Radical Red Abilities
333 Abilities
Helps repel wild Pokemon.
Summons Rain for 5 turns.
Gradually boosts Speed.
Blocks critical hits.
Blocks critical hits.
Negates 1-hit KO attacks.
Prevents self-destruction.
Prevents paralysis.
Ups evasion in a sandstorm.
Paralyzes on contact.
Turns electricity into HP.
Changes water into HP.
Prevents attraction and Intimidate.
Negates weather effects.
Negates weather effects.
Raises accuracy by 30%.
Prevents sleep.
Prevents sleep.
Immune to Wind moves and gets +1 Attack instead.
Prevents poisoning.
Powers up if hit by fire.
Stops added effects and entry hazard damage.
Stops added effects and entry hazard damage.
Prevents confusion and Intimidate.
Firmly anchors the body.
Lowers the foe's Attack.
Prevents the foe's escape.
Has a 30% chance to move first.
"Super effective" hits.
Not hit by Ground attacks.
Leaves spores on contact.
Passes on status problems.
Prevents ability reduction.
Prevents ability reduction.
Prevents ability reduction.
Heals upon switching out.
Draws electrical moves.
Promotes added effects.
Doubles Speed in Rain.
Doubles Speed in Sun.
Spits prey if damaged after a swim.
Copies special ability.
Raises Attack.
Raises Attack.
Powers up Dragon-type moves by 50%.
Prevents flinching and Intimidate.
Prevents frostbite.
Prevents burns.
Traps Steel-type Pokemon.
Avoids sound-based moves.
Slight HP recovery in rain.
Summons Sand for 5 turns.
Raises foe's PP usage.
Ups resistance to Fire and Ice moves by 50%.
Awakens quickly from sleep.
Burns the foe on contact.
Makes escaping easier.
Stops self-lowering stats and prevents recoil.
Prevents Attack reduction.
10% chance to pickup items after battle.
Moves only every two turns.
Reduces accuracy by 20% but boosts Atk by 50%.
Has a 30% chance to infatuate on contact.
Boosts Sp. Atk by 50% with Minus.
Boosts Sp. Atk by 50% with Plus.
Changes with the weather.
Prevents item theft.
Has a 30% chance to heal its own status problem.
Boosts Atk by 50% if statused.
Boosts Defense by 50% if statused.
Draining causes injury.
Boosts Grass moves by 50% at 1/3 or less HP.
Boosts Fire moves by 50% at 1/3 or less HP.
Boosts Water moves by 50% at 1/3 or less HP.
Boosts Bug moves by 50% at 1/3 or less HP.
Prevents recoil damage.
Summons Sun for 5 turns.
Prevents fleeing.
Resists Ghost and immune to status.
Both Unnerve and Grim Neigh.
All Abilities are nullified.
Super effective moves can't miss & boosted by 20%
Changes form each turn.
Both Unnerve and Moxie.
Keeps user and allies awake.
Multi-hit moves hit five times.
Raises Speed if hit by an Electric-type move.
Reduces damage at full HP.
Reduces damage at full HP.
Reduces damage at full HP.
Reduces damage at full HP.
Boosts moves with less than 60 BP by 1.5x.
Can hit Ghost-types and prevents Intimidate.
Critical hits land more often.
Critical hits deal 2.25x instead of 1.5x.
Heals 1/3 of HP when switching out.
Gives +1 priority to status moves.
Boosts same type attacks by 2x instead of 1.5x.
Raises accuracy by 20%.
Reflects status moves.
Boosts moves with recoil by 20%.
Removes added effects to boost damage by 30%.
Boosts punching moves by 30%.
Boosts moves by 1.25x if foe is of same gender.
Boosts Rock, Ground, and Steel moves in sand.
Boosts Sp. Atk by 50% in Sun.
Weakens the power of Fire-type moves.
Reduces HP if it is hot. Water restores HP.
Doubles the damage of not very effective moves.
Weakens super effective moves by 25%.
Weakens super effective moves by 25%.
Weakens super effective moves by 25%.
Moves ignore redirection.
Moves ignore redirection.
Passes through the foe's barriers.
Adjusts power based on the foe's stats.
Restores 1/8 of maximum HP if poisoned.
HP heals in hail, can freeze on hit.
Boosts power by 20% & Speed by 50% in first turn.
Boosts power by 20% & Speed by 50% in first turn.
Heals status problems in rain.
Boosts power depending on fainted allies.
+Atk/SpA/Spe, -Def/SpD if hit lowers HP below 50%
Full immunity to status moves.
Summons Snow for 5 turns.
Doubles Speed if it has a status condition.
Boosts Attack if hit by a Grass -type move.
Immune to weather and powder.
Only damaged by attacks.
Immune to some ball and bomb moves.
Gives +1 priority to Flying moves at full HP.
Boosts Attack after knocking out a Pokemon.
Boosts Attack after knocking out a Pokemon.
Fainting damages the foe by 1/4 its max HP.
30% chance to disable a foe's move when hit.
Lowers the foe's Speed if hit by a contact move.
Lowers the foe's Speed if hit by a contact move.
Contact with this Pokemon spreads this Ability.
Contact with this Pokemon spreads this Ability.
Inflicts damage (1/8 HP) to a foe on contact.
Inflicts damage (1/8 HP) to a foe on contact.
Doubles Speed in Sand.
Moving last boosts power by 30%.
Ensures that all moves land.
Boosts aura and pulse moves by 50%.
Boosts moves that make contact by 30%.
Boosts biting moves by 50%.
Raises own and ally's accuracy by 10%.
Immune to & draws in Water moves to boost Sp. Atk
Powers up all Dark-type moves by 33%.
Powers up all Fairy-type moves by 33%.
Summons Grassy Terrain for 5 turns when hit.
Normal moves become Ice & boosted by 20%.
Normal moves become Fairy & boosted by 20%.
Normal moves become Flying & boosted by 20%.
Doubles Special Attack stat.
Doubles Speed if item is lost.
Doubles stat changes.
Ignores foe's stat changes.
Attack rises when its stats are lowered.
Raises Sp. Atk when its stats are lowered.
Halves Atk/Sp.Atk when its HP is at 1/3 or less.
Takes a while to get going.
Boosts Attack by 50% when poisoned.
Boosts Sp. Atk by 50% when burned.
Halves physical damage.
Ups status move evasion.
Changes type to match move.
Changes type to match move.
Moves hit a second time for 25% damage.
Moves can be used regardless of abilities.
Moves can be used regardless of abilities.
Moves can be used regardless of abilities.
Set E.Terrain for 5 turns Up Sp.Atk by 30% in it
Sets Sun for 5 turns. Boosts Atk by 30% in Sun.
Transforms into Zen Mode.
Transforms into Ash Greninja after it KOs a foe.
KOing a foe boosts its highest stat.
Poison can hit Steel types.
Takes one hit with no damage.
Switches out below half HP.
Switches out below half HP.
Halves contact hits. Takes 2x to Fire moves.
Boosts own and ally Steel moves by 50%.
Gives a perish count when hit by a contact move.
Trades Abilities on contact.
Transforms to Complete form when below half HP.
Lowers the Attack of all other Pokemon by 25%.
Punch moves hit a second time for 50% dmg.
Schools up when above 25% HP.
Lowers the Sp.Def of all other Pokemon by 25%.
Lowers shields below half HP.
Doubles Speed in Hail.
Boosts Sp. Atk every time a Pokemon faints.
Boosts Defense when hit by an attack.
Changes form upon switching.
Fire-type hits raise Attack. Immune to burn.
Gives +3 priority to healing moves.
Doubles Water moves. Takes half from Fire moves.
Doubles Water moves. Takes half from Fire moves.
Halves Water damage & raises Defense.
Attacks that poison also drain.
Changes type to match held Plate.
Sets Electric Terrain for 5 turns.
Creates Grassy Terrain for 5 turns.
Creates Misty Terrain for 5 turns.
Creates a Psychic Terrain for 5 turns.
Doubles Speed in Electric Terrain.
Ups Defense by 50% in Grassy Terrain.
Maxes Attack after a critical hit.
Absorbs Ground moves.
Moves have a 30% chance of badly poisoning.
Reveals the foe's held item.
Reverses stat changes.
Stops the foe from eating Berries.
Hits by physical moves drop Def but raises Speed.
Doubles weight.
Boosts highest stat in Electric Terrain.
Being flinched raises Speed.
Transforms into foe upon entering battle.
Dark-type hits raise Attack.
Contact moves bypass Protect.
Guarantees critical-hits on poisoned foes.
Protects against mental problems.
Sets Toxic Spikes when hit by a physical move.
Protects from status in Sun.
Gains Charge when hit by an attack.
Boosts Atk and Speed by 50% in Sun.
Bypass Sleep Clause & damage sleeping foes.
Boosts Sp. Atk after knocking out a Pokemon.
Powers up Electric-type moves by 50%.
30% chance to poison foe on contact.
Can steal foe's item after attack.
Switches form when attacking.
Summons Heavy Rain that nullifies Fire moves.
Summons Harsh Sun that nullifies Water moves.
Changes weather to remove Flying-type weaknesses.
Ups Atk by 50% but only uses 1st picked move.
Raises Sp. Atk if hit sends it below half HP.
Decreases super effective moves by 50%.
Sound moves become Water-type & boosted by 20%.
Revives to half health on first faint.
Fainting damages the foe equal to its last HP.
Blocks priority moves.
Blocks priority moves.
Blocks priority moves.
Eats Berries at 50% HP instead of 25%.
Immune to Rock attacks and Stealth Rocks.
Reduces damage done to allies.
50% chance to restore berry.
Protects from allies' moves.
Enters disguised and deals 30% more damage.
Eating Berries restores HP by 1/3.
Boosts highest stat in Sun.
Doubles damage if foe switches out.
Acts as if asleep.
Copies dance moves.
Bone moves ignore immunity and resistances.
Takes over a KOed ally's Ability.
Takes over a KOed ally's Ability.
Recover 1/16 HP at end of turn.
Powers up super effective hits by 25%.
Normal moves become Electric & boosted by 20%.
Raises Attack on entry.
Raises Defense on entry.
Boosts kicking moves by 30%.
Lowers everyone's Speed when hit.
Lowers the Defense of all other Pokemon by 25%.
Boosts slashing moves by 50%.
Lowers the Sp.Atk of all other Pokemon by 25%.
Being hit by Fire/Water moves maxes Speed.
Boosts sound moves by 30% & resists them by 50%.
Summons Sand for 5 turns when hit.
Halves Special damage received.
Doubles Berry effects.
Takes one free physical hit and changes form.
Boosts power of Rock moves by 50%.
Gives +1 priority to Fire moves at full HP.
Screens are removed on entry.
Immune to Fire moves and gets +2 Defense instead.
Ups SpAtk by 50% but only uses 1st picked move.
Notifies all trainers upon entering battle if an opponent has a super-effective move, self destruct, explosion, or a one-hit KO move.
Makes dark aura and fairy aura weaken moves of their respective types.
If the Pokémon is not holding an item, it will fetch the Poké Ball from the first failed throw of the battle.
Ally Pokémon's moves have their power increased to 1.3×.
Protects against Defense drops.
Changes type to match when hit by a damaging move.
Goes inside the mouth of an ally Dondozo if one is on the field.
Copies ally's stat changes on entering battle.
Causes the Pokémon to reuse an already consumed Berry at the end of the next turn.
Resets all stat changes upon entering battlefield.
Boosts Defense in battle.
When hit by an attack, the power of the next Electric-type move it uses is doubled.
Protects friendly grass Pokémon from having their stats lowered by other Pokémon.
Reveals the opponents' strongest move upon entering battle.
Boosts Attack if intimidated, and prevents being forced to switch out.
Has a 30% chance of curing each adjacent ally of any major status ailment after each turn.
The Pokémon may pick up honey after battle.
When a Pokémon with Hospitality enters a battle, it restores HP for an ally by 25%.
Prevents accuracy from being lowered.
Prevents the Pokémon from using its held item in battle.
Halves the Pokémon's weight.
This Pokémon's moves do not make contact.
Changes type depending on the terrain.
Reflects any stat-lowering effects.
Raises a random stat two stages and lowers another one stage after each turn.
Status moves go last, but are not affected by the opponent's ability.
Neutralizes abilities of all Pokémon in battle.
Makes the Pokémon's moves all act normal-type.
Copies stat boosts by the opponent.
Turns the sunlight harsh when entering battle, and boosts Attack while active.
Prevents the Pokémon and its allies from being poisoned.
Steals attacking Pokémon's held items on contact.
Has a 30% chance of poisoning attacking Pokémon on contact.
Pokémon poisoned by Pecharunt's moves will also become confused.
Just being next to the Pokémon powers up moves.
When an ally faints, this Pokémon gains its Ability.
Changes this Pokémon's type to match its held Memory.
Raises Speed one stage upon being hit by a dark, ghost, or bug move.
Increases evasion to 1.25× during hail. Protects against hail damage.
Makes the Pokémon move last within its move's priority bracket.
This Pokémon's Steel moves have 1.5× power.
Once per battle, when a Pokémon with Supersweet Syrup enters the battle, it lowers the evasion stat of all adjacent opponents by one stage.
Attack and Special Attack are boosted for each party Pokémon that has been defeated.
Passes the bearer's held item to an ally when the ally uses up its item.
Doubles evasion when confused.
Raises Attack when hit by a Fire-type move. Cannot be burned.
Swaps abilities with opponents on contact.
Raises this Pokémon's Defense by two stages when it's hit by a Water move.
When hit by a wind move, the power of the next Electric-type move it uses is doubled.