The Cave of Dragonflies ASB Database
Ability Summary
Adaptability Strengthens STAB to 1.5× (instead of 1.25×), but makes moves of other types cost 1.2× energy.
Aerilate Turns Normal moves into Flying moves and raises their final damage by 2%.
Aftermath Deals 15% damage to the attacker when knocked out by a contact move.
Air Lock Negates all effects of weather, but does not prevent the weather itself.
Analytic Multiplies damage dealt by 1.3 when moving after the target.
Anger Point Maximizes Attack but multiplies damaging moves' energy cost by 1.5 upon receiving a critical hit.
Anticipation Reduces incoming super-effective moves' final damage by 3%.
Arena Trap Prevents opponents from switching out, hinders attempts to dodge the Pokémon, and allows the Pokémon to block moves requiring significant movement. Does not affect opponents in the air.
Aroma Veil Protects the Pokémon and its allies against mental moves.
Aura Break Reverses the effects of Fairy Aura and Dark Aura.
Bad Dreams Deals 3% damage to sleeping Pokémon after each action.
Battery Raises allies' special moves' base power by 20.
Battle Armor Protects against critical hits.
Beast Boost
Berserk Raises Special Attack by one stage upon falling below 50% health.
Big Pecks Prevents Defense from being lowered by other Pokémon.
Blaze Multiplies Fire moves' base power by 1.3 at 33% health or less.
Bulletproof Protects against ballistics moves.
Cheek Pouch Restores 5% health upon eating any berry, in addition to the berry's effect.
Chlorophyll Doubles Speed during strong sunlight.
Clear Body Prevents stats from being lowered by other Pokémon.
Cloud Nine Negates all effects of weather, but does not prevent the weather itself.
Color Change Changes the Pokémon's type to match each damaging move it gets hit by.
Comatose Flavor text: "It’s always drowsing and will never wake up. It can attack without waking up."
Competitive Raises Special Attack by two stages upon having any stat lowered.
Compound Eyes Raises moves' accuracy by a flat 15%.
Contrary Inverts stat changes by expending 2% energy per conversion.
Corrosion Can poison Poison-types and Steel-types.
Cursed Body Has a 30% chance of disabling any move that hits the Pokémon.
Cute Charm Has a 30% chance of infatuating attacking Pokémon on contact.
Damp Prevents Self-Destruct, Explosion, and Aftermath from working while the Pokémon is in battle. Allows the Pokémon to take an action to prevent other explosive moves.
Dancer Copies other Pokémon's dance moves and immediately uses them without the use of an action.
Dark Aura Raises Dark moves' final damage by 2% for all Pokémon while the Pokémon is in battle.
Dazzling Protects the Pokémon and its allies against moves with positive priority.
Defeatist Multiplies all moves' base power by 1.2 above 50% health, and 0.9 otherwise.
Defiant Raises Attack by two stages upon having any stat lowered.
Delta Stream Negates all weather and nullifies the Flying type's weaknesses while the Pokémon is in battle.
Desolate Land Changes the weather to strong sunlight and prevents Water moves from working while the Pokémon is in battle.
Disguise Mimikyu has a Disguise with 10% health when it first enters battle.
Download Raises the attack stat corresponding to the opponents' weaker base defense by one inherent stage upon entering battle.
Drizzle Changes the weather to rain for nine actions upon entering battle.
Drought Changes the weather to strong sunlight for nine actions upon entering battle.
Dry Skin Restores 1% health/action during rain and in water; absorbs Water moves, restoring for half the prevented damage. Causes 1% damage/action during strong sunlight; makes the Pokémon one level weaker to Fire moves.
Early Bird Halves the duration of sleep.
Effect Spore Has a 30% chance of inflicting poison, paralysis, or sleep on attacking Pokémon on contact.
Electric Surge Changes the terrain to Electric Terrain for six actions upon entering battle.
Emergency Exit Switches out upon falling to 50% health or below.
Fairy Aura Raises Fairy moves' final damage by 2% for all Pokémon while the Pokémon is in battle.
Filter Lowers damage taken from super-effective moves from 1.5× to 1.3×, or from 2× to 1.6×.
Flame Body Has a 30% chance of burning attacking Pokémon on contact.
Flare Boost When burned, multiplies special moves' base power by 1.5 and raises their energy cost by 2%.
Flash Fire Protects against Fire moves. Once one has been blocked, multiplies the Pokémon's own Fire moves' base power by 1.25.
Flower Gift Raises the Pokémon and its allies' Attack and Special Defense by one inherent stage during strong sunlight.
Flower Veil Prevents Grass-type allies' stats from being lowered by other Pokémon.
Fluffy Multiplies damage taken from contact moves by 0.67, but multiplies damage taken from Fire moves by 1.5.
Forecast Changes Castform's form to match the weather.
Forewarn Lowers incoming moves' final damage by 3% if their base power is 90 or higher, taking into account modifiers that specifically affect base power but not other modifiers.
Friend Guard Multiplies damage the Pokémon does to its allies by 0.75.
Frisk Forces opposing trainers to command first whenever an opponent sends out a new Pokémon.
Full Metal Body Prevents stats from being lowered by other Pokémon.
Fur Coat Lowers incoming physical moves' final damage by 1%.
Gale Wings Raises Flying moves' priority by one.
Galvanize Turns Normal moves into Electric moves and raises their final damage by 2%.
Gluttony Halves all health-based costs; doubles the threshold for effects that trigger below a certain health percentage.
Gooey Lowers attacking Pokémon's Speed by one stage on contact.
Grass Pelt Raises Grass Pokémon's Defense by one inherent stage during Grassy Terrain.
Grassy Surge Changes the terrain to Grassy Terrain for six actions upon entering battle.
Guts With a major status ailment, multiplies physical moves' base power by 1.5 and raises their energy cost by 2%.
Harvest Restores a held berry at the end of the round during which it was used. If its conditions are still met, the Pokémon will immediately eat it and it will not be restored again.
Healer Has a 30% chance of curing the major status conditions of all allies within two meters at the end of each round.
Heatproof Lowers the effectiveness of Fire moves against the Pokémon by one level.
Heavy Metal Lowers incoming physical moves' final damage by 1%, and doubles the Pokémon's weight.
Honey Gather Collects $2 worth of honey during battle; $2 more can be gathered at the cost of an action. Total profit is limited to $5.
Huge Power Multiplies physical moves' base power by 1.2, but raises all moves' energy cost by 1%.
Hustle Multiplies all physical damaging moves' base power by 1.2, but lowers their accuracy by a flat 20%.
Hydration Immediately heals major status ailments during rain or in water.
Hyper Cutter Prevents Attack from being lowered by other Pokémon.
Ice Body Restores 2% health after each action during hail.
Illuminate Lowers incoming moves' accuracy by a flat 10% for contact moves, and 5% for other moves.
Illusion Optionally disguises the Pokémon as another member of the active squad when sent out, until hit by a damaging move. The other Pokémon must be used in the same battle.
Immunity Prevents poison.
Imposter Makes the Pokémon Transform into a random opponent immediately upon entering battle.
Infiltrator Bypasses Reflect, Light Screen, Safeguard, Mist, and Substitute.
Innards Out When knocked out, deals damage equal to the final hit to the attacker.
Inner Focus Prevents flinching.
Insomnia Prevents sleep.
Intimidate Lowers opponents' Attack by one stage upon entering battle. Their Attack may be restored if the Pokémon does not continue to be intimidating.
Iron Barbs Deals 2% damage to attacking Pokémon on contact.
Iron Fist Raises punching moves' base power by 20.
Justified Raises Attack by one stage upon being hit by a Dark move.
Keen Eye Prevents Accuracy from being lowered by other Pokémon.
Klutz Prevents the Pokémon from using or Flinging its held item.
Leaf Guard Cures major status ailments when the weather turns to strong sunlight. Prevents Rest for the full duration of strong sunlight.
Levitate Protects against Ground moves.
Light Metal Raises base Speed by 20 and halves the Pokémon's weight.
Lightning Rod Absorbs Electric moves, raising Special Attack by one stage, unless the Pokémon is already immune. Redirects single-target Electric moves to this Pokémon where possible.
Limber Prevents paralysis.
Liquid Ooze Damages opponents using draining moves for as much as they would heal.
Liquid Voice Turns sound moves into Water moves.
Long Reach Avoids making contact when using contact moves.
Magic Bounce Reflects most non-damaging moves back at their user.
Magic Guard Protects against damage not directly caused by a move.
Magician Steals the target's held item when using any damaging move.
Magma Armor Prevents freezing.
Magnet Pull Prevents Steel-type opponents from switching out or escaping. Can pull in Steel-types or reveal them when hidden with the use of an action.
Marvel Scale With a major status ailment, halves damage taken from physical moves at the cost of 1% energy per action.
Mega Launcher Multiplies the base power of pulse moves by 1.33.
Merciless Maximizes moves' critical hit rate against poisoned targets at the cost of 2% energy.
Minus Multiplies special moves' base power by 1.5 if another Pokémon with Plus or Minus is on the field.
Misty Surge Changes the terrain to Misty Terrain for six actions upon entering battle.
Mold Breaker Bypasses targets' abilities if they could prevent or hinder damage.
Moody Raises a random stat by two stages and lowers another by one stage after each round.
Motor Drive Absorbs Electric moves, raising Speed by one stage.
Moxie Raises Attack by one stage upon KOing an opponent.
Multiscale Halves damage taken from full health.
Multitype Grants STAB on all attacks as well as no weaknesses, resistances, or immunities.
Mummy Changes attacking Pokémon's abilities to Mummy on contact.
Natural Cure Cures all major status ailments upon leaving battle, or with the use of a full round, for no energy cost.
Neuroforce
No Guard Ensures that all moves used by or against the Pokémon hit.
Normalize Turns all moves into Normal moves.
Oblivious Protects against Attract, Captivate, and Taunt, but does not prevent infatuation through other means.
Overcoat Protects against powder moves and damage from weather.
Overgrow Multiplies Grass moves' base power by 1.3 at 33% health or less.
Own Tempo Prevents confusion.
Parental Bond Lets the Pokémon hit twice with damaging moves. The second hit has 0.25× power.
Pickpocket Steals attacking Pokémon's held items on contact.
Pickup Picks up other Pokémon's held items after they use them up or Fling them.
Pixilate Turns Normal moves into Fairy moves and raises their final damage by 2%.
Plus Multiplies special moves' base power by 1.5 if another Pokémon with Plus or Minus is on the field.
Poison Heal Restores 1% health after each action when poisoned, or 2% when badly poisoned, instead of taking damage.
Poison Point Has a 30% chance of poisoning attacking Pokémon on contact.
Poison Touch Has a 20% chance of poisoning the target when using a contact move.
Power Construct Changes Zygarde to Complete Forme when its health is 50% or lower.
Power of Alchemy Copies an ally's ability when it faints.
Prankster Raises non-damaging moves' priority by one.
Pressure Multiplies the base energy cost of moves targetting the Pokémon by 1.2.
Primordial Sea Changes the weather to rain and prevents Fire moves from working while the Pokémon is in battle.
Prism Armor
Protean Changes the Pokémon's type to match each move it uses. The Pokémon only gets STAB on moves of its original types.
Psychic Surge Changes the terrain to Psychic Terrain for six actions upon entering battle.
Pure Power Multiplies physical moves' base power by 1.2, but raises all moves' energy cost by 1%.
Queenly Majesty Protects the Pokémon and its allies against moves with positive priority.
Quick Feet Multiplies Speed by 1.5 with a major status ailment.
Rain Dish Restores 1% health and energy after each action during rain.
Rattled Raises Speed by one stage upon being hit by a Bug, Ghost, or Dark move.
Receiver Copies an ally's ability when it faints.
Reckless Multiplies recoil and crash moves' base power by 1.2.
Refrigerate Turns Normal moves into Ice moves and raises their final damage by 2%.
Regenerator Restores 5% health after each round while the Pokémon is not in battle.
Rivalry Multiplies moves' base power by 0.75 if most opponents are of the opposite sex, or 1.25 otherwise, ignoring genderless opponents.
RKS System Changes the Pokémon's type to match its held Plate.
Rock Head Prevents recoil damage.
Rough Skin Deals 2% damage to attacking Pokémon on contact; deals 1% damage to the target when using a contact move.
Run Away Ensures success switching out or escaping an opponent, and makes dodging moves easier.
Sand Force Multiplies Ground, Rock, and Steel moves' base power by 1.3 during a sandstorm, and protects against the sandstorm's effects.
Sand Rush Doubles Speed during a sandstorm, and protects against the sandstorm's effects.
Sand Stream Changes the weather to a sandstorm for nine actions upon entering battle.
Sand Veil Lowers incoming moves' accuracy by a flat 10% during a sandstorm, and protects against the sandstorm's effects.
Sap Sipper Absorbs Grass moves, raising Attack by one stage.
Schooling Changes Wishiwashi to School Form above 25% health, or Solo Form otherwise.
Scrappy Lets Normal and Fighting moves hit Ghost Pokémon.
Serene Grace Doubles any side-effects' chance of occurring when using a damaging move.
Shadow Shield Halves damage taken from full health.
Shadow Tag Prevents opponents from switching out or escaping.
Shed Skin Has a 30% chance of curing all major status ailments after each round. Can cure all major status ailments for 5% energy with the use of two actions.
Sheer Force Multiplies moves' base power by 1.3 if they have side-effects with less than a 100% chance of occurring, but prevents their side-effects.
Shell Armor Protects against critical hits.
Shield Dust Protects against incoming moves' side-effects.
Shields Down Changes Minior to Core Form upon falling below 50% health.
Simple Doubles stat changes.
Skill Link Extends multiple-hit moves to the maximum number of hits.
Slow Start Halves Speed and physical moves' base power for five actions, then raises physical moves' base power by 10 for the rest of the battle.
Slush Rush Doubles Speed during hail, and protects against the hail's effects.
Sniper Raises critical hits' extra damage to 0.75× the base damage, and the limit to 10% extra damage.
Snow Cloak Lowers incoming moves' accuracy by a flat 10% during hail.
Snow Warning Changes the weather to hail for nine actions upon entering battle.
Solar Power During strong sunlight, causes 1% damage per action and raises special moves' final damage by 3%.
Solid Rock Lowers damage taken from super-effective moves from 1.5× to 1.3×, or from 2× to 1.6×.
Soul-Heart Raises Special Attack by one stage upon KOing an opponent.
Soundproof Protects against sound moves.
Speed Boost Raises Speed by one stage after each round.
Stakeout Doubles damage when attacking a target for the first time, during the target's first round in battle.
Stall Raises moves' final damage by 1%, but makes the Pokémon move last within its priority bracket.
Stamina Raises Defense by one stage upon being hit by a damaging move, once per round.
Stance Change Changes Aegislash to Blade Forme before using a damaging move, or Shield Forme before using King's Shield.
Static Has a 30% chance of paralyzing attacking Pokémon on contact.
Steadfast Raises Speed by one stage upon flinching.
Steelworker Multiplies Steel moves' base power by 1.3.
Stench Has a 10% chance of making the target flinch when using a contact move.
Sticky Hold Prevents a held item from being removed by other Pokémon.
Storm Drain Absorbs Water moves, raising Special Attack by one stage. Redirects single-target Water moves to this Pokémon where possible.
Strong Jaw Multiplies biting moves' base power by 1.3.
Sturdy Prevents being knocked out by any move that would have done more than 10% damage.
Suction Cups Protects against being moved by other Pokémon, but restricts mobility.
Super Luck Raises moves' critical hit rate by one stage.
Surge Surfer Doubles Speed during Electric Terrain.
Swarm Multiplies Bug moves' base power by 1.3 at 33% health or less.
Sweet Veil Prevents sleep for the Pokémon and all allies within five meters.
Swift Swim Doubles Speed during rain and in water.
Symbiosis Passes a held item to an ally when the ally uses up its item.
Synchronize Copies poison, burns, and paralysis onto the Pokémon that inflicted them.
Tangled Feet Lowers incoming moves' accuracy by 10% when confused.
Tangling Hair Lowers attacking Pokémon's Speed by one stage on contact.
Technician Multiplies base power by 1.5 for moves of 60 base power or less.
Telepathy Protects against allies' damaging moves.
Teravolt Bypasses targets' abilities if they could prevent or hinder damage.
Thick Fat Halves damage taken from Fire and Ice moves.
Tinted Lens Raises the effectiveness of not-very-effective moves by one level.
Torrent Multiplies Water moves' base power by 1.3 at 33% health or less.
Tough Claws Multiplies the power of contact moves by 1.25.
Toxic Boost When poisoned, multiplies all moves' base power by 1.5 and raises their energy cost by 2%.
Trace Copies a random opponent's ability upon entering battle.
Triage Raises healing moves' priority (direct and indirect) by 3.
Truant Skips one action per round, restoring 5% energy. Raises damaging moves' final damage by 2%.
Turboblaze Bypasses targets' abilities if they could prevent or hinder damage.
Unaware Ignores opponents' stat changes, except for Speed.
Unburden Doubles Speed when not holding an item.
Unnerve Prevents opponents from eating berries or using Swallow.
Victory Star Multiplies moves' accuracy by 1.1 for the Pokémon and its allies.
Vital Spirit Prevents sleep, and hinders Chill or orders to do nothing.
Volt Absorb Absorbs Electric moves, restoring health equal to 0.1× the move's base power, or 1% for non-damaging moves. Restores 5% energy with the use of an action if electricity is available.
Water Absorb Absorbs Water moves, restoring health equal to 0.1× the move's base power, or 1% for non-damaging moves. Restores 5% health with the use of an action in water.
Water Bubble Multiplies Water moves' base power by 1.3, multiplies damage taken from Fire moves by 0.67, and prevents burns.
Water Compaction Raises Defense by two stages upon being hit by a Water move.
Water Veil Prevents burns.
Weak Armor Lowers Defense and raises Speed by one stage each upon being hit by a damaging attack.
White Smoke Prevents stats from being lowered by other Pokémon.
Wimp Out Switches out upon falling to 50% health or below.
Wonder Guard Protects against damaging moves that are not super effective, but raises damage taken from super-effective moves from 1.5× to 2×, or from 2× to 4×.
Wonder Skin Has a 50% chance of protecting against moves whose only effect is to cause a major status ailment.
Zen Mode Changes Darmanitan to Zen Mode below 50% health.