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1 : By releasing stench when attacking, this Pokémon may cause the target to flinch.
2 : The Pokémon makes it rain when it enters a battle.
3 : Its Speed stat is boosted every turn.
4 : Hard armor protects the Pokémon from critical hits.
5 : It cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either.
6 : Prevents the use of explosive moves such as Self-Destruct by dampening its surroundings.
7 : Its limber body protects the Pokémon from paralysis.
8 : Boosts the Pokémon’s evasion in a sandstorm.
9 : The Pokémon is charged with static electricity, so contact with it may cause paralysis.
10 : Restores HP if hit by an Electric-type move, instead of taking damage.
11 : Restores HP if hit by a Water-type move, instead of taking damage.
12 : The Pokémon is oblivious, and that keeps it from being infatuated or falling for taunts.
13 : Eliminates the effects of weather.
14 : The Pokémon’s compound eyes boost its accuracy.
15 : The Pokémon is suffering from insomnia and cannot fall asleep.
16 : The Pokémon’s type becomes the type of the move used on it.
17 : The immune system of the Pokémon prevents it from getting poisoned.
18 : Powers up the Pokémon’s Fire-type moves if it’s hit by one.
19 : This Pokémon’s dust blocks the additional effects of attacks taken.
20 : This Pokémon has its own tempo, and that prevents it from becoming confused.
21 : This Pokémon uses suction cups to stay in one spot to negate all moves and items that force switching out.
22 : The Pokémon intimidates opposing Pokémon upon entering battle, lowering their Attack stat.
23 : This Pokémon steps on the opposing Pokémon’s shadow to prevent it from escaping.
24 : This Pokémon inflicts damage with its rough skin to the attacker on contact.
25 : Its mysterious power only lets supereffective moves hit the Pokémon.
26 : By floating in the air, the Pokémon receives full immunity to all Ground-type moves.
27 : Contact with the Pokémon may inflict poison, sleep, or paralysis on its attacker.
28 : The attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon.
29 : Prevents other Pokémon’s moves or Abilities from lowering the Pokémon’s stats.
30 : All status conditions heal when the Pokémon switches out.
31 : The Pokémon draws in all Electric-type moves.  Instead of being hit by Electric-type moves,  it boosts its Sp. Atk.
32 : Boosts the likelihood of additional effects occurring  when attacking.
33 : Boosts the Pokémon’s Speed stat in rain.
34 : Boosts the Pokémon’s Speed stat in sunshine.
35 : Raises the likelihood of meeting wild Pokémon by illuminating the surroundings.
36 : When it enters a battle, the Pokémon copies an opposing Pokémon’s Ability.
37 : Doubles the Pokémon’s Attack stat.
38 : Contact with the Pokémon may poison the attacker.
39 : The Pokémon’s intensely focused, and that protects the Pokémon from flinching.
40 : The Pokémon is covered with hot magma, which prevents the Pokémon from becoming frozen.
41 : The Pokémon is covered with a water veil, which prevents the Pokémon from getting a burn.
42 : Prevents Steel-type Pokémon from escaping using its magnetic force.
43 : Soundproofing of the Pokémon itself gives full  immunity to all sound-based moves.
44 : The Pokémon gradually regains HP in rain.
45 : The Pokémon summons a sandstorm when it enters a battle.
46 : By putting pressure on the opposing Pokémon, it raises their PP usage.
47 : The Pokémon is protected by a layer of thick fat, which halves the damage taken from Fire- and Ice-type moves.
48 : The Pokémon awakens twice as fast as other Pokémon from sleep.
49 : Contact with the Pokémon may burn the attacker.
50 : Enables a sure getaway from wild Pokémon.
51 : Keen eyes prevent other Pokémon from lowering this Pokémon’s accuracy.
52 : The Pokémon’s proud of its powerful pincers. They prevent other Pokémon from lowering its Attack stat.
53 : The Pokémon may pick up the item an opposing Pokémon used during a battle. It may pick up items outside of battle, too.
54 : The Pokémon can’t use a move the following turn if it uses one.
55 : Boosts the Attack stat, but lowers accuracy.
56 : Contact with the Pokémon may cause infatuation.
57 : Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.
58 : Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.
59 : The Pokémon transforms with the weather to change its type to Water, Fire, or Ice.
60 : Items held by the Pokémon are stuck fast and cannot be removed by other Pokémon.
61 : The Pokémon may heal its own status conditions by shedding its skin.
62 : It’s so gutsy that having a status condition boosts the Pokémon’s Attack stat.
63 : The Pokémon’s marvelous scales boost the Defense stat if it has a status condition.
64 : Oozed liquid has strong stench, which damages attackers using any draining move.
65 : Powers up Grass-type moves when the Pokémon’s HP is low.
66 : Powers up Fire-type moves when the Pokémon’s HP is low.
67 : Powers up Water-type moves when the Pokémon’s HP is low.
68 : Powers up Bug-type moves when the Pokémon’s HP is low.
69 : Protects the Pokémon from recoil damage.
70 : Turns the sunlight harsh when the Pokémon enters a battle.
71 : Prevents opposing Pokémon from fleeing.
72 : The Pokémon is full of vitality, and that prevents it from falling asleep.
73 : The Pokémon is protected by its white smoke, which prevents other Pokémon from lowering its stats.
74 : Using its pure power, the Pokémon doubles its Attack stat.
75 : A hard shell protects the Pokémon from critical hits.
76 : Eliminates the effects of weather.
77 : Raises evasion if the Pokémon is confused.
78 : Boosts its Speed stat if hit by an Electric-type move, instead of taking damage.
79 : Becomes competitive and deals more damage to Pokémon of the same gender, but deals less to Pokémon of the opposite gender.
80 : The Pokémon’s determination boosts the Speed stat each time the Pokémon flinches.
81 : Boosts evasion in a hailstorm.
82 : Makes the Pokémon eat a held Berry when its HP drops to half or less, which is sooner than usual.
83 : The Pokémon is angered when it takes a critical hit, and that maxes its Attack stat.
84 : Boosts the Speed stat if the Pokémon’s held item is  used or lost.
85 : The heatproof body of the Pokémon halves the damage from Fire-type moves that hit it.
86 : The stat changes the Pokémon receives are doubled.
87 : Restores HP in rain or when hit by Water-type moves. Reduces HP in sunshine, and increases the damage received from Fire-type moves.
88 : Compares an opposing Pokémon’s Defense and Sp. Def stats before raising its own Attack or Sp. Atk stat—whichever will be more effective.
89 : Powers up punching moves.
90 : Restores HP if the Pokémon is poisoned, instead of losing HP.
91 : Powers up moves of the same type as the Pokémon.
92 : Maximizes the number of times multi-strike moves hit.
93 : Heals status conditions if it’s raining.
94 : Boosts the Sp. Atk stat in sunny weather, but HP decreases every turn.
95 : Boosts the Speed stat if the Pokémon has a status condition.
96 : All the Pokémon’s moves become Normal type. The power of those moves is boosted a little.
97 : Powers up moves if they become critical hits when attacking.
98 : The Pokémon only takes damage from attacks.
99 : The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land.
100 : The Pokémon moves after all other Pokémon do.
101 : Powers up the Pokémon’s weaker moves.
102 : Prevents status conditions in sunny weather.
103 : The Pokémon can’t use any held items.
104 : Moves can be used on the target regardless of its Abilities.
105 : The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.
106 : Damages the attacker if it contacts the Pokémon with a finishing hit.
107 : The Pokémon can sense an opposing Pokémon’s dangerous moves.
108 : When it enters a battle, the Pokémon can tell one of the moves an opposing Pokémon has.
109 : When attacking, the Pokémon ignores the target Pokémon’s stat changes.
110 : The Pokémon can use “not very effective” moves to deal regular damage. 
111 : Reduces the power of supereffective attacks taken.
112 : For five turns, the Pokémon’s Attack and Speed stats are halved.
113 : The Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves.
114 : Draws in all Water-type moves. Instead of being hit  by Water-type moves, it boosts its Sp. Atk.
115 : The Pokémon gradually regains HP in a hailstorm.
116 : Reduces the power of supereffective attacks taken.
117 : The Pokémon summons a hailstorm when it enters a battle.
118 : The Pokémon may gather Honey after a battle.
119 : When it enters a battle, the Pokémon can check an opposing Pokémon’s held item.
120 : Powers up moves that have recoil damage.
121 : Changes the Pokémon’s type to match the Plate or Z-Crystal it holds.
122 : Boosts the Attack and Sp. Def stats of itself and allies when it is sunny.
123 : Reduces the HP of sleeping opposing Pokémon.
124 : Steals an item from an attacker that made direct contact.
125 : Removes additional effects to increase the power of moves when attacking.
126 : Makes stat changes have an opposite effect.
127 : Unnerves opposing Pokémon and makes them unable to eat Berries.
128 : Boosts the Pokémon’s Attack stat sharply when its stats are lowered.
129 : Halves the Pokémon’s Attack and Sp. Atk stats when its HP becomes half or less.
130 : May disable a move used on the Pokémon.
131 : Sometimes heals an ally’s status condition.
132 : Reduces damage done to allies.
133 : Physical attacks to the Pokémon lower its Defense stat but sharply raise its Speed stat.
134 : Doubles the Pokémon’s weight.
135 : Halves the Pokémon’s weight.
136 : Reduces the amount of damage the Pokémon takes when its HP is full.
137 : Powers up physical attacks when the Pokémon is poisoned.
138 : Powers up special attacks when the Pokémon is burned.
139 : May create another Berry after one is used.
140 : Anticipates an ally’s attack and dodges it.
141 : Raises one stat sharply and lowers another every turn.
142 : Protects the Pokémon from things like sand, hail, and powder.
143 : May poison a target when the Pokémon makes contact.
144 : Restores a little HP when withdrawn from battle.
145 : Protects the Pokémon from Defense-lowering effects.
146 : Boosts the Pokémon’s Speed stat in a sandstorm.
147 : Makes status moves more likely to miss.
148 : Boosts move power when the Pokémon moves last.
149 : Comes out disguised as the Pokémon in the party’s last spot.
150 : The Pokémon transforms itself into the Pokémon it’s facing.
151 : Passes through the opposing Pokémon’s barrier, substitute, and the like and strikes.
152 : Contact with the Pokémon changes the attacker’s Ability to Mummy.
153 : The Pokémon shows moxie, and that boosts the Attack stat after knocking out any Pokémon.
154 : Being hit by a Dark-type move boosts the Attack stat of the Pokémon, for justice.
155 : Dark-, Ghost-, and Bug-type moves scare the Pokémon and boost its Speed stat.
156 : Reflects status moves, instead of getting hit by them.
157 : Boosts the Attack stat if hit by a Grass-type move, instead of taking damage.
158 : Gives priority to a status move.
159 : Boosts the power of Rock-, Ground-, and Steel-type moves in a sandstorm.
160 : Inflicts damage to the attacker on contact with iron barbs.
161 : Changes the Pokémon’s shape when HP is half or less.
162 : Boosts the accuracy of its allies and itself.
163 : Moves can be used on the target regardless of its Abilities.
164 : Moves can be used on the target regardless of its Abilities.
165 : Protects itself and its allies from attacks that limit their move choices.
166 : Ally Grass-type Pokémon are protected from status conditions and the lowering of their stats.
167 : Restores HP as well when the Pokémon eats a Berry.
168 : Changes the Pokémon’s type to the type of the move it’s about to use.
169 : Halves the damage from physical moves.
170 : The Pokémon steals the held item of a Pokémon it hits with a move.
171 : Protects the Pokémon from some ball and bomb moves.
172 : Boosts the Sp. Atk stat sharply when a stat is lowered.
173 : The Pokémon’s strong jaw boosts the power of its biting moves.
174 : Normal-type moves become Ice-type moves. The power of those moves is boosted a little.
175 : Prevents itself and ally Pokémon from falling asleep.
176 : 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.
177 : Gives priority to Flying-type moves when the  Pokémon’s HP is full.
178 : Powers up aura and pulse moves.
179 : Boosts the Pokémon’s Defense stat in  Grassy Terrain.
180 : The Pokémon passes its item to an ally that has used up an item.
181 : Powers up moves that make direct contact.
182 : Normal-type moves become Fairy-type moves. The power of those moves is boosted a little.
183 : Contact with the Pokémon lowers the attacker’s Speed stat.
184 : Normal-type moves become Flying-type moves. The power of those moves is boosted a little.
185 : Parent and child each attacks.
186 : Powers up each Pokémon’s Dark-type moves.
187 : Powers up each Pokémon’s Fairy-type moves.
188 : The effects of “Aura” Abilities are reversed to lower the power of affected moves.
189 : The Pokémon changes the weather to nullify Fire-type attacks.
190 : The Pokémon changes the weather to nullify Water-type attacks.
191 : The Pokémon changes the weather to eliminate all of the Flying type’s weaknesses.
192 : Boosts the Defense stat when hit by an attack.
193 : The Pokémon cowardly switches out when its HP becomes half or less.
194 : The Pokémon, sensing danger, switches out when its HP becomes half or less.
195 : Boosts the Pokémon’s Defense stat sharply when hit by a Water-type move.
196 : The Pokémon’s attacks become critical hits if the target is poisoned.
197 : When its HP becomes half or less, the Pokémon’s shell breaks and it becomes aggressive.
198 : Doubles the damage dealt to the target’s replacement if the target switches out.
199 : Lowers the power of Fire-type moves done to the Pokémon and prevents the Pokémon from getting a burn.
200 : Powers up Steel-type moves.
201 : Boosts the Pokémon’s Sp. Atk stat when it takes a  hit that causes its HP to become half or less.
202 : Boosts the Pokémon’s Speed stat in a hailstorm.
203 : The Pokémon uses its moves without making contact with the target.
204 : All sound-based moves become Water-type moves.
205 : Gives priority to a healing move.
206 : Normal-type moves become Electric-type moves. The power of those moves is boosted a little.
207 : Doubles the Pokémon’s Speed stat on Electric Terrain.
208 : When it has a lot of HP, the Pokémon forms a powerful school. It stops schooling when its HP is low.
209 : Once per battle, the shroud that covers the Pokémon can protect it from an attack.
210 : Defeating an opposing Pokémon strengthens the Pokémon’s bond with its Trainer, and it becomes Ash-Greninja. Water Shuriken gets more powerful.
211 : Other Cells gather to aid when its HP becomes half or less. Then the Pokémon changes its form to Complete Forme.
212 : The Pokémon can poison the target even if it’s a Steel or Poison type.
213 : It’s always drowsing and will never wake up. It can attack without waking up.
214 : Its majesty pressures the opposing Pokémon, making it unable to attack using priority moves.
215 : Damages the attacker landing the finishing hit by the amount equal to its last HP.
216 : When another Pokémon uses a dance move, it can use a dance move following it regardless of its Speed.
217 : Powers up ally Pokémon’s special moves.
218 : Halves the damage taken from moves that make direct contact, but doubles that of Fire-type moves.
219 : Surprises the opposing Pokémon, making it unable to attack using priority moves.
220 : Boosts its Sp. Atk stat every time a Pokémon faints.
221 : Contact with the Pokémon lowers the attacker’s Speed stat.
222 : The Pokémon copies the Ability of a defeated ally.
223 : The Pokémon copies the Ability of a defeated ally.
224 : The Pokémon boosts its most proficient stat each time it knocks out a Pokémon.
225 : Changes the Pokémon’s type to match the memory disc it holds.
226 : Turns the ground into Electric Terrain when the Pokémon enters a battle.
227 : Turns the ground into Psychic Terrain when the Pokémon enters a battle.
228 : Turns the ground into Misty Terrain when the Pokémon enters a battle.
229 : Turns the ground into Grassy Terrain when the Pokémon enters a battle.
230 : Prevents other Pokémon’s moves or Abilities from lowering the Pokémon’s stats.
231 : Reduces the amount of damage the Pokémon takes while its HP is full.
232 : Reduces the power of supereffective attacks taken.
