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מסעות המאסטר – פרק 68 בתרגום לעברית – גארי חוזר! – יתפרסם בעוד:

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מה דעתכם על תפיסת מורפיקו בפרק 70?

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