Pokémon Voyager introduces the capability for a Pokémon to wield multiple abilities in battle. Similar to battle moves, each Pokémon has a level-up learnset and tutorable learnset for abilities, and each Pokémon can equip up to four of the abilities that they have learned. But very differently from battle moves, a "capacity" and "cost" system is used to constrain which of its learned abilities a Pokémon can equip at a given time.

Each Pokémon species has an ability "capacity" value, and each ability has an assigned "cost" to equip. At a given time, a Pokémon can equip up to four abilities whose total cost does not exceed the Pokémon's capacity. To make things more interesting, abilities which infamously add a drawback such as Truant have a negative cost, which allows a Pokemon to equip a greater number of more powerful abilities.

There are a lot of Pokemon species, and a lot of abilities. How did we determine the right numbers? Pokemon with higher base stat totals should have lower capacities, and more powerful abilities should higher costs. But shouldn't each Pokemon species inherited from canon should have enough capacity to equip any one of its "innate" abilities. And each Pokemon must have some path to equipping all of the abilities in its learnset (adjusting its capacity with the right combination of negative abilities). And there are more constraints you can imagine wanting to add.

Rather than come up with capacities and costs of each species and ability manually, the Voyager team has written an algorithm to do it. Choosing capacities an costs is an instance of a constraint satisfaction problem. There are many solutions to all of the constraints, but to prevent anything from being too strong we want the minimum solution. This transforms the problem into an instance of integer linear programming.

As a starting point for our constraints, we have made a tier list containing all of Pokemon Voyager's abilities. Descriptions of each tier and the abilities we assigned to it are below.

Constructive, specific feedback about the assignments our algorithm has produced is welcome in the #suggestions channel of the Pokemon Voyager discord.

S+-Tier Abilities

TODO S+, probably should split to S++

Name Cost Description
Relativist 254 The Pokémon creates a bizarre area that inverts Speed when it enters battle.
Unearthly 254 The Pokémon generates a bizarre area that swaps Attack stats when it enters battle.
Wonder Guard 206 Its mysterious power only lets supereffective moves hit the Pokémon.
Huge Power 178 Doubles the Pokémon's Attack stat.
Imposter 178 The Pokémon transforms itself into the Pokémon it's facing.
Pure Power 178 Using its pure power, the Pokémon doubles its Sp. Attack stat.

S-Tier Abilities

These abilities set rules for the battle in a way which does not change team building incentives.

Name Cost Description
Orichalcum Pulse 177 Turns the sunlight harsh when the Pokémon enters. Boosts Attack stat in harsh sunlight.
Solar Aura 177 The Pokémon gains Electric-type and summons Electric Terrain in battle.
Solar Burst 177 The Pokémon generates solar wind upon entering battle.
Hadron Engine 133 Generates Electric Terrain when the Pokémon enters. Boosts Sp. Atk stat on Electric Terrain.
Drizzle 102 The Pokémon makes it rain when it enters a battle.
Drought 102 Turns the sunlight harsh when the Pokémon enters a battle.
Fog Warning 102 The Pokémon creates an eerie fog upon entering battle.
Pressure System 102 The Pokémon generates blustery winds when it enters battle.
Sand Stream 102 The Pokémon summons a sandstorm when it enters a battle.
Snow Warning 102 The Pokémon summons a hailstorm when it enters a battle.
Combat Surge 85 Turns the ground into Combat Terrain when the Pokémon enters a battle.
Electric Surge 85 Turns the ground into Electric Terrain when the Pokémon enters a battle.
Floral Surge 85 Turns the ground into Floral Terrain when the Pokémon enters a battle.
Grassy Surge 85 Turns the ground into Grassy Terrain when the Pokémon enters a battle.
Grayscale 85 Turns the ground into Bland Terrain when the Pokémon enters a battle.
Misty Surge 85 Turns the ground into Misty Terrain when the Pokémon enters a battle.
Morbid Surge 85 Turns the ground into Morbid Terrain when the Pokémon enters a battle.
Noxious Surge 85 Turns the ground into Noxious Terrain when the Pokémon enters a battle.
Parental Bond 85 Parent and child each attacks.
Primal Surge 85 Turns the ground into Primal Terrain when the Pokémon enters a battle.
Psychic Surge 85 Turns the ground into Psychic Terrain when the Pokémon enters a battle.
Shrapnel Surge 85 Turns the ground into Shrapnel Terrain when the Pokémon enters a battle.
Tectonic Surge 85 Turns the ground into Tectonic Terrain when the Pokémon enters a battle.
Warp Reality 85 Turns the ground into Inverse Terrain when the Pokémon enters a battle.
Singularity 84 The Pokémon amplifies the Gravitational field when it enters battle.
Solar Being 84 The Pokémon gains Fire-type and summons harsh sunlight when it enters battle.

A-Tier Abilities

These abilities significantly bolster the offensive prowess of a Pokémon, even one with mediocre base stats.

Name Cost Description
Beads of Ruin 83 Lowers the Sp. Def stats of all Pokémon except itself.
Good as Gold 83 A body of pure gold gives the Pokémon full immunity to status moves.
Ice Scales 83 The Pokémon is protected by ice scales, which halve the damage taken from special moves.
Infuse Agility 83 Boosts the Pokémon's Speed stat when the Pokémon enters a battle.
Infuse Prowess 83 Boosts the Pokémon's Special Attack stat when the Pokémon enters a battle.
Infuse Strength 83 Boosts the Pokémon's Attack stat when the Pokémon enters a battle.
Shadow Tag 83 This Pokémon steps on the opposing Pokémon's shadow to prevent it from escaping.
Sword of Ruin 83 Lowers the Def stats of all Pokémon except itself.
Tablets of Ruin 83 Lowers the Atk stats of all Pokémon except itself.
Contrary 82 Makes stat changes have an opposite effect.
Intrepid Sword 82 Boosts the Pokémon's Attack stat when the Pokémon enters a battle.
Shadow Shield 81 Reduces the amount of damage the Pokémon takes while its HP is full.
Sheer Force 81 Removes additional effects to increase the power of moves when attacking.
Download 80 Raises the Pokémon's offensive stat an opposing Pokémon is the weakest to.
Libero 80 Changes the Pokémon's type to the type of the move it's about to use.
Magic Bounce 80 Reflects status moves instead of getting hit by them.
Magic Guard 80 The Pokémon only takes damage from attacks.
Protean 80 Changes the Pokémon's type to the type of the move it's about to use.
Fur Coat 79 Halves the damage from physical moves.
Neuroforce 79 Powers up moves that are super effective.
Neutralizing Gas 79 When in the battle, the effects of all Pokémon's Abilities will be nullified.
Poison Heal 79 Restores HP if the Pokémon is poisoned instead of losing HP.
Tough Claws 79 Powers up moves that make direct contact.
Gale Wings 78 Gives priority to Flying-type moves when the Pokémon's HP is full.
Guts 78 It's so gutsy that having a status condition boosts the Pokémon's Attack stat.
Prankster 78 Gives priority to the Pokémon's status moves.
Simple 78 The stat changes the Pokémon receives are doubled.
Water Bubble 78 Lowers the power of Fire-type moves done to the Pokémon and prevents it from getting a burn.
Adaptability 77 Powers up moves of the same type as the Pokémon.
Aerilate 77 Normal-type moves become Flying-type moves. Their power is boosted a little.
Calderize 77 Normal-type moves become Fire-type moves. Their power is boosted a little.
Carbonize 77 Normal-type moves become Steel-type moves. Their power is boosted a little.
Chlorolize 77 Normal-type moves become Grass-type moves. Their power is boosted a little.
Cognizate 77 Normal-type moves become Psychic-type moves. Their power is boosted a little.
Combatize 77 Normal-type moves become Fighting-type moves. Their power is boosted a little.
Distillize 77 Normal-type moves become Water-type moves. Their power is boosted a little.
Enchantress 77 The Pokémon creates a bizarre area that negates hold items when it enters battle.
Flare Boost 77 Powers up special attacks when the Pokémon is burned.
Frost Boost 77 Powers up special attacks when the Pokémon is frostbitten.
Fumigate 77 Normal-type moves become Poison-type moves. Their power is boosted a little.
Galvanize 77 Normal-type moves become Electric-type moves. Their power is boosted a little.
Hive Mind 77 Normal-type moves become Bug-type moves. Their power is boosted a little.
Immoralize 77 Normal-type moves become Dark-type moves. Their power is boosted a little.
Pixilate 77 Normal-type moves become Fairy-type moves. Their power is boosted a little.
Primalize 77 Normal-type moves become Dragon-type moves. Their power is boosted a little.
Refrigerate 77 Normal-type moves become Ice-type moves. Their power is boosted a little.
Terralate 77 Normal-type moves become Ground-type moves. Their power is boosted a little.
Terrorize 77 Normal-type moves become Ghost-type moves. Their power is boosted a little.
Calcifate 75 Normal-type moves become Rock-type moves. Their power is boosted a little.
Arena Trap 70 Prevents opposing Pokémon from fleeing.
Costar 70 When the Pokémon enters a battle, it copies an ally's stat changes.
Gorilla Tactics 70 Boosts the Pokémon's Attack stat but only allows the use of the first selected move.
Jump Scare 70 The Pokémon moves first on the first turn of battle.
Multiscale 70 Reduces the amount of damage the Pokémon takes while its HP is full.
Supreme Overlord 70 This Pokémon's attack stats are boosted for each fainted ally.
Toxic Boost 70 Powers up physical attacks when the Pokémon is poisoned.
Unaware 70 When attacking, the Pokémon ignores the target Pokémon's stat changes.
Unseen Fist 70 Moves that make direct contact can attack the target even if the target protects itself.

B-Tier Abilities

These abilities make a Pokémon meaningfully more powerful when built around.

Name Cost Description
Chilling Neigh 69 When knocking out a target, it utters a chilling neigh, which boosts its Attack stat.
Flower Gift 69 Boosts the Attack and Sp. Def stats of itself and allies in harsh sunlight.
Grim Neigh 69 When knocking out a target, it utters a terrifying neigh, which boosts its Sp. Atk stat.
Infuse Armor 69 Boosts the Pokémon's Defense stat when the Pokémon enters a battle.
Infuse Wards 69 Boosts the Pokémon's Special Defense stat when the Pokémon enters a battle.
Irradiated 69 The Pokémon generates a solar wind when it's hit by an attack.
Magician 69 The Pokémon steals the held item of a Pokémon it hits with a move.
Merciless 69 The Pokémon's attacks become critical hits if the target is poisoned.
Moody 69 Raises one stat sharply and lowers another every turn.
Opportunist 69 Copies opponent positive stat changes.
Photon Rush 69 Boosts the Pokémon's Speed stat in solar wind.
Power Spot 69 Just being next to the Pokémon powers up moves.
Punk Rock 69 Boosts the power of sound-based moves and halves the damage taken from them.
Purifying Salt 69 The Pokémon's salt protects it from statuses and halves damage from Ghost-type moves.
Reality Rush 69 Boosts the Pokémon's Speed stat on Inverse Terrain.
Soul-Heart 69 Boosts its Sp. Atk stat every time a Pokémon faints.
Telepathy 69 Anticipates an ally's attack and dodges it.
Teravolt 69 Moves can be used on the target regardless of its Abilities.
Turboblaze 69 Moves can be used on the target regardless of its Abilities.
Vessel of Ruin 69 Lowers the Sp. Atk stats of all Pokémon except itself.
Volatile 69 Boosts the Special Attack stat, but lowers accuracy.
Technician 68 Powers up the Pokémon's weaker moves.
Aerodynamic 67 Boosts the Pokémon's Speed stat on Blustery Winds.
Beast Boost 67 The Pokémon boosts its most proficient stat each time it knocks out a Pokémon.
Moxie 67 The Pokémon shows moxie, and that boosts the Attack stat after knocking out any Pokémon.
Tinted Lens 67 The Pokémon can use “not very effective” moves to deal regular damage.
Protosynthesis 66 Boosts the Pokémon's most proficient stat in harsh sunlight or solar wind.
Serene Grace 66 Boosts the likelihood of additional effects occurring when attacking.
Battery 65 Powers up ally Pokémon's special moves.
Surge Surfer 65 Doubles the Pokémon's Speed stat on Electric Terrain.
Compound Eyes 62 The Pokémon's compound eyes boost its accuracy.
Speed Boost 61 Its Speed stat is boosted every turn.
Battle Armor 60 Hard armor protects the Pokémon from critical hits.
Clear Body 60 Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.
Swift Swim 60 Boosts the Pokémon's Speed stat in rain.
White Smoke 60 The Pokémon's white smoke prevents other Pokémon from lowering its stats.
Comatose 58 It's always drowsing and will never wake up. It can attack without waking up.
Filter 58 Reduces the power of supereffective attacks taken.
Solid Rock 58 Reduces the power of supereffective attacks taken.
Anger Shell 57 When HP drops to half or less, defenses are lowered but attack and Speed are raised.
Intimidate 57 The Pokémon intimidates opposing Pokémon upon entry, lowering their Attack stat.
Mega Launcher 57 Powers up aura and pulse moves.
Menace 57 The Pokémon intimidates opposing Pokémon upon entry, lowering their Sp. Atk stat.
No Guard 57 The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land.
Reckless 57 Powers up moves that have recoil damage.
Gluttony 56 Makes the Pokémon already eat a held Berry when its HP drops to half or less.
Mirror Armor 56 Bounces back only the stat-lowering effects that the Pokémon receives.
Primal Prancer 56 Boosts the Pokémon's Speed stat on Primal Terrain.
Regenerator 54 Restores a little HP when withdrawn from battle.
Sand Force 52 Boosts the power of Rock-, Ground-, and Steel-type moves in a sandstorm.
Sand Rush 52 Boosts the Pokémon's Speed stat in a sandstorm.
Solar Power 52 Boosts the Sp. Atk stat in harsh sunlight or solar wind, but HP decreases every turn.
Slush Rush 51 Boosts the Pokémon's Speed stat in a hailstorm.
Iron Fist 48 Powers up punching moves.
Mold Breaker 47 Moves can be used on the target regardless of its Abilities.
Victory Star 47 Boosts the accuracy of its allies and itself.
Sludge Rush 45 Boosts the Pokémon's Speed stat on Noxious Terrain.
Lithe Form 44 Boosts the Pokémon's Speed stat on Combat Terrain.
Sniper 44 Powers up moves if they become critical hits when attacking.
Supersweet Syrup 44 Spreads a sickly sweet syrup across the field to lower opponent evasiveness.
Berserk 43 Boosts its Sp. Atk stat when it takes a hit that causes its HP to become half or less.
Convection 43 The Pokémon generates blustery winds when it's hit by an attack.
Greenhouse 43 The Pokémon generates strong sunlight when it's hit by an attack.
Sand Spit 43 The Pokémon creates a sandstorm when it's hit by an attack.
Sleet Spit 43 The Pokémon generates a hailstorm when it's hit by an attack.
Sprinkle Spit 43 The Pokémon makes it rain when it's hit by an attack.
Quark Drive 42 Boosts the Pokémon's most proficient stat on Electric Terrain.
Shell Armor 42 A hard shell protects the Pokémon from critical hits.
Short Circuit 42 The Pokémon generates Electric Terrain when it's hit by an attack.
Indigestion 41 The Pokémon summons Noxious Terrain when it's hit by an attack.
Sharpness 39 Boosts the power of slicing moves.
Prism Armor 37 Reduces the power of supereffective attacks taken.
Super Luck 35 The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.
Cud Chew 34 An eaten Berry will be regurgitated at the end of the next turn and eaten again.
Morbid Mania 34 Boosts the Pokémon's Speed stat on Morbid Terrain.
Bare Hands 33 Boosts the base power of the Pokémon's attacks if they are not holding an item.
Chlorophyll 33 Boosts the Pokémon's Speed stat in harsh sunlight.
Cold-Blooded 33 Boosts the Pokémon's Speed stat in harsh sunlight.
Dancer 33 When another Pokémon uses a dance move, it immediately does so regardless of its Speed.
Fluffy 33 Halves the damage taken from contact moves, but doubles that of Fire-type moves.
Friend Guard 33 Reduces damage done to allies.
Full Metal Body 33 Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.
Harvest 33 May create another Berry after one is used.
Hustle 33 Boosts the Attack stat, but lowers accuracy.
Refraction 33 Boosts the power and effect likelihood of Beam-type moves.
Resonance 33 Boosts the damage given and received from sound-based moves.
Ripen 33 Ripens Berries and doubles their effect.
Skill Link 33 Maximizes the number of times multistrike moves hit.
Stakeout 33 Doubles the damage dealt to the target's replacement if the target switches out.
Stamina 33 Boosts the Defense stat when hit by an attack.
Strong Jaw 33 The Pokémon's strong jaw boosts the power of its biting moves.
Toxic Debris 33 Scatters Toxic Spikes on the opposing side when it takes damage from physical moves.
Triage 33 Gives priority to a healing move.
Unburden 33 Boosts the Speed stat if the Pokémon's held item is used or lost.
Wind Rider 33 Blocks wind moves. Attack is boosted from Tailwind or when hit by a wind move.

C-Tier Abilities

These abilities strengthen a Pokémon in common situations, or can be exploited to gain a large advantage.

Name Cost Description
Air Lock 32 Eliminates the effects of weather.
Cloud Nine 32 Eliminates the effects of weather.
Competitive 32 Boosts the Sp. Atk stat sharply when a stat is lowered.
Curious Medicine 32 When it enters a battle, it scatters medicine that removes all stat changes from allies.
Defiant 32 Boosts the Pokémon's Attack stat sharply when its stats are lowered.
Dry Skin 32 Rain and Water-type moves restore HP. Sunlight and Fire-type damage hurt more.
Forecast 32 Changes the Pokémon's type depending on the weather.
Gooey 32 Contact with the Pokémon lowers the attacker's Speed stat.
High Entropy 32 Boosts the Pokémon's Evasiveness under Gravity.
Lingering Aroma 32 Contact with the Pokémon changes all attacker's Abilities to Lingering Aroma.
Liquid Voice 32 All sound-based moves become Water-type moves.
Natural Cure 32 All status conditions heal when the Pokémon switches out.
Obliviate 32 Contact with the Pokémon may confuses the attacker.
Phantasmic 32 The Pokémon generates a bizarre area that swaps Defense stats when it enters battle.
Power Spore 32 Amplifies the effects of all primary statuses on the field.
Quick Draw 32 Enables the Pokémon to move first occasionally.
Rivalry 32 Deals more damage to Pokémon of the same gender, but less to those of the opposite gender.
Rocky Payload 32 Boosts the power of Rock-type moves.
Sap Sipper 32 Boosts the Attack stat if hit by a Grass-type move instead of taking damage.
Steam Engine 32 Boosts the Pokémon's Speed stat drastically if hit by a Fire-or Water-type move.
Steely Spirit 32 Powers up ally Pokémon's Steel-type moves.
Synchronize 32 The attacker will receive the same status condition if it inflicts one to the Pokémon.
Thermal Exchange 32 Boosts the Attack stat when hit by a Fire-type move. The Pokémon also cannot be burned.
Thick Fat 32 A layer of thick fat halves the damage the Pokémon takes from Fire-and Ice-type moves.
Unstable Isotope 32 Boosts the Pokémon's Defensive stats under Gravity.
Cotton Down 31 When hit by an attack, cotton fluff lowers the Speed stat of all Pokémon except itself.
Mummy 31 Contact with the Pokémon changes an attacker's Abilities to Mummy.
Static 31 The Pokémon is charged with static electricity, so contact with it may cause paralysis.
Flame Body 28 Contact with the Pokémon may burn the attacker.
Weak Armor 27 Physical attacks to the Pokémon lower its Defense stat but sharply raise its Speed stat.
Guard Dog 26 Boosts Attack if intimidated. Effects that force switching out also fail to work against it.
Hydration 23 Heals status conditions if it's raining.
Iron Barbs 22 Inflicts damage on the attacker upon contact with iron barbs.
Mimicry 22 Changes the Pokémon's type depending on the terrain.
Anger Point 21 The Pokémon is angered when it takes a critical hit, and that maxes its Attack stat.
Seed Sower 20 Turns the ground into Grassy Terrain when the Pokémon is hit by an attack.
Lightning Rod 18 The Pokémon draws in and neutralises Electric-type moves, boosting its Sp. Atk.
Storm Drain 18 The Pokémon draws in and neutralises Water-type moves, boosting its Sp. Atk.
Analytic 17 Boosts move power when the Pokémon moves last.
Drowsy Aura 17 Contact with the Pokémon may put the attacker to sleep.
Motor Drive 17 Boosts its Speed stat if hit by an Electric-type move instead of taking damage.
Pressure 17 By putting pressure on the opposing Pokémon, it raises their PP usage.
Rough Skin 17 This Pokémon inflicts damage with its rough skin to the attacker on contact.
Water Veil 17 The Pokémon is covered with a water veil, which prevents the Pokémon from getting a burn.
Dragon's Maw 16 Powers up Dragon-type moves.
Flash Fire 16 Powers up the Pokémon's Fire-type moves if it's hit by one.
Infiltrator 16 Passes through the opposing Pokémon's barrier, substitute, and the like and strikes.
Steelworker 16 Powers up Steel-type moves.
Sturdy 16 It cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either.
Transistor 16 Powers up Electric-type moves.
Bulletproof 15 Protects the Pokémon from some ball and bomb moves.
Earth Eater 15 If hit by a Ground-type move, the Pokémon has its HP restored instead of taking damage.
Poison Touch 15 May poison a target when the Pokémon makes contact.
Soundproof 15 Soundproofing gives the Pokémon full immunity to all sound-based moves.
Volt Absorb 15 Restores HP if hit by an Electric-type move instead of taking damage.
Water Absorb 15 Restores HP if hit by a Water-type move instead of taking damage.
Water Compaction 15 Blocks Water-type moves to sharply boost the Pokémon's Defense.
Well-Baked Body 15 Blocks Fire-type moves to sharply boost the Pokémon's Defense.
Blaze 14 Powers up Fire-type moves when the Pokémon's HP is low.
Overgrow 14 Powers up Grass-type moves when the Pokémon's HP is low.
Rock Head 14 Protects the Pokémon from recoil damage.
Swarm 14 Powers up Bug-type moves when the Pokémon's HP is low.
Torrent 14 Powers up Water-type moves when the Pokémon's HP is low.
Cheek Pouch 12 Restores HP as well when the Pokémon eats a Berry.
Dauntless Shield 12 Boosts the Pokémon's Defense stat when the Pokémon enters a battle.
Electromorphosis 12 The Pokémon becomes Charged up when it takes damage.
Frostproof 12 The Pokémon resists Ice-type moves and damage from frostbite.
Frozen Body 12 Contact with the Pokémon may cause frostbite.
Hyper Cutter 12 The Pokémon's pride of its pincers prevents other Pokémon from lowering its Attack stat.
Justified 12 Being hit by a Dark-type move boosts the Attack stat of the Pokémon, for justice.
Levitate 12 By floating in the air, the Pokémon receives full immunity to all Ground-type moves.
Poison Point 12 Contact with the Pokémon may poison the attacker.
Quick Feet 12 Boosts the Speed stat if the Pokémon has a status condition.
Screen Cleaner 12 Entering a battle nullifies the effects of Light Screen, Reflect, and Aurora Veil.
Sticky Hold 12 Items held by the Pokémon are stuck fast and cannot be removed by other Pokémon.
Tangling Hair 12 Contact with the Pokémon lowers the attacker's Speed stat.
Wispy Form 12 The Pokémon creates a eerie fog when it's hit by an attack.

D-Tier Abilities

These abilities are helpful in niche situations. They either cannot be built around, or building around them does not offer much advantage.

Name Cost Description
Aftermath 11 Damages the attacker if it contacts the Pokémon with a finishing hit.
Arcane Armor 11 Boosts the Pokémon's Defensive stats on Psychic Terrain.
Arena Lock 11 Negates statuses that affect the whole field.
Armor Tail 11 It makes opponents unable to use priority moves against the Pokémon or its allies.
Aroma Veil 11 Protects itself and its allies from attacks that limit their move choices.
Bad Dreams 11 Reduces the HP of sleeping opposing Pokémon.
Bland Bulwark 11 Boosts the Pokémon's Defensive stats on Bland Terrain.
Cursed Body 11 May disable a move used on the Pokémon.
Dazzling 11 Surprises the opposing Pokémon, making it unable to attack using priority moves.
Effect Spore 11 Contact with the Pokémon may inflict poison, sleep, or paralysis on its attacker.
Flower Fuzz 11 Boosts the Pokémon's Defensive stats on Floral Terrain.
Flower Veil 11 Protects ally Grass-type Pokémon from status conditions and the lowering of their stats.
Fog Veil 11 Boosts the Pokémon's evasiveness in eerie fog.
Grass Pelt 11 Boosts the Pokémon's Defensive stats on Grassy Terrain.
Gunk Guard 11 Boosts the Pokémon's Defensive stats on Noxious Terrain.
Healer 11 Sometimes heals an ally's status condition.
Ice Body 11 The Pokémon gradually regains HP in a hailstorm.
Innards Out 11 Damages the attacker landing the finishing hit by the amount equal to its last HP.
Inner Focus 11 The Pokémon's intensely focused, and that protects the Pokémon from flinching.
Leaf Guard 11 Prevents status conditions in harsh sunlight.
Limber 11 Its limber body protects the Pokémon from paralysis.
Long Reach 11 The Pokémon uses its moves without making contact with the target.
Magma Armor 11 The Pokémon is covered with hot magma, which prevents it from becoming frostbitten.
Misty Mane 11 Boosts the Pokémon's Defensive stats on Misty Terrain.
Oblivious 11 The Pokémon is oblivious, and that keeps it from being infatuated or taunted.
Pastel Veil 11 Protects the Pokémon and its ally Pokémon from being poisoned.
Perish Body 11 When hit by a contact move, the Pokémon and the attacker will faint after three turns.
Power Of Alchemy 11 The Pokémon copies the Ability of a defeated ally.
Propeller Tail 11 Ignores the effects of opposing Pokémon's Abilities and moves that draw in moves.
Queenly Majesty 11 Its majesty pressures opposing Pokémon, making them unable to attack with priority moves.
Receiver 11 The Pokémon copies the Ability of a defeated ally.
Scrappy 11 The Pokémon can hit Ghost-type Pokémon with Normal-and Fighting-type moves.
Shed Skin 11 The Pokémon may heal its own status conditions by shedding its skin.
Shield Dust 11 This Pokémon's dust blocks the additional effects of attacks taken.
Stalwart 11 Ignores the effects of opposing Pokémon's Abilities and moves that draw in moves.
Steadfast 11 The Pokémon's determination boosts the Speed stat each time the Pokémon flinches.
Stench 11 By releasing stench when attacking, this Pokémon may cause the target to flinch.
Suction Cups 11 This Pokémon uses suction cups to negate all moves and items that force switching out.
Sweet Veil 11 Prevents itself and ally Pokémon from falling asleep.
Symbiosis 11 The Pokémon passes its item to an ally that has used up an item.
Tectonic Armor 11 Boosts the Pokémon's Defensive stats on Tectonic Terrain.
Trace 11 When it enters a battle, the Pokémon copies an opposing Pokémon's Ability.
Unnerve 11 Unnerves opposing Pokémon and makes them unable to eat Berries.
Wandering Spirit 11 The Pokémon exchanges Abilities with a Pokémon that hits it with a contact move.
Wind Power 11 When hit by a wind move, the Pokémon becomes Charged up.
Wonder Skin 11 Makes status moves more likely to miss.
Insomnia 10 The Pokémon is suffering from insomnia and cannot fall asleep.
Steel Skin 10 Boosts the Pokémon's Defensive stats on Shrapnel Terrain.
Vital Spirit 10 The Pokémon is full of vitality, and that prevents it from falling asleep.
Magnet Pull 8 Prevents Steel-type Pokémon from escaping using its magnetic force.
Cute Charm 7 Contact with the Pokémon may cause infatuation.
Heatproof 7 The heatproof body of the Pokémon halves the damage from Fire-type moves that hit it.
Heavy Water 7 Boosts the Pokémon's Defensive stats in Rain.
Rain Dish 7 The Pokémon gradually regains HP in rain.
Big Pecks 6 Protects the Pokémon from Defense-lowering effects.
Keen Eye 5 Prevents other Pokémon from lowering this Pokémon's accuracy.
Illuminate 4 Raises the Pokémon's evasiveness.
Marvel Scale 3 The Pokémon's marvelous scales boost the Defense stat if it has a status condition.
Sand Veil 3 Boosts the Pokémon's evasiveness in a sandstorm.
Corrosion 2 The Pokémon can poison the target even if it's a Steel or Poison type.
Damp 2 Prevents the use of explosive moves, such as Self-Destruct, by dampening its surroundings.
Ghastly Guard 2 Boosts the Pokémon's Defensive stats in Eerie Fog.
Immunity 2 The immune system of the Pokémon prevents it from getting poisoned.
Lifelink 2 The Pokémon recovers some HP when it deals damage.
Liquid Ooze 2 The oozed liquid has a strong stench, which damages attackers using draining moves.
Minus 2 Boosts the Sp. Atk stat if an ally with the Plus or Minus Ability is also in battle.
Normalize 2 All the Pokémon's moves become Normal type. Their power is boosted a little.
Overcoat 2 Protects the Pokémon from things like sand, hail, and powder.
Own Tempo 2 This Pokémon has its own tempo, and that prevents it from becoming confused.
Pickpocket 2 Steals an item from an attacker that made direct contact.
Plus 2 Boosts the Sp. Atk stat if an ally with the Plus or Minus Ability is also in battle.
Rattled 2 Dark-, Ghost-, and Bug-type moves scare the Pokémon and boost its Speed stat.
Snow Cloak 2 Boosts evasiveness in a hailstorm.

E-Tier Abilities

These abilities have negligible or unpredictable effect in trainer battles.

Name Cost Description
Anticipation 1 The Pokémon can sense an opposing Pokémon's dangerous moves.
Color Change 1 The Pokémon's type becomes the type of the move used on it.
Early Bird 1 The Pokémon awakens from sleep twice as fast as other Pokémon.
Forewarn 1 When it enters a battle, the Pokémon can tell one of the moves an opposing Pokémon has.
Frisk 1 When it enters a battle, the Pokémon can check an opposing Pokémon's held item.
Heavy Metal 1 Doubles the Pokémon's weight.
Light Metal 1 Halves the Pokémon's weight.
Pickup 1 The Pokémon may pick up the items, both during and outside of battle.
Tangled Feet 1 Raises evasiveness if the Pokémon is confused.

E--Tier Abilities

These abilities have no effect at all in trainer battles, so they all cost zero.

Name Cost Description
Ball Fetch 0 If the Pokémon is not holding an item, it will fetch the first failed thrown Poké Ball.
Embody Aspect 0
Honey Gather 0 The Pokémon may gather Honey after a battle.
Hospitality 0
Mind's Eye 0
Poison Puppeteer 0
Run Away 0 Enables a sure getaway from wild Pokémon.
Tera Shell 0
Tera Shift 0
Teraform Zero 0
Toxic Chain 0

F-Tier Abilities

These abilities are harmful more often than they are helpful. Equipping them enables equipping other stronger abilities.

Name Cost Description
Mycelium Might -1 Status moves act more slowly, but they are unaffected by the foe's abilities.
Butterfingers -3 The Pokémon may drop its held item when hit by a damaging move.
Stall -12 The Pokémon moves after all other Pokémon do.
Predictable -13 This Pokémon's predictable maneuvers make moves hit against it without fail.
Defeatist -17 Halves the Pokémon's Attack and Sp. Atk stats when its HP becomes half or less.
Cecity -19 This Pokémon's poor eyesight makes its moves more likely to miss.
Flawed Form -19 Halves the Pokémon's Sp. Def stat.
Weak Bones -19 Halves the Pokémon's Defense stat.
Emergency Exit -22 The Pokémon, sensing danger, switches out when its HP becomes half or less.
Wimp Out -22 The Pokémon cowardly switches out when its HP becomes half or less.
Klutz -25 The Pokémon can't use any held items.
Inflexible -33 This Pokémon can only use the first move it uses in battle.
Truant -67 The Pokémon can't use a move if it had used a move on the previous turn.
Imperious -93 This Pokémon sometimes refuses to obey its Trainer.
Slow Start -94 For five turns, the Pokémon's Attack and Speed stats are halved.