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Ability Description
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Note
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Expert Leader
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Increases EXP gain of all Monsters in your team by 50%.
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Bonus Damage
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Increases the Matching Type Attack Bonus from 1.5x to 2.0x.
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Assassin
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Increases the critical hit damage by 50% and makes it equal to 3x of non critical hit damage.
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Effect Expert
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Increases status-category moves' priority by 1.
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Critical Immunity
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Monsters with this ability are immune to critical hits.
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Camouflage
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Reduces enemy's super-effective attack effectiveness to 1x.
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Radiation
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Damages enemy at the end of every turn by 10% of their Max HP.
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Expert Defender
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Decreases enemy's ultra effective (4x damage) moves' power by 40%.
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Effective Healing
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Doubles effect of Healing items when used on this Monster.
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Beyond Type
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Enables the Monster to hit immune enemies with 1x damage.
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Anger
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Increases power of moves by 40% when the Monster is Burned, Poisoned, Paralyzed or Bleeding.
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Berserk
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Increases the Monster's Attack and Special Attack by 50% while decreasing its Accuracy by 25%.
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Fighting Eager
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Increases the Monster's Attack Stat and Special Attack Stat by 1 stage whenever the Monster knocks out an enemy.
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Cautious
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Increases the Monster's Defense and Special Defense by 50% while decreasing its Accuracy by 25%.
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Observer
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Increases move base power by 35% if the Monster goes last during that round.
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Slow Strong
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Decreases the Monster's speed stat by 30%, but increases the Monster's Attack and Special Attack stats by 40%.
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Slow Tough
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Decreases the Monster's speed stat by 30%, but increases the Monster's Defense and Special Defense stats by 40%.
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Stat Master
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30% chance to increases 1 random stat by 1 stage whenever a damage-dealing move is used.
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Expert Regenerator
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Monster heals itself by 15% of its Max HP at the end of every turn.
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Critic Master
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Increases the Monster's Critical Chance stat by 30%.
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Shield Master
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Decreases all opponent's moves base power by 30%.
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Accuracy Decreaser
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Decreases the enemy's Accuracy stat by 15%.
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Evasion Decreaser
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Decreases the enemy's Evasion stat by 15%.
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Speed Decreaser
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Decreases the enemy's Speed stat by 15%.
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Attack Gainer
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25% chance to increase the Attack stat at the end of each turn.
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Defense Gainer
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25% chance to increase the Defense stat at the end of each turn.
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SpAttack Gainer
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25% chance to increase the Special Attack stat at the end of each turn.
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SpDefense Gainer
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25% chance to increase the Special Defense stat at the end of each turn.
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Speed Gainer
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25% chance to increase the Speed stat at the end of each turn.
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Accuracy Gainer
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25% chance to increase the Accuracy at the end of each turn.
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Accuracy Master
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Increases the Monster's Accuracy stat by 30%.
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Attack Master
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Increases the Monster's Attack stat by 30%.
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Defense Master
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Increases the Monster's Defense stat by 30%.
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Evasion Master
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Increases the Monster's Evasion stat by 30%.
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SpAttack Master
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Increases the Monster's Special Attack stat by 30%.
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SpDefense Master
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Increases the Monster's Special Defense stat by 30%.
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Speed Master
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Increases the Monster's Speed stat by 30%.
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Physical Master
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Increases the Monster's Physical moves base power by 30%.
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Special Master
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Increases the Monster's Special moves base power by 30%.
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Bug Master
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Increases the Monster's Bug type moves base power by 30%.
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*Requires Bug Type
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Dark Master
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Increases the Monster's Dark type moves base power by 30%.
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*Requires Dark Type
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Dragon Master
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Increases the Monster's Dragon type moves base power by 30%.
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*Requires Dragon Type
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Electric Master
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Increases the Monster's Electric type moves base power by 30%.
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*Requires Electric Type
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Fighting Master
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Increases the Monster's Fighting type moves base power by 30%.
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*Requires Fighting Type
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Fire Master
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Increases the Monster's Fire type moves base power by 30%.
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*Requires Fire Type
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Flying Master
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Increases the Monster's Fighting type moves base power by 30%.
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*Requires Flying Type
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Ghost Master
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Increases the Monster's Ghost type moves base power by 30%.
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*Requires Ghost Type
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Grass Master
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Increases the Monster's Grass type moves base power by 30%.
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*Requires Grass Type
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Ground Master
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Increases the Monster's Ground type moves base power by 30%.
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*Requires Ground Type
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Ice Master
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Increases the Monster's Ice type moves base power by 30%.
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*Requires Ice Type
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Light Master
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Increases the Monster's Light type moves base power by 30%.
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*Requires Light Type
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Normal Master
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Increases the Monster's Normal type moves base power by 30%.
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*Requires Normal Type
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Poison Master
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Increases the Monster's Poison type moves base power by 30%.
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*Requires Poison Type
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Psychic Master
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Increases the Monster's Psychic type moves base power by 30%.
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*Requires Psychic Type
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Rock Master
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Increases the Monster's Rock type moves base power by 30%.
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*Requires Rock Type
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Steel Master
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Increases the Monster's Steel type moves base power by 30%.
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*Requires Steel Type
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Water Master
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Increases the Monster's Water type moves base power by 30%.
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*Requires Water Type
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Bug Mania
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Increases the Monster's Bug type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Bug Type
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Dark Mania
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Increases the Monster's Dark type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Dark Type
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Dragon Mania
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Increases the Monster's Dragon type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Dragon Type
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Electric Mania
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Increases the Monster's Electric type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Electric Type
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Fighting Mania
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Increases the Monster's Fighting type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Fighting Type
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Fire Mania
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Increases the Monster's Fire type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Fire Type
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Flying Mania
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Increases the Monster's Flying type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Flying Type
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Ghost Mania
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Increases the Monster's Ghost type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Ghost Type
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Grass Mania
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Increases the Monster's Grass type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Grass Type
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Ground Mania
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Increases the Monster's Ground type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Ground Type
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Ice Mania
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Increases the Monster's Ice type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Ice Type
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Light Mania
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Increases the Monster's Light type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Light Type
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Normal Mania
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Increases the Monster's Normal type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Normal Type
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Poison Mania
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Increases the Monster's Poison type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Poison Type
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Psychic Mania
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Increases the Monster's Psychic type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Psychic Type
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Rock Mania
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Increases the Monster's Rock type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Rock Type
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Steel Mania
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Increases the Monster's Steel type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Steel Type
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Water Mania
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Increases the Monster's Water type moves base power by 40% if HP is below 40% of it's Max HP.
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*Requires Water Type
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Perfect Body
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This ability makes the Monster immune to all status problems. For instance Burn.
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Bug Immunity
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Immune to Bug type moves.
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Dark Immunity
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Immune to Dark type moves.
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Dragon Immunity
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Immune to Dragon type moves.
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Electric Immunity
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Immune to Electric type moves.
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Fighting Immunity
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Immune to Fighting type moves.
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Fire Immunity
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Immune to Fire type moves.
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Flying Immunity
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Immune to Flying type moves.
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Ghost Immunity
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Immune to Ghost type moves.
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Grass Immunity
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Immune to Grass type moves.
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Ground Immunity
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Immune to Ground type moves.
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Ice Immunity
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Immune to Ice type moves.
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Light Immunity
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Immune to Light type moves.
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Normal Immunity
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Immune to Normal type moves.
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Poison Immunity
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Immune to Poison type moves.
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Psychic Immunity
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Immune to Psychic type moves.
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Rock Immunity
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Immune to Rock type moves.
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Steel Immunity
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Immune to Steel type moves.
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Water Immunity
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Immune to Water type moves.
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Confusion Immunity
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This Monster can't be Confused.
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Cringe Immunity
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This Monster won't Cringe.
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Sleep Immunity
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This Monster can't Fall Asleep.
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Freeze Immunity
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This Monster can't be Frozen.
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Paralysis Immunity
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This Monster can't be Paralysed.
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Maximum Accuracy
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Prevents Accuracy stat from being reduced.
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Maximum Evasion
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Prevents Evasion stat from being reduced.
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Maximum Speed
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Prevents Speed stat from being reduced.
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Scary
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15% chance to make the enemy Cringe when damaging moves are used.
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Sleep Master
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15% chance to make the enemy Fall Asleep when damaging moves are used.
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Mind Breaker
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20% chance to Confuse the enemy when damaging moves are used.
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Butcher
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25% chance to make the enemy Bleed when damaging moves are used.
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Blazing
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25% chance to Burn the enemy when damaging moves are used.
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*Requires Fire Type
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Crippling
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25% chance to Paralyze the enemy when damaging moves are used.
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