Cookie Consent by pokeonecommunity.com
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
The Pokémon uses its moves without making contact with the target.
Reflects status moves, instead of getting hit by them.
Magic Guard prevents the Pokémon from receiving indirect damage, but does not prevent it from becoming afflicted by statuses that would deal such damage. Additional effects, such as being trapped by binding moves or having its Attack reduced by burn, are not prevented even though their damage is.

Magic Guard prevents damage caused by effects including weather, poison and burn, effects like Curse and Leech Seed, entry hazards, recoil (except from Struggle), crash damage, and damage from using Mind Blown. Magic Guard prevents the damage inflicted by a Life Orb, but the holder still gains the power boost. Damage from confusion still occurs.

Magic Guard does not prevent direct modification of a Pokémon's HP through means other than damage, such as by Pain Split, Belly Drum, Substitute, or a Ghost type cutting its own HP to use Curse. Moves that cause the user to faint, Destiny Bond, and Perish Song can still cause a Pokémon with Magic Guard to faint.

Magic Guard didnt grants immunity to being fully paralyzed and no prevents of be poisoning from Toxic Spikes (but it still prevents poison damage).
The Pokémon steals the held item of a Pokémon it hits with a move.
The Pokémon is covered with hot magma, which prevents the Pokémon from becoming frozen.
Prevents Steel-type Pokémon from escaping using its magnetic force.
The Pokémon's marvelous scales boost the Defense stat if it has a status condition.
Powers up aura and pulse moves.
The Pokémon's attacks become critical hits if the target is poisoned.
Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.
Turns the ground into Misty Terrain when the Pokémon enters a battle.
Moves can be used on the target regardless of its Abilities.
At the end of each turn, Moody raises one of the stats of the Pokémon with this Ability by two stages (at random), then decreases another stat by one stage (at random). It can select accuracy and evasion.

Moody will not attempt to lower a stat that is already at -6 or attempt to increase a stat that is already at +6. Moody will not select the same stat to lower as it raised. If all stats are already at +6, Moody will only decrease one random stat, the same will happen if all stats are already at -6, Moody will only increase one random stat.
Boosts its Speed stat if hit by an Electric-type move, instead of taking damage.
When a Pokémon with Moxie directly causes another Pokémon (including allies) to faint by using a damaging move, its Attack is increased by one stage. If its Attack is already at +6 stages, Moxie will not activate.

Moxie activates after the Pokémon gains Attack from Fell Stinger. If a Pokémon with Moxie defeats a Pokémon with Mummy using a contact move, the Pokémon's Ability will become Mummy before Moxie has the opportunity to activate.
Reduces the amount of damage the Pokémon takes when its HP is full.
Changes the Pokémon's type to match the Plate or Z-Crystal it holds.
Contact with the Pokémon changes the attacker's Ability to Mummy.
Natural Cure heals any status conditions upon switching out or completing a battle (if it was in battle at the end of the battle).

This effect will occur if Natural Cure is the Pokémon's Ability in battle when it switches out and is not suppressed; a Pokémon that obtained the Ability with Trace will have its status condition cured when it switches out, whereas a Pokémon which has Natural Cure but has been affected by Gastro Acid will not.
Powers up moves that are super effective.