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Abilities and held items in battle

What an ability is, what a held item is, which kinds exist, and how far the engine goes.

Battle Last updated

In short

Abilities

An ability is a passive rule the Pokemon brings to every battle. The abilities database describes each one and lists which species carry it; a species page shows its possible abilities, with the hidden one marked.

An ability explaining itself
1 tap the ability on the Team window for what it does

The kinds you will meet first:

  • On switch-in. Intimidate lowers the opponent's Attack, Download picks the stat to raise, Drizzle, Drought, Sand Stream and Snow Warning set the weather, Neutralizing Gas switches everyone else's ability off.
  • Damage changers. Technician, Tough Claws, Adaptability, Sheer Force, Huge Power and Pure Power on offence; Thick Fat, Multiscale, Fur Coat and Filter on defence. Tinted Lens doubles not-very-effective hits, Wonder Guard refuses anything but a super-effective one.
  • Immunities. Levitate to Ground, Flash Fire to Fire, Water Absorb and Volt Absorb to their types, Sturdy against a one-hit knockout from full health.
  • Status. Guts turns a burn into an Attack boost, Quick Feet ignores paralysis, Magic Guard cancels every indirect damage, Poison Heal turns poison into healing, Natural Cure heals on switch-out.
  • Contact punishers. Rough Skin and Iron Barbs, Static, Flame Body and Effect Spore.
  • Speed and stages. Speed Boost, Moxie, Contrary, Unaware, Simple.
  • Type changers. Protean and Libero become the type of the move they use.

Mold Breaker, Teravolt and Turboblaze ignore the target's ability. An Ability Capsule switches a Pokemon between its two regular abilities and an Ability Patch unlocks the hidden one; both are items.

Held items

A Pokemon holds one item. Give it from the Bag with "Give", or from the Team screen. The items database lists every item with its effect and where it comes from.

The ability and held item on the Team window
1 the ability, 2 the held item, 3 swap it for another from the Bag, 4 put it back in the Bag
Kind Examples What they do
Damage boosters Life Orb, Expert Belt, Muscle Band, Wise Glasses, Charcoal and the type items, the Plates multiply damage, sometimes at a cost
Choice items Choice Band, Choice Specs, Choice Scarf ×1.5 to a stat, locked into the first move used until switched out
Survival Focus Sash, Eviolite, Assault Vest, Heavy-Duty Boots, Air Balloon survive, resist, ignore hazards, float
Recovery Leftovers, Black Sludge, Shell Bell heal each turn or on hitting
Orbs Flame Orb, Toxic Orb inflict a status on the holder, for Guts and Poison Heal
Berries Sitrus, Oran, Lum, Chesto, the pinch berries, the resist berries fire once when a threshold is met, then they are gone
Chance items Quick Claw, King's Rock, Bright Powder, Wide Lens move first, flinch, dodge, hit
Field extenders Heat Rock, Damp Rock, Smooth Rock, Icy Rock, Light Clay, Terrain Extender lengthen weather, screens and terrain to eight turns
Seeds Electric, Grassy, Misty, Psychic Seed a one-off stat boost on their terrain
Transformations Mega Stones, Z-Crystals not obtainable or usable yet; see Mega Evolution, Z-Moves and Terastallization

Berries and gems are consumed when they fire. Gluttony makes a pinch berry fire at half health instead of a quarter, and Ripen doubles what any berry does. Knock Off removes an item, Trick swaps them, and a consumed item stays gone for the rest of the battle and after it.

Giving an item from the Bag
1 Give hands the item to a Pokemon to hold
A held item in battle
1 the held item on the battle plate; tap it for its card

Outside battle

Some held items matter between battles: a Training Weight adds a training point per level, and an item the Pokemon holds stays with it through trades and the PC. The out-of-battle items are covered in the items guide once it is written.