Pokémon Diamond and Pearl - Abilities
Descriptions of abilities in Diamond and Pearl. Descriptions in square brackets are those given in the game, to be replaced with their actual effects.
- Stench
Halves the rate of wild battles. [Depends on bearer's level.]
- Drizzle
When bearer becomes active, the effect of Rain Dance begins, even if already in effect, and continues indefinitely.
- Speed Boost
At the end of each round, increases bearer's Speed by 1 stage unless bearer became active after the beginning of this round.
- Battle Armor
No damage to bearer is ever a critical hit.
- Sturdy
One-hit KO attacks against bearer will fail for non-bearers.
- Damp
While bearer is active, Selfdestruct and Explosion will fail for all active Pokémon (doesn't cause fainting).
- Limber
Bearer cannot be paralyzed.
- Sand Veil
During Sandstorm, bearer doesn't lose HP because of the Sandstorm effect and accuracy of attacks against bearer is multiplied by 80/100.
- Static
Whenever bearer loses HP due to a direct attack by a non-bearer, that non-bearer may be paralyzed (30% chance, not considered an additional effect, Safeguard and Substitute don't affect this).
- Volt Absorb
Whenever an Electric-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer gains 1/4 of total HP and that attack is ineffective against bearer. Uses determined types. (Applied after accuracy check and effects that change targets, but before damage calculation. An Electric-type Thunder Wave is ineffective against Ground-type opponents in normal cases.)
- Water Absorb
Whenever a Water-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer gains 1/4 of total HP and that attack is ineffective against bearer. Uses determined types. (Applied after accuracy check and effects that change targets, but before damage calculation.)
- Oblivious
Bearer cannot be infatuated.
- Cloud Nine
As long as bearer is active, no effects due to the weather are applied.
- Compoundeyes
Bearer's Accuracy is multiplied by 130/100.
- Insomnia
Bearer cannot fall asleep.
- Color Change
Whenever bearer loses HP due to a damaging attack by a non-bearer, if bearer doesn't share a type with that attack's type, bearer's types change to that attack's type. Uses determined types.
- Immunity
Bearer cannot be poisoned.
- Flash Fire
Fire-type attacks are ineffective against bearer (even Will-O-Wisp) as long as bearer isn't frozen. When a fire-type attack that targets bearer (even Will-O-Wisp) is used by a non-bearer and bearer isn't frozen, power of fire-type moves by bearer is multiplied by 1.5 (while bearer has this ability) until bearer is replaced. Uses determined types.
- Shield Dust
No additional effects of attacks by non-bearers can occur against bearer. (Additional effects that don't affect the bearer are not prevented.)
- Own Tempo
Bearer cannot be confused.
- Suction Cups
Roar and Whirlwind fail against bearer.
- Intimidate
When bearer becomes active, decreases each opposing Pokémon's Attack by 1 stage.
- Shadow Tag
An opposing Pokémon cannot flee or switch unless it has this ability.
- Rough Skin
Whenever bearer loses HP due to a direct attack by a non-bearer, that non-bearer loses 1/8 of its total HP (not considered recoil damage).
- Wonder Guard
{Bearer is immune to damaging attacks whose type has less than double effectiveness against bearer's types.}
- Levitate
Bearer is immune to damaging Ground-type attacks.
- Effect Spore
Whenever bearer loses HP due to a direct attack by a non-bearer, that non-bearer may be poisoned, paralyzed, or put to sleep (30% chance (combined), not considered an additional effect, Safeguard and Substitute don't affect this).
- Synchronize
If an attack by a non-bearer or an ability from a non-bearer causes bearer to be poisoned, burned, or paralyzed, that non-bearer also receives the same status problem. (This doesn't include Toxic Spikes. Safeguard and Substitute don't affect this. If bearer became badly poisoned, the non-bearer becomes normally poisoned.)
- Clear Body
Attacks and abilities by non-bearers can't reduce bearer's stat stages. (Effects that merely change stat stages are not affected.)
- Natural Cure
During battle (even if this isn't bearer's original ability), status problems that bearer has are removed when bearer is replaced or a battle ends (but not when bearer becomes active).
- Lightningrod
Electric-type attacks by non-bearers (even non-damaging ones) with a target of "single non-user" are directed to bearer instead of to any other non-user of that attack. ([Applied before Follow Me and Magic Coat. If more than one active Pokémon has this ability, the attack is directed to the one earlier in this round's priority.])
- Serene Grace
Chance of additional effects from attacks by bearer is doubled.
- Swift Swim
During Sunny Day, bearer's Speed is doubled.
- Chlorophyll
During Rain Dance, bearer's Speed is doubled.
- Illuminate
{Doubles the rate of wild battles. [Depends on bearer's level.]}
- Trace
When bearer becomes active, it adopts the ability of a random opposing Pokémon other than Multitype.
- Huge Power
Bearer's Attack is doubled.
- Poison Point
Whenever bearer loses HP due to a direct attack by a non-bearer, that non-bearer may be poisoned (30% chance, not considered an additional effect, Safeguard and Substitute don't affect this).
- Inner Focus
Effects can't cause bearer to flinch.
- Magma Armor
Bearer cannot be frozen.
- Water Veil
Bearer cannot be burned.
- Magnet Pull
An opposing Pokémon cannot switch or flee if its current type includes Steel.
- Soundproof
{Bearer does not receive the effects of Growl, Hyper Voice, Supersonic, Roar, Grasswhistle, Heal Bell, Metal Sound, Perish Song, Sing, Screech, Uproar, Snore, Chatter, or Bug Buzz. (Uproar doesn't affect bearer's sleep status; bearer doesn't receive a Perish count, but its Perish count will still decline; effective even if bearer is not an active Pokémon)}
- Rain Dish
At the end of every round, if Rain Dance is in effect, bearer gains 1/16 of total HP.
- Sand Stream
When bearer becomes active, the effect of Sandstorm begins, even if already in effect, and continues indefinitely.
- Pressure
{If an attack by a non-bearer (including those that target "opposing Pokémon's side") targets bearer when it is used, that attack's PP is reduced by an additional 1 unless its user changes because of Snatch or Magic Coat.}
- Thick Fat
Power of Fire- and Ice-type attacks against bearer is halved.
- Early Bird
{The sleep count declines by 2 instead of 1 in bearer's sleep checks.}
- Flame Body
Whenever bearer loses HP due to a direct attack by a non-bearer, that non-bearer may be burned (30% chance, not considered an additional effect, Safeguard and Substitute don't affect this).
- Run Away
Bearer can always flee from a wild battle even if an effect prevents it from fleeing.
- Keen Eye
Attacks and abilities by non-bearers can't reduce bearer's Accuracy stat stage.
- Hyper Cutter
Attacks and abilities by non-bearers can't reduce bearer's Attack stat stage.
- Pickup
If bearer has no items attached, bearer may pick up an item after a battle ends [and the player won the battle] (10% chance).
- Truant
Every other round, bearer does nothing instead of using an attack. (See "notes" below for details.)
- Hustle
Bearer's Attack is multiplied by 1.5. Bearer's Accuracy is multiplied by 4/5 for physical attacks by bearer.
- Cute Charm
{Whenever bearer loses HP due to a direct attack by a non-bearer, that non-bearer may become infatuated if its gender is different from bearer's and neither is genderless (30% chance, not considered an additional effect).}
- Plus
If bearer's partner has the Minus ability, Special Attack of bearer is multiplied by 1.5.
- Minus
If bearer's partner has the Plus ability, Special Attack of bearer is multiplied by 1.5.
- Forecast
When bearer becomes active, if bearer's current species is Castform, bearer's type becomes Fire during Sunny Day, Water during Rain Dance, Ice during Hail, and Normal otherwise, unless bearer shares a type with that type.
- Sticky Hold
Bearer's held item cannot be removed from it by non-bearers. (This includes Pluck and Bug Bite.) (Bearer may use Trick normally.)
- Shed Skin
At the end of each round, there is a 30% chance that bearer's status problems will be removed.
- Guts
If bearer has a status problem, bearer's Attack is multiplied by 150/100. Effectiveness of attacks by bearer is not reduced because of burns.
- Marvel Scale
Bearer's Defense is multiplied by 1.5 if it has a status problem.
- Liquid Ooze
If an effect that drains HP from bearer (other than Dream Eater and including Leech Seed) would recover HP to a non-bearer, that non-bearer loses that much HP instead.
- Overgrow
If bearer's current HP is less than or equal to 1/3 of its total HP, rounded down, power of Grass-type moves by bearer is multiplied by 1.5.
- Blaze
If bearer's current HP is less than or equal to 1/3 of its total HP, rounded down, power of Fire-type moves by bearer is multiplied by 1.5.
- Torrent
If bearer's current HP is less than or equal to 1/3 of its total HP, rounded down, power of Water-type moves by bearer is multiplied by 1.5.
- Swarm
If bearer's current HP is less than or equal to 1/3 of its total HP, rounded down, power of Bug-type moves by bearer is multiplied by 1.5.
- Rock Head
Bearer does not receive recoil damage. (Struggle's HP loss is excluded.)
- Drought
When bearer becomes active, the effect of Sunny Day begins, even if already in effect, and continues indefinitely.
- Arena Trap
An opposing Pokémon cannot switch or flee unless it has Levitate or its current type includes Flying.
- Vital Spirit
Bearer cannot fall asleep.
- White Smoke
Attacks and abilities by non-bearers can't reduce bearer's stat stages. (Effects that merely change stat stages are not affected.)
- Pure Power
Bearer's Attack is doubled.
- Shell Armor
No damage to bearer is ever a critical hit.
- Air Lock
As long as bearer is active, no effects due to the weather are applied.
- Tangled Feet
As long as bearer is confused, accuracy of attacks against bearer is halved.
- Motor Drive
Whenever an Electric-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer's Speed is increased by 1 stage and that attack is ineffective against bearer. Uses determined types. (Applied after accuracy check and effects that change targets, but before damage calculation. An Electric-type Thunder Wave is ineffective against Ground-type opponents in normal cases.)
- Rivalry
Power of attacks by bearer is multiplied by 125/100 if bearer and the attack's opponent are both male or both female, or multiplied by 75/100 if one is male and one is female.
- Steadfast
Whenever bearer flinches, bearer's Speed is increased by 1 stage. (Triggers during bearer's turn.)
- Snow Cloak
During Hail, accuracy of attacks against bearer is multiplied by 80/100.
- Gluttony
Bearer uses certain Berries when bearer's HP is less than or equal to half instead of 1/4 of total HP.
- Anger Point
Whenever an attack against bearer is a critical hit, bearer's Attack is increased by 12 stages.
- Unburden
Bearer's Speed is doubled if an item that the bearer held was consumed or removed from the bearer while bearer had this ability and since bearer became active. (This applies even if the item switches to the same or different item.)
- Heatproof
[Effectiveness] of fire-type attacks against bearer is halved, and bearer loses 1/16 instead of 1/8 of total HP because of burns.
- Simple
In stat calculation and accuracy checks, each stat stage of bearer is treated as though it were doubled, but not less than -6 or greater than 6.
- Dry Skin
At the end of every round, if Rain Dance is in effect, bearer gains 1/8 of total HP. At the end of every round, if Sunny Day is in effect, bearer loses 1/8 of total HP. Power of Fire-type attacks against bearer is multiplied by 125/100. Whenever a Water-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer gains 1/4 of total HP and the attack is ineffective against bearer. Uses determined types. (Applied after accuracy check and effects that change targets, but before damage calculation.)
- Download
When bearer becomes active, if the Defense [original or calculated?] of a random opposing Pokémon is less than its Special Defense, bearer's Attack is increased by 1 stage. Otherwise, if an opposing Pokémon exists, bearer's Special Attack is increased by 1 stage. [--or-- When bearer becomes active, if an opposing Pokémon exists, bearer's Attack is increased by 1 stage if the total Defense among all opposing Pokémon is less than the total Special Defense among those Pokémon. Otherwise, bearer's Special Attack is increased by 1 stage.]
- Iron Fist
Power of the following attacks, when used by bearer, is multiplied by 12/10: Ice Punch, Fire Punch, ThunderPunch, Mach Punch, Focus Punch, Dizzy Punch, DynamicPunch, Hammer Arm, Mega Punch, Comet Punch, Meteor Mash, Shadow Punch, Drain Punch, Bullet Punch, and Sky Uppercut.
- Poison Heal
If bearer is poisoned, bearer gains 1/8 of total HP at the end of every round instead of losing HP because of poison. (No effect outside of battle.)
- Adaptability
If an attack by bearer shares a type with one of bearer's types, that attack's effectiveness is doubled instead of multiplied by 1.5.
- Skill Link
Multi-hit attacks by bearer that "strike two to five times in a row" always strike five times.
- Hydration
At the end of every round, if Rain Dance is in effect, bearer is cured of its status problem. (No effect if Rain Dance's effect just ended.)
- Solar Power
During Sunny Day, bearer's Special Attack is multiplied by 1.5. At the end of every round, if Sunny Day is in effect, bearer loses 1/8 of total HP.
- Quick Feet
As long as bearer has a status problem, bearer's Speed is multiplied by 1.5. Bearer's Speed is not reduced because of paralysis.
- Normalize
Attacks by bearer have the Normal type instead of any other type. (This includes "???".)
- Sniper
If an attack by bearer is a critical hit, the damage dealt is tripled instead of doubled.
- Magic Guard
Effects other than damage cannot reduce bearer's HP, with these exceptions: Pain Split, Belly Drum, confusion damage, Future Sight and Doom Desire, and HP loss from Struggle. (No effect outside of battle.) Bearer won't lose the chance to attack because of paralysis. (Liquid Ooze will cause neither HP loss nor HP gain.)
- No Guard
Attacks by and against bearer hit without fail in accuracy checks. (See explanations.)
- Stall
Bearer strikes after all other Pokémon whose moves have equal or greater priority than bearer's move. (See timing.)
- Technician
If an attack by bearer has a power of 60 or less, and the attack is not Struggle, that attack's power is multiplied by 1.5.
- Leaf Guard
During Sunny Day, bearer cannot receive status problems. (Yawn will fail against bearer, bearer may use Rest normally.)
- Klutz
Effects due to bearer's held item, or to items it uses, are not applied. (No effect outside of battle.)
- Mold Breaker
While bearer is using an attack, effects due to abilities by non-bearers that would adversely affect that attack are not applied. (Klutz not affected.)
- Super Luck
Bearer's critical hit rate is increased.
- Aftermath
If a direct attack by a non-bearer causes bearer to faint, that non-bearer loses 1/4 of total HP unless an active Pokémon with Damp exists (not considered recoil damage).
- Anticipation
When bearer becomes active, a message is displayed if any opposing Pokémon has a one-hit KO move that would not be ineffective against bearer or a damaging move whose original type has at least double effectiveness against bearer's types, but not Counter, Mirror Coat, or Metal Burst.
- Forewarn
When bearer becomes active, a message displays a random move with the highest power among all moves known by all opposing Pokémon. (See notes.)
- Unaware
Attacks by bearer against non-bearers ignore their opponent's Defense, Special Defense, and evasiveness stat stages. Attacks by non-bearers against bearer ignore their attacker's Attack, Special Attack, and Accuracy stat stages. (This effect applies only in damage calculation and accuracy checks. Punishment is not specially affected.)
- Tinted Lens
Effectiveness of attacks by bearer against non-bearers whose types have less than normal effectiveness against bearer's types is doubled.
- Filter
Effectiveness of attacks by non-bearers against bearer whose types have at least double effectiveness against bearer's types is multiplied by 3/4.
- Slow Start
When bearer becomes active and whenever bearer adopts this ability, bearer's Attack and Speed are halved for five rounds, including the current round, or until bearer is replaced or bearer loses this ability.
- Scrappy
Normal- and Fighting-type attacks by bearer have normal effectiveness against the Ghost type.
- Storm Drain
Water-type attacks by non-bearers (even non-damaging ones) with a target of "single non-user" are directed to bearer instead of to any other non-user of that attack. [Considers Hidden Power as Normal.] (Applied before Follow Me and Magic Coat. If more than one active Pokémon has this ability, the attack is directed to the one earlier in this round's priority.)
- Ice Body
At the end of every round, if Hail is in effect, bearer gains 1/16 of total HP.
- Solid Rock
Effectiveness of attacks by non-bearers against bearer whose types have at least double effectiveness against bearer's types is multiplied by 3/4.
- Snow Warning
When bearer becomes active, the effect of Hail begins, even if already in effect, and continues indefinitely.
- Honey Gather
If bearer has no items, bearer has an X% chance of picking up Honey after the battle ends, where X is bearer's level.
- Frisk
When bearer becomes active, a message displays the name of one of the items held by an opposing Pokémon, if any opposing Pokémon is holding an item.
- Reckless
[Power] of moves by bearer that cause recoil damage, as well as Jump Kick and Hi Jump Kick is multiplied by 1.2. (Struggle is excluded.)
- Multitype
If bearer is holding a Plate, bearer's type depends on the Plate held.
- Flower Gift
During Sunny Day, Attack and Special Defense of each active Pokémon on the bearer's side are multiplied by 1.5. (This effect is not cumulative.)
- Bad Dreams
As long as bearer is active, each sleeping opposing Pokémon loses 1/8 of total HP at the end of every round. (This effect is cumulative.)
Notes
If an ability triggers "when bearer becomes active", it also triggers at the end of a Pokémon's turn, after an attack is used (before fainting if any, but not Pursuit as an opponent is about to switch), at the end of every round, and whenever another Pokémon, becomes active (including when a battle begins), if the Pokémon gains the ability since it became active (with Role Play, and so on.), but only if the ability's effect did not already trigger for that Pokémon since it became active.
If an ability's effect contains the words "Bearer cannot...", the affected condition, if the Pokémon has it, is removed if the Pokémon has this ability. This effect triggers after each Pokémon's turn, at the end of every round, and whenever a Pokémon (including the bearer) becomes active (including when a battle begins).
For Truant, each active Pokemon has a variable, X. At the end of each round, if the Pokemon has Truant, X is set to 0 if it equals 1, or to 1 if it equals 0. At the Pokemon's turn, a "Truant check" is made after the sleep and freeze checks, and before the confusion check. If the Pokemon has Truant and X equals 1, the Pokemon "is loafing around" and skips its attack this round. (Any attack it could have used is prevented from being used.) A Pokemon's value for X is set to 0 when it gains Truant (even if it already had Truant) or if it becomes active before the first round of the battle, and is set to 1 if it becomes active after the beginning of the first round of the battle.
For Forewarn, one-hit KO moves have a power of 160; Counter, Mirror Coat, and Metal Burst have a power of 120; the moves Crush Grip, Dragon Rage, Endeavor, Flail, Frustration, Grass Knot, Gyro Ball, Hidden Power, Low Kick, Natural Gift, Night Shade, Psywave, Return, Reversal, Seismic Toss, SonicBoom, Trump Card, and Wring Out have a power of 80; and other moves with a power of 1 have a power of 0. Effects that can change a move's power (such as Brine or Magnitude) are ignored.
In the Japanese language version of Pokémon Diamond and Pearl, Slow Start's effect doesn't end when its bearer loses Slow Start.
The check for Pickup is done using the Pokémon's original species and original ability. The items obtained with Pickup depend on the version:
- Diamond/Pearl/Platinum Version: Let X equal (L minus 1) divided by
10, rounded down, where L is the level of the Pokémon with
Pickup. There are two sets of items, common items and rare items.
- Common items: 0=Potion, 1=Antidote, 2=Super Potion, 3=Great Ball, 4=Repel, 5=Escape Rope, 6=Full Heal, 7=Hyper Potion, 8=Ultra Ball, 9=Revive, 10=Rare Candy, 11=Dusk Stone, 12=Shiny Stone, 13=Dawn Stone, 14=Full Restore, 15=Max Revive, 16=PP Up, 17=Max Elixir. The item chances for the item numbered X and the items following it are: 30%, 10%, 10%, 10%, 10%, 10%, 10%, 5%, and 3%.
- Rare items: 0=Revive, 1=Nugget, 2=King's Rock, 3=Full Restore, 4=Ether, 5=White Herb, 6=TM44, 7=Elixir, 8=TM01, 9=Leftovers, 10=TM26. The item chances for the item numbered X and the item following it are: 1% and 1%.
- HeartGold/SoulSilver Version
- Common items: 0=Potion, 1=Antidote, 2=Super Potion, 3=Great Ball, 4=Repel, 5=Escape Rope, 6=Full Heal, 7=Hyper Potion, 8=Ultra Ball, 9=Revive, 10=Rare Candy, 11=Sun Stone, 12=Moon Stone, 13=Heart Scale, 14=Full Restore, 15=Max Revive, 16=PP Up, 17=PP Max.
- Rare items: 0=Max Repel, 1=Nugget, 2=King's Rock, 3=Full Restore, 4=Iron Ball, 5=Lucky Egg, 6=TM56, 7=Elixir, 8=TM86, 9=Leftovers, 10=TM26.
