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Ниже представлены все известные на данный момент свойства покемонов.

# Название Описание Поколение
091 Adaptability Повышает силу приёмов того же типа. IV
184 Aerilate Приёмы нормального типа становятся летающими, и их сила немного повышается. VI
106 Aftermath Повреждает атакующего покемона, если покемон с этой способностью выбит контактным ударом. IV
076 Air Lock Убирает эффекты погоды. III
148 Analytic Увеличивает силу приёмов, если покемон ходит последним. V
083 Anger Point Покемон приходит в ярость при получении критического удара, и это максимизирует его параметр Атаки. IV
107 Anticipation Покемон может предугадать опасные приёмы противника. IV
071 Arena Trap Предотвращает отступление противника. III
165 Aroma Veil Даёт себе и своим союзникам защиту от атак, ограничивающих выбор их приёмов. VI
266/267 As One Это свойство совмещает в себе эффекты как свойства калирекса Unnerve, так и свойства гластриэ Chilling Neigh/свойства спектриэ Grim Neigh. VIII
188 Aura Break Эффекты Fairy Aura и Dark Aura меняются на противоположные, понижающие силу воздействуемых приёмов. VI
123 Bad Dreams Reduces the HP of sleeping opposing Pokémon. IV
237 Ball Fetch If the Pokémon is not holding an item, it will fetch the Poké Ball from the first failed throw of the battle. VIII
217 Battery Powers up ally Pokémon's special moves. VII
004 Battle Armor Hard armor protects the Pokémon from critical hits. III
210 Battle Bond Defeating an opposing Pokémon strengthens the Pokémon's bond with its Trainer, and it becomes Ash-Greninja. Water Shuriken gets more powerful. VII
224 Beast Boost The Pokémon boosts its most proficient stat each time it knocks out a Pokémon. VII
201 Berserk Boosts the Pokémon's Sp. Atk stat when it takes a hit that causes its HP to become half or less. VII
145 Big Pecks Protects the Pokémon from Defense-lowering effects. V
066 Blaze Powers up Fire-type moves when the Pokémon's HP is low. III
171 Bulletproof Protects the Pokémon from some ball and bomb moves. VI
Cacophony Avoids sound-based moves. III
167 Cheek Pouch Restores HP as well when the Pokémon eats a Berry. VI
264 Chilling Neigh When the Pokémon knocks out a target, it utters a chilling neigh, which boosts its Attack stat. VIII
034 Chlorophyll Boosts the Pokémon's Speed stat in harsh sunlight. III
029 Clear Body Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats. III
013 Cloud Nine Eliminates the effects of weather. III
016 Color Change The Pokémon's type becomes the type of the move used on it. III
213 Comatose It's always drowsing and will never wake up. It can attack without waking up. VII
172 Competitive Boosts the Sp. Atk stat sharply when a stat is lowered. VI
014 Compound Eyes The Pokémon's compound eyes boost its accuracy. III
126 Contrary Makes stat changes have an opposite effect. V
212 Corrosion The Pokémon can poison the target even if it's a Steel or Poison type. VII
238 Cotton Down When the Pokémon is hit by an attack, it scatters cotton fluff around and lowers the Speed stat of all Pokémon except itself. VIII
261 Curious Medicine When the Pokémon enters a battle, it scatters medicine from its shell, which removes all stat changes from allies. VIII
130 Cursed Body May disable a move used on the Pokémon. V
056 Cute Charm Contact with the Pokémon may cause infatuation. III
006 Damp Prevents the use of explosive moves, such as Self-Destruct, by dampening its surroundings. III
216 Dancer When another Pokémon uses a dance move, it can use a dance move following it regardless of its Speed. VII
186 Dark Aura Powers up each Pokémon's Dark-type moves. VI
235 Dauntless Shield Boosts the Pokémon's Defense stat when the Pokémon enters a battle. VIII
219 Dazzling Surprises the opposing Pokémon, making it unable to attack using priority moves. VII
129 Defeatist Halves the Pokémon's Attack and Sp. Atk stats when its HP becomes half or less. V
128 Defiant Boosts the Pokémon's Attack stat sharply when its stats are lowered. V
191 Delta Stream The Pokémon changes the weather to eliminate all of the Flying type's weaknesses. VI
190 Desolate Land The Pokémon changes the weather to nullify Water-type attacks. VI
209 Disguise Once per battle, the shroud that covers the Pokémon can protect it from an attack. VII
088 Download Compares an opposing Pokémon's Defense and Sp. Def stats before raising its own Attack or Sp. Atk stat—whichever will be more effective. IV
263 Dragon's Maw Powers up Dragon-type moves. VIII
002 Drizzle The Pokémon makes it rain when it enters a battle. III
070 Drought Turns the sunlight harsh when the Pokémon enters a battle. III
087 Dry Skin Restores HP in rain or when hit by Water-type moves. Reduces HP in harsh sunlight, and increases the damage received from Fire-type moves. IV
048 Early Bird The Pokémon awakens from sleep twice as fast as other Pokémon. III
027 Effect Spore Contact with the Pokémon may inflict poison, sleep, or paralysis on its attacker. III
226 Electric Surge Turns the ground into Electric Terrain when the Pokémon enters a battle. VII
194 Emergency Exit The Pokémon, sensing danger, switches out when its HP becomes half or less. VII
187 Fairy Aura Powers up each Pokémon's Fairy-type moves. VI
111 Filter Reduces the power of supereffective attacks taken. IV
049 Flame Body Contact with the Pokémon may burn the attacker. III
138 Flare Boost Powers up special attacks when the Pokémon is burned. V
018 Flash Fire Powers up the Pokémon's Fire-type moves if it's hit by one. III
122 Flower Gift Boosts the Attack and Sp. Def stats of itself and allies in harsh sunlight. IV
166 Flower Veil Ally Grass-type Pokémon are protected from status conditions and the lowering of their stats. VI
218 Fluffy Halves the damage taken from moves that make direct contact, but doubles that of Fire-type moves. VII
059 Forecast The Pokémon transforms with the weather to change its type to Water, Fire, or Ice. III
108 Forewarn When it enters a battle, the Pokémon can tell one of the moves an opposing Pokémon has. IV
132 Friend Guard Reduces damage done to allies. V
119 Frisk When it enters a battle, the Pokémon can check an opposing Pokémon's held item. IV
230 Full Metal Body Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats. VII
169 Fur Coat Halves the damage from physical moves. VI
177 Gale Wings Gives priority to Flying-type moves when the Pokémon's HP is full. VI
206 Galvanize Normal-type moves become Electric-type moves. The power of those moves is boosted a little. VII
082 Gluttony Makes the Pokémon eat a held Berry when its HP drops to half or less, which is sooner than usual. IV
183 Gooey Contact with the Pokémon lowers the attacker's Speed stat. VI
255 Gorilla Tactics Boosts the Pokémon's Attack stat but only allows the use of the first selected move. VIII
179 Grass Pelt Boosts the Pokémon's Defense stat on Grassy Terrain. VI
229 Grassy Surge Turns the ground into Grassy Terrain when the Pokémon enters a battle. VII
265 Grim Neigh When the Pokémon knocks out a target, it utters a terrifying neigh, which boosts its Sp. Atk stat. VIII
241 Gulp Missile When the Pokémon uses Surf or Dive, it will come back with prey. When it takes damage, it will spit out the prey to attack. VIII
062 Guts It's so gutsy that having a status condition boosts the Pokémon's Attack stat. III
139 Harvest May create another Berry after one is used. V
131 Healer Sometimes heals an ally's status condition. V
085 Heatproof The heatproof body of the Pokémon halves the damage from Fire-type moves that hit it. IV
134 Heavy Metal Doubles the Pokémon's weight. V
118 Honey Gather The Pokémon may gather Honey after a battle. IV
037 Huge Power Doubles the Pokémon's Attack stat. III
258 Hunger Switch The Pokémon changes its form, alternating between its Full Belly Mode and Hangry Mode after the end of each turn. VIII
055 Hustle Boosts the Attack stat, but lowers accuracy. III
093 Hydration Heals status conditions if it's raining. IV
052 Hyper Cutter The Pokémon's proud of its powerful pincers. They prevent other Pokémon from lowering its Attack stat. III
115 Ice Body The Pokémon gradually regains HP in a hailstorm. IV
248 Ice Face The Pokémon's ice head can take a physical attack as a substitute, but the attack also changes the Pokémon's appearance. The ice will be restored when it hails. VIII
246 Ice Scales The Pokémon is protected by ice scales, which halve the damage taken from special moves. VIII
035 Illuminate Raises the likelihood of meeting wild Pokémon by illuminating the surroundings. III
149 Illusion Comes out disguised as the Pokémon in the party's last spot. V
017 Immunity The immune system of the Pokémon prevents it from getting poisoned. III
150 Imposter The Pokémon transforms itself into the Pokémon it's facing. V
151 Infiltrator Passes through the opposing Pokémon's barrier, substitute, and the like and strikes. V
215 Innards Out Damages the attacker landing the finishing hit by the amount equal to its last HP. VII
039 Inner Focus The Pokémon's intensely focused, and that protects the Pokémon from flinching. III
015 Insomnia The Pokémon is suffering from insomnia and cannot fall asleep. III
022 Intimidate The Pokémon intimidates opposing Pokémon upon entering battle, lowering their Attack stat. III
234 Intrepid Sword Boosts the Pokémon's Attack stat when the Pokémon enters a battle. VIII
160 Iron Barbs Inflicts damage on the attacker upon contact with iron barbs. V
089 Iron Fist Powers up punching moves. IV
154 Justified Being hit by a Dark-type move boosts the Attack stat of the Pokémon, for justice. V
051 Keen Eye Keen eyes prevent other Pokémon from lowering this Pokémon's accuracy. III
103 Klutz The Pokémon can't use any held items. IV
102 Leaf Guard Prevents status conditions in harsh sunlight. IV
026 Levitate By floating in the air, the Pokémon receives full immunity to all Ground-type moves. III
236 Libero Changes the Pokémon's type to the type of the move it's about to use. VIII
135 Light Metal Halves the Pokémon's weight. V
031 Lightning Rod The Pokémon draws in all Electric-type moves. Instead of being hit by Electric-type moves, it boosts its Sp. Atk. III
007 Limber Its limber body protects the Pokémon from paralysis. III
064 Liquid Ooze The oozed liquid has a strong stench, which damages attackers using any draining move. III
204 Liquid Voice All sound-based moves become Water-type moves. VII
203 Long Reach The Pokémon uses its moves without making contact with the target. VII
156 Magic Bounce Reflects status moves instead of getting hit by them. V
098 Magic Guard The Pokémon only takes damage from attacks. IV
170 Magician The Pokémon steals the held item of a Pokémon it hits with a move. VI
040 Magma Armor The Pokémon is covered with hot magma, which prevents the Pokémon from becoming frozen. III
042 Magnet Pull Prevents Steel-type Pokémon from escaping using its magnetic force. III
063 Marvel Scale The Pokémon's marvelous scales boost the Defense stat if it has a status condition. III
178 Mega Launcher Powers up aura and pulse moves. VI
196 Merciless The Pokémon's attacks become critical hits if the target is poisoned. VII
250 Mimicry Changes the Pokémon's type depending on the terrain. VIII
058 Minus Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle. III
240 Mirror Armor Bounces back only the stat-lowering effects that the Pokémon receives. VIII
228 Misty Surge Turns the ground into Misty Terrain when the Pokémon enters a battle. VII
104 Mold Breaker Moves can be used on the target regardless of its Abilities. IV
141 Moody Raises one stat sharply and lowers another every turn. V
078 Motor Drive Boosts its Speed stat if hit by an Electric-type move instead of taking damage. IV
153 Moxie The Pokémon shows moxie, and that boosts the Attack stat after knocking out any Pokémon. V
136 Multiscale Reduces the amount of damage the Pokémon takes while its HP is full. V
121 Multitype Changes the Pokémon's type to match the Plate or Z-Crystal it holds. IV
152 Mummy Contact with the Pokémon changes the attacker's Ability to Mummy. V
030 Natural Cure All status conditions heal when the Pokémon switches out. III
233 Neuroforce Powers up moves that are super effective. VII
256 Neutralizing Gas If the Pokémon with Neutralizing Gas is in the battle, the effects of all Pokémon's Abilities will be nullified or will not be triggered. VIII
099 No Guard The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land. IV
096 Normalize All the Pokémon's moves become Normal type. The power of those moves is boosted a little. IV
012 Oblivious The Pokémon is oblivious, and that keeps it from being infatuated or falling for taunts. III
142 Overcoat Protects the Pokémon from things like sand, hail, and powder. V
065 Overgrow Powers up Grass-type moves when the Pokémon's HP is low. III
020 Own Tempo This Pokémon has its own tempo, and that prevents it from becoming confused. III
185 Parental Bond Parent and child each attacks. VI
257 Pastel Veil Protects the Pokémon and its ally Pokémon from being poisoned. VIII
253 Perish Body When hit by a move that makes direct contact, the Pokémon and the attacker will faint after three turns unless they switch out of battle. VIII
124 Pickpocket Steals an item from an attacker that made direct contact. V
053 Pickup The Pokémon may pick up the item an opposing Pokémon used during a battle. It may pick up items outside of battle, too. III
182 Pixilate Normal-type moves become Fairy-type moves. The power of those moves is boosted a little. VI
057 Plus Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle. III
090 Poison Heal Restores HP if the Pokémon is poisoned instead of losing HP. IV
038 Poison Point Contact with the Pokémon may poison the attacker. III
143 Poison Touch May poison a target when the Pokémon makes contact. V
211 Power Construct Other Cells gather to aid when its HP becomes half or less. Then the Pokémon changes its form to Complete Forme. VII
223 Power of Alchemy The Pokémon copies the Ability of a defeated ally. VII
249 Power Spot Just being next to the Pokémon powers up moves. VIII
158 Prankster Gives priority to a status move. V
046 Pressure By putting pressure on the opposing Pokémon, it raises their PP usage. III
189 Primordial Sea The Pokémon changes the weather to nullify Fire-type attacks. VI
232 Prism Armor Reduces the power of supereffective attacks taken. VII
239 Propeller Tail Ignores the effects of opposing Pokémon's Abilities and moves that draw in moves. VIII
168 Protean Changes the Pokémon's type to the type of the move it's about to use. VI
227 Psychic Surge Turns the ground into Psychic Terrain when the Pokémon enters a battle. VII
244 Punk Rock Boosts the power of sound-based moves. The Pokémon also takes half the damage from these kinds of moves. VIII
074 Pure Power Using its pure power, the Pokémon doubles its Attack stat. III
214 Queenly Majesty Its majesty pressures the opposing Pokémon, making it unable to attack using priority moves. VII
259 Quick Draw Enables the Pokémon to move first occasionally. VIII
095 Quick Feet Boosts the Speed stat if the Pokémon has a status condition. IV
044 Rain Dish The Pokémon gradually regains HP in rain. III
155 Rattled Dark-, Ghost-, and Bug-type moves scare the Pokémon and boost its Speed stat. V
222 Receiver The Pokémon copies the Ability of a defeated ally. VII
120 Reckless Powers up moves that have recoil damage. IV
174 Refrigerate Normal-type moves become Ice-type moves. The power of those moves is boosted a little. VI
144 Regenerator Restores a little HP when withdrawn from battle. V
247 Ripen Ripens Berries and doubles their effect. VIII
079 Rivalry Becomes competitive and deals more damage to Pokémon of the same gender, but deals less to Pokémon of the opposite gender. IV
225 RKS System Changes the Pokémon's type to match the memory disc it holds. VII
069 Rock Head Protects the Pokémon from recoil damage. III
024 Rough Skin This Pokémon inflicts damage with its rough skin to the attacker on contact. III
050 Run Away Enables a sure getaway from wild Pokémon. III
159 Sand Force Boosts the power of Rock-, Ground-, and Steel-type moves in a sandstorm. V
146 Sand Rush Boosts the Pokémon's Speed stat in a sandstorm. V
245 Sand Spit The Pokémon creates a sandstorm when it's hit by an attack. VIII
045 Sand Stream The Pokémon summons a sandstorm when it enters a battle. III
008 Sand Veil Boosts the Pokémon's evasiveness in a sandstorm. III
157 Sap Sipper Boosts the Attack stat if hit by a Grass-type move instead of taking damage. V
208 Schooling When it has a lot of HP, the Pokémon forms a powerful school. It stops schooling when its HP is low. VII
113 Scrappy The Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves. IV
251 Screen Cleaner When the Pokémon enters a battle, the effects of Light Screen, Reflect, and Aurora Veil are nullified for both opposing and ally Pokémon. VIII
032 Serene Grace Boosts the likelihood of additional effects occurring when attacking. III
231 Shadow Shield Reduces the amount of damage the Pokémon takes while its HP is full. VII
023 Shadow Tag This Pokémon steps on the opposing Pokémon's shadow to prevent it from escaping. III
061 Shed Skin The Pokémon may heal its own status conditions by shedding its skin. III
125 Sheer Force Removes additional effects to increase the power of moves when attacking. V
075 Shell Armor A hard shell protects the Pokémon from critical hits. III
019 Shield Dust This Pokémon's dust blocks the additional effects of attacks taken. III
197 Shields Down When its HP becomes half or less, the Pokémon's shell breaks and it becomes aggressive. VII
086 Simple The stat changes the Pokémon receives are doubled. IV
092 Skill Link Maximizes the number of times multistrike moves hit. IV
112 Slow Start For five turns, the Pokémon's Attack and Speed stats are halved. IV
202 Slush Rush Boosts the Pokémon's Speed stat in a hailstorm. VII
097 Sniper Powers up moves if they become critical hits when attacking. IV
081 Snow Cloak Boosts evasiveness in a hailstorm. IV
117 Snow Warning The Pokémon summons a hailstorm when it enters a battle. IV
094 Solar Power Boosts the Sp. Atk stat in harsh sunlight, but HP decreases every turn. IV
116 Solid Rock Reduces the power of supereffective attacks taken. IV
220 Soul-Heart Boosts its Sp. Atk stat every time a Pokémon faints. VII
043 Soundproof Soundproofing gives the Pokémon full immunity to all sound-based moves. III
003 Speed Boost Its Speed stat is boosted every turn. III
198 Stakeout Doubles the damage dealt to the target's replacement if the target switches out. VII
100 Stall The Pokémon moves after all other Pokémon do. IV
242 Stalwart Ignores the effects of opposing Pokémon's Abilities and moves that draw in moves. VIII
192 Stamina Boosts the Defense stat when hit by an attack. VII
176 Stance Change The Pokémon changes its form to Blade Forme when it uses an attack move and changes to Shield Forme when it uses King's Shield. VI
009 Static The Pokémon is charged with static electricity, so contact with it may cause paralysis. III
080 Steadfast The Pokémon's determination boosts the Speed stat each time the Pokémon flinches. IV
243 Steam Engine Boosts the Pokémon's Speed stat drastically if hit by a Fire- or Water-type move. VIII
200 Steelworker Powers up Steel-type moves. VII
252 Steely Spirit Powers up ally Pokémon's Steel-type moves. VIII
001 Stench By releasing stench when attacking, this Pokémon may cause the target to flinch. III
060 Sticky Hold Items held by the Pokémon are stuck fast and cannot be removed by other Pokémon. III
114 Storm Drain Draws in all Water-type moves. Instead of being hit by Water-type moves, it boosts its Sp. Atk. IV
173 Strong Jaw The Pokémon's strong jaw boosts the power of its biting moves. VI
005 Sturdy It cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either. III
021 Suction Cups This Pokémon uses suction cups to stay in one spot to negate all moves and items that force switching out. III
105 Super Luck The Pokémon is so lucky that the critical-hit ratios of its moves are boosted. IV
207 Surge Surfer Doubles the Pokémon's Speed stat on Electric Terrain. VII
068 Swarm Powers up Bug-type moves when the Pokémon's HP is low. III
175 Sweet Veil Prevents itself and ally Pokémon from falling asleep. VI
033 Swift Swim Boosts the Pokémon's Speed stat in rain. III
180 Symbiosis The Pokémon passes its item to an ally that has used up an item. VI
028 Synchronize The attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon. III
077 Tangled Feet Raises evasiveness if the Pokémon is confused. IV
221 Tangling Hair Contact with the Pokémon lowers the attacker's Speed stat. VII
101 Technician Powers up the Pokémon's weaker moves. IV
140 Telepathy Anticipates an ally's attack and dodges it. V
164 Teravolt Moves can be used on the target regardless of its Abilities. V
047 Thick Fat The Pokémon is protected by a layer of thick fat, which halves the damage taken from Fire- and Ice-type moves. III
110 Tinted Lens The Pokémon can use "not very effective" moves to deal regular damage. IV
067 Torrent Powers up Water-type moves when the Pokémon's HP is low. III
181 Tough Claws Powers up moves that make direct contact. VI
137 Toxic Boost Powers up physical attacks when the Pokémon is poisoned. V
036 Trace When it enters a battle, the Pokémon copies an opposing Pokémon's Ability. III
262 Transistor Powers up Electric-type moves. VIII
205 Triage Gives priority to a healing move. VII
054 Truant The Pokémon can't use a move if it had used a move on the previous turn. III
163 Turboblaze Moves can be used on the target regardless of its Abilities. V
109 Unaware When attacking, the Pokémon ignores the target Pokémon's stat changes. IV
084 Unburden Boosts the Speed stat if the Pokémon's held item is used or lost. IV
127 Unnerve Unnerves opposing Pokémon and makes them unable to eat Berries. V
260 Unseen Fist If the Pokémon uses moves that make direct contact, it can attack the target even if the target protects itself. VIII
162 Victory Star Boosts the accuracy of its allies and itself. V
072 Vital Spirit The Pokémon is full of vitality, and that prevents it from falling asleep. III
010 Volt Absorb Restores HP if hit by an Electric-type move instead of taking damage. III
254 Wandering Spirit The Pokémon exchanges Abilities with a Pokémon that hits it with a move that makes direct contact. VIII
011 Water Absorb Restores HP if hit by a Water-type move instead of taking damage. III
199 Water Bubble Lowers the power of Fire-type moves done to the Pokémon and prevents the Pokémon from getting a burn. VII
195 Water Compaction Boosts the Pokémon's Defense stat sharply when hit by a Water-type move. VII
041 Water Veil The Pokémon is covered with a water veil, which prevents the Pokémon from getting a burn. III
133 Weak Armor Physical attacks to the Pokémon lower its Defense stat but sharply raise its Speed stat. V
073 White Smoke The Pokémon is protected by its white smoke, which prevents other Pokémon from lowering its stats. III
193 Wimp Out The Pokémon cowardly switches out when its HP becomes half or less. VII
025 Wonder Guard Its mysterious power only lets supereffective moves hit the Pokémon. III
147 Wonder Skin Makes status moves more likely to miss. V
161 Zen Mode Changes the Pokémon's shape when HP is half or less. V