Pokemon Scarlet and Violet Ability List
Each Pokémon has one or more abilities that provide a passive effect during battle. These effects can be helpful and may give the Pokémon an advantage. Each species of Pokémon usually has two possible abilities, with some species having a third hidden ability. These abilities are usually much rarer and more powerful than the non-hidden abilities.
Pokemon SV Ability List
This Pokemon Scarlet and Violet Ability List has 237 abilities, and is a great resource for learning about all the abilities in (Gen 9) Scarlet and Violet.
Blaze increases the power of Fire-type moves by 50% (1.5x) when the ability-bearer's HP falls below a third of its maximum (known in-game as in a pinch).
During harsh sunlight, Solar Power raises the ability-bearer's Special Attack by 50%, but it also loses 1/8 of its maximum HP after each turn.
Lightning Rod forces all single-target Electric-type moves - used by any other Pokémon on the field - to target this Pokémon, and with 100% accuracy. This includes the status move Thunder Wave. The ability is most useful in double/triple battles.
If a Pokémon with Static is hit by a move making contact, there is a 30% chance the foe will become paralyzed.
Surge Surfer doubles the bearer's Speed when Electric Terrain is active.
Competitive raises the ability-bearer's Special Attack when a stat-lowering move is targeted at it.
Reduces damage done to allies.
Contact with the Pokémon may cause infatuation.
The Pokémon can check a foe's held item.
Compound Eyes raises the ability-bearer's accuracy by 30%.
Run Away allows the bearer to flee a battle with a wild Pokémon without fail, even if the opposing Pokémon has used a move like Mean Look or Bind, or has an ability such as Arena Trap.
Powers up “not very effective” moves.
Blocks the added effects of attacks taken.
Wonder Skin halves the accuracy of all status moves targeted at the ability-bearer.
Arena Trap prevents opponents from fleeing or switching out. Raised Pokémon are not affected.
Sand Force raises the power of Ground, Rock and Steel type moves by 30% during a sandstorm.
Sand Veil raises the ability-bearer's evasion by 20% in a sandstorm. It also gives immunity to sandstorm damage (if they are not already protected by being Ground/Rock/Steel type).
Contact with the Pokémon lowers the attacker's Speed stat.
When another Pokémon on the field uses a single-use held item, a Pokémon with Pickup will obtain the used item (if they are not already holding anything) and it can be used again.
Technician increases the power of moves - that are usually base power 60 or below - by 50%.
Makes the foe nervous and unable to eat Berries.
When a Pokémon with Rattled is hit by a Bug, Ghost or Dark type move, its Speed is raised one stage (up to the usual maximum of +6 stages).
Tough Claws increases the power of moves that make contact.
The Pokémon is protected from paralysis.
Fur Coat reduces damage taken from physical attacks by 50%.
Cloud Nine suppresses all effects brought on by weather, including move power increases, end-of-turn damage, accuracy changes, relevant abilities and so on.
Damp prevents all Pokémon on the field from using the moves Selfdestruct and Explosion. It also prevents damage (to the Damp Pokémon only) from the ability Aftermath.
Swift Swim doubles the ability-bearer's Speed during rain.
Anger Point raises the ability-bearer's Attack to its maximum level - +6 stages or 4x usual power - when a move targeting it receives a critical hit.
When its stats are lowered its Attack increases. (Single Use Only)
Vital Spirit prevents the ability-bearer from falling asleep. This means that it also prevents the use of the move Rest.
When a Pokémon with Flash Fire is hit by a Fire-type move, it does not deal damage but instead raises the power of the bearer's Fire-type moves by 50%. Subsequent hits do not raise the power even more, but the effect remains while the ability-bearer is in battle.
Intimidate lower's the Attack of all opponents by one stage when the ability-bearer switches in (including the start of a battle).
Justified raises the ability-bearer's Attack by one stage when hit by a damaging Dark-type move.
Protects the Pokémon from recoil damage.
Oblivious makes the Pokémon immune to gender-based moves and abilities, specifically Attract, Captivate and Cute Charm.
Prevents the Pokémon from becoming confused.
A Pokémon with Regenerator restores 1/3 of its maximum HP when switching out.
A Pokémon with Gluttony will use a pinch berry when its HP drops to 50%, rather than the usual 25%.
Boosts move power when the Pokémon moves last.
Magnet Pull prevents Steel type Pokémon from switching out of battle or fleeing.
Sturdy allows the Pokémon to survive with 1 HP if attacked at full HP with an attack that would otherwise knock it out. It also prevents One-Hit-KO moves (Fissure, Horn Drill, Guillotine or Sheer Cold).
May poison targets when a Pokémon makes contact.
A Pokémon with Stench has a 10% chance of causing the opponent to flinch when hit by a damaging move (provided the ability-bearer strikes first as usual).
Sticky Hold prevents held items from being taken or switched.
Power of Alchemy
The Pokémon copies the Ability of a defeated ally.
Overcoat makes the Pokémon immune to residual damage from weather conditions (specifically Hail and Sandstorm).
Shell Armor prevents the Pokémon from receiving a critical hit.
Skill Link causes multi-strike moves to always hit their maximum number of times. The moves affected are listed below; note that moves such as Double Kick that always strike the same number of times are not affected.
Levitate causes the Pokémon to be raised (like Flying-type Pokémon).
May disable a move used on the Pokémon.
Determines what moves a foe has.
Inner Focus prevents the Pokémon from flinching, for example when attacked by a move like Headbutt.
Insomnia prevents the ability-bearer from falling asleep, both from moves by other Pokémon like Sing, and self-inflicted sleep like Rest.
If an attacker faints a Pokémon with Aftermath using a contact move, the attacker will lose 1/4 of their maximum HP.
Soundproof grants the Pokémon immunity to all sound-based moves, preventing all damage and effects.
May heal an ally's status conditions.
All status problems heal when it switches out.
Serene Grace doubles the chance of moves' secondary effects occurring - specifically stat changes, status ailments, or flinching. It also increases the chance of flinching due to the held items King's Rock and Razor Fang from 10% to 20% (however, note that those items do not affect moves that already have a flinch chance).
Raises Speed each time the Pokémon flinches.
Swarm increases the power of Bug-type moves by 50% (1.5x) when the ability-bearer's HP falls below a third of its maximum (known in-game as in a pinch).
Sheer Force increases the power of moves that have beneficial secondary effects by 30%, but removes those additional effects.
Cud Chew New
After using the Berry, it will then use it again with the same effect at the end of the player' turn
Moxie increases the user's Attack one stage upon fainting an opponent.
It transforms itself into the Pokémon it is facing.
Adaptability increases the effectiveness of STAB moves from the usual 1.5x to 2x.
A Pokémon with Anticipation will shudder upon entering battle, if an opponent has a move that is super-effective against it, or a One-Hit-KO move (Fissure, Horn Drill, Guillotine or Sheer Cold). It only activates when the ability-bearer switches in, not when an opponent switches in.
A Pokémon with Hydration will cure itself of any status conditions during rain, at the end of each turn. This includes self-inflicted conditions such as from using Rest.
A Pokémon with Water Absorb heals 1/4 of its maximum HP when hit by a Water-type attack.
Quick Feet raises the ability-bearer's Speed by 50% when inflicted by a major status ailment (poison, burn, paralysis, freeze or sleep). If paralyzed, the Pokémon does not suffer the usual drop in Speed.
A Pokémon with Volt Absorb heals 1/4 of its maximum HP when hit by an Electric-type attack, including Thunder Wave.
Guts raises the ability-bearer's Attack by 50% when inflicted by a major status ailment (poison, burn, paralysis, freeze or sleep). If burnt, the Pokémon does not suffer the usual drop in Attack.
Pressure makes any attack targeted at the ability-bearer - regardless of whether it hits - use 2 PP instead of 1.
Snow Cloak raises ability-bearer's evasion by 20% in a hail storm. It also gives immunity to damage by hail (if they are not already protected by being Ice type).
If a Pokémon with Flame Body is hit by a move that makes contact, there is a 30% chance the attacker will become burned.
Berserk raises the Pokémon's Special Attack by one stage when its HP falls below 50%.
Marvel Scale raises the ability-bearer's Defense by 50% when inflicted by a major status ailment (poison, burn, paralysis, freeze or sleep).
The Pokémon may heal its own status problems.
Reduces damage when HP is full.
If the opponent causes a burn, paralysis, or poisoning of a Pokémon with Synchronize, the opponent receives the status condition too. Self-inflicted status conditions (for example through the use of an item) are not passed on.
Ups Sp. Atk if another Pokémon has Plus or Minus.
Raises the Pokémon's Attack stat.
Boosts Attack when hit by a Grass-type move.
Thick Fat reduces the damage taken from Fire-type and Ice-type moves by 50%.
Chlorophyll doubles the ability-bearer's Speed during bright sunshine.
Infiltrator ignores the effects of Reflect, Light Screen and Safeguard. In other words, if the opponent has used Safeguard, Toxic would still badly poison them.
Leaf Guard prevents the bearer from succumbing to major status ailments (sleep, burns, poisoning, paralysis or freezing) during sunny weather.
The Pokémon awakens quickly from sleep.
Ignores any stat changes in the Pokémon.
Contact with the Pokémon may poison the attacker.
Reflects status- changing moves.
Prankster increases the priority of status moves by +1.
Super Luck raises the ability-bearer's critical-hit ratio by one stage (for most moves this increases from a 1/16 chance to 1/8).
Resets all stat changes upon entering battlefield.
Light Metal halves the Pokémon's weight in battle. Decreasing weight affects these moves:
Keen Eye prevents the Pokémon from losing accuracy, for example from moves like Sand-Attack.
Steals an item when hit by another Pokémon.
Honey Gather has no effect in battle.
Hustle increases the ability-bearer's Attack by 50%, however, it also reduces the Accuracy of all Physical moves by 20%.
Sand Stream creates a sandstorm when the ability-bearer enters battle. The effect lasts 5 turns, unless it is cleared via Air Lock or Cloud Nine or replaced by another weather condition.
A Pokémon with Rain Dish will recover 1/16 of its maximum HP during rain, after each turn.
Drizzle creates a rain shower when the ability-bearer enters battle. The effect lasts 5 turns, unless it is cleared via Air Lock or Cloud Nine or replaced by another weather condition.
Pokémon with the Telepathy ability will not take damage from teammates in double and triple battles.
The Pokémon copies a foe's Ability.
Contact may poison or cause paralysis or sleep.
Restores HP if the Pokémon is poisoned.
Truant causes the ability-bearer to only attack every alternate turn. On the even turns, it will say the Pokémon is loafing around.
The Pokémon moves after all other Pokémon do.
Raises the Pokémon's Attack stat.
Damages attackers using any draining move.
The Simple ability doubles the number of stages of all stat changes. Stats can be raised to a maximum of +6 stages each, or lowered to a minimum of -6 stages each.
Magma Armor prevents the Pokémon from becoming frozen, for example from moves like Blizzard.
Solid Rock reduces the damage taken from super-effective attacks by 25%.
Drought creates harsh sunlight when the ability-bearer enters battle. The effect lasts 5 turns, unless it is cleared via Air Lock or Cloud Nine or replaced by another weather condition.
Prevents other Pokémon from lowering its stats.
Prevents the Pokémon from getting poisoned.
Powers up physical attacks when poisoned.
May create another Berry after one is used.
A Pokémon with Ice Body will recover 1/16 of its maximum HP during hail, after each turn. It also grants immunity to the hailstorm damage, if not already immune.
Raises one stat and lowers another.
Air Lock suppresses all effects brought on by weather, including move power increases, end-of-turn damage, accuracy changes, relevant abilities and so on.
Reckless increases the power of recoil moves by 20%. By extension this means the amount of recoil damage taken will increase as more more damage is dealt (except for High Jump Kick and Jump Kick which have fixed recoil).
Deals more damage to a Pokémon of same gender.
Prevents the Pokémon from getting a burn.
Storm Drain forces all single-target Water-type moves - used by any other Pokémon on the field - to target this Pokémon, and with 100% accuracy. The ability is most useful in double/triple battles.
Powers up special attacks when burned.
Raises Speed if a held item is used.
Heatproof reduces the damage taken from Fire-type moves by 50%. It also halves the damage from a burn, from 1/8 to 1/16 of the Pokémon's maximum HP.
Heavy Metal doubles the Pokémon's weight in battle. Increasing weight affects these moves:
When a Pokémon with Rough Skin is hit by a move that makes contact, the attacker receives damage equal to 1/8 of their maximum HP.
Dry Skin causes several effects:
Snow Warning creates a hailstorm when the ability-bearer enters battle. The effect lasts 5 turns, unless it is cleared via Air Lock or Cloud Nine or replaced by another weather condition.
Powers up slicing moves by x1.5.
Multitype changes the ability-bearer's type if it is holding one of the Type Plate items. Moves of the corresponding type receive STAB.
Torrent increases the power of Water-type moves by 50% (1.5x) when the ability-bearer's HP falls below a third of its maximum (known in-game as in a pinch).
Mold Breaker prevents a target's ability from affecting moves that the Mold Breaker Pokémon uses. It only affects abilities that change the power, accuracy or other effects of moves.
When a Pokémon with the Illusion ability switches into battle, it takes the form of the Pokémon in last place (6th) of the player's party. Illusion will not activate if the Pokémon in last place is the same species or is fainted.
Prevents the foe from escaping.
Boosts the Pokémon's Speed stat in a hailstorm.
Bulletproof makes the Pokémon immune to ball and bomb moves.
Overgrow increases the power of Grass-type moves by 50% (1.5x) when the ability-bearer's HP falls below a third of its maximum (known in-game as in a pinch).
The Pokémon steals the held item of a Pokémon it hits with a move.
Protean changes the Pokémon's type to that of its previously used attack.
Battle Bond causes Greninja to transform into Ash-Greninja when it KOs an opponent.
Big Pecks prevents the ability-bearer's Defense stat from being lowered, for example via Tail Whip.
Gives priority to Flying-type moves.
Flower Veil prevents ally Grass-type Pokémon's stats from being lowered, in double and triple battles.
The Pokémon can pass an item to an ally.
Boosts the Defense stat in Grassy Terrain.
Mega Launcher increases the power of all aura and pulse moves by 50%. Heal Pulse boosts the HP restored by 50%.
Pixilate causes all Normal-type attacking moves used by the Pokémon to become Fairy-type, and increase in power by 20%.
Cheek Pouch restores the bearer's HP when a Berry is consumed, on top of the berry's usual effects.
Prevents other Pokémon from lowering its stats.
Contact with the Pokémon lowers the attacker's Speed stat.
Strong Jaw increases the power of all biting moves by 50%.
The Pokémon uses its moves without making contact with the target.
Enables moves to hit Ghost-type Pokémon.
Stakeout enables the Pokémon to deal twice the normal damage to any Pokémon that switches in or enters the field mid-battle.
Hyper Cutter prevents the bearer's Attack stat from being lowered by other Pokémon, through moves such as Growl or abilities such as Intimidate.
Iron Fist increases the power of all punching moves by 20%.
When another Pokémon on the field uses any Dance move, Dancer causes the ability-bearer to use that same move immediately afterward. They will still use their own move originally selected, at the usual time (e.g. after the opponent if they are slower).
Sand Rush doubles the ability-bearer's Speed during a sandstorm.
No Guard ensures that all attacks used by, and targeted at, the ability-bearer hit without fail.
The Pokémon's attacks become critical hits if the target is poisoned.
Stamina raises the bearer's Defense by one stage when it is attacked by any move.
Makes stat changes have an opposite effect. (Single Use Only)
Corrosion allows the bearer to poison any Pokémon, including Steel and Poison types.
Sweet Veil prevents this Pokémon and its allies from falling asleep, for example from moves like Hypnosis.
Prevents use of priority moves.
A Pokémon with Receiver will inherit the ability of a teammate in a double/triple battle when that teammate faints.
Water Compaction raises the bearer's Defense by 2 stages when it is hit by a Water-type move.
Comatose causes the Pokémon to behave as if it were asleep, though it doesn't officially have the Sleep status condition. It can still use its regular moves, but cannot be inflicted with any major status condition (sleep, poison, paralysis, burn, or freeze).
Disguise allows the bearer to avoid damage for one attack, in a similar way to Substitute.
Dazzling makes the Pokémon immune to high-priority moves (i.e. those with a priority above 0).
Soul-Heart raises the bearer's Special Attack one stage when a teammate faints.
Grassy Surge creates a low-lying grassy field, like the move Grassy Terrain, when the Pokémon enters battle. It restores the HP of grounded Pokémon each turn and increases the power of Grass type attacks.
Libero changes the Pokémon's type to that of its previously used attack.
Sniper increases the power of critical hits by 1.5x. This means a critical hit will deal 2.25x normal damage instead of 1.5x.
Reflects any stat-lowering effects.
Steam Engine raises the user's Speed by three stages when it is hit by a Fire- or Water-type attack.
Doubles the effect of berries.
Creates a sandstorm when hit by an attack.
Ignores moves and abilities that draw in moves.
The Pokémon can't use any held items.
Boosts sound-based moves and halves damage from the same moves.
Ups Sp. Atk if another Pokémon has Plus or Minus.
When a Pokémon with Weak Armor is hit by a physical move, its Defense drops one stage, but its Speed increases by one stage.
Battle Armor prevents the Pokémon from receiving a critical hit.
Powers up ally Pokémon's Steel-type moves.
Electric Surge creates a low-lying electric field, like the move Electric Terrain, when the Pokémon enters battle. It prevents grounded Pokémon from falling asleep, and increases the power of Electric type attacks.
Halves damage from Special moves.
Just being next to the Pokémon powers up moves.
Ice Face is the signature ability of Eiscue. It allows the Pokémon to take a physical attack without taking damage. After the attack, Eiscue changes to its No Ice Face form, however, it can be restored in hail.
Psychic Surge creates a low-lying psychic field, like the move Psychic Terrain, when the Pokémon enters battle. It prevents high-priority moves being used and increases the power of Psychic type attacks.
Boosts Attack in battle.
Boosts Defense in battle.
Contact moves can strike through Protect/Detect.
Signature ability of Regieleki. Powers up Electric-type moves.
Boosts Attack after knocking out a Pokémon.
Boosts Special Attack after knocking out a Pokémon.
Combines Unnerve and Chilling Neigh/Grim Neigh
Protects allies from attacks that limit their move choices.
Lingering Aroma New
Contact with the Pokémon change the attacker's ability to Lingering Aroma.
Fluffy reduces damage from contact moves by 50%, but Fire-type moves do double damage. Fire-type moves that make contact do regular damage.
Its Speed stat is gradually boosted.
If an opponent's stats is boosted, the pokemon seizes the opportunity to boost the same stat for itself.
Armor Tail New
Prevents opposing Pokémon from using priority moves against the target
Zero to Hero New
The pokemon transforms into its Hero Form when it switches out.
Seed Sower New
Turns the ground into Grassy Terrain when the Pokémon is hit by an attack.
After being hit by an attack, the power of its next Electric-type move is increased
Temporarily halves Attack and Speed.
Filter reduces the damage taken from super-effective attacks by 25%.
Earth Eater New
If hit by a Ground-type move, the Pokémon has its HP (25%) restored instead of taking damage.
Thermal Exchange New
Boosts the Attack stat when the pokemon is hit by a Fire-type move. The pokemon also cannot be burned.
When the pokemon enters a battle, it goes inside the mouth of an ally Dondozo if one is on the field. The pokemon then issues commands from there.
Wind Power New
The pokemon becomes charged when it is hit by a wind move, boosing the power of the next Electric-type move the pokemon uses.
Rocky Payload New
Powers up Rock-type moves.
Raises evasion if the Pokémon is confused.
When the pokemon enters a battle, it copies an ally's stat changes.
Anger Shell New
When the user's Hit Points drop to 50% or lower, the user's Defense & Special Defense are dropped by 1 stage but the user's Attack, Sp. Attack and Speed are increased by 1 stage
Purifying Salt New
The pokemon pure salt protects it from status conditions and halves the damage taken from Ghost-Type moves
Toxic Debris New
Scatters poison spikes at the feet of the opposing team when the pokemon takes damage from physical moves.
Well-Baked Body New
This Pokémon takes no damage when hit by Fire-type moves. Instead, its Defense stat is sharply boosted.
Guard Dog New
Boosts the pokemon's Attack stat if intimidated. Moves and items that would force the pokemon to switch out also fail to work.
Wind Rider New
Boosts the pokemon's Attack stat if Tailwind takes effect or if the pokemon is hit by a wind move. The pokemon also takes no damage from wind moves.
Good as Gold New
A body of pure, solid gold gives the pokemon full immunity to other pokemon's status moves.
Boosts the Pokémon's most proficient stat in harsh sunlight, or if the Pokémon is holding Booster Energy.
Quark Drive New
Boosts the Pokémon's most proficient stat by on Electric Terrain, or if the Pokémon is holding Booster Energy.
Vessel of Ruin New
The Power of the Pokémon's ruinous vessels lowers the Sp. Atk of all Pokémon except itself.
Sword of Ruin New
The power of the Pokémon's ruinous sword lowers the Defense stat of all Pokémon except itself.
Tablets of Ruin New
The Power of the Pokémon's ruinous wooden tablets lowers the Attack of all Pokémon except itself.
Beads of Ruin New
The Power of the Pokémon's ruinous beads lowers the Sp. Def of all Pokémon except itself.
Orichalcum Pulse New
Turns the sunlight harsh when the Pokémon enters a battle. The ancient pulse thrumming through the Pokémon also boosts its Attack stat 1.3x Power in harsh sunlight.
Hadron Engine New
Turns the ground into Electric Terrain when the pokemon enters a battle. The futuristic engine within the pokemon also boosts its Sp. Atk stat 1.3x Power on Electric Terrain.
Mycelium Might New
The pokemon will always act more slowly when using status moves, bu these moves will be unimpeded by the ability of the target.
Supreme Overlord New
When the pokemon enters a battle, its Attack and Sp. Atk stats are slightly boosted for each of the allies in its party in its party that have already been defeated.(First ally gives 1.2x, each fainted ally after is 0.1x)
Ability List FAQs
How to get a hidden ability with a pokemon?