Abilities
Every pokémon has one ability. It's a fixed effect that always works, in every fight, without you pressing anything. Some only wake up with a certain weather. Others change damage, defense or catching.
Where the ability comes from
Each family (the whole evolution line) has three possible abilities:
| Slot | Chance when caught |
|---|---|
| Common 1 | 49% |
| Common 2 | 49% |
| Hidden | 2% (1 in 50) |
- The hidden ability only comes from catching on a hunt. In an egg, the ability comes from the mother (see below).
- Pokémon from other sources (chests, the Sortuda, fossils, raids, the Boss Room) get one of the two common ones.
- Evolving doesn't change the ability. The list belongs to the whole family.
- The hidden ability shows on the sheet with the (hidden) tag.
- Pokémon you already had before abilities arrived get one of the two common ones, never the hidden one.
- You can't change a pokémon's ability. Want a different one? Catch or breed another.
Who has abilities in a fight
| Fight | Who has abilities |
|---|---|
| Hunting, Boss Room, floor boss, raid | Only your team. Wild pokémon, bosses and raids fight without |
| Arena, Cup, duel | Both sides |
The 21 abilities
The six weather abilities
| Ability | What it does |
|---|---|
| Swift Swim | In rain: attacks 25% more often |
| Chlorophyll | In harsh sun: attacks 25% more often |
| Sand Rush | In a sandstorm: attacks 25% more often and doesn't get tired (in the Arena and the Cup, doesn't lose HP to the sandstorm) |
| Snow Cloak | In a blizzard: dodges 20% of damaging moves and doesn't get tired (in the Arena and the Cup, doesn't lose HP to the blizzard) |
| Compound Eyes | Never misses in fog. Outside fog: +5 points of crit |
| Lightning Rod | Electric damage taken −50%. In a thunderstorm: no Electric damage at all |
"Attacks 25% more often" means move cooldowns drop to 80% while that weather lasts.
The catching one
| Ability | What it does |
|---|---|
| Sand Trap | In a sandstorm: catching is 15% easier for the whole team. One pokémon with it on your active team is enough |
The combat abilities
| Ability | What it does |
|---|---|
| Blaze | At 1/3 HP or less: Fire moves ×1.5 |
| Torrent | At 1/3 HP or less: Water moves ×1.5 |
| Overgrow | At 1/3 HP or less: Grass moves ×1.5 |
| Swarm | At 1/3 HP or less: Bug moves ×1.5 |
| Intimidate | Every wave of enemies that comes in gets −25% Attack for 12 s. Doesn't stack |
| Thick Fat | Fire and Ice damage taken −50% |
| Sturdy | At full HP, a hit that would knock it out leaves 1 HP. Works again every time HP is full again |
| Levitate | Takes no damage from Ground moves |
| Regenerator | Recovers 0.4% of max HP per second |
| Rough Skin | Returns 8% of damage taken to the attacker. Stacks with Rocky Helmet up to 30% |
| Technician | Moves with power 60 or less deal ×1.5 |
| Adaptability | Same-type moves ×2 (instead of ×1.5) |
| Super Luck | +10 points of crit (the crit cap is still 80%) |
| Poison Point | Anyone who hits it has a 20% chance to get poisoned (1% HP per second, for 6 s) |
In the Arena and the Cup, Intimidate works for both sides: your intimidator lowers the enemy team's Attack when it comes in, and theirs lowers yours.
Abilities that only come as hidden
Adaptability and Sand Trap never show up in the common slots. They only exist as hidden abilities, 1 in 50.
Snow Cloak, Lightning Rod, Blaze, Torrent, Overgrow, Swarm and Poison Point are the opposite: they only show up in the common slots.
A few examples
| Family | Common 1 | Common 2 | Hidden |
|---|---|---|---|
| Magikarp | Swift Swim | Intimidate | Adaptability |
| Horsea | Torrent | Swift Swim | Adaptability |
| Sandshrew | Sand Rush | Sturdy | Sand Trap |
| Pikachu | Lightning Rod | Technician | Adaptability |
| Bulbasaur | Overgrow | Poison Point | Regenerator |
| Charmander | Blaze | Intimidate | Chlorophyll |
| Squirtle | Torrent | Swift Swim | Regenerator |
| Swinub | Snow Cloak | Sand Rush | Sturdy |
| Gastly | Levitate | Super Luck | Regenerator |
| Eevee | Technician | Intimidate | Super Luck |
| Dratini | Intimidate | Rough Skin | Adaptability |
| Larvitar | Sturdy | Sand Rush | Rough Skin |
Abilities in eggs
The ability comes from the mother: the parent that gives the baby its species. With Ditto, it's the other parent. Ditto never passes an ability.
| The mother has | The baby hatches with |
|---|---|
| A common ability of the family | 80% the same one. 20% a random pick between the two common ones |
| The hidden ability | 60% the hidden one. 40% a random pick between the two common ones |
| An ability from another family | A random pick between the two common ones |
- Since the 20% random pick can also land on the same one, a mother with a common ability passes hers on 90% of the time.
- The father's hidden ability doesn't pass. To build a line of hidden abilities, the hidden one has to be on the mother.
- Eggs never roll a new hidden ability: the 1 in 50 chance only exists when catching.
- No catalyst changes the baby's ability.
See also
- Weather by biome: when each weather ability wakes up.
- Genetics: everything else the baby inherits.
- Breeding (eggs): how to breed.
- Cup of the Week: where the ability counts and level doesn't.
