Total: 233
A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z - All

Name
Effect
This Pokemon's moves that match one of its types have a same-type attack bonus (STAB) of 2 instead of 1.5.
This Pokemon's -type moves become -type moves and have their power multiplied by 1.3. This effect comes after other effects that change a move's type, but before Ion Deluge and Electrify's effects.
If this Pokemon is knocked out with a contact move, that move's user loses 1/4 of its maximum HP, rounded down. If any active Pokemon has the Damp Ability, this effect is prevented.
When a Pokémon with Air Lock is in battle, all effects of weather are negated (though the weather itself does not disappear).

During extremely harsh sunlight, heavy rain, and a mysterious air current, even if a Pokémon is negating the effects of weather with Air Lock, the moves Sunny Day, Rain Dance, Sandstorm, and Hail will still fail if used, and the Abilities Drought, Drizzle, Sand Stream, and Snow Warning will still fail to activate. However, all other effects of these weather conditions are negated by Air Lock.
The power of this Pokemon's move is multiplied by 1.3 if it is the last to move in a turn. Does not affect Doom Desire and Future Sight.
When a Pokémon with this Ability is hit by a critical hit, Anger Point maximizes its Attack stat by raising it to +6 stages (regardless of its current stage). Anger Point didnt activates if the Pokémon's substitute is hit.
On switch-in, this Pokemon is alerted if any opposing Pokemon has an attack that is super effective on this Pokemon, or an OHKO move. Counter, Metal Burst, and Mirror Coat count as attacking moves of their respective types, while Hidden Power, Judgment, Natural Gift, Techno Blast, and Weather Ball are considered -type moves.
Prevents adjacent opposing Pokemon from choosing to switch out unless they are immune to trapping or are airborne.
This Pokemon and its allies cannot be affected by Attract, Disable, Encore, Heal Block, Taunt, or Torment.
While this Pokemon is active, the effects of the Dark Aura and Fairy Aura Abilities are reversed, multiplying the power of - and -type moves, respectively, by 3/4 instead of 1.33.
Causes adjacent opposing Pokemon to lose 1/8 of their maximum HP, rounded down, at the end of each turn if they are asleep.
This Pokemon's allies have the power of their special attacks multiplied by 1.3.
This Pokemon cannot be struck by a critical hit.
If this Pokemon is a Greninja, it transforms into Ash-Greninja after knocking out a Pokemon. As Ash-Greninja, its Water Shuriken has 20 base power and always hits 3 times.
When a Pokémon with Beast Boost directly causes another Pokémon (including allies) to faint by using a damaging move, its highest stat (other than HP) is increased by one stage. If this stat is already at +6 stages, Beast Boost will not activate (not even in the case of a tie of two or more stats).

For determining the highest stat, Beast Boost does not take into account stat stages, held items, or reductions due to status conditions; however, it does consider the effects of Power Split, Guard Split, Power Trick, Wonder Room, and Speed Swap. In the case of a tie between multiple stats, it increases one stat, prioritized in this order: Attack, Defense, Special Attack, Special Defense, and Speed.

If the Pokémon fainting ends the battle, Beast Boost will not activate. Beast Boost activates after the Pokémon gains Attack from Fell Stinger. If a Pokémon with Beast Boost defeats a Pokémon with Mummy using a contact move, the Pokémon's Ability will become Mummy before Beast Boost has the opportunity to activate.
When this Pokemon has more than 1/2 its maximum HP and takes damage from an attack bringing it to 1/2 or less of its maximum HP, its Special Attack is raised by 1 stage. This effect applies after all hits from a multi-hit move; Sheer Force prevents it from activating if the move has a secondary effect.
Prevents other Pokemon from lowering this Pokemon's Defense stat stage.
When this Pokemon has 1/3 or less of its maximum HP, rounded down, its attacking stat is multiplied by 1.5 while using a Fire-type attack.
Pokémon with Bulletproof are not affected by ball and bomb moves, as well as some cannon-based and blast-based attacks.

The Ability affects the following moves:
Aura Sphere, Zap Cannon, Egg Bomb, Electro Ball, Energy Ball, Rock Wrecker, Rock Blast, Searing Shot, Focus Blast, Ice Ball, Gyro Ball, Bullet Seed, Magnetbombe, Sludge Bomb, Weather Ball, Mist Ball, Octazooka, Acid Spray, Seed Bomb, Mud Bomb, Beak Blast, Shadow Ball, Barrage, Origin Pulse
If this Pokemon eats a Berry, it restores 1/3 of its maximum HP, rounded down, in addition to the Berry's effect.