Pokémon has 1.5× its Special Attack when burned.
After each turn, if the last item this Pokémon consumed was a Berry and it is not currently holding an item, it has a 50% chance of regaining that Berry, or a 100% chance during strong sunlight.
This Pokémon does not take damage from friendly Pokémon's moves, including single-target moves aimed at it.
After each turn, one of this Pokémon's stats at random rises two stages, and another falls one stage.
This Pokémon does not take damage from weather.
This Pokémon's contact moves have a 30% chance of poisoning the target with each hit.
This Pokémon regains 1/3 of its maximum HP when it is switched out for another Pokémon under any circumstances other than having fainted.
This Pokémon's Defense cannot be lowered by other Pokémon.
This Pokémon's Speed is doubled during a sandstorm, and it does not take sandstorm damage, regardless of type.
Non-damaging moves have exactly 50% base accuracy against this Pokémon.
This Pokémon's moves have 1.3× their power when it moves last in a turn.
This Pokémon, upon being sent out, appears to have the species, nickname, and Poké Ball of the last Pokémon in the party that is able to battle. This illusion breaks upon being hit by a damaging move.
This Pokémon transforms into a random opponent upon entering battle. This effect is identical to the move transform.
This Pokémon's moves ignore light screen, reflect, and safeguard.
Whenever a contact move hits this Pokémon, the attacking Pokémon's ability changes to Mummy.
This Pokémon's Attack rises one stage upon knocking out another Pokémon, even a friendly Pokémon.
Whenever a dark-type move hits this Pokémon, its Attack rises one stage.
This Pokémon's Speed rises one stage with each hit from a damaging dark-, ghost-, or bug-type move.
When this Pokémon is targeted by a move flagged as being reflectable, the move is redirected to its user.
Whenever a grass-type move hits this Pokémon, its Attack rises one stage, negating any other effect on it.
This Pokémon's non-damaging moves have their priority increased by one stage.
During a sandstorm, this Pokémon's rock-, ground-, and steel-type moves have 1.3× their base power. This Pokémon does not take sandstorm damage, regardless of type.
Whenever a move makes contact with this Pokémon, the move's user takes 1/8 of its maximum HP in damage.
This Pokémon switches between Standard Mode and Zen Mode after each turn depending on its HP. Below 50% of its maximum HP, it switches to Zen Mode, and at 50% or above, it switches to Standard Mode.
All friendly Pokémon's moves, including this Pokémon's own moves, have 1.1× their usual accuracy while this Pokémon is in battle.
This Pokémon's moves completely ignore abilities that could hinder or prevent their effect on the target.
This Pokémon's moves completely ignore abilities that could hinder or prevent their effect on the target.
Protects allies against moves that affect their mental state.
Protects friendly grass Pokémon from having their stats lowered by other Pokémon.
Restores HP upon eating a Berry, in addition to the Berry's effect.
Changes the bearer's type to match each move it uses.
Halves damage from physical attacks.
Steals the target's held item when the bearer uses a damaging move.
Protects against bullet, ball, and bomb-based moves.
Raises Special Attack by two stages upon having any stat lowered.
Strengthens biting moves to 1.5× their power.
Turns the bearer's normal-type moves into ice-type moves. Moves changed by this ability have 1.3× their power.
Prevents friendly Pokémon from sleeping.
Changes aegislash to Blade Forme before using a damaging move, or Shield Forme before using kings shield.
Raises flying moves' priority by one stage.
Strengthens aura and pulse moves to 1.5× their power.
Boosts Defense while grassy terrain is in effect.
Passes the bearer's held item to an ally when the ally uses up its item.
Strengthens moves that make contact to 1.33× their power.
Turns the bearer's normal-type moves into fairy moves. Moves changed by this ability have 1.3× their power.
Lowers attacking Pokémon's Speed by one stage on contact.
Turns the bearer's normal-type moves into flying-type moves. Moves changed by this ability have 1.3× their power.
Lets the bearer hit twice with damaging moves. The second hit has half power.
Strengthens dark moves for all friendly and opposing Pokémon.
Strengthens fairy moves for all friendly and opposing Pokémon.
While this Pokémon is on the field, dark aura and fairy aura weaken moves of their respective types to 2/3 their power, rather than strengthening them.
When this Pokémon enters battle or gains this ability, the weather becomes heavy rain. Heavy rain has all the properties of rain dance and also causes damaging Fire moves to fail.
When this Pokémon enters battle or gains this ability, the weather becomes extremely harsh sunlight. Extremely harsh sunlight has all the properties of sunny day and also causes damaging Water moves to fail.
When this Pokémon enters battle or gains this ability, the weather becomes a mysterious air current. A mysterious air current causes moves to not be super effective against Flying; they do neutral damage instead. anticipation and stealth rock are not affected.
Raises this Pokémon's Defense by one stage when it takes damage from a move.
After this Pokémon is hit by a move, if that move caused this Pokémon's HP to drop below half, it switches out.
After this Pokémon is hit by a move, if that move caused this Pokémon's HP to drop below half, it switches out.
Raises this Pokémon's Defense by two stages when it's hit by a Water move.
This Pokémon's moves critical hit against poisoned targets.
When this Pokémon enters battle and at the end of each turn, if its HP is 50% or above, it changes into Meteor Form; otherwise, it changes into Core Form. In Meteor Form, it cannot be given a major status ailment (though existing ones are not cured), cannot become drowsy from yawn, and cannot use rest (which will simply fail).
This Pokémon's moves have double power against Pokémon that switched in this turn.
When this Pokémon is hit by a Fire move, the damage is halved. When this Pokémon uses a Water move, the power is doubled. This Pokémon cannot be burned, and if it becomes burned, the burn is immediately ured.
This Pokémon's Steel moves have 1.5× power.
Whenever this Pokémon takes damage from a move that causes its HP to drop below 50%, its Special Attack rises by one stage.
During Hail, this Pokémon has double Speed.
A move used by this Pokémon will not make contact.
When this Pokémon uses a move that is sound-based, that move's type is Water.
This Pokémon's healing moves have their priority increased by 3.
When this Pokémon uses a Normal moves, that move is Electric its power is 1.2×.
Doubles this Pokémon's Speed on Electric Terrain.
If this Pokémon is a wishiwashi and level 20 or above, then when it enters battle and at the start of each turn, it becomes Schooling Form if its HP is 25% or higher and Solo Form otherwise.
If this Pokémon is in its Disguised Form and takes damage from a move, it switches to its Busted Form and the damage is prevented. Other effects are not prevented.
Transforms this Pokémon into Ash-Greninja after fainting an opponent. Water Shuriken's power is 20 and always hits three times.
Transforms 10% or 50% Zygarde into Complete Forme when its HP is below 50%.
This Pokémon's moves and item ignore the usual immunity of Poison and Steel Pokémon when attempting to inflict poison.
This Pokémon always acts as though it were Asleep. It cannot be given another status ailment; it's unaffected by yawn; it can use sleep talk; and so on.
When an opposing Pokémon attempts to use a move that targets this Pokémon or an ally, and that move has priority, it will fail.
When this Pokémon faints from an opponent's move, that opponent takes damage equal to the HP this Pokémon had remaining.
Whenever another Pokémon uses a dance move, this Pokémon will use the same move immediately afterwards.
Ally Pokémon's moves have their power increased to 1.3×.
Damage from contact moves is halved. Damage from Fire moves is doubled.
When an opposing Pokémon attempts to use a move that targets this Pokémon or an ally, and that move has priority, it will fail.
This Pokémon's Special Attack rises by one stage every time any Pokémon faints.
When this Pokémon takes regular damage from a contact move, the attacking Pokémon's Speed lowers by one stage.
When an ally faints, this Pokémon gains its Ability.
When an ally faints, this Pokémon gains its Ability.
Raises this Pokémon's highest stat by one stage when it faints another Pokémon.
Changes this Pokémon's type to match its held Memory.
When this Pokémon enters battle, it changes the terrain to electric terrain.
When this Pokémon enters battle, it changes the terrain to psychic terrain.
When this Pokémon enters battle, it changes the terrain to misty terrain.
When this Pokémon enters battle, it changes the terrain to grassy terrain.
This Pokémon's stats cannot be lowered by other Pokémon's moves or abilities. This effect only applies to normal stat modifications and not more exotic effects such as topsy turvy or power swap.
When this Pokémon has full HP, regular damage (not fixed damage!) from moves is halved.
Super-effective damage this Pokémon takes is reduced to 0.75×.
XXX new effect for neuroforce