Adaptability Strengthens STAB to 1.5× (instead of 1.25×), but makes moves of other types cost 1.2× energy.
Anger Point Maximizes Attack but multiplies damaging moves' energy cost by 1.5 upon receiving a critical hit.
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.
Comatose Flavor text: "It’s always drowsing and will never wake up. It can attack without waking up."
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.
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.
Download Raises the attack stat corresponding to the opponents' weaker base defense by one inherent stage 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.
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.
Fluffy Multiplies damage taken from contact moves by 0.67, but multiplies damage taken from Fire moves by 1.5.
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.
Gluttony Halves all health-based costs; doubles the threshold for effects that trigger below a certain health percentage.
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.
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.
Hustle Multiplies all physical damaging moves' base power by 1.2, but lowers their accuracy by a flat 20%.
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.
Intimidate Lowers opponents' Attack by one stage upon entering battle. Their Attack may be restored if the Pokémon does not continue to be intimidating.
Leaf Guard Cures major status ailments when the weather turns to strong sunlight. Prevents Rest for the full duration of strong sunlight.
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.
Minus Multiplies special moves' base power by 1.5 if another Pokémon with Plus or Minus is on the field.
Natural Cure Cures all major status ailments upon leaving battle, or with the use of a full round, for no energy cost.
Oblivious Protects against Attract, Captivate, and Taunt, but does not prevent infatuation through other means.
Plus Multiplies special moves' base power by 1.5 if another Pokémon with Plus or Minus is on the field.
Primordial Sea Changes the weather to rain and prevents Fire moves from working while the Pokémon is in battle.
Protean Changes the Pokémon's type to match each move it uses. The Pokémon only gets STAB on moves of its original types.
Rivalry Multiplies moves' base power by 0.75 if most opponents are of the opposite sex, or 1.25 otherwise, ignoring genderless opponents.
Sand Force Multiplies Ground, Rock, and Steel moves' base power by 1.3 during a sandstorm, and protects against the sandstorm's effects.
Sand Veil Lowers incoming moves' accuracy by a flat 10% during a sandstorm, and protects against the sandstorm's effects.
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.
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.
Sniper Raises critical hits' extra damage to 0.75× the base damage, and the limit to 10% extra damage.
Solar Power During strong sunlight, causes 1% damage per action and raises special moves' final damage by 3%.
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.
Toxic Boost When poisoned, multiplies all moves' base power by 1.5 and raises their energy cost by 2%.
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.
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.