Ability variations

Get it? Because the name is unknown. The subject of this article has no official name.
The name currently in use is a fan designator; see below for more information.

Ability variations are Abilities that are identical to each other in general, but are slightly different in some ways. Below are the various Ability archetypes and the Abilities that fall into their categories.

Ability archetypes are listed in alphabetical order. Within each archetype table, Abilities are listed by generation. Within each generation, Abilities are listed alphabetically.

In-battle variations

Variations of Adaptability

Powers up certain moves
Name Moves Power Multiplier Generation
Adaptability Moves with same-type attack bonus 1.33x* IV
Iron Fist Punching moves 1.2x IV
Reckless Moves that have recoil 1.2x IV
Technician Moves with a power of 60 or less 1.5x IV
Tinted Lens Moves that are not very effective 2x IV
Mega Launcher Aura and pulse moves 1.5x VI
Strong Jaw Biting moves 1.5x VI
Tough Claws Moves involving contact 1.33x VI
Steelworker Steel-type moves 1.5x VII


Variations of Aerilate

Changes Normal-type moves to another type and increases their power by a percentage
Name Type Generation Increase
Aerilate Flying VI 20% (30% in Generation VI)
Pixilate Fairy VI 20% (30% in Generation VI)
Refrigerate Ice VI 20% (30% in Generation VI)
Galvanize Electric VII 20%


Variations of Air Lock

Negates weather effects
Name Generation
Air Lock III
Cloud Nine III


Variations of Arena Trap

Prevents the foe from escaping the battle
Name Foes unaffected Generation
Arena Trap Flying- and Ghost-type Pokémon, levitating Pokémon, Pokémon affected by Magnet Rise, Telekinesis, or holding an Air Balloon III
Magnet Pull Non-Steel-type Pokémon, Ghost-type Pokémon III
Shadow Tag Other Pokémon with Shadow Tag, Ghost-type Pokémon III


Variations of Battle Armor

Prevents being critically hit
Name Generation
Battle Armor III
Shell Armor III


Variations of Blaze

Boosts a certain type in a pinch
Name Type boosted Generation
Blaze Fire III
Overgrow Grass III
Swarm Bug III
Torrent Water III


Variations of Chlorophyll

Doubles speed in a weather effect
Name Weather effect Generation
Chlorophyll Harsh sunlight III
Swift Swim Rain III
Sand Rush Sandstorm V
Slush Rush Hail VII


Variations of Clear Body

Prevents all stats from being lowered
Name Generation
Clear Body III
White Smoke III
Full Metal Body VII


Variations of Cute Charm

Contact moves may cause a status effect (30% chance)
Name Status condition Generation
Cute Charm Infatuation III
Effect Spore Poison, Paralysis, or Sleep* III
Flame Body Burn III
Poison Point Poison III
Static Paralysis III


Variations of Dark Aura

Boosts the power of a certain type of move by 33.3% for all Pokémon on the field
Name Type boosted Generation
Dark Aura Dark VI
Fairy Aura Fairy VI


Variations of Dazzling

Prevents the opponents from using priority moves
Name Generation
Dazzling VII
Queenly Majesty VII

Variations of Defiant

Boosts a stat sharply (2x) if any stat is lowered
Name Stat boosted Generation
Defiant Attack V
Competitive Special Attack VI


Variations of Drizzle

Activates a weather effect for five turns
Name Weather effect Generation
Drizzle Rain III
Drought Harsh sunlight III
Sand Stream Sandstorm III
Snow Warning Hail IV


Variations of Dry Skin

Reduces HP by ⅛ each turn in harsh sunlight
Name Additional effect Generation
Dry Skin Increases HP by ⅛ each turn in rain IV
Solar Power Increases Special Attack by 50% in harsh sunlight IV


Variations of Electric Surge

Creates the effect of a terrain altering move on the battlefield
Name Terrain Alterator Generation
Electric Surge Electric Terrain VII
Psychic Surge Psychic Terrain VII
Grassy Surge Grassy Terrain VII
Misty Surge Misty Terrain VII


Variations of Filter

Lowers damage taken by super-effective moves to ⅔ of the usual bonus
Name Type Generation
Filter Super-effective moves IV
Solid Rock Super-effective moves IV
Prism Armor Super-effective moves VII


Variations of Flash Fire

Grants immunity to certain moves
Name Moves Generation
Flash Fire Fire-type moves III
Levitate Ground-type moves, Arena Trap, Sky Drop, Spikes, and Toxic Spikes III
Lightning Rod Electric-type moves* III
Soundproof Sound moves III
Volt Absorb Electric-type moves III
Water Absorb Water-type moves III
Wonder Guard Moves that are not super effective III
Cacophony Sound moves III
Motor Drive Electric-type moves IV
Storm Drain Water-type moves* IV
Sap Sipper Grass-type moves V
Bulletproof Ball and bomb moves VI


Variations of Guts

Boosts a stat by 50% when affected with a status condition
Name Stat boosted Status condition Generation
Guts Attack* Any, excluding Freeze III
Marvel Scale Defense Any III
Quick Feet Speed* Any IV
Flare Boost Special Attack Burn V
Toxic Boost Attack Poison V


Variations of Heavy Metal

Alters the Pokémon's weight
Name Alteration Generation
Heavy Metal Doubles V
Light Metal Halves V


Variations of Huge Power

Doubles Attack
Name Generation
Huge Power III
Pure Power III


Variations of Immunity

Prevents a certain status condition from occurring
Name Status condition Generation
Immunity Poison III
Inner Focus Flinch III
Insomnia Sleep III
Vital Spirit Sleep III
Limber Paralysis III
Magma Armor Freeze III
Own Tempo Confusion III
Oblivious Infatuation, Taunt III
Water Veil Burn III
Sweet Veil Sleep VI


Variations of Keen Eye

Prevents a stat from being lowered
Name Stat Generation
Keen Eye Accuracy III
Hyper Cutter Attack III
Big Pecks Defense V

Variations of Lightning Rod

Raises a certain stat if hit by a certain type
Name Type Stat Generation
Lightning Rod Electric-type moves Special Attack III
Motor Drive Electric-type moves Speed IV
Storm Drain Water-type moves Special Attack IV
Justified Dark-type moves Attack V
Rattled Dark-, Bug-, or Ghost-type moves Speed V
Sap Sipper Grass-type moves Attack V


Variations of Magic Guard

Prevents certain damage
Name Description Generation
Magic Guard Prevents damage from recoil, weather and status. IV
Rock Head Prevents damage from recoil. III
*Overcoat also prevents weather damage, but starting in Generation VI it also prevents powder and spore moves from being used and is therefore no longer included.


Variations of Minus

Boosts Special Attack if a partner has Minus or Plus
Name Generation
Minus III
Plus III



Variations of Mold Breaker

Allow moves to strike through opposing Abilities
Name Generation
Mold Breaker IV
Teravolt V
Turboblaze V


Variations of Multiscale

Lowers damage taken when at full HP
Name Generation
Multiscale V
Shadow Shield VII


Variations of Natural Cure

Heals when switched out
Name Heals Generation
Natural Cure Status condition III
Regenerator HP V


Variations of Prankster

Adds priority to certain moves
Name Moves affected Generation
Prankster Status moves V
Gale Wings Flying-type moves VI


Variations of Primordial Sea

Affects weather and the power of certain attacks
Name Weather effect Moves affected Generation
Primordial Sea Heavy rain Nullifies damage-dealing Fire-type moves, doubles the power of Water-type moves VI
Desolate Land Extremely harsh sunlight Nullifies damage-dealing Water-type moves, doubles the power of Fire-type moves VI
Delta Stream Mysterious air current Halves the power of moves that are super effective against the Flying type VI


Variations of Rain Dish

Slight HP recovery in weather
Name Weather effect Generation
Rain Dish Rain III
Dry Skin Rain IV
Ice Body Hail IV


Variations of Rough Skin

Inflicts damage on contact
Name Generation
Rough Skin III
Iron Barbs V


Variations of Sand Veil

Raises evasion during certain weather conditions
Name Weather effect Generation
Sand Veil Sandstorm III
Snow Cloak Hail IV


Variations of Serene Grace

Increases the probability of certain side-effects occurring
Name Effect Generation
Serene Grace Additional effects III
Super Luck Critical hits IV


Variations of Thick Fat

Lowers damage taken by certain types of moves
Name Type Generation
Thick Fat Ice- and Fire-type moves III
Heatproof Fire-type moves IV


Variations of Volt Absorb

Absorbs moves of a certain type as HP
Name Type Generation
Dry Skin Water-type moves IV
Volt Absorb Electric-type moves III
Water Absorb Water-type moves III


Out of battle variations

Variations of Arena Trap

Affects wild encounter rate
Name Effect Generation
Arena Trap Increases III
Illuminate Increases III
Sand Veil Decreases in Sandstorm III
Stench Decreases III
Sticky Hold Increases while fishing III
Suction Cups Increases while fishing III
Swarm Increases III
White Smoke Decreases III
No Guard Increases IV
Quick Feet Decreases IV
Snow Cloak Decreases in Hail IV


Variations of Compound Eyes

Increases the probability of finding certain Pokémon
Name Pokémon Generation
Compound Eyes With held items III
Cute Charm Opposite-gendered III
Hustle Higher-leveled III
Magnet Pull Steel types III
Pressure Higher-leveled III
Static Electric types III
Synchronize Same Nature III
Vital Spirit Higher-leveled III


Variations of Intimidate

Decreases the probability of finding Pokémon of a lower level
Name Generation
Intimidate III
Keen Eye III


Variations of Flame Body

Eggs hatch faster
Name Generation
Flame Body III
Magma Armor III


Variations of Pickup

Finds items after battle
Name Item Generation
Pickup Various III
Honey Gather Honey IV


See also

Project Moves and Abilities logo.png This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.