pixelmon abilities

Pixelmon Abilities

Pixelmon abilities. An ability is a trait that determines a passive effect in a Pokémon. Each Pokémon has only one ability, and it can never be changed. There are three possible abilities that any one Pokémon can have. Two normal abilities, and one hidden ability, which has only a one in one hundred fifty chance in appearing. The normal abilities both have an equal chance in appearing, but it is a great amount more likely that these will appear over the hidden ability, hence the word “hidden”. Both normal and hidden abilities have a chance to be passed down through breeding.  When breeding, the mother has an 80% chance to pass along its ability to its children, while a father breeding with a Ditto only has a 60% chance.  

(pixelmon abilities)

List of Abilities

    • Adaptability: increases the same-type attack bonus (STAB) multiplier from 1.5× to 2×.
    • Aftermath: causes an attacking Pokémon to take ¼ of its maximum HP in damage if it knocks out the Pokémon with Aftermath with a contact move. Aftermath will not be triggered if a Pokémon with Damp is on the field.
    • Air Lock: prevents all effects of weather from occurring while the Pokémon is in battle. The weather itself will still occur and may expire or be changed, but none of the weather’s effect will be active.
    • Analytic: increases the power of a Pokémon’s move by 1.3× if the move’s target has already moved that turn. This includes using a move and switching.(pixelmon abilities)
    • Anger Point: boosts the Pokémon’s Attack to six stages above normal if it it hit
    • Anticipation: causes the Pokémon to “shudder” if the opponent has any super-effective moves against the Pokémon.
    • Arena Trap: prevents grounded opponents (i.e., Pokémon that are not Flying types and do not have Levitate) from switching or fleeing. If a Pokémon that is normally airborne is made no longer airborne through means such as Smack Down, it will be subjected to Arena Trap’s trapping effect. Forced switches from moves such as Roar and U-turn will still switch out the Pokémon. A Pokémon holding a Shed Shell will be able to ignore this Ability’s effects and switch out, while a Pokémon with Run Away or a Smoke Ball will still be able to flee.
    • Battle Armor: that protects a Pokémon from taking critical hits.
    • Big Pecks: that prevents a Pokémon’s Defense from being lowered.
    • Blaze: boosts the power of a Pokémon’s Fire-type moves by 1.5× if it has ⅓ or less of its HP remaining.

 

  • Chlorophyll: doubles the Speed of Pokémon while the weather is sunny.(pixelmon abilities)
  • Clear Body: prevents the opponent from lowering the Pokémon’s stats. Self-inflicted stat drops are not prevented by Clear Body.(pixelmon abilities)
  • Cloud Nine: prevents all effects of weather from occurring while the Pokémon is in battle. The weather itself will still occur and may expire or be changed, but none of the weather’s effect will be active.
  • Competitive: that raises the Pokémon’s Special Attack by two stages each time one of its stats is lowered by an opponent.
  • Compound Eyes: that boosts the accuracy of a Pokémon’s moves by 1.3×.
  • Contrary: reverses all stat changes made to the Pokémon, including stat changes made by the user.
  • Cute charm: causes contact moves used against the Pokémon to have a 30% chance of making the aggressor infatuated (like with Attract) if the Pokémon with Cute Charm and the aggressor are of opposite genders.
  • Damp: prevents the use of Explosion and Selfdestruct by any Pokémon while the Pokémon with Damp is in battle.
  • Defeatist: halves the Pokémon’s Attack and Special Attack if its HP is at 50% or less.(pixelmon abilities)
  • Defiant: raises the Pokémon’s Attack by two stages every time a stat is lowered by the opponent. It does not trigger with moves that lower the user’s own stats.
  • Download: causes the Pokémon’s Attack or Special Attack to increase by one stage depending on which of the opponent’s defensive stats are lower. The stat that is lower will cause the corresponding attack stat to be boosted. If both stats are the same, Special Attack is increased.
  • Drizzle: causes the weather to become rain, lasting until the end of the battle or until another move or Ability changes the weather.
  • Drought: causes the weather to be sunny, lasting until the end of the battle or until another move or Ability changes the weather.(pixelmon abilities)
  • Dry Skin: causes the Pokémon to take 25% extra damage from Fire-type attacks and heal 25% of its HP when hit by a Water-type attack. The Pokémon will also lose 1/8 of their maximum HP per turn if it is sunny and restore ⅛ of their HP each turn if it is raining.
  • Early Bird: causes a Pokémon that is put to sleep to only be asleep for one turn.
  • Effect Spore: causes contact moves used against the Pokémon to have a 30% chance of inflicting one of three types of status on the aggressor.
  • Filter: reduces super-effective damage by 25%, meaning that a super-effective attack would deal 1.5× damage instead of 2× damage.(pixelmon abilities)
  • Flame Body: causes contact moves used against the Pokémon to have a 30% chance of burning the aggressor. If a Pokémon with Flame Body is in the player’s party, any Eggs in the player’s party will hatch twice as fast.
  • Flare Boost: boosts the Pokémon’s Special Attack by 1.5× if the Pokémon is burned.
  • Flash Fire: makes the Pokémon immune to Fire-type moves. After being hit by a Fire-type move, the Pokémon’s own Fire-type moves will increase in power by 1.5×. This boost cannot stack with itself, although the Pokémon will still be immune to Fire-type moves after the boost is activated.
  • Forewarn: causes the Pokémon to display the opponent’s highest power move. Damaging moves without fixed base powers have assigned base powers specifically for Forewarn:

 

Power Moves
160 Fissure, Guillotine, Horn Drill, Sheer Cold
120 Counter, Metal Burst, Mirror Coat
80 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, Wring Out

 

 

  • Friend Guard: lowers damage done to allied Pokémon (not including the Pokémon with Friend Guard) by 25%. It has no effect in single battles.
  • Frisk: reveals the opponent’s held item when the Pokémon with Frisk is sent into battle.
  • Guts: boosts a Pokémon’s Attack by 1.5× if the Pokémon is burned, poisoned, paralyzed, or asleep. Guts also nullifies the Attack drop of the burned status.
  • Harvest: has a 50% per turn of restoring a Berry previously used by the Pokémon during the battle. It will do nothing if the Pokémon holds nothing or a held item that is not a Berry.
  • Healer: has a 30% chance of healing the Pokémon’s ally of status conditions during a double battle.
  • Honey Gather: does nothing
  • Huge Power: doubles the Pokémon’s Attack stat.
  • Hustle: raises a Pokémon’s Attack by 50% and lowers the accuracy of its physical attacks by 20%. Hustle does not affect status or special moves.
  • Hydration: cures non-volatile status conditions (poison, burn, paralysis, sleep, freeze) at the end of the turn if it is raining.(pixelmon abilities)
  • Hyper Cutter: prevents a Pokémon’s Attack from being lowered by the opponent. It does not work on moves that lower the user’s own stats.(pixelmon abilities)
  • Ice Body: causes the Pokémon to recover 116 of its HP each turn if it is hailing. If the Pokémon is not normally immune to the damaging effects of hail, Ice Body will make it immune.
  • Illuminate: does nothing.
  • Illusion: causes the Pokémon to disguise itself as the last Pokémon in the player’s party, copying its appearance, nickname, and gender. All other aspects, including stats, type, level, Ability, and moves, are not copied. The disguise will be revealed if the Pokémon is directly damaged by an attacking move. If the Pokémon with Illusion is the last Pokémon in the player’s party, nothing will occur.
  • Immunity: makes a Pokémon immune to the poisoned and badly poisoned statuses. It does not make the Pokémon immune to direct damage from Poison-type moves.
  • Imposter: causes the Pokémon to automatically transform into the opposing Pokémon upon switching in. It will fail if the opponent has a substitute or is transformed.
  • Insomnia: prevents the Pokémon from falling asleep. Rest will fail when used by Pokémon with Insomnia.
  • Intimidate: lowers the opponent’s Attack by one stage when the Pokémon with Intimidate is sent out (i.e. at the start of the battle or when switching in). In a double battle, both opponents’ Attack stats will be lowered. Intimidate does not affect a Pokémon that is behind a Substitute.
  • Justified: raises the Pokémon’s Attack by one stage if hit by a Dark-type move. It does not make the Pokémon immune to Dark-type moves.
  • Keen Eye:  prevents a Pokémon’s accuracy from being lowered.
  • Klutz: prevents the Pokémon from using any held items in battle.
  • Leaf Guard: prevents the Pokémon from being inflicted with non-volatile statuses or Yawn while it is sunny.
  • Lightning Rod:  causes Electric-type moves to deal no damage to the Pokémon while raising the Pokémon’s Special Attack by one stage. An Electric-type immunity due to being a Ground-type takes priority over Lightning Rod and will result in no Special Attack boost. In double battles, all single-target Electric-type moves will also be redirected to pokémon with Lightning Rod regardless of their intended targets.
  • Limber: prevents the Pokémon from being paralyzed.
  • Liquid Ooze: causes incoming attacks that drain health (such as Giga Drain) to instead damage the attack’s user by the amount of HP the move would have healed it for. Leech Seed is also affected by Liquid Ooze.
  • Magic Bounce:  reflects all status moves that target the Pokémon back at the user of the move.
  • Magic Guard: prevents damage from indirect sources, including:

 

Only the damage from statuses is prevented by Magic Guard; the status itself can still be inflicted on the Pokémon. Other effects related to the above that do not cause damage are not prevented by Magic Guard, such as the trapping effect of partially-trapping moves, the increase in move power from Life Orb, or the Attack drop from the burn status.(pixelmon abilities)

 

  • Magma Armor: prevents a Pokémon from being frozen. If a Pokémon with Magma Armor is in the player’s party, any Eggs in the player’s party will hatch twice as fast.
  • Magnet Pull: prevents opposing Steel-type Pokémon from switching out or fleeing from battle manually. Moves such as Roar and U-turn will still cause the Pokémon to flee or switch out. A Pokémon holding a Shed Shell will be able to ignore this Ability’s effects and switch out, while a Pokémon with Run Away or a Smoke Ball will still be able to flee.
  • Marvel Scale: raises a Pokémon’s Defense by 50% if it user is poisoned, burned, paralyzed, asleep, or frozen.
  • Minus: increases the Pokémon’s Special Attack by 1.5× if the Pokémon’s ally has Plus or Minus. This Ability only has an effect in double battles.
  • Mold Breaker: negates the effects of the opponent’s Ability on the Pokémon’s moves. The following Abilities are affected by Mold Breaker:(pixelmon abilities)

 

 

  • Moody: raises one random stat by two stages and lowers a different random stat by two stages at the end of every turn, including accuracy and evasion. It will not attempt to raise or lower a stat that is already at the maximum or minimum stage, respectively.
  • Motor Drive:  makes the Pokémon immune to Electric-type attacks. Electric-type attacks aimed at the Pokémon will raise the Pokémon’s Speed by one stage.
  • Moxie: causes a Pokémon’s Attack to rise by one stage each time it knocks out another opponent through direct damage.
  • Multiscale: halves direct damage to the Pokémon if it is at full health.(pixelmon abilities)
  • Natural Cure: causes any status conditions to be healed when the Pokémon switches out or the battle ends.
  • Oblivious: makes the Pokémon immune to infatuation. It is also unable to be affected by Captivate
  • Overcoat: prevents the Pokémon from taking damage from sandstorm and hail.
  • Overgrow: boosts the power of a Pokémon’s Grass-type moves by 1.5× if it has ⅓ or less of its HP remaining.
  • Own Tempo: makes the Pokémon immune to confusion.
  • Pickpocket: allows the Pokémon to steal an opponent’s held item upon contact if the Pokémon is not already holding an item.
  • Pickup: causes the Pokémon to have a 10% chance of depositing an item into the player’s inventory when the player wins a battle if the Pokémon does not have a held item. If the player’s inventory is full, Pickup will not find anything. The Pokémon with Pickup does not have to participate in battle for Pickup to be triggered.

 

The loot obtainable from Pickup derives from the special drop lists. The level of the Pokémon with Pickup determines the chance of obtaining items from different categories.(pixelmon abilities)

Level % Chance
Tier 1 Tier 2 Tier 3
1-50 100% 0% 0%
51-80 90% 10% 0%
81+ 79% 20% 1%

In battle, if an opponent uses up a consumable held item, a Pokémon with Pickup will obtain that item at the end of the turn if it is not holding an item.

 

  • Plus: increases the Pokémon’s Special Attack by 1.5× if the Pokémon’s ally has Plus or Minus. This Ability only has an effect in double battles.
  • Poison Heal: makes the Pokémon heal ⅛ of its maximum HP every turn if it is poisoned or badly poisoned. The damage that would normally be taken from the poison statuses is nullified.(pixelmon abilities)
  • Poison Point: causes contact moves used against the Pokémon to have a 30% chance of poisoning the aggressor.
  • Poison Touch: causes a Pokémon to have a 30% chance of poisoning the target by using a contact move.
  • Prankster: increases the priority of status moves by one.
  • Pressure: causes one extra PP to be deducted from moves that target the Pokémon.
  • Quick Feet: increases the Pokémon’s Speed by 50% if it has a status condition. It also negates the Speed-lowering effects of paralysis.
  • Rain Dish: causes the Pokémon to heal 1/16 of its maximum HP every turn that it is raining.
  • Rattled: causes the Pokémon’s Speed to rise by one stage if it is hit by a Bug, Dark, or Ghost-type attack.(pixelmon abilities)
  • Reckless:  boosts the power of moves that cause recoil or crash damage by 20% except forStruggle. These moves include:

 

 

  • Regenerator:  heals ⅓ of the Pokémon’s maximum HP when it switches out to another Pokémon during battle.
  • Rivalry: raises the power of a Pokémon’s moves by 25% if used on Pokémon of the same gender, but lowers moves by 25% of their power when used against Pokémon of the opposite gender.
  • Rock Head: prevents recoil damage from moves except Struggle. It does not prevent recoil damage from Life Orbs.
  • Rough Skin: deals 116 of a Pokémon’s HP in damage to Pokémon who use a contact move on the Pokémon with Rough Skin.
  • Sand Force: raises the power of a Pokémon’s Ground, Rock, and Steel-type moves by 30% while a sandstorm is occurring.
  • Sand Rush: doubles a Pokémon’s Speed while a sandstorm is raging.
  • Sand Stream: causes a sandstorm when the Pokémon enters battle. The sandstorm will last until the end of the battle or until the weather is changed by another Ability or move.(pixelmon abilities)
  • Sand Veil: boosts a Pokémon’s evasion by 25% in a sandstorm.
  • Sap Sipper: makes the Pokémon immune to Grass-type moves. Grass-type moves used on the Pokémon will boost the Pokémon’s Attack by one stage.
  • Scrappy: allows the Pokémon to hit Ghost-type Pokémon with Normal– and Fighting-type moves. If the target has another type besides Ghost, type effectiveness is calculated using only that other type, while if the target’s only type is Ghost, Normal and Fighting moves will deal neutral damage.
  • Serene Grace: doubles the chance of secondary effects occurring. For example, Flamethrower normally has a 10% chance of burning the opponent, but the chance is boosted to 20% if used by a Pokémon with Serene Grace.
  • Shadow Tag: prevents opponents from manually switching out or fleeing from battle unless the opponent also has Shadow Tag. Forced switches from moves such as Roar and U-turn will still switch out the Pokémon. A Pokémon holding a Shed Shell will be able to ignore this Ability’s effects and switch out, while a Pokémon with Run Away or a Smoke Ball will still be able to flee.
  • Shed Skin: causes the user to have a 33% chance per turn of healing any paralysis, poison, burn, frozen, or sleep that it is currently afflicted with.(pixelmon abilities)
  • Sheer Force: boosts the power of moves with secondary effects by 1.3× while removing the secondary effect. If the move used triggers Sheer Force, it also negates the healing effect of a Shell Bell and the recoil of a Life Orb (while preserving the power boost)
  • Shell Armor: protects a Pokémon from taking critical hits
  • Shield Dust: negates any secondary effects of moves, such as Thunderbolt‘s 10% chance of paralysis.
  • Simple: doubles the effectiveness of stat changes made to the Pokémon, including changes made by the Pokémon and by the opponent
  • Slow Start: halves the Pokémon’s Attack and Speed for five turns. If the Pokémon switches out, the turn counter for Slow Start is reset, even if five turns have already passed.
  • Sniper: causes critical hits by a Pokémon to deal 3× damage instead of 2× damage.
  • Snow Cloak: raises the Pokémon’s evasion by 25% if it is hailing. (pixelmon abilities)
  • Solar Power: boosts the Pokémon’s Special Attack by 1.5× when it is sunny. However, the Pokémon will also lose ⅛ of its maximum HP every turn while the Ability is activated.
  • Solid Rock: reduces the damage of moves that hit super effectively by 25%. This reduces 2× super effective moves 1.5× damage and 4× super effective moves to 3× damage.
  • Speed Boost: raises a Pokémon’s Speed by one stage at the end of every turn.
  • Stall: causes the Pokémon to move last among moves of the same priority as the Pokémon’s move.
  • Static: causes contact moves used against the Pokémon to have a 30% chance of paralyzing the aggressor.
  • Steadfast: increases the Pokémon’s Speed by one stage if it flinches.
  • Stench: causes the Pokémon to have a 10% chance of causing its target to flinch when the Pokémon deals damage.
  • Sturdy: causes the Pokémon to have a 10% chance of causing its target to flinch when the Pokémon deals damage.
  • Super Luck: increases the Pokémon’s critical hit ratio by one stage.
  • Swarm: boosts the power of a Pokémon’s Bug-type moves by 1.5× if it has ⅓ or less of its HP remaining.
  • Swift Swim:  doubles the Speed of a Pokémon while it is raining.
  • Synchronize: causes burn, poison, and paralysis inflicted on the Pokémon by another Pokémon to also be inflicted on the aggressor. It has no effect on status from sources besides other Pokémon, such as a Flame Orb or Toxic Spikes.
  • Tangled Feet: raises the Pokémon’s evasion by 20% when the Pokémon is confused.
  • Technician: increases the power of all moves of 60 power or less by 1.5×.
  • Telepathy: protects the Pokémon from direct damage inflicted by the Pokémon’s allies. It is only useful in double battles.
  • Thick Fat: halves damage from Fire and Ice-type moves.
  • Tinted Lens: doubles the power of moves that are not very effective against the opponent. This makes a ½× effective move become 1× effective and a ¼× effective move become ½× effective.
  • Toxic Boost: increases Attack by 50% when the Pokémon is poisoned.
  • Trace: causes the Pokémon to copy the opponent’s Ability. Trace will not copy itself. The Pokémon’s Ability will revert to Trace after leaving battle (by switching out or at the conclusion of the battle).
  • Unaware: causes the Pokémon to ignore stat changes on opponents. The Pokémon will ignore Defense and Special Defense modifications when attacking the opponent and will ignore Attack and Special Attack modifications when being attacked.
  • Unburden: doubles the Pokémon’s Speed upon consuming a held item. The boost is reset if the Pokémon switches.
  • Unnerve: prevents the opponent from consuming Berries.
  • Vital Spirit: prevents the Pokémon from falling asleep. It also causes Rest to fail.
  • Volt Absorb: causes Electric-type moves used on the Pokémon to heal 25% of the Pokémon’s maximum HP while nullifying any other effects of the moves.
  • Water Absorb: causes Water-type moves used on the Pokémon to heal 25% of the Pokémon’s maximum HP while nullifying any other effects of the moves.
  • Water Veil: prevents the Pokémon from being burned.
  • Weak Armor: causes the Pokémon’s Speed to increase by one stage and its Defense to decrease by one stage when hit with a physical move.
  • Wonder Guard: prevents direct damage if the move is not super effective against the Pokémon. It does not prevent status moves or other sources of damage.
  • Wonder Skin: causes status moves to have 50% accuracy when used on the Pokémon.

pixelmon abilities

 

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