#	Name	Description	Gen.
1	Stench	By releasing a stench when attacking, the Pokémon may cause the target to flinch.	III
2	Drizzle	The Pokémon makes it rain when it enters a battle.	III
3	Speed Boost	The Pokémon's Speed stat is boosted every turn.	III
4	Battle Armor	Hard armor protects the Pokémon from critical hits.	III
5	Sturdy	The Pokémon cannot be knocked out by a single hit as long as its HP is full. One-hit KO moves will also fail to knock it out.	III
6	Damp	The Pokémon dampens its surroundings, preventing all Pokémon from using explosive moves such as Self-Destruct.	III
7	Limber	The Pokémon's limber body prevents it from being paralyzed.	III
8	Sand Veil	Boosts the Pokémon's evasiveness in a sandstorm.	III
9	Static	The Pokémon is charged with static electricity and may paralyze attackers that make direct contact with it.	III
10	Volt Absorb	If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage.	III
11	Water Absorb	If hit by a Water-type move, the Pokémon has its HP restored instead of taking damage.	III
12	Oblivious	The Pokémon is oblivious, keeping it from being infatuated, falling for taunts or being affected by Intimidate..	III
13	Cloud Nine	Eliminates the effects of weather.	III
14	Compound Eyes	The Pokémon's compound eyes boost its accuracy.	III
15	Insomnia	The Pokémon's insomnia prevents it from falling asleep.	III
16	Color Change	The Pokémon's type becomes the type of the move used on it.	III
17	Immunity	The Pokémon's immune system prevents it from being poisoned.	III
18	Flash Fire	If hit by a Fire-type move, the Pokémon absorbs the flames and uses them to power up its own Fire-type moves.	III
19	Shield Dust	Protective dust shields the Pokémon from the additional effects of moves.	III
20	Own Tempo	The Pokémon sticks to its own tempo, preventing it from becoming confused or being affected by Intimidate..	III
21	Suction Cups	The Pokémon uses suction cups to stay in one spot. This protects it from moves and items that would force it to switch out.	III
22	Intimidate	When the Pokémon enters a battle, it intimidates opposing Pokémon and makes them cower, lowering their Attack stats.	III
23	Shadow Tag	The Pokémon steps on the opposing Pokémon's shadows to prevent them from fleeing or switching out.	III
24	Rough Skin	The Pokémon's rough skin damages attackers that make direct contact with it.	III
25	Wonder Guard	Its mysterious power only lets supereffective moves hit the Pokémon.	III
26	Levitate	By floating in the air, the Pokémon receives full immunity to all Ground-type moves.	III
27	Effect Spore	Contact with the Pokémon may inflict poison, sleep, or paralysis on the attacker.	III
28	Synchronize	If the Pokémon is burned, paralyzed, or poisoned by another Pokémon, that Pokémon will be inflicted with the same status condition.	III
29	Clear Body	Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.	III
30	Natural Cure	The Pokémon's status conditions are cured when it switches out.	III
31	Lightning Rod	The Pokémon draws in all Electric-type moves. Instead of taking damage from them, its Sp. Atk stat is boosted..	III
32	Serene Grace	Raises the likelihood of additional effects occurring when the Pokémon uses its moves.	III
33	Swift Swim	Boosts the Pokémon's Speed stat in rain.	III
34	Chlorophyll	Boosts the Pokémon's Speed stat in harsh sunlight.	III
35	Illuminate	By illuminating its surroundings, the Pokémon prevents its accuracy from being lowered.	III
36	Trace	When it enters a battle, the Pokémon copies an opposing Pokémon's Ability.	III
37	Huge Power	Doubles the Pokémon's Attack stat.	III
38	Poison Point	Contact with the Pokémon may poison the attacker.	III
39	Inner Focus	The Pokémon's intense focus prevents it from flinching or being affected by Intimidate.	III
40	Magma Armor	The Pokémon's hot magma coating prevents it from being frozen.	III
41	Water Veil	The Pokémon's water veil prevents it from being burned.	III
42	Magnet Pull	Prevents Steel-type Pokémon from fleeing by pulling them in with magnetism.	III
43	Soundproof	Soundproofing gives the Pokémon full immunity to all sound-based moves.	III
44	Rain Dish	The Pokémon gradually regains HP in rain.	III
45	Sand Stream	The Pokémon summons a sandstorm when it enters a battle.	III
46	Pressure	Puts other Pokémon under pressure, causing them to expend more PP to use their moves.	III
47	Thick Fat	The Pokémon is protected by a layer of thick fat, which halves the damage taken from Fire- and Ice-type moves.	III
48	Early Bird	The Pokémon awakens from sleep twice as fast as other Pokémon.	III
49	Flame Body	Contact with the Pokémon may burn the attacker.	III
50	Run Away	Enables a sure getaway from wild Pokémon.	III
51	Keen Eye	The Pokémon's keen eyes prevent its accuracy from being lowered.	III
52	Hyper Cutter	The Pokémon's prized, mighty pincers prevent other Pokémon from lowering its Attack stat.	III
53	Pickup	The Pokémon may pick up an item another Pokémon used during a battle. It may pick up items outside of battle, too.	III
54	Truant	Each time the Pokémon uses a move, it spends the next turn loafing around.	III
55	Hustle	Boosts the Pokémon's Attack stat but lowers its accuracy.	III
56	Cute Charm	The Pokémon may infatuate attackers that make direct contact with it.	III
57	Plus	Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.	III
58	Minus	Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.	III
59	Forecast	The Pokémon transforms with the weather to change its type to Water, Fire, or Ice.	III
60	Sticky Hold	The Pokémon's held items cling to its sticky body and cannot be removed by other Pokémon.	III
61	Shed Skin	The Pokémon may cure its own status conditions by shedding its skin.	III
62	Guts	It's so gutsy that having a status condition boosts the Pokémon's Attack stat.	III
63	Marvel Scale	The Pokémon's marvelous scales boost its Defense stat if it has a status condition.	III
64	Liquid Ooze	The strong stench of the Pokémon's oozed liquid damages attackers that use HP-draining moves.	III
65	Overgrow	Powers up Grass-type moves when the Pokémon's HP is low.	III
66	Blaze	Powers up Fire-type moves when the Pokémon's HP is low.	III
67	Torrent	Powers up Water-type moves when the Pokémon's HP is low.	III
68	Swarm	Powers up Bug-type moves when the Pokémon's HP is low.	III
69	Rock Head	Protects the Pokémon from recoil damage.	III
70	Drought	Turns the sunlight harsh when the Pokémon enters a battle.	III
71	Arena Trap	Prevents opposing Pokémon from fleeing from battle.	III
72	Vital Spirit	The Pokémon is full of vitality, and that prevents it from falling asleep.	III
73	White Smoke	The Pokémon is protected by its white smoke, which prevents other Pokémon from lowering its stats.	III
74	Pure Power	Using its pure power, the Pokémon doubles its Attack stat.	III
75	Shell Armor	A hard shell protects the Pokémon from critical hits.	III
76	Air Lock	Eliminates the effects of weather.	III
77	Tangled Feet	Boosts the Pokémon's evasiveness if it is confused.	IV
78	Motor Drive	The Pokémon takes no damage when hit by Electric-type moves. Instead, its Speed stat is boosted.	IV
79	Rivalry	The Pokémon's competitive spirit makes it deal more damage to Pokémon of the same gender, but less damage to Pokémon of the opposite gender.	IV
80	Steadfast	The Pokémon's determination boosts its Speed stat every time it flinches.	IV
81	Snow Cloak	Boosts the Pokémon's evasiveness in snow.	IV
82	Gluttony	If the Pokémon is holding a Berry to be eaten when its HP is low, it will instead eat the Berry when its HP drops to half or less.	IV
83	Anger Point	The Pokémon is angered when it takes a critical hit, and that maxes its Attack stat.	IV
84	Unburden	Boosts the Speed stat if the Pokémon's held item is used or lost.	IV
85	Heatproof	The Pokémon's heatproof body halves the damage taken from Fire-type moves.	IV
86	Simple	Doubles the effects of the Pokémon's stat changes.	IV
87	Dry Skin	Restores the Pokémon's HP in rain or when it is hit by Water-type moves. Reduces HP in harsh sunlight, and increases the damage received from Fire-type moves.	IV
88	Download	The Pokémon compares an opposing Pokémon's Defense and Sp. Def stats before raising its own Attack or Sp. Atk stat—whichever will be more effective.	IV
89	Iron Fist	Powers up punching moves.	IV
90	Poison Heal	If poisoned, the Pokémon has its HP restored instead of taking damage.	IV
91	Adaptability	Powers up moves of the same type as the Pokémon.	IV
92	Skill Link	Maximizes the number of times multistrike moves hit.	IV
93	Hydration	Cures the Pokémon's status conditions in rain.	IV
94	Solar Power	In harsh sunlight, the Pokémon's Sp. Atk stat is boosted, but its HP decreases every turn.	IV
95	Quick Feet	Boosts the Speed stat if the Pokémon has a status condition.	IV
96	Normalize	All the Pokémon's moves become Normal type. The power of those moves is boosted a little.	IV
97	Sniper	If the Pokémon's attack lands a critical hit, the attack is powered up even further.	IV
98	Magic Guard	The Pokémon only takes damage from attacks.	IV
99	No Guard	The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land.	IV
100	Stall	The Pokémon is always the last to use its moves.	IV
101	Technician	Powers up weak moves so the Pokémon can deal more damage with them.	IV
102	Leaf Guard	Prevents status conditions in harsh sunlight.	IV
103	Klutz	The Pokémon can't use any held items.	IV
104	Mold Breaker	The Pokémon's moves are unimpeded by the Ability of the target.	IV
105	Super Luck	The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.	IV
106	Aftermath	Damages the attacker if it knocks out the Pokémon with a move that makes direct contact.	IV
107	Anticipation	The Pokémon can sense an opposing Pokémon's dangerous moves.	IV
108	Forewarn	When it enters a battle, the Pokémon can tell one of the moves an opposing Pokémon has.	IV
109	Unaware	When attacking, the Pokémon ignores the target's stat changes.	IV
110	Tinted Lens	The Pokémon can use "not very effective" moves to deal regular damage.	IV
111	Filter	Reduces the power of supereffective attacks that hit the Pokémon.	IV
112	Slow Start	For five turns, the Pokémon's Attack and Speed stats are halved.	IV
113	Scrappy	The Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves. It is also unaffected by Intimidate.	IV
114	Storm Drain	The Pokémon draws in all Water-type moves. Instead of taking damage from them, its Sp. Atk stat is boosted..	IV
115	Ice Body	The Pokémon gradually regains HP in snow.	IV
116	Solid Rock	Reduces the power of supereffective attacks that hit the Pokémon.	IV
117	Snow Warning	The Pokémon makes it snow when it enters a battle.	IV
118	Honey Gather	The Pokémon may gather Honey after a battle.	IV
119	Frisk	When it enters a battle, the Pokémon can check an opposing Pokémon's held item.	IV
120	Reckless	Powers up moves that have recoil damage.	IV
121	Multitype	Changes the Pokémon's type to match the plate it holds.	IV
122	Flower Gift	Boosts the Attack and Sp. Def stats of the Pokémon and its allies in harsh sunlight.	IV
123	Bad Dreams	Damages opposing Pokémon that are asleep.	IV
124	Pickpocket	The Pokémon steals the held item from attackers that make direct contact with it.	V
125	Sheer Force	Removes any additional effects from the Pokémon's moves, but increases the moves' power.	V
126	Contrary	Reverses any stat changes affecting the Pokémon so that attempts to boost its stats instead lower them— and attempts to lower its stats will boost them.	V
127	Unnerve	Unnerves opposing Pokémon and makes them unable to eat Berries.	V
128	Defiant	If the Pokémon has any stat lowered by an opposing Pokémon, its Attack stat will be boosted sharply.	V
129	Defeatist	Halves the Pokémon's Attack and Sp. Atk stats when its HP drops to half or less.	V
130	Cursed Body	May disable a move that has dealt damage to the Pokémon.	V
131	Healer	Sometimes cures the status conditions of the Pokémon's allies.	V
132	Friend Guard	Reduces damage dealt to allies.	V
133	Weak Armor	The Pokémon's Defense stat is lowered when it takes damage from physical moves, but its Speed stat is sharply boosted.	V
134	Heavy Metal	Doubles the Pokémon's weight.	V
135	Light Metal	Halves the Pokémon's weight.	V
136	Multiscale	Reduces the amount of damage the Pokémon takes while its HP is full.	V
137	Toxic Boost	Powers up physical moves when the Pokémon is poisoned.	V
138	Flare Boost	Powers up special moves when the Pokémon is burned.	V
139	Harvest	May create another Berry after one is used.	V
140	Telepathy	The Pokémon anticipates and dodges the attacks of its allies.	V
141	Moody	Every turn, one of the Pokémon's stats will be boosted sharply but another stat will be lowered.	V
142	Overcoat	The Pokémon takes no damage from sandstorms. It is also protected from the effects of powders and spores.	V
143	Poison Touch	May poison a target when the Pokémon makes contact.	V
144	Regenerator	The Pokémon has a little of its HP restored when withdrawn from battle.	V
145	Big Pecks	Prevents the Pokémon from having its Defense stat lowered.	V
146	Sand Rush	Boosts the Pokémon's Speed stat in a sandstorm.	V
147	Wonder Skin	Makes status moves more likely to miss the Pokémon.	V
148	Analytic	Boosts the power of the Pokémon's move if it is the last to act that turn.	V
149	Illusion	The Pokémon fools opponents by entering battle disguised as the last Pokémon in its Trainer's party.	V
150	Imposter	The Pokémon transforms itself into the Pokémon it's facing.	V
151	Infiltrator	The Pokémon's moves are unaffected by the target's barriers, substitutes, and the like.	V
152	Mummy	Contact with the Pokémon changes the attacker's Ability to Mummy.	V
153	Moxie	When the Pokémon knocks out a target, it shows moxie, which boosts its Attack stat.	V
154	Justified	When the Pokémon is hit by a Dark-type attack, its Attack stat is boosted by its sense of justice.	V
155	Rattled	The Pokémon gets scared when hit by a Dark-, Ghost-, or Bug-type attack or if intimidated, which boosts its Speed stat.	V
156	Magic Bounce	The Pokémon reflects status moves instead of getting hit by them.	V
157	Sap Sipper	The Pokémon takes no damage when hit by Grass-type moves. Instead, its Attack stat is boosted.	V
158	Prankster	Gives priority to the Pokémon's status moves.	V
159	Sand Force	Boosts the power of Rock-, Ground-, and Steel-type moves in a sandstorm.	V
160	Iron Barbs	The Pokémon's iron barbs damage the attacker if it makes direct contact.	V
161	Zen Mode	Changes the Pokémon's shape when its HP drops to half or less.	V
162	Victory Star	Boosts the accuracy of the Pokémon and its allies.	V
163	Turboblaze	The Pokémon's moves are unimpeded by the Ability of the target.	V
164	Teravolt	The Pokémon's moves are unimpeded by the Ability of the target.	V
165	Aroma Veil	Protects the Pokémon and its allies from effects that prevent the use of moves.	VI
166	Flower Veil	Ally Grass-type Pokémon are protected from status conditions and the lowering of their stats.	VI
167	Cheek Pouch	The Pokémon's HP is restored when it eats any Berry, in addition to the Berry's usual effect.	VI
168	Protean	Changes the Pokémon's type to the type of the move it's about to use. This works only once each time the Pokémon enters battle.	VI
169	Fur Coat	Halves the damage from physical moves.	VI
170	Magician	The Pokémon steals the held item from any target it hits with a move.	VI
171	Bulletproof	Protects the Pokémon from ball and bomb moves.	VI
172	Competitive	Boosts the Pokémon's Sp. Atk stat sharply when its stats are lowered by an opposing Pokémon.	VI
173	Strong Jaw	The Pokémon's strong jaw boosts the power of its biting moves.	VI
174	Refrigerate	Normal-type moves become Ice-type moves. The power of those moves is boosted a little.	VI
175	Sweet Veil	Prevents the Pokémon and its allies from falling asleep.	VI
176	Stance Change	The Pokémon changes its form to Blade Forme when it uses an attack move and changes to Shield Forme when it uses King's Shield.	VI
177	Gale Wings	Gives priority to the Pokémon's Flying-type moves while its HP is full.	VI
178	Mega Launcher	Powers up pulse moves.	VI
179	Grass Pelt	Boosts the Pokémon's Defense stat on Grassy Terrain.	VI
180	Symbiosis	The Pokémon passes its held item to an ally that has used up an item.	VI
181	Tough Claws	Powers up moves that make direct contact.	VI
182	Pixilate	Normal-type moves become Fairy-type moves. The power of those moves is boosted a little.	VI
183	Gooey	Contact with the Pokémon lowers the attacker's Speed stat.	VI
184	Aerilate	Normal-type moves become Flying-type moves. The power of those moves is boosted a little.	VI
185	Parental Bond	The parent and child attack one after the other.	VI
186	Dark Aura	Powers up the Dark-type moves of all Pokémon on the field.	VI
187	Fairy Aura	Powers up the Fairy-type moves of all Pokémon on the field.	VI
188	Aura Break	The effects of "Aura" Abilities are reversed to lower the power of affected moves.	VI
189	Primordial Sea	The Pokémon changes the weather to nullify Fire-type attacks.	VI
190	Desolate Land	The Pokémon changes the weather to nullify Water-type attacks.	VI
191	Delta Stream	The Pokémon changes the weather so that no moves are supereffective against the Flying type.	VI
192	Stamina	Boosts the Defense stat when the Pokémon is hit by an attack.	VII
193	Wimp Out	The Pokémon cowardly switches out when its HP drops to half or less.	VII
194	Emergency Exit	The Pokémon, sensing danger, switches out when its HP drops to half or less.	VII
195	Water Compaction	Boosts the Defense stat sharply when the Pokémon is hit by a Water-type move.	VII
196	Merciless	The Pokémon's attacks become critical hits if the target is poisoned.	VII
197	Shields Down	When its HP drops to half or less, the Pokémon's shell breaks and it becomes aggressive.	VII
198	Stakeout	Doubles the damage dealt to a target that has just switched into battle.	VII
199	Water Bubble	Lowers the power of Fire-type moves that hit the Pokémon and prevents it from being burned.	VII
200	Steelworker	Powers up Steel-type moves.	VII
201	Berserk	Boosts the Pokémon's Sp. Atk stat when it takes a hit that causes its HP to drop to half or less.	VII
202	Slush Rush	Boosts the Pokémon's Speed stat in snow.	VII
203	Long Reach	The Pokémon uses its moves without making contact with the target.	VII
204	Liquid Voice	Sound-based moves become Water-type moves.	VII
205	Triage	Gives priority to the Pokémon's healing moves.	VII
206	Galvanize	Normal-type moves become Electric-type moves. The power of those moves is boosted a little.	VII
207	Surge Surfer	Doubles the Pokémon's Speed stat on Electric Terrain.	VII
208	Schooling	When it has a lot of HP, the Pokémon forms a powerful school. It stops schooling when its HP is low.	VII
209	Disguise	Once per battle, the shroud that covers the Pokémon can protect it from an attack.	VII
210	Battle Bond	When the Pokémon knocks out a target, its bond with its Trainer is strengthened, and its Attack, Sp. Atk, and Speed stats are boosted.	VII
211	Power Construct	Cells gather to aid the Pokémon when its HP drops to half or less, causing it to change into its Complete Forme.	VII
212	Corrosion	The Pokémon can poison the target even if it's a Steel or Poison type.	VII
213	Comatose	The Pokémon is always drowsing and will never wake up. It can attack while in its sleeping state.	VII
214	Queenly Majesty	The Pokémon's majesty pressures opponents and makes them unable to use priority moves against the Pokémon or its allies.	VII
215	Innards Out	When the Pokémon is knocked out, it damages its attacker by the amount equal to the HP it had left before it was hit.	VII
216	Dancer	Whenever a dance move is used in battle, the Pokémon will copy the user to immediately perform that dance move itself.	VII
217	Battery	Powers up ally Pokémon's special moves.	VII
218	Fluffy	Halves the damage taken from moves that make direct contact, but doubles that of Fire-type moves.	VII
219	Dazzling	The Pokémon dazzles its opponents, making them unable to use priority moves against the Pokémon or its allies.	VII
220	Soul-Heart	Boosts the Pokémon's Sp. Atk stat every time another Pokémon faints.	VII
221	Tangling Hair	Contact with the Pokémon lowers the attacker's Speed stat.	VII
222	Receiver	The Pokémon copies the Ability of a defeated ally.	VII
223	Power of Alchemy	The Pokémon copies the Ability of a defeated ally.	VII
224	Beast Boost	Boosts the Pokémon's most proficient stat every time it knocks out a target.	VII
225	RKS System	Changes the Pokémon's type to match the memory disc it holds.	VII
226	Electric Surge	Turns the ground into Electric Terrain when the Pokémon enters a battle.	VII
227	Psychic Surge	Turns the ground into Psychic Terrain when the Pokémon enters a battle.	VII
228	Misty Surge	Turns the ground into Misty Terrain when the Pokémon enters a battle.	VII
229	Grassy Surge	Turns the ground into Grassy Terrain when the Pokémon enters a battle.	VII
230	Full Metal Body	Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.	VII
231	Shadow Shield	Reduces the amount of damage the Pokémon takes while its HP is full.	VII
232	Prism Armor	Reduces the power of supereffective attacks that hit the Pokémon.	VII
233	Neuroforce	Powers up the Pokémon's supereffective attacks even further.	VII
234	Intrepid Sword	Boosts the Pokémon's Attack stat the first time the Pokémon enters a battle.	VIII
235	Dauntless Shield	Boosts the Pokémon's Defense stat the first time the Pokémon enters a battle.	VIII
236	Libero	Changes the Pokémon's type to the type of the move it's about to use. This works only once each time the Pokémon enters battle.	VIII
237	Ball Fetch	If the Pokémon is not holding an item, it will fetch the Poké Ball from the first failed throw of the battle.	VIII
238	Cotton Down	When the Pokémon is hit by an attack, it scatters cotton fluff around and lowers the Speed stats of all Pokémon except itself.	VIII
239	Propeller Tail	Ignores the effects of opposing Pokémon's Abilities and moves that draw in moves.	VIII
240	Mirror Armor	Bounces back only the stat-lowering effects that the Pokémon receives.	VIII
241	Gulp Missile	When the Pokémon uses Surf or Dive, it will come back with prey. When it takes damage, it will spit out the prey to attack.	VIII
242	Stalwart	Ignores the effects of opposing Pokémon's Abilities and moves that draw in moves.	VIII
243	Steam Engine	Boosts the Speed stat drastically when the Pokémon is hit by a Fire- or Water-type move.	VIII
244	Punk Rock	Boosts the power of sound-based moves. The Pokémon also takes half the damage from these kinds of moves.	VIII
245	Sand Spit	The Pokémon creates a sandstorm when it's hit by an attack.	VIII
246	Ice Scales	The Pokémon is protected by ice scales, which halve the damage taken from special moves.	VIII
247	Ripen	Ripens Berries and doubles their effect.	VIII
248	Ice Face	The Pokémon's ice head can take a physical attack as a substitute, but the attack also changes the Pokémon's appearance. The ice will be restored when it snows.	VIII
249	Power Spot	Just being next to the Pokémon powers up moves.	VIII
250	Mimicry	Changes the Pokémon's type depending on the terrain.	VIII
251	Screen Cleaner	When the Pokémon enters a battle, the effects of Light Screen, Reflect, and Aurora Veil are nullified for both opposing and ally Pokémon.	VIII
252	Steely Spirit	Powers up the Steel-type moves of the Pokémon and its allies.	VIII
253	Perish Body	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.	VIII
254	Wandering Spirit	The Pokémon exchanges Abilities with a Pokémon that hits it with a move that makes direct contact.	VIII
255	Gorilla Tactics	Boosts the Pokémon's Attack stat but only allows the use of the first selected move.	VIII
256	Neutralizing Gas	While the Pokémon is in the battle, the effects of all other Pokémon's Abilities will be nullified or will not be triggered.	VIII
257	Pastel Veil	Prevents the Pokémon and its allies from being poisoned.	VIII
258	Hunger Switch	The Pokémon changes its form, alternating between its Full Belly Mode and Hangry Mode after the end of every turn.	VIII
259	Quick Draw	Enables the Pokémon to move first occasionally.	VIII
260	Unseen Fist	If the Pokémon uses moves that make direct contact, it can attack the target even if the target protects itself.	VIII
261	Curious Medicine	When the Pokémon enters a battle, it scatters medicine from its shell, which removes all stat changes from allies.	VIII
262	Transistor	Powers up Electric-type moves.	VIII
263	Dragon's Maw	Powers up Dragon-type moves.	VIII
264	Chilling Neigh	When the Pokémon knocks out a target, it utters a chilling neigh, which boosts its Attack stat.	VIII
265	Grim Neigh	When the Pokémon knocks out a target, it utters a terrifying neigh, which boosts its Sp. Atk stat.	VIII
266	As One	This Ability combines the effects of both Calyrex's Unnerve Ability and Glastrier's Chilling Neigh Ability.	VIII
267	As One	This Ability combines the effects of both Calyrex's Unnerve Ability and Spectrier's Grim Neigh Ability.	VIII
268	Lingering Aroma	Contact with the Pokémon changes the attacker's Ability to Lingering Aroma.	IX
269	Seed Sower	Turns the ground into Grassy Terrain when the Pokémon is hit by an attack.	IX
270	Thermal Exchange	Boosts the Attack stat when the Pokémon is hit by a Fire-type move. The Pokémon also cannot be burned.	IX
271	Anger Shell	When an attack causes its HP to drop to half or less, the Pokémon gets angry. This lowers its Defense and Sp. Def stats but boosts its Attack, Sp. Atk, and Speed stats.	IX
272	Purifying Salt	The Pokémon's pure salt protects it from status conditions and halves the damage taken from Ghost-type moves.	IX
273	Well-Baked Body	The Pokémon takes no damage when hit by Fire-type moves. Instead, its Defense stat is sharply boosted.	IX
274	Wind Rider	Boosts the Pokémon's Attack stat if Tailwind takes effect or if the Pokémon is hit by a wind move. The Pokémon also takes no damage from wind moves.	IX
275	Guard Dog	Boosts the Pokémon's Attack stat if intimidated. Moves and items that would force the Pokémon to switch out also fail to work.	IX
276	Rocky Payload	Powers up Rock-type moves.	IX
277	Wind Power	The Pokémon becomes charged when it is hit by a wind move, boosting the power of the next Electric-type move the Pokémon uses.	IX
278	Zero to Hero	The Pokémon transforms into its Hero Form when it switches out.	IX
279	Commander	When the Pokémon enters a battle, it goes inside the mouth of an ally Dondozo if one is on the field. The Pokémon then issues commands from there.	IX
280	Electromorphosis	The Pokémon becomes charged when it takes damage, boosting the power of the next Electric-type move the Pokémon uses.	IX
281	Protosynthesis	Boosts the Pokémon's most proficient stat in harsh sunlight or if the Pokémon is holding Booster Energy.	IX
282	Quark Drive	Boosts the Pokémon's most proficient stat on Electric Terrain or if the Pokémon is holding Booster Energy.	IX
283	Good as Gold	A body of pure, solid gold gives the Pokémon full immunity to other Pokémon's status moves.	IX
284	Vessel of Ruin	The power of the Pokémon's ruinous vessel lowers the Sp. Atk stats of all Pokémon except itself.	IX
285	Sword of Ruin	The power of the Pokémon's ruinous sword lowers the Defense stats of all Pokémon except itself.	IX
286	Tablets of Ruin	The power of the Pokémon's ruinous wooden tablets lowers the Attack stats of all Pokémon except itself.	IX
287	Beads of Ruin	The power of the Pokémon's ruinous beads lowers the Sp. Def stats of all Pokémon except itself.	IX
288	Orichalcum Pulse	Turns the sunlight harsh when the Pokémon enters a battle. The ancient pulse thrumming through the Pokémon also boosts its Attack stat in harsh sunlight.	IX
289	Hadron Engine	Turns the ground into Electric Terrain when the Pokémon enters a battle. The futuristic engine within the Pokémon also boosts its Sp. Atk stat on Electric Terrain.	IX
290	Opportunist	If an opponent's stat is boosted, the Pokémon seizes the opportunity to boost the same stat for itself.	IX
291	Cud Chew	When the Pokémon eats a Berry, it will regurgitate that Berry at the end of the next turn and eat it one more time.	IX
292	Sharpness	Powers up slicing moves.	IX
293	Supreme Overlord	When the Pokémon enters a battle, its Attack and Sp. Atk stats are slightly boosted for each of the allies in its party that have already been defeated.	IX
294	Costar	When the Pokémon enters a battle, it copies an ally's stat changes.	IX
295	Toxic Debris	Scatters poison spikes at the feet of the opposing team when the Pokémon takes damage from physical moves.	IX
296	Armor Tail	The mysterious tail covering the Pokémon's head makes opponents unable to use priority moves against the Pokémon or its allies.	IX
297	Earth Eater	If hit by a Ground-type move, the Pokémon has its HP restored instead of taking damage.	IX
298	Mycelium Might	The Pokémon will always act more slowly when using status moves, but these moves will be unimpeded by the Ability of the target.	IX
299	Hospitality	When the Pokémon enters a battle, it showers its ally with hospitality, restoring a small amount of the ally's HP.	IX
300	Mind's Eye	The Pokémon ignores changes to opponents' evasiveness, its accuracy can't be lowered, and it can hit Ghost types with Normal- and Fighting-type moves.	IX
301	Embody Aspect	The Pokémon's heart fills with memories, causing the Teal Mask to shine and the Pokémon's Speed stat to be boosted.	IX
302	Embody Aspect	The Pokémon's heart fills with memories, causing the Hearthflame Mask to shine and the Pokémon's Attack stat to be boosted.	IX
303	Embody Aspect	The Pokémon's heart fills with memories, causing the Wellspring Mask to shine and the Pokémon's Sp. Def stat to be boosted.	IX
304	Embody Aspect	The Pokémon's heart fills with memories, causing the Cornerstone Mask to shine and the Pokémon's Defense stat to be boosted.	IX
305	Toxic Chain	The power of the Pokémon's toxic chain may badly poison any target the Pokémon hits with a move.	IX
306	Supersweet Syrup	A sickly sweet scent spreads across the field the first time the Pokémon enters a battle, lowering the evasiveness of opposing Pokémon.	IX
307	Tera Shift	When the Pokémon enters a battle, it absorbs the energy around itself and transforms into its Terastal Form.	IX
308	Tera Shell	The Pokémon's shell contains the powers of each type. All damage-dealing moves that hit the Pokémon when its HP is full will not be very effective.	IX
309	Teraform Zero	When Terapagos changes into its Stellar Form, it uses its hidden powers to eliminate all effects of weather and terrain, reducing them to zero.	IX
310	Poison Puppeteer	Pokémon poisoned by Pecharunt's moves will also become confused.	IX
