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Anger Point (Rage Point)

The Pokémon's Attack increases by one stage upon taking a hit.

   

 

Anticipation (Danger Premonition)

When the Pokémon enters the battle, it's defenses adjust according to the foe’s stronger attack stat.

      

 

Aroma Veil

The Pokémon protects itself and allies from moves that affect their mental state. (No change in functionality - just redistribution)

 (+) (+) (+)

 

Battle Armor (Kabuto Armor)

The Pokémon is protected by warrior-like armor, which halves the damage taken from Fighting- and Steel-type moves.

   (+Shell Armor)

 

Big Pecks (Pigeon Breast)

The Pokémon Defense cannot be lowered. Opponent's Attack boost are ignored. 

     

 

Blaze (Raging Flames)

While the Pokémon has less than 50% of its health remaining, its Fire-type moves are boosted by 50% and ignore the effects of abilities.

      

 

Cheek Pouch

The Pokemon restores 33% of its max HP whenever it eats a berry. The last activated berry will be restored when the user switches out.

 

 

Chlorophyll

The Pokemon's speed is doubled in harsh sunlight. (No change in functionality - just redistribution.)

                 (+) (+Symbiosis)

 

Color Change

The Pokémon's type changes to the type of the move that it was hit by (status moves included.) The type remains changed until the Pokémon uses a damaging move.

 (+)

 

Cute Charm (Mad Love Body)

Contact with the Pokémon lowers the attacker's Attack stat by one stage.

      

 

Damp (Moisture)

While the Pokémon is active, all Normal-type moves become Normal and Water simultaneously.

        

 

Early Bird (Early Rising)

The Pokemon has a priority of +2, on its first turn in battle

        

 

Effect Spore (Spore)

Contact with the Pokémon results in a 30% chance of falling asleep; the rate is doubled on grassy terrains.

   

 

Flame Body

Contact with the Pokémon results in a 30% chance of being burned; the rate is doubled in harsh sunlight.

        

 

Flare Boost (Burn Rampage)

The Pokémon's Special Attack and Speed are boosted by 50% while its Burned, but its locked into first selected move.

426.png (+

 

Flash Fire (Received Fire)

The Pokémon draws in all single-target, non-contact Fire-type moves and negates their damage; boosts Attack and Special Attack one stage when hit by a Fire move.

         

 

Flower Veil

Ally Grass-type Pokémon are protected from status conditions and the lowering of their stats.  If Grassy Terrain is in effect, all allies are protected. 

  (+) (+)

 

Forewarn (Prophetic Dream)

The Pokémon is alerted of its opponent's strongest attack (with STAB factored in); the attack will fail when used against this Pokémon.

  

 

Healer

The Pokémon heals an incoming teammate by 25% of the Healer's maximum HP.

      

 

Heatproof

The Pokémon is immune to Fire-type moves and cannot be burned.

 

Hyper Cutter (Superpowerful Claws)

Contact moves with an increased critical-hit ratio always result in a critical hit.

      

 

Ice Body

Moves that are neutral against pure Ice-type Pokémon are resisted by all Ice-types in a Hailstorm.

       (+Snow Warning)

 

Illuminate (Luminescence)

While the Pokémon is on the field, the evasion of all active Pokémon is intrinsically lowered by two stages.

    (+Infiltrator) (+Pick Up) (+ Mold Breaker)

 

Immunity

The Pokémon is immune to Poison-type moves and cannot be poisoned.

   (+)

 

Insomnia

The Pokémon cannot be put to sleep. When adjacent Pokémon use a status move, they become drowsy (and fall asleep at the end of the following turn.)

       

 

Iron Fist

The Pokémon's punching-based moves are boosted by 20%. Consecutive punching moves are boosted an additional 20% (caps out at 100%.)

     

 

Justified (Heart of Justice)

The Pokémon draws in all single-target, non-contact Dark-type moves and negates their damage; boosts Attack and Special Attack one stage when hit by a Dark move.

        (+)


Keen Eye

The Pokémon's Accuracy increases one stage at the end of every turn.

                  (-Rattled)

 

Leaf Guard

Moves that are neutral against pure Grass-type Pokémon are resisted by all Grass-types in harsh sunlight.

      

 

Lightning Rod

The Pokémon draws in all single-target, non-contact Electric-type moves and negates their damage; boosts Attack and Special Attack one stage when hit by a Electric move.

        (-  Solar Power) (+ Static)

 

Magician

The Pokémon snatches the effects of the first self-inflicted status move used by any other Pokémon and applies the effects to itself.

  

 

Mummy

Contact with the Pokémon turns the opponent's ability to Mummy and puts it under the effects of Trick-or-Treat.

 

Normalize (Normal Skin)

All of the Pokémon's attacks are Normal-type and boosted by 20%. (No change in functionality - just redistribution)
(-Quick Feet) (+)

 

Oblivious (Thickheaded)

The Pokémon is immune to infatuation and taunting. (No change in functionality - just redistribution)

          (-Analytic) (+)

 

Overgrow (Fresh Greenery)

While the Pokémon has less than 50% of its health remaining, its Grass-type moves are boosted by 50% and ignore the effects of abilities.

      

 

Own Tempo (My Pace)

The Pokémon cannot be confused or locked into a Thrash, Outrage, or Petal Dance.

          

 

Poison Point (Poison Spine)

The Pokémon always sets two layers of Toxic Spikes.

      (-Swift Swim)

 

Poison Touch (Underhanded)

The Pokémon's contact moves are doubled in damage against a poisoned opponent.

   

 

Rain Dish (Rain Saucer)

The Pokémon heals 33% of it's health whenever it enters a Rainstorm. Healing occurs at the end of the turn.

     (+Water Absorb)

 

Rattled (Jitter)

The Pokémon's Speed increases by 6 stages upon getting hit by a Bug, Ghost, or Dark move; damage is still done.

         (+) (+Keen Eye)

 

Reckless (Life-Risking)

The Pokemon is forced into a controlled switch after it uses a move that causes recoil damage.

       

 

Rivalry (Belligerence)

The Pokémon's attacks have a increased priority against targets that share a similar type as the user.

      

 

Rock Head

The Pokémon is protected from recoil damage (except from Struggle/Life Orb) and contact-punishing effects (except for Mummy.)

           

 

Run Away

The Pokémon cannot be trapped and lowers the Attack and Special Attack of opponents who target it during a switch.

      (+Magician)

 

Sand Rush (Sand Paddle)

The Pokemon's speed is doubled in a sandstorm. (No change in functionality - just redistribution) 

   (+) (+Moxie)

 

Sand Veil (Hidden in the Sand)

During a Sandstorm, moves with less than 100% accuracy will always miss the Pokémon.

          

 

Scrappy (Spunk)

The Pokemon's moves ignore type immunities.

.

       (+)

 

Shed Skin (Molting)

The Pokémon is healed from status at the end of every turn. When healed, the Pokémon loses 1/4 of its max HP and its defensive stat changes are reset to 0.

             (+Sand Force)

 

Shell Armor

The Pokemon is immune to critical hits, and its defenses are increased by one stage if it blocks an attack with Protect.

           (-Drought) (-Battle Armor)

 

Snow Cloak (Hidden in the Snow)

During a Hailstorm, moves with less than 100% accuracy will always will the Pokémon.

     (+Defiant)

 

Static (Static Electricity)

While the Pokémon is active, all Normal-type moves become Normal and Electric simultaneously.

      (-Volt Absorb) (- Lightning Rod)

 

Steadfast (Indomitable Heart)

The Pokémon's Speed is boosted by two stages whenever an opponent lowers its stats.

     

 

Stench

All Stench-wielders and Poison-typed Pokémon on the field gain 1/16th HP each turn while all other Pokémon lose 1/16th.

    (+)

 

Sticky Hold (Adhesion)

The Pokémon's item cannot be removed by it's opponent. Contact with the Pokémon prevents escape on the next turn.

     (+Contrary) (+Sap Sipper)

 

Storm Drain (Pump Priming)

The Pokémon draws in all single-target, non-contact Water-type moves and negates their damage; boosts Attack and Special Attack one stage when hit by a Water move.

    

 

Sweet Veil

Enemy evasion falls one stage at the end of every turn.

 (+)

 

Synchronize (Synchro)

When the Pokémon becomes Poisoned, Paralyzed, Frozen, Confused, Burned or falls Asleep, so does the opponent who inflicted the status.

       

 

Tangled Feet (Tottering Steps)

While the Pokemon is confused, it's evasion is doubled. The Pokemon is also confused when damaged by recoil (except from Struggle/Life Orb.)

    (+)

 

Torrent (Raging Rapids)

While the Pokémon has less than 50% of its health remaining, its Water-type moves are boosted by 50% and ignore the effects of abilities.

      

 

Toxic Boost (Poison Rampage)

The Pokémon's Attack and Speed are boosted by 50% while its Poisoned, but its locked into first selected move.

 

Unnerve (Tension)

The Pokemon summons an Embargo against all adjacent targets whenever it switches in.

           

 

Vital Spirit (Willingness)

Prevents the Pokémon from falling asleep and recharging.

      

 

Weak Armor (Broken Armor)

The Pokémon's Speed increases by 2 stages and its defenses fall by one stage upon being hit by a damaging move.

         (+Klutz)

 

White Smoke

Pokemon on the user's side cannot have their stats lowered by other Pokemon. All moves that lower Evasion, including Defog, will fail.

  (+)

 

Zen Mode (Daruma Mode)

Darmanitan enters its Zen Mode Form whenever it falls asleep. During Zen Mode, Darmanitan can still use Special and Status moves as if it were awake. When Darmanitan wakes up, it immediately exits its Zen Mode Form.

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