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ABCDEF
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TraitAuraKeywordsDescription
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AdaptabilityThe Pokemon rolls twice as many dice on STAB attacks.
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AftermathIf the Pokemon is reduced to 0 hit points or fewer with a melee attack, the attacker takes damage equal to its healing surge value.
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Air Lock10Weather effects in the aura are temporarily disabled.
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AnalyticThe Pokemon gains a +2 bonus to hit any Pokemon that act sooner in initiative.
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Anger PointThe Pokemon gains a bonus to physical damage rolls against any opponents that score critical hits against it equal to twice its level.
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Anticipation10The Pokemon is aware of any enemies in the aura that have super-effective powers against its type.
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Arena Trap1GrdConscious Pokemon who enter or start their turn in the aura are immobilized until the start of their next turn and cannot be switched out.
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Bad Dreams10Sleeping Pokemon who start their turn in the aura take one-half of their healing surge value in damage.
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Battle ArmorThe Pokemon is immune to critical hits.
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Big PecksThe Pokemon's AC and Fortitude cannot be lowered by enemies.
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BlazeThe Pokemon rolls 1.5x as many dice with fire powers while bloodied.
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ChlorophyllIf the Pokemon begins its turn in sunlight it can use two move actions.
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Clear BodyThe Pokemon does not take penalties to attack, damage, defenses, or speed caused by enemies.
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Cloud Nine5Weather effects in the aura are temporarily disabled.
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Color ChangeIf the Pokemon is hit by an attack, its type becomes the same as the attack that hit it,
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CompoundeyesThe Pokemon gains a +2 to hit with all attacks.
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ContraryBonuses granted to this Pokemon are treated as penalties, and vice versa.
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Cursed BodyAny attack that hits this Pokemon has one less reroll dice available at the start of the enemy's next turn
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Cute CharmCharmWhen a melee attack hits this Pokemon, make an attack vs. Will. On a hit, the enemy is charmed and cannot attack this Pokemon on until the end of its next turn.
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Damp3Any Pokemon that attempts to use Selfdestruct, Explosion, or Aftermath while in the aura fails.
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DefeatistWhile bloodied, the Pokemon is weakened.
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DefiantThe Pokemon gains a cumulative bonus to damage rolls equal to its level while taking a penalty to its attack rolls, defenses, speed, or damage rolls.
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DownloadAt the start of the Pokemon's turn it gains a +2 bonus to attack rolls versus the lowest defense of the nearest enemy Pokemon.
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Drizzle5The aura is treated as rain.
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Drought5The aura is treated as sunlight.
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Dry SkinThe Pokemon's vulnerability to fire increases by one-half of its level and it gains immunity to water attacks. If it is hit by a water attack, it regains hit points equal to its healing surge value. If it begins its turn in sunlight, it takes damage equal to one-half of its healing surge value. If it begins its turn in rain, it regains hit points equal to one-half of its healing surge value.
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Early BirdThe Pokemon gains a +5 bonus to saving throws vs. sleep effects.
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Effect SporePsn, SleepWhen a melee attack hits this Pokemon, make an attack vs. Fort. On a hit, the enemy is immobilized, asleep, or taking ongoing poison damage equal to one-half of its healing surge value (save ends).
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FilterWhen the Pokemon is hit by a super-effective attack, it takes extra damage equal to one-half of its opponent's level, rather than its opponent's level.
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Flame BodyWhen a melee attack hits this Pokemon, make an attack vs. Fort. On a hit, the enemy is burned (save ends).
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Flare BoostThe Pokemon gains a bonus to special attack damage rolls equal to one-half of its level while burned.
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Flash FireThe Pokemon is immune to fire attacks. If it is hit by a fire attack, it rolls 1.5x as many damage dice with fire attacks until the end of the encounter.
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Flower Gift3In sunlight, the Pokemon and any allies within the aura gain a +4 bonus to attack rolls and Will.
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ForecastThe Pokemon's type changes to fire in sunlight, water in rain, and ice in hail.
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Forewarn5Whenever an enemy Pokemon enters the aura, this Pokemon becomes aware of its most powerful attack, based on number of dice rolled.
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Friend Guard5Allied Pokemon within the aura takes less damage from all attacks equal to this Pokemon's level.
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Frisk1Whenever an enemy Pokemon enters the aura, this Pokemon becomes aware of its held item.
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GluttonyThe Pokemon consumes held berries when first bloodied.
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GutsWhen the Pokemon is under an effect that a status can end, it gains a bonus to physical damage rolls equal to one-half of its level. The Pokemon ignores the halving of damage due to being burned.
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HarvestWhen a held berry activates, the Pokemon makes a saving throw. On a success, the berry is not consumed. In the sunlight, held berries are never consumed when activated.
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Healer3HealingAllied Pokemon within the aura gain a +2 bonus to saving throws.
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HeatproofThe Pokemon gains fire resistance equal to its level + 5 and takes half as much ongoing fire damage from burns.
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Heavy MetalThe Pokemon is treated as being one size category larger for any attacks based on its size.
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Honey GatherAt the end of combat in which the Pokemon does not have a held item, make a saving throw. On a success, the Pokemon creates honey.
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Huge PowerThe Pokemon's deals double damage with all physical attacks.
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HustleThe Pokemon adds one and a half times its damage modifier on physical attacks, but takes a -4 penalty to attack rolls.
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HydrationIn rain, the Pokemon automatically saves from any effects that a save could end at the end of its turn.
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Hyper CutterEnemies cannot lower the Pokemon's physical attack or damage.
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Ice BodyIf the Pokemon ends its turn in hail, it gains regeneration equal to its level until the end of its next turn.
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Illuminate5The Pokemon gives off dim light within the aura.
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IllusionThe Pokemon begins combat appearing as the last Pokemon in the player's party. If it is hit by an attack and takes damage, the illusion fades and it resumes its normal appearance.
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ImmunityThe Pokemon is immune to ongoing poison damage.
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ImposterWhen combat begins, the Pokemon immediately uses transform on the nearest enemy Pokemon.
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InfiltratorThe Pokemon is not affected by an enemy Pokemon's Light Screen, Reflect, Mist, or Safeguard.
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Inner FocusEnemy Pokemon cannot daze or stun the Pokemon.
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InsomniaThe Pokemon is immune to sleep effects.
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Intimidate5FearEnemy Pokemon in the aura take a -2 penalty to physical attacks and take a penalty to damage rolls equal to half this Pokemon's level.
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Iron BarbsWhen an enemy Pokemon hits this Pokemon with a melee attack, it takes damage equal to one-half of its healing surge value.
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Iron FistThe Pokemon adds its attack modifier again to damage rolls on any “punch” attacks.
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JustifiedWhen hit by a dark attack, this Pokemon gains a cumulative bonus to its physical attack damage equal to one half of its level until the end of the encounter.
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Keen EyeThe Pokemon cannot take penalties to its attack rolls.
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KlutzThe Pokemon cannot use held items.
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Leaf GuardThe Pokemon automatically saves against status effects at the start of its turn in sunlight.
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LevitateThe Pokemon is immune to ground attacks, and is treated as flying for the purposes of abilities and effects.
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Light MetalThe Pokemon is treated as being one size category smaller for any attacks based on its size.
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Lightningrod5The Pokemon is immune to electric attacks. Any ranged, close, or area electric attacks made in the aura by enemy Pokemon must target this Pokemon. When this Pokemon is hit by an electric attack, it gains a cumulative bonus to its special attack damage equal to half of its level.
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LimberThe Pokemon cannot be immobilized.
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Liquid OozeIf the Pokemon's life is drained, the enemy Pokemon takes damage equal to the amount drained instead.
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Magic BounceOne per round, when an enemy Pokemon hits this Pokemon with an attack that does not directly deal damage, the attack is instead reflected back at the attacker.
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Magic GuardThe Pokemon is immune to any damage not dealt through attack rolls.
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Magma ArmorThe Pokemon is immune to being frozen.
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Magnet Pull5Enemy steel-typed Pokemon in the aura cannot move farther away from this Pokemon.
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Marvel ScaleWhen this Pokemon is affected by a status effect, it takes half damage from all physical attacks.
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Minus5When an allied Pokemon with the ability “Plus” is in the aura, this Pokemon gains a bonus to special attack damage rolls equal to one-half of its level.
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Mold BreakerThe Pokemon ignores any abilities which negate, prevent, or otherwise hinder its attacks or their secondary effects.
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MoodyAt the start of its turn, the Pokemon gains a random +2 bonus to AC, Fortitude, Reflex, Will, physical attacks and damage, or special attacks and damage until the end of the encounter. The Pokemon also takes a random -1 penalty to a different statistic until the end of the encounter.
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Motor DriveThe Pokemon is immune to electric attacks and gains a cumulative +2 bonus to speed and +4 bonus to Reflex when hit by an electric attack.
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MoxieWhen the Pokemon reduces an opponent to 0 hit points or fewer, it gains a cumulative bonus to damage rolls equal to one-half of its level.
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MultiscaleWhen the Pokemon is at full hit points, it takes half damage from all attacks.
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MultitypeThe Pokemon's type changes to match its held plate.
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MummyWhen the Pokemon hits a Pokemon with a melee attack, the enemy Pokemon loses one ability and gains the ability Mummy.
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Natural CureWhen the Pokemon is removed from the battlefield it is instantly cured of all effects.
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No GuardThe Pokemon only misses on a natural 1. All enemy Pokemon attacking this Pokemon only miss on a natural 1.
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NormalizeAll attacks used by this Pokemon are treated as having the keyword normal, instead of their usual type keyword.
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ObliviousThe Pokemon is immune to charm effects.
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OvercoatThe Pokemon is immune to damage from weather effects.
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OvergrowThe Pokemon rolls 1.5x as many dice with grass powers while bloodied.
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Own TempoThe Pokemon cannot be confused.
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PickpocketWhen the Pokemon does not possess a held item and it hits an enemy Pokemon with a melee attack, it steals its held item.
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PickupWhen an adjacent Pokemon uses a consumable item and this Pokemon has no held item, this Pokemon gains that item.
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Plus5When an allied Pokemon with the ability “Minus” is in the aura, this Pokemon gains a bonus to special attack damage rolls equal to one-half of its level.
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Poison HealHealingThe Pokemon is immune to ongoing poison damage, and recovers one-half of its healing surge value at the start of any turn in which it would take ongoing poison damage.
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Poison PointPsnWhen the Pokemon is hit with a melee attack, make an attack vs. Fortitude. On a hit, the enemy Pokemon takes ongoing poison damage equal to half of its healing surge value (save ends).
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Poison TouchPsnWhen the Pokemon hits with a melee attack, make an attack vs. Fortitude. On a hit, the enemy Pokemon takes ongoing poison damage equal to half of its healing surge value (save ends).
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PranksterThe Pokemon can use attacks that do not deal direct damage at the beginning of the round as if they had used the delay action.
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PressureAny attack that hits this Pokemon has one less reroll dice available until it recharges.
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Pure PowerThe Pokemon deals double damage with all physical attacks.
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Quick FeetWhen the Pokemon is affected with a status effect, it can take two move actions on its turn.
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Rain DishHealingIf the Pokemon ends its turn in rain, it gains regeneration equal to its level until the end of its next turn.
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