Powers up Dragon-type moves. When its stats are lowered its Attack increases. The most Abilities any species or form has is three: two normal Abilities and one Hidden Ability. A non-volatile status condition is a status condition that remains outside of battle and after being switched out. From Generation II to V, the bound status deals damage equal to 1/16 of the afflicted Pokémon's maximum HP at the end of each turn. Like all the main games, each Pokémon can have an ability. If the Pokémon that used the binding move held a Binding Band, the damage is instead equal to 1/6 of the afflicted Pokémon's maximum HP. Pokémon that are readying Solar Beam or Solar Blade take in sunlight. Adjusts power according to a foe's defenses. All the Pokémon's moves become the Normal type. Status conditions (Japanese: 状態異常 abnormal condition), also referred to as status problems or status ailments, affect a Pokémon's ability to battle. Pokémon that are readying Sky Attack become cloaked in light. From Generation II onward, the frozen Pokémon has a 20% chance to be thawed each turn, possibly even thawing right after being frozen; however, in Generation I, a frozen Pokémon never thaws without external aid. A Pokémon that can't escape is unable to switch out or flee as long as the Pokémon that trapped it is on the field. The bad poison condition inflicts damage every turn, with the amount of damage increasing each turn. In Generation V, Pokémon glow red while afflicted with burn. Encore forces the Pokémon to repeat its last attack for 2-5 turns in Generation II, 4-8 turns in Generations III and IV, and 3 turns in Generation V and VI. The Pokémon that used Leech Seed is healed by the same amount. Some species of Pokémon have multiple possible Abilities. In Generation I, a Pokémon that wakes up is not able to attack during that same turn; from Generation II onward, a Pokémon can wake up and use a move during the same turn. Abilities can strengthen a Pokémon's statistics or weaken a foe, inflict status effects such as paralysis or poisoning, or perform other effects. The Pokémon may heal its own status problems. Water restores HP. The Pokémon steals the held item of a Pokémon it hits with a move. In Generation I, semi-invulnerable Pokémon avoid all moves except Swift, Transform, and Bide, and can exploit the Invulnerability glitch. These status conditions are paralysis, poison, sleep, frozen, and burn. The Ability Magic Bounce reflects the same moves. Pokémon with the Own Tempo Ability are immune to being confused. A Pokémon readying Skull Bash withdraws it head for one turn, in which it cannot act. Draws in all Electric-type moves to up Sp. Raises Special Attack when HP drops below half. ; Augmentation - Increases the likelihood of status problems being inflicted by the bearer. This page was last edited on 8 March 2021, at 06:26. Prior to Generation V, this lasts 2-5 turns (5 turns if the user of the binding move held a Grip Claw); from Generation V onward, the bound status lasts 4-5 turns (7 turns if the user of the binding move held a Grip Claw). Combines Unnerve and Chilling Neigh/Grim Neigh. Pokémon that can have this ability include Dewgong, Lapras, and Vaporeon. Pokémon with Steadfast still flinch, but gain Speed each time they do so. Restores HP if hit by an Electric-type move. The Focus Sash, Focus Band, and Ability Sturdy all have similar effects. Rain Dish: The Pokémon gradually regains HP in rain: Rattled: Boosts speed when hit by a ghost, bug, or dark type move. Pokémon with Aroma Veil and their allies are immune to Taunt. The burn condition (BRN) inflicts damage every turn and halves damage dealt by a Pokémon's physical moves (except Pokémon with the Guts Ability). Boosts Attack if there is a status problem. Damaging Z-Moves will also strike through protection, but deal only one-quarter of the damage they would otherwise deal. Ignores moves and abilities that draw in moves. If at such a time Hyper Beam has 0 PP, it will still be used; in this case, due to the same glitch, the move's PP will roll over to 63 and full PP Ups will be applied to it. Each of the 386 Pokémon have a special Ability some unique to that Pokémon, others spread about through many other Pokémon. Contact moves can strike through Protect/Detect. In Generation I, Pokémon cannot be paralyzed by damaging moves of the same type as themselves. Prevents the Pokémon from getting poisoned. No Guard. VIII 099 No Guard From Generation II onwards, Mimic copies the target's last used move. Prevents problems with status in sunny weather. Reckless: Powers up moves that have recoil damage. The sleeping Pokémon loses ¼ of its maximum hit points every turn. III Swift Swim: Doubles speed when it is raining. Although only the first attack can be a critical hit, every attack during the duration will do the same amount of damage. Since they aren't shown in battle as a status condition (having an icon) a Pokémon can be affected with multiple volatile battle statuses, volatile conditions and a non-volatile condition at the same time. III 233 Neuroforce: Powers up moves that are super effective. Raises Speed each time the Pokémon flinches. Additionally, Imposter (Ditto's signature Ability) automatically causes the user to transform into the opponent. Even if the binding move misses, the target will not need to recharge for Hyper Beam. In the Japanese versions of Diamond and Pearl, the minimum and maximum sleep count is 1 turn higher, lasting 2 to 6 turns. Raises Special Attack when the Pokémon's stats are lowered. A cursed Pokémon takes damage equal to ¼ of its maximum HP every turn. A Pokémon shrouded with Magic Coat will reflect most status moves used against it or its side of the field back at the user during the turn it used the move. From Generation III onward, it is applied after all Pokémon on the field have taken their turns. use Warrior Skills, use items, link). Attack. Oblivious All moves which cause freezing are Ice-type, except Tri Attack (Generation II onward), Secret Power (when used in snow or ice; Generation IV onward) and Freezing Glare. Focus Sash, Focus Band, and Sturdy can prevent a Pokémon from knocking itself out due to confusion. Contact with the Pokémon may cause paralysis. A frozen Pokémon can still use the moves Fusion Flare, Flame Wheel, Sacred Fire, Flare Blitz, Scald, and Steam Eruption while frozen; these moves will thaw the user and be executed normally. When a Pokémon of that species is generated (e.g. A list of all abilities that Pokémon can learn, separated by the generations where they were introduced. Halves damage from Fire-type moves, doubles power of Water-type moves used, and prevents burns. From Generation V onward, the Mental Herb cures the Pokémon of Taunt. Some moves cannot be stopped by protection, such as Future Sight and Curse. From Generation VI onward, the bound status deals damage equal to 1/8 of the afflicted Pokémon's maximum HP at the end of each turn. The opponent's evasion modification will not affect the accuracy of a Pokémon that uses Foresight, Odor Sleuth, or Miracle Eye. The Pokémon makes it rain when it enters a battle. Nightmare only affects a sleeping Pokémon. A Pokémon can be trapped when struck by any of the following moves. After three turns, all Pokémon who heard the Perish Song will faint, excluding Pokémon with the Soundproof Ability. Prior to Generation V, if a Pokémon that can't escape or the Pokémon that trapped it uses Baton Pass, the Pokémon (or its replacement) still can't escape; from Generation V onward, the effect can be passed only by the Pokémon that can't escape. The Pokémon creates an Electric Terrain when it enters a battle. Makes the foe nervous and unable to eat Berries. Normal-type moves become Electric-type moves and their power boosted. Turns the sunlight harsh when the Pokémon enters a battle. Neuroforce: Powers up moves that are super effective. The obvious choice for what should get Mold Breaker is Rhyperior! From Generation III onward, burn damage is applied after all Pokémon on the field have taken their turns (and there is no skipping). Damages attackers using any draining move. Boosts the Pokémon's evasion in a sandstorm. If a move cannot target the center of attention, it will be used on its intended target. Synchronize – The attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon. From Generation VI onward, Grass-type Pokémon, Pokémon with Overcoat, and Pokémon holding Safety Goggles will not have their moves drawn to a Pokémon that becomes the center of attention due to Rage Powder. The Pokémon uses its moves without making contact with the target. All status problems heal when it switches out. This could save your offensive Blissey from losing too much HP from an unexpected status. When hit by a move that makes direct contact, the Pokémon and the attacker will faint after three turns unless they switch out of battle. A taunted Pokémon can still use a status Z-Move. Individual Pokémon may have only one Ability at a time. III Synchronize: Makes opponent suffer from the same status conditions when the user is inflicted with the Poison, Paralyze or Burn condition. In Pokémon Stadium, they can avoid Bide, and the invulnerability glitch was fixed. It is caused when Attract is used on an opponent of the opposite gender, may be caused when a Pokémon makes contact with a Pokémon of the opposite gender that has Cute Charm as its Ability, and is caused to the target of the infatuation when a Pokémon holding a Destiny Knot is infatuated. These abilities affect Status Effects . In Generation II, if a cursed Pokémon knocks out its opponent, it will not take damage from curse that turn. Boosts the power of aura and pulse moves. Additionally, Pokémon with abilities like Limber are immune to Paralysis and status healing abilities like Natural Cure or Hydration can also be used. A selection of related questions from PokéBase: What is useful about Storm Drain and Lightningrod? The center of attention cannot draw moves with a charging turn like Sky Drop or Solar Beam, even if they are executed in one turn due to Power Herb. Even if a Pokémon becomes the center of attention, its allies will not be forced to target it. The third ability is only available when a Pokémon is returned from the Dream World, a new online feature that is part of the Pokémon Global Link. In Generation V, Pokémon glow yellow while afflicted with paralysis and their animation will be slowed significantly. If the Pokémon that used Leech Seed switches out or faints, any Pokémon in the same position as the original user gains the drained HP instead. Abilities, introduced in Generation 3 (Ruby/Sapphire), are special attributes given to each Pokémon that can aid them in battle. Technician Prevents other Pokémon from lowering accuracy. In Generation I, poison inflicts damage equal to 1/16 of its maximum HP every turn; from Generation II onward, it inflicts damage equal to 1/8 of its maximum HP. The damage is done as if the Pokémon attacked itself with a 40-power typeless physical attack (without the possibility of a critical hit). From Generation I to VI, its Speed is reduced to 25% of its normal value; in Generation VII, its Speed is reduced to 50% of its normal value. A Pokémon can only be bound by one binding move at a time. Normally, Pokémon have one or two Abilities, and a … They can be cured by healing at a Pokémon Center, specific curative items, specific moves, and other ways. Abilities, introduced in Generation 3 (Ruby/Sapphire), are special attributes given to each Pokémon that can aid them in battle. Blocks the added effects of attacks taken. Increases the frequency of multi-strike moves. Each and every Pokémon has an Ability, and can only have one at a time. All status conditions heal when the Pokémon switches out. Abilities that affect Status. A Pokémon who is holding a King's Rock or Razor Fang has a 10% (~12% in Generation II) chance of causing a target to flinch when using certain moves; in Generation II, III, and IV, any of several moves on a list exclusive to the items (the list differs between generations); from Generation V onward, any move that deals damage and does not already have a chance to flinch. Please contact our advertising representatives, move which is able to strike non-adjacent targets, RNG Research: Battle RNG - Sleep Duration, https://bulbapedia.bulbagarden.net/w/index.php?title=Status_condition&oldid=3338706, Opponent of the opposite gender of the user become infatuated, User becomes semi-invulnerable. If the target switches out before the turn duration ends, the binding move will automatically be used against the incoming Pokémon, deducting an additional PP from the move. A Pokémon that successfully uses Hyper Beam, Frenzy Plant, Blast Burn, Hydro Cannon, Giga Impact, Rock Wrecker, or Roar of Time must recharge during the next turn. If the user of the binding move held a Binding Band, the bound Pokémon takes 1/8 of its maximum HP as damage each turn (instead of 1/16). Atk is boosted but HP decreases. When a Pokemon is Poisoned, each turn it takes will cause it to lose 1/8th (12.5%) of its Max HP. If burnt, the Pokémon does not suffer the usual drop in Attack. Like Flying-type Pokémon and Pokémon with Levitate, the user is immune to the damage of Spikes and Toxic Spikes, and is unaffected by Arena Trap. Boosts sound-based moves and halves damage from the same moves. Remember that switching out ends volatile effects (although you can't if bound or trapped by Mean Look). Resets all stat changes upon entering battlefield. Each turn, a Pokémon afflicted with Leech Seed loses 1/8 (1/16 in Generation I) of its maximum hit points. In addition, all other moves, except one-hit knockout moves, hit the target regardless of accuracy and evasion; however, it does not allow moves to hit semi-invulnerable Pokémon. The freeze condition (FRZ) causes a Pokémon to be unable to use moves. There are three kinds of status. Neutralizing Gas: Suppresses the effects of Abilities of all Pokémon currently in battle. All binding moves now last 4-5 turns unless a Grip Claw is held, which causes the moves to last 7 turns. Several two-turn moves have a turn where a Pokémon becomes semi-invulnerable, and most moves will miss regardless of accuracy, even moves that never miss. Receiver: The Pokemon copies the Ability of a defeated ally. Raises Special Attack when an ally faints. All moves which badly poison are Poison-type, except Psycho Shift (while badly poisoned) and Fling (if Toxic Orb is held). Since battles in this game are turn-based, flinching does not require a first strike via an advantage in Speed or priority, unlike in the main series. Powers up moves if they become critical hits. The turn-based gameplay and the duration of flinching also makes consecutive flinching impairment impossible, unlike in the main series. Boosts the Pokémon's Speed stat in a hailstorm. There are hundreds of Abilities and Hidden Abilities within the Pokémon RPGs. In Generation V only, a Pokémon's sleep counter is reset to its original amount when switched out; this also applies for self-induced sleep. When a Pokémon surrounds itself with a veil of water by using Aqua Ring, it restores 1/16th of its maximum HP every turn. Infatuation will end as soon as either the affected Pokémon or the Pokémon it is attracted to is removed from the battle. Creates strong winds when the ability activates. There are 308 single-ability Pokémon and 355 dual-ability Pokémon. A Pokémon with No Guard can hit the Pokémon during their semi-invulnerable state, and a Pokémon with No Guard in the semi-invulnerable state can be hit by any Pokémon. They are vital in battle and help you to hinder your foes. Deals double damage to Pokémon switching in. A stop-gap measure of dealing with Paralysis is to switch in a slow, bulky Pokémon against a likely Paralysis abuser, but it is recommended to have a more reliable method of dealing with it. Boosts move power when the Pokémon moves last. Makes stat changes have an opposite effect. As for volatile conditions, try removing them with moves like Aromatherapy or abilities like Shed Skin. Pokémon with the Ability Volt Absorb or Water Absorb will take damage, as opposed to healing, from Electric- or Water-type attacks respectively while Heal Block is in effect. Infatuation cannot be passed with Baton Pass. Protects the Pokémon from indirect damage. In Generation I, binding moves inflict damage for 2-5 turns. Most Pokémon use their Abilities in battle. A Pokémon can be protected when using any of the following moves. After a battle is over, the badly poisoned status will become a regular poison. ... Heals Status Conditions of nearby Pokémon at the start of the turn: Warm Blanket Numorous pokemon of certain types and abilities are immune to or can cure themselves of certain status problems. A Pokémon can be tormented when struck by any of the following moves. 30% chance of, Will not need a turn to charge if used during, Protects the user's side of the field from, Always goes first; only works if it is the user's first turn, Protects the user's side of the field from moves that have increased, Will deal damage equal to 1/8 of its maximum HP of a Pokémon that attempts to use a, Protects the user's side of the field from damaging moves that can target multiple Pokémon, Halves the current HP of all Pokémon in battle, All non-volatile status conditions were introduced in. Poison- and Steel-type Pokémon can be poisoned by a Pokémon with the Corrosion Ability. Powers up ally Pokémon's Steel-type moves. The table contains the name and description of the ability. Signature ability of Regidrago. Support the PokéCommunity’s running costs with a small monetary donation. Multi-turn attacks such as Fly and Dive require confusion to be checked both turns, further reducing the chance of a successful attack. The charging can be skipped with a Power Herb, or in the case of Solar Beam and Solar Blade, the presence of harsh sunlight. Some abilities can … Raises power of Fairy type moves for all Pokémon in battle. A Pokémon with the ability Natural Cure will be healed of all major status ailments whenever it leaves battle. Any Pokémon who heard it can avoid the effect of fainting if it is switched out before the three-turn count finishes. The Pokémon is protected against critical hits. Effect. [2] If a Pokémon puts itself to sleep using Rest, it will sleep for exactly 2 turns. Boosts the Pokémon's Speed in a sandstorm. If a Pokémon afflicted with Leech Seed uses Baton Pass, Leech Seed is transferred to its replacement, even if it is Grass-type. This effect can be transferred by Baton Pass. The sleep condition (SLP) causes a Pokémon to be unable to use moves, except Snore and Sleep Talk. Boosts certain moves' power in a sandstorm. Many abilities act as a power-up by increasing a move or stat; others introduce a third-party effect like a weather condition. Prevents the Pokémon from falling asleep. In this game, a Pokémon that has flinched is unable to perform any actions (i.e. The Pokémon boosts its most proficient stat each time it knocks out a Pokémon. (Normal - Status - Boosts Atk by two stages) Gained: Jump Kick (Fighting - Physical - 100BP/90% Acc - If this misses, the user takes half max HP in damage) Flygon Gained: Dragon Dance (Dragon - Status - Boosts Attack and Speed by 1 stage) Mantine Gained: Roost (Flying - Status - Heals up to 50% Max HP. Boosts the Defense stat in Grassy Terrain. Boosts the Defense stat if the Pokémon has a status condition. Prevents Steel-type Pokémon from escaping. The choice is random and each ability is equally likely. Protects the Pokémon from weather damage. Boosts Speed if there is a status problem. Items such as Potions can still be used to heal the Pokémon. Regenerator In Generations I and II, Fire-type Pokémon cannot be burned by Fire-type moves (but they can be burned by Tri Attack in Generation II). Pokémon cannot be frozen in harsh sunlight. In Pokémon Black & White, a third hidden ability was introduced. Halves damage from contact moves, but doubles damage from Fire-type moves. Confusion wears off after 1-4 attacking turns. All these effects can be cured with a Lum Berry, a Full Heal, a Full Restore, a Lava Cookie, an Old Gateau, Heal Powder, a Miracle Berry, a Casteliacone, or Sacred Ash. From Generation VI onward, Electric-type Pokémon cannot be paralyzed. If the Pokémon is holding a Choice item or only has one move remaining with PP, it is forced to use Struggle every second turn. Creates a sandstorm when hit by an attack. Additionally, if the user of the binding move attacks before the user of Hyper Beam during a recharge turn and the use of the binding move misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. In Generation I and Generation VII, burn inflicts damage equal to 1/16 of its maximum HP every turn; from Generation II to VI, burn inflicts damage equal to 1/8 of its maximum HP every turn. Pokémon with the Oblivious Ability are immune to infatuation. Before I delve into potential abilities that could interact with these elements, I’m going to briefly list what they do in the main series games, as well as my predictions on how they could work in GO. Not only that, but with a Flame Orb or Toxic Orb, you can take advantage of this effect while also protecting yourself from other status. A bound Pokémon can still switch out (but not flee) if it is holding a Shed Shell. The Pokémon only takes damage from attacks. The Pokémon can poison Steel and Poison types. Powers up moves if they become critical hits when attacking. Boosts Attack after knocking out a Pokémon. Any Pokémon with Comatose cannot be affected by non-volatile status conditions nor can any Pokémon with Leaf Guard in harsh sunlight. The Taunt status can only be inflicted by the move Taunt. Several two-turn moves have a turn where a Pokémon cannot act. A bound Pokémon is also trapped, preventing it from switching and escape. It’s the type of setback that can totally ruin a trainer’s approach and force them to use a Pokémon against their wishes. A poisoned Pokémon with Poison Heal is neither healed nor damaged. With the exception of Sky Drop, the semi-invulnerable turn can be skipped with a Power Herb. If a Flying-type Pokémon or a Pokémon with Levitate is rooted to the ground, it is susceptible to Ground-type moves, Spikes and Toxic Spikes. Powers up moves that are super effective. Negates all moves that force switching out. When a Pokémon uses Mind Reader or Lock-On to take aim at a target, the user's next damage-dealing move will hit that target without fail, even if the opponent uses a move that offers a turn of semi-invulnerability, such as Fly. Confusion may wear off in the first turn. If the sleeping Pokémon awakens, then the nightmare will no longer be in effect. From Generation II onward, substitutes block the opponent from inflicting all status conditions. In Generation II, Steel-type Pokémon cannot be poisoned by Poison-type moves (but they can be poisoned by Twineedle); from Generation III onward, Steel-type Pokémon and Pokémon with the Immunity Ability cannot normally be poisoned. description and how many Pokémon can have that ability. From Generation I to IV, a poisoned Pokémon loses 1 HP for every four steps taken outside of battle. In Generation I, the copied move is selected from a list of the opposing Pokémon's moves. The move Purify will cure a major status ailment from the target as well as healing the user by 50% of its maximum HP. Inherits an ally's ability when it faints. Pokémon Abilities List. Substitutes also prevent the opponent from lowering the user's stat stages. If at such a time the binding move has 0 PP, it will still be used against the incoming Pokémon; in this case, due to a glitch, the move's PP will roll over to 63 and full PP Ups will be applied to it. If the center of attention faints, switches out, or is taken into the air by Sky Drop, it no longer draws moves. Prevents the use of self-destructing moves. Swaps abilities with opponents on contact. If the protected Pokémon is hit by Feint, Shadow Force, Hyperspace Fury, Hyperspace Hole, or Phantom Force—which can all hit regardless of protection—the Pokémon's protection is removed for the rest of the turn. Magnet Rise is completely negated by Gravity, Ingrain, and holding an Iron Ball. Super effective moves, status, weather damage and hazards all spell doom for it, and the Ability is also exclusive, but imagine what certain Pokémon could do with Wonder Guard! It transforms itself into the Pokémon it is facing. A volatile status condition is not indicated by an icon. Powers up party Pokémon when it is sunny. White Smoke/Clear Body - Pokemon is immune to Stat lowering Abilities and moves used by the opponent Big Pecks / Hyper Cutter / Keen Eye - Same effect as above, except for defense and attack and accuracy only (respectively) Immunity - Provides Pokemon immunity to Poison Insomnia - Provides Pokemon immunity to Sleep In Generation V, Pokémon glow blue and stop moving while afflicted with freeze. A Pokémon with the Poison Heal Ability will restore an equivalent amount of HP instead of taking damage. Weather and status effects have also been a core mechanic of Pokémon since the first two generations. The first are non-volatile, the second are volatile, and the third lasts while a Pokémon is in battle. From Generation II onwards, this also boosts the Pokémon's Defense. Abilities are special effects given to Pokémon that can either help or hinder Pokémon, but are unable to be seen. Prevents the Pokémon from getting a burn. The Pokémon is always asleep but can still attack. The Pokémon moves after all other Pokémon do. A bound Pokémon can still flee (but not switch out) if it has the Ability Run Away or is holding a Smoke Ball. In Generation VI, a Pokémon affected by Heal Block cannot use HP-draining moves, except Leech Seed. When a Pokémon is hit by a binding move (Magma Storm, Sand Tomb, Whirlpool, Wrap, Bind, Clamp, Infestation, or Fire Spin), it becomes bound. In Generation V, Pokémon glow purple while afflicted with poison. Pokémon that have used Shadow Force or Phantom Force suddenly disappear, and there is no move that can hit these Pokémon without aiming or No Guard. Status Effects have been in the games since the Red & Green hit Japan in 1996. Many Pokémon have access to one of two base abilities plus a secret hidden ability, giving a maximum of three to choose from. it always will take 1/16 of its maximum HP as damage after switching in). Signature ability of Regieleki. Instead, the afflicted Pokémon takes damage equal to 1/16 of its maximum HP for 2-5 turns, in addition to the damage dealt when it is used. Reduces power of Dark- and Fairy-type moves. When a Pokémon uses Endure, it braces itself so that whenever it takes damage that turn it will always survive with at least 1HP. Retrieves a Poké Ball from a failed throw. These abilities vary from random chances to boosts in certain circumstances. Most moves which cause burn are Fire-type. A Pokémon that can't escape can still switch out if it is holding a Shed Shell; uses U-turn, Volt Switch, or Baton Pass; or is hit by Whirlwind, Roar, Dragon Tail, or Circle Throw. A Pokémon can be affected by multiple volatile status conditions at a time. A Pokémon will recharge when using any of the following moves. The Pokémon’s marvelous scales boost the Defense stat if it has a status condition. If the move Gravity is used, Fly, Bounce, and Sky Drop cannot be used, and any Pokémon in the air return to the ground with their move cancelled; due to a glitch in the Generation V games, if Gravity is used while Sky Drop is in effect, only the user will be returned to the ground—the target will be permanently stuck airborne. Inflicts damage to the attacker on contact. The game will get a … Attack. If a frozen Pokémon is hit by a damaging Fire-type move, Scald (Generation VI onward) or Steam Eruption, it will be thawed. Refrigerate: Normal-type moves become Ice-type moves. Learn more… Donate now Atk if another Pokémon has Plus or Minus. Protects the Pokémon from Defense-lowering attacks. PokemonPets Pokémon Abilities List. Passes through the foe's barrier and strikes.