Professional Documents
Culture Documents
Abilities
Name
Trace
Mold Breaker
Mummy
Turboblaze
Teravolt
Receiver
Power of Alchemy
Moves
Name
Role Play
Skill Swap
Gastro Acid
Worry Seed
Simple Beam
Entrainment
Core Enforcer
Sunsteel Strike
Moongeist Beam
Effect Generation
Copies opponent's Ability upon switch-in. III
Ability user's moves ignore other Abilities. IV
Attacker's Ability becomes Mummy if attacker makes contact. V
Ability user's moves ignore other Abilities. V
Ability user's moves ignore other Abilities. V
Copies ally's Ability when ally faints. VII
Copies ally's Ability when ally faints. VII
Effect Generation
User's Ability becomes target's Ability. III
User and target switch Abilities. III
Suppresses target's Ability. IV
Target's Ability becomes Insomnia. IV
Target's Ability becomes Simple. V
Target's Ability becomes user's Ability. V
Suppresses target's Ability. VII
Unaffected by target's Ability. VII
Unaffected by target's Ability. VII
List of Abilities
# Name
91 Adaptability
184 Aerilate
106 Aftermath
76 Air Lock
148 Analytic
83 Anger Point
107 Anticipation
71 Arena Trap
165 Aroma Veil
188 Aura Break
123 Bad Dreams
217 Battery
4 Battle Armor
210 Battle Bond
224 Beast Boost
201 Berserk
145 Big Pecks
66 Blaze
171 Bulletproof
— Cacophony
167 Cheek Pouch
34 Chlorophyll
29 Clear Body
13 Cloud Nine
16 Color Change
213 Comatose
172 Competitive
14 Compound Eyes
126 Contrary
212 Corrosion
130 Cursed Body
56 Cute Charm
6 Damp
216 Dancer
186 Dark Aura
219 Dazzling
129 Defeatist
128 Defiant
191 Delta Stream
190 Desolate Land
209 Disguise
88 Download
2 Drizzle
70 Drought
87 Dry Skin
48 Early Bird
27 Effect Spore
226 Electric Surge
194 Emergency Exit
187 Fairy Aura
111 Filter
49 Flame Body
138 Flare Boost
18 Flash Fire
122 Flower Gift
166 Flower Veil
218 Fluffy
59 Forecast
108 Forewarn
132 Friend Guard
119 Frisk
230 Full Metal Body
169 Fur Coat
177 Gale Wings
206 Galvanize
82 Gluttony
183 Gooey
179 Grass Pelt
229 Grassy Surge
62 Guts
139 Harvest
131 Healer
85 Heatproof
134 Heavy Metal
118 Honey Gather
37 Huge Power
55 Hustle
93 Hydration
52 Hyper Cutter
115 Ice Body
35 Illuminate
149 Illusion
17 Immunity
150 Imposter
151 Infiltrator
215 Innards Out
39 Inner Focus
15 Insomnia
22 Intimidate
160 Iron Barbs
89 Iron Fist
154 Justified
51 Keen Eye
103 Klutz
102 Leaf Guard
26 Levitate
135 Light Metal
31 Lightning Rod
7 Limber
64 Liquid Ooze
204 Liquid Voice
203 Long Reach
156 Magic Bounce
98 Magic Guard
170 Magician
40 Magma Armor
42 Magnet Pull
63 Marvel Scale
178 Mega Launcher
196 Merciless
58 Minus
228 Misty Surge
104 Mold Breaker
141 Moody
78 Motor Drive
153 Moxie
136 Multiscale
121 Multitype
152 Mummy
30 Natural Cure
99 No Guard
96 Normalize
12 Oblivious
142 Overcoat
65 Overgrow
20 Own Tempo
185 Parental Bond
124 Pickpocket
53 Pickup
182 Pixilate
57 Plus
90 Poison Heal
38 Poison Point
143 Poison Touch
211 Power Construct
223 Power of Alchemy
158 Prankster
46 Pressure
189 Primordial Sea
232 Prism Armor
168 Protean
227 Psychic Surge
74 Pure Power
214 Queenly Majesty
95 Quick Feet
44 Rain Dish
155 Rattled
222 Receiver
120 Reckless
174 Refrigerate
144 Regenerator
79 Rivalry
225 RKS System
69 Rock Head
24 Rough Skin
50 Run Away
159 Sand Force
146 Sand Rush
45 Sand Stream
8 Sand Veil
157 Sap Sipper
208 Schooling
113 Scrappy
32 Serene Grace
231 Shadow Shield
23 Shadow Tag
61 Shed Skin
125 Sheer Force
75 Shell Armor
19 Shield Dust
197 Shields Down
86 Simple
92 Skill Link
112 Slow Start
202 Slush Rush
97 Sniper
81 Snow Cloak
117 Snow Warning
94 Solar Power
116 Solid Rock
220 Soul-Heart
43 Soundproof
3 Speed Boost
198 Stakeout
100 Stall
192 Stamina
176 Stance Change
9 Static
80 Steadfast
200 Steelworker
1 Stench
60 Sticky Hold
114 Storm Drain
173 Strong Jaw
5 Sturdy
21 Suction Cups
105 Super Luck
207 Surge Surfer
68 Swarm
175 Sweet Veil
33 Swift Swim
180 Symbiosis
28 Synchronize
77 Tangled Feet
221 Tangling Hair
101 Technician
140 Telepathy
164 Teravolt
47 Thick Fat
110 Tinted Lens
67 Torrent
181 Tough Claws
137 Toxic Boost
36 Trace
205 Triage
54 Truant
163 Turboblaze
109 Unaware
84 Unburden
127 Unnerve
162 Victory Star
72 Vital Spirit
10 Volt Absorb
11 Water Absorb
199 Water Bubble
195 Water Compaction
41 Water Veil
133 Weak Armor
73 White Smoke
193 Wimp Out
25 Wonder Guard
147 Wonder Skin
161 Zen Mode
Effect
Powers up moves of the same type as the Pokémon.
Normal-type moves become Flying-type moves. The power of those moves is boosted a little.
Damages the attacker if it contacts the Pokémon with a finishing hit.
Eliminates the effects of weather.
Boosts move power when the Pokémon moves last.
The Pokémon is angered when it takes a critical hit, and that maxes its Attack stat.
The Pokémon can sense an opposing Pokémon's dangerous moves.
Prevents opposing Pokémon from fleeing.
Protects itself and its allies from attacks that limit their move choices.
The effects of "Aura" Abilities are reversed to lower the power of affected moves.
Reduces the HP of sleeping opposing Pokémon.
Powers up ally Pokémon's special moves.
Hard armor protects the Pokémon from critical hits.
Defeating an opposing Pokémon strengthens the Pokémon's bond with its Trainer, and it becomes Ash-Greninja. Water Shurike
The Pokémon boosts its most proficient stat each time it knocks out a Pokémon.
Boosts the Pokémon's Sp. Atk stat when it takes a hit that causes its HP to become half or less.
Protects the Pokémon from Defense-lowering effects.
Powers up Fire-type moves when the Pokémon's HP is low.
Protects the Pokémon from some ball and bomb moves.
Avoids sound-based moves.
Restores HP as well when the Pokémon eats a Berry.
Boosts the Pokémon's Speed stat in sunshine.
Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.
Eliminates the effects of weather.
The Pokémon's type becomes the type of the move used on it.
It's always drowsing and will never wake up. It can attack without waking up.
Boosts the Sp. Atk stat sharply when a stat is lowered.
The Pokémon's compound eyes boost its accuracy.
Makes stat changes have an opposite effect.
The Pokémon can poison the target even if it's a Steel or Poison type.
May disable a move used on the Pokémon.
Contact with the Pokémon may cause infatuation.
Prevents the use of explosive moves such as Self-Destruct by dampening its surroundings.
When another Pokémon uses a dance move, it can use a dance move following it regardless of its Speed.
Powers up each Pokémon's Dark-type moves.
Surprises the opposing Pokémon, making it unable to attack using priority moves.
Halves the Pokémon's Attack and Sp. Atk stats when its HP becomes half or less.
Boosts the Pokémon's Attack stat sharply when its stats are lowered.
The Pokémon changes the weather to eliminate all of the Flying type's weaknesses.
The Pokémon changes the weather to nullify Water-type attacks.
Once per battle, the shroud that covers the Pokémon can protect it from an attack.
Compares an opposing Pokémon's Defense and Sp. Def stats before raising its own Attack or Sp. Atk stat—whichever will be mo
The Pokémon makes it rain when it enters a battle.
Turns the sunlight harsh when the Pokémon enters a battle.
Restores HP in rain or when hit by Water-type moves. Reduces HP in sunshine, and increases the damage received from Fire-ty
The Pokémon awakens twice as fast as other Pokémon from sleep.
Contact with the Pokémon may inflict poison, sleep, or paralysis on its attacker.
Turns the ground into Electric Terrain when the Pokémon enters a battle.
The Pokémon, sensing danger, switches out when its HP becomes half or less.
Powers up each Pokémon's Fairy-type moves.
Reduces the power of supereffective attacks taken.
Contact with the Pokémon may burn the attacker.
Powers up special attacks when the Pokémon is burned.
Powers up the Pokémon's Fire-type moves if it's hit by one.
Boosts the Attack and Sp. Def stats of itself and allies when it is sunny.
Ally Grass-type Pokémon are protected from status conditions and the lowering of their stats.
Halves the damage taken from moves that make direct contact, but doubles that of Fire-type moves.
The Pokémon transforms with the weather to change its type to Water, Fire, or Ice.
When it enters a battle, the Pokémon can tell one of the moves an opposing Pokémon has.
Reduces damage done to allies.
When it enters a battle, the Pokémon can check an opposing Pokémon's held item.
Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.
Halves the damage from physical moves.
Gives priority to Flying-type moves when the Pokémon's HP is full.
Normal-type moves become Electric-type moves. The power of those moves is boosted a little.
Makes the Pokémon eat a held Berry when its HP drops to half or less, which is sooner than usual.
Contact with the Pokémon lowers the attacker's Speed stat.
Boosts the Pokémon's Defense stat in Grassy Terrain.
Turns the ground into Grassy Terrain when the Pokémon enters a battle.
It's so gutsy that having a status condition boosts the Pokémon's Attack stat.
May create another Berry after one is used.
Sometimes heals an ally's status condition.
The heatproof body of the Pokémon halves the damage from Fire-type moves that hit it.
Doubles the Pokémon's weight.
The Pokémon may gather Honey after a battle.
Doubles the Pokémon's Attack stat.
Boosts the Attack stat, but lowers accuracy.
Heals status conditions if it's raining.
The Pokémon's proud of its powerful pincers. They prevent other Pokémon from lowering its Attack stat.
The Pokémon gradually regains HP in a hailstorm.
Raises the likelihood of meeting wild Pokémon by illuminating the surroundings.
Comes out disguised as the Pokémon in the party's last spot.
The immune system of the Pokémon prevents it from getting poisoned.
The Pokémon transforms itself into the Pokémon it's facing.
Passes through the opposing Pokémon's barrier, substitute, and the like and strikes.
Damages the attacker landing the finishing hit by the amount equal to its last HP.
The Pokémon's intensely focused, and that protects the Pokémon from flinching.
The Pokémon is suffering from insomnia and cannot fall asleep.
The Pokémon intimidates opposing Pokémon upon entering battle, lowering their Attack stat.
Inflicts damage to the attacker on contact with iron barbs.
Powers up punching moves.
Being hit by a Dark-type move boosts the Attack stat of the Pokémon, for justice.
Keen eyes prevent other Pokémon from lowering this Pokémon's accuracy.
The Pokémon can't use any held items.
Prevents status conditions in sunny weather.
By floating in the air, the Pokémon receives full immunity to all Ground-type moves.
Halves the Pokémon's weight.
The Pokémon draws in all Electric-type moves. Instead of being hit by Electric-type moves, it boosts its Sp. Atk.
Its limber body protects the Pokémon from paralysis.
Oozed liquid has strong stench, which damages attackers using any draining move.
All sound-based moves become Water-type moves.
The Pokémon uses its moves without making contact with the target.
Reflects status moves, instead of getting hit by them.
The Pokémon only takes damage from attacks.
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.
Raises one stat sharply and lowers another every turn.
Boosts its Speed stat if hit by an Electric-type move, instead of taking damage.
The Pokémon shows moxie, and that boosts the Attack stat after knocking out any Pokémon.
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.
All status conditions heal when the Pokémon switches out.
The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land.
All the Pokémon's moves become Normal type. The power of those moves is boosted a little.
The Pokémon is oblivious, and that keeps it from being infatuated or falling for taunts.
Protects the Pokémon from things like sand, hail, and powder.
Powers up Grass-type moves when the Pokémon's HP is low.
This Pokémon has its own tempo, and that prevents it from becoming confused.
Parent and child each attacks.
Steals an item from an attacker that made direct contact.
The Pokémon may pick up the item an opposing Pokémon used during a battle. It may pick up items outside of battle, too.
Normal-type moves become Fairy-type moves. The power of those moves is boosted a little.
Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.
Restores HP if the Pokémon is poisoned, instead of losing HP.
Contact with the Pokémon may poison the attacker.
May poison a target when the Pokémon makes contact.
Other Cells gather to aid when its HP becomes half or less. Then the Pokémon changes its form to Complete Forme.
The Pokémon copies the Ability of a defeated ally.
Gives priority to a status move.
By putting pressure on the opposing Pokémon, it raises their PP usage.
The Pokémon changes the weather to nullify Fire-type attacks.
Reduces the power of supereffective attacks taken.
Changes the Pokémon's type to the type of the move it's about to use.
Turns the ground into Psychic Terrain when the Pokémon enters a battle.
Using its pure power, the Pokémon doubles its Attack stat.
Its majesty pressures the opposing Pokémon, making it unable to attack using priority moves.
Boosts the Speed stat if the Pokémon has a status condition.
The Pokémon gradually regains HP in rain.
Dark-, Ghost-, and Bug-type moves scare the Pokémon and boost its Speed stat.
The Pokémon copies the Ability of a defeated ally.
Powers up moves that have recoil damage.
Normal-type moves become Ice-type moves. The power of those moves is boosted a little.
Restores a little HP when withdrawn from battle.
Becomes competitive and deals more damage to Pokémon of the same gender, but deals less to Pokémon of the opposite gend
Changes the Pokémon's type to match the memory disc it holds.
Protects the Pokémon from recoil damage.
This Pokémon inflicts damage with its rough skin to the attacker on contact.
Enables a sure getaway from wild Pokémon.
Boosts the power of Rock-, Ground-, and Steel-type moves in a sandstorm.
Boosts the Pokémon's Speed stat in a sandstorm.
The Pokémon summons a sandstorm when it enters a battle.
Boosts the Pokémon's evasion in a sandstorm.
Boosts the Attack stat if hit by a Grass-type move, instead of taking damage.
When it has a lot of HP, the Pokémon forms a powerful school. It stops schooling when its HP is low.
The Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves.
Boosts the likelihood of additional effects occurring when attacking.
Reduces the amount of damage the Pokémon takes while its HP is full.
This Pokémon steps on the opposing Pokémon's shadow to prevent it from escaping.
The Pokémon may heal its own status conditions by shedding its skin.
Removes additional effects to increase the power of moves when attacking.
A hard shell protects the Pokémon from critical hits.
This Pokémon's dust blocks the additional effects of attacks taken.
When its HP becomes half or less, the Pokémon's shell breaks and it becomes aggressive.
The stat changes the Pokémon receives are doubled.
Maximizes the number of times multi-strike moves hit.
For five turns, the Pokémon's Attack and Speed stats are halved.
Boosts the Pokémon's Speed stat in a hailstorm.
Powers up moves if they become critical hits when attacking.
Boosts evasion in a hailstorm.
The Pokémon summons a hailstorm when it enters a battle.
Boosts the Sp. Atk stat in sunny weather, but HP decreases every turn.
Reduces the power of supereffective attacks taken.
Boosts its Sp. Atk stat every time a Pokémon faints.
Soundproofing of the Pokémon itself gives full immunity to all sound-based moves.
Its Speed stat is boosted every turn.
Doubles the damage dealt to the target's replacement if the target switches out.
The Pokémon moves after all other Pokémon do.
Boosts the Defense stat when hit by an attack.
The Pokémon changes its form to Blade Forme when it uses an attack move, and changes to Shield Forme when it uses King's S
The Pokémon is charged with static electricity, so contact with it may cause paralysis.
The Pokémon's determination boosts the Speed stat each time the Pokémon flinches.
Powers up Steel-type moves.
By releasing stench when attacking, this Pokémon may cause the target to flinch.
Items held by the Pokémon are stuck fast and cannot be removed by other Pokémon.
Draws in all Water-type moves. Instead of being hit by Water-type moves, it boosts its Sp. Atk.
The Pokémon's strong jaw boosts the power of its biting moves.
It cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either.
This Pokémon uses suction cups to stay in one spot to negate all moves and items that force switching out.
The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.
Doubles the Pokémon's Speed stat on Electric Terrain.
Powers up Bug-type moves when the Pokémon's HP is low.
Prevents itself and ally Pokémon from falling asleep.
Boosts the Pokémon's Speed stat in rain.
The Pokémon passes its item to an ally that has used up an item.
The attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon.
Raises evasion if the Pokémon is confused.
Contact with the Pokémon lowers the attacker's Speed stat.
Powers up the Pokémon's weaker moves.
Anticipates an ally's attack and dodges it.
Moves can be used on the target regardless of its Abilities.
The Pokémon is protected by a layer of thick fat, which halves the damage taken from Fire- and Ice-type moves.
The Pokémon can use "not very effective" moves to deal regular damage.
Powers up Water-type moves when the Pokémon's HP is low.
Powers up moves that make direct contact.
Powers up physical attacks when the Pokémon is poisoned.
When it enters a battle, the Pokémon copies an opposing Pokémon's Ability.
Gives priority to a healing move.
The Pokémon can't use a move the following turn if it uses one.
Moves can be used on the target regardless of its Abilities.
When attacking, the Pokémon ignores the target Pokémon's stat changes.
Boosts the Speed stat if the Pokémon's held item is used or lost.
Unnerves opposing Pokémon and makes them unable to eat Berries.
Boosts the accuracy of its allies and itself.
The Pokémon is full of vitality, and that prevents it from falling asleep.
Restores HP if hit by an Electric-type move, instead of taking damage.
Restores HP if hit by a Water-type move, instead of taking damage.
Lowers the power of Fire-type moves done to the Pokémon and prevents the Pokémon from getting a burn.
Boosts the Pokémon's Defense stat sharply when hit by a Water-type move.
The Pokémon is covered with a water veil, which prevents the Pokémon from getting a burn.
Physical attacks to the Pokémon lower its Defense stat but sharply raise its Speed stat.
The Pokémon is protected by its white smoke, which prevents other Pokémon from lowering its stats.
The Pokémon cowardly switches out when its HP becomes half or less.
Its mysterious power only lets supereffective moves hit the Pokémon.
Makes status moves more likely to miss.
Changes the Pokémon's shape when HP is half or less.
Generation Single Dual Hidden
IV 2 4 7
VI 2 0 0
IV 0 4 4
III 1 0 0
V 0 0 12
IV 0 3 6
IV 1 4 2
III 0 3 0
VI 0 0 2
VI 0 1 0
IV 1 0 0
VII 1 0 0
III 3 4 2
VII 1 0 0
VII 7 0 0
VII 0 1 0
V 1 7 4
III 21 0 2
VI 0 3 3
III 0 0 0
VI 0 3 0
III 10 19 6
III 8 2 3
III 0 2 5
III 1 0 0
VII 1 0 0
VI 0 7 1
III 2 6 1
V 0 2 7
VII 2 0 0
V 1 3 3
III 1 11 2
III 0 8 10
VII 1 0 0
VI 1 0 0
VII 0 1 0
V 2 0 0
V 0 2 11
VI 1 0 0
VI 1 0 0
VII 1 0 0
IV 1 3 0
III 1 1 1
III 2 1 2
IV 0 6 1
III 0 13 2
III 2 6 1
VII 1 0 0
VII 1 0 0
VI 1 0 0
IV 1 2 0
III 7 5 4
V 0 0 2
III 4 10 3
IV 1 0 0
VI 3 1 0
VII 0 2 0
III 1 0 0
IV 0 6 0
V 0 0 8
IV 1 12 8
VII 1 0 0
VI 1 1 0
VI 0 0 3
VII 0 0 3
IV 6 8 9
VI 0 0 3
VI 0 0 2
VII 1 0 0
III 3 14 4
V 0 0 6
V 2 2 3
IV 0 2 0
V 0 0 5
IV 1 2 1
III 1 3 2
III 3 9 8
IV 2 11 9
III 0 11 0
IV 0 10 4
III 0 8 0
V 2 0 0
III 1 1 1
V 0 0 1
V 0 7 14
VII 1 0 0
III 5 17 11
III 1 10 3
III 7 19 6
V 2 1 0
IV 0 7 7
V 4 0 5
III 3 30 5
IV 0 8 1
IV 3 9 7
III 31 2 0
V 0 0 5
III 1 11 6
III 1 9 2
III 0 4 0
VII 0 0 3
VII 0 0 3
V 3 0 3
IV 0 7 3
VI 1 0 4
III 0 3 0
III 0 8 0
III 0 1 2
VI 3 0 0
VII 0 2 0
III 1 3 2
VII 1 0 0
IV 4 6 8
V 0 0 7
IV 1 2 1
V 0 5 8
V 0 0 2
IV 1 0 0
V 2 0 0
III 4 11 1
IV 3 3 4
IV 0 2 0
III 0 19 5
V 0 5 15
III 21 0 2
III 0 17 5
VI 1 0 0
V 0 0 7
III 1 15 2
VI 2 0 1
III 1 3 4
IV 0 2 1
III 0 16 0
V 0 5 4
VII 0 1 0
VII 0 0 2
V 4 2 8
III 19 2 4
VI 1 0 0
VII 1 0 0
VI 0 0 4
VII 1 0 0
III 2 0 0
VII 0 1 0
IV 0 5 4
III 0 3 10
V 0 0 13
VII 1 0 0
IV 0 3 9
VI 3 0 0
V 1 3 15
IV 0 14 4
VII 1 0 0
III 2 17 2
III 2 1 3
III 0 16 8
V 3 2 13
V 0 5 2
III 4 1 0
III 7 8 9
V 2 7 8
VII 1 0 0
IV 1 2 8
III 3 7 2
VII 1 0 0
III 3 0 3
III 11 5 0
V 2 6 18
III 3 13 7
III 4 5 0
VII 1 0 0
IV 0 3 2
IV 1 5 4
IV 1 0 0
VII 0 2 2
IV 0 9 5
IV 6 7 1
IV 2 1 4
IV 1 3 5
IV 0 4 0
VII 1 0 0
III 3 7 5
III 2 2 8
VII 0 2 0
IV 0 1 0
VII 0 2 0
VI 1 0 0
III 9 5 1
IV 2 3 7
VII 1 0 0
III 0 6 1
III 0 8 0
IV 0 4 3
VI 3 3 0
III 6 28 7
III 2 3 0
IV 0 6 3
VII 1 0 0
III 5 16 4
VI 2 0 5
III 8 21 10
VI 0 0 4
III 3 12 0
IV 0 5 2
VII 0 2 0
IV 2 11 5
V 0 3 18
V 2 0 0
III 1 16 7
IV 0 4 5
III 21 0 2
VI 3 2 0
V 0 0 1
III 1 5 0
VII 0 1 0
III 2 0 1
V 2 0 0
IV 1 4 4
IV 0 5 7
V 0 4 16
V 1 0 0
III 1 6 7
III 2 2 2
III 2 12 9
VII 2 0 0
VII 2 0 0
III 0 4 7
V 0 3 15
III 0 1 1
VII 1 0 0
III 1 0 0
V 0 1 4
V 0 0 1
List of moves
This page contains every move in the games in order of their index
number and categorized by the generation in which they debuted.
A = Cantidad de ataque o ataque especial del que ataca. Si el ataque que utiliza es físico, se toma la cantidad de
y si es especial se toma la cantidad de ataque especial.
D = Cantidad de defensa del rival. Si el ataque que hemos utilizado es físico cogeremos la cantidad de defensa
rival, si el ataque que hemos utilizado es especial, se coge la cantidad de defensa especial del rival.
B = Bonificación. Si el ataque es del mismo tipo que el que lo lanza toma un valor de 1.5, si el ataque es de un
diferente al del que lo lanza toma un valor de 1.
V = Variación. Es una variable que comprende todos los valores discretos entre 85 y 100 (ambos incluidos).
Demostración de su uso
Para la demostración utilizaremos un nivel 100, que tiene un ataque físico de 410 puntos, y que ataca con potenci
unode nivel 100, que tiene 450 puntos de defensa física. Por tanto, las variables se reparten así:
N = 100
A = 410
P = 150
D = 450
B = 1.5
E = 0.5
V = 85
Aplicando la fórmula y realizando los cálculos:
74.46, aproximadamente 74, será la cantidad de puntos de salud que le restaría al rival utilizando giga impacto si l
variación es la mínima, ya que hay que recordar que V es una variable entre 85 y 100, incalculable. De haber obt
máxima variable, 100, la cantidad sería 87.6 puntos de salud.
(PS) le restará al oponente.
Increase Decreased stat Increased Decreased
Nature Nature
d stat stat stat
Pícara (Naughty) Attack Sp. Defense Alocada (Rash) Sp. Attack Sp. Defense
Agitada (Impish) Defense Sp. Attack Cauta (Careful) Sp. Defense Sp. Attack
Floja (Lax) Defense Sp. Defense Rara (Quirky) — —
Miedosa (Timid) Speed Attack Alegre (Jolly) Speed Sp. Attack
In Pokémon X and Y, the Judge is an Ace Trainer located in the Kiloude City Pokémon Center. In Pokémon Omega Ruby and Alph
he is located in the Battle Resort Pokémon Center. In addition to noting the overall total and highest IV of a Pokémon, he will m
comments if the Pokémon shown to him has an IV of 0 in any of its stats.
The number of times Pokémon were judged by him are shown during Link Battles.
Initial introduction
"You can call me the Judge. Heh heh, that's actually not my real name, but it's what everyone calls me. It's because of this w
I can discern--or judge, you might say--the overall potential of individual Pokémon. How about it? Let me judge the intriguing p
Subsequent introductions
"Hey there! So how about it? Are you gonna let me judge the intriguing potential of your Pokémon?"
"Incidentally, I would say its greatest potential lies in its <best stat>"
(If the Pokémon has two or more equally good best stats, then he will add one of the following lines:)
To describe the value of the Pokémon's highest IV(s), he will use one of the following lines:
IV range of 0-15: "It has rather decent stats, I'd say. That's how I judge it."
IV range of 16-25: "It's definitely got some good stats. That's how I judge it."
IV range 26-30: "This Pokémon has some fantastic stats. That's how I judge it."
IV of 31: "Stats like those... They simply can't be beat! That's how I judge it."
(And if there are 2 or more IVs of 0, then he will also use one of the following lines:)
In the rare event that all six of the Pokémon's IVs are 0, then he will describe how all its stats are its best stats, and then des
If an Egg is selected
Magearna Hada/Acero
Objeto Restos/ Cristal Z Hada
Mayor Stat
Menor Stat
Naturaleza Alocada
Habilidad Soul-Heart
Ataques Especiales Flash Canon
Fleur Canon
Ataque de Estado Pain Split
Heart Swap
Clefairy Hada
Objeto Eviolita (Suma 50% a Def y Def Esp)
Mayor Stat
Menor Stat
Naturaleza Agitada
Habilidad Compiescolta (reduce en un 25% el daño)
Ataque de Estado Light Screen
Señuelo/Aromaterapia
Descanso
Reflejo
Metagross
Objeto Chaleco Asalto (+ 50% a la defensa especial)
Mayor Stat Ataque:
Menor Stat
Naturaleza Firme
Habilidad Cuerpo Puro
Ataques Fisicos Machada
Cabezaso Zen
Puño Meteoro
Terremoto
Bonificaciones 18 - 18 Debilidades 11 - 18
Hierba Tierra
Lucha Fantasma
Psiquico Psiquico
Fuego Siniestro
Bicho Bicho
Hielo Hada
Dragon Roca
Electrico Electrico
Hada Fuego
Veneno Veneno
Fantasma Acero
Tierra
Roca Inmunidades 6 - 18
Acero Dragon
Siniestro Veneno
Normal Agua
Volador Psiquico
Agua Normal
Luchador
Debil
Inmune
Resistente
Debil
Inmune
Resistente
Debil
Inmune
Resistente
Resistente
Debil
Inmune
Resistente
Ground 2×
Ghost 2×
Psychic 2×
Dark 2×
Normal 0×
Fighting 0×
Poison ¼×
Bug ¼×
Grass ½×
Fairy ½×
Bug 4×
Fairy 2×
Psychic 0×
None
Ground 2×
Fire 2×
Poison 0×
Dragon 0×
Normal ½×
Flying ½×
Rock ½×
Bug ¼×
Grass ½×
Psychic ½×
Ice ½×
Dark ½×
Fairy ½×
Poison 2×
Steel 2×
Dragon 0×
Fighting ½×
Bug ½×
Dark ½×
Alakazam y Volcanion en la linea roja
Me faltaria uno con ataque y uno neutral o doble
Metagross
Chaleco Asalto
Salamence
Ditto ?
Alakazam Psiquico
Objeto Vidasfera Debil
Mayor Stat
Menor Stat Inmune
Naturaleza Modesta
Resistente
Habilidad Magicguard
Ataques Espec
Paz Mental/Psyshock
Future Sight
Ataque de EsRole Play
Recuperacion
Volcanion Agua/Fuego
Objeto Cristal Z de Agua Debil
Debil
Mayor Stat
Menor Stat Inmune
Naturaleza Activa
Habilidad Water Absorb
Ataque EspeciSteam Eruption Resistente
Ataques FisicTerremoto
Lanzallamas/Haze
Flare Blitz
Puño Meteoro
Mazaso
Terremoto
Cabezaso zen
Bug 2×
Ghost 2×
Dark 2×
None
Fighting ½×
Psychic ½×
Ground 2×
Rock 2×
Electric 2×
Water 0×
Bug ½×
Steel ¼×
Fire ¼×
Ice ¼×
Fairy ½×