PokéSurvivor abilities and hidden abilities
Last updated: 31 Oct 2026 · Game build 7cc83e285f · Unofficial fan guide
Every Pokémon in PokéSurvivor has an ability that works during runs. Many also have a second regular one, and a rarer hidden one on top. The game's data holds 271 abilities. If you don't like the one your Pokémon rolled, the Kecleon Shop sells capsules that swap it, hidden abilities included.
Abilities arrived with the big Kecleon Shop update on 21 Oct, so anything you read about Poke Survivor before that date won't mention them. Dates in brackets link to the patch in our patch notes. Effects come from the game data; our Kecleon Shop page covers the capsules.
How abilities work in PokéSurvivor
Open your collection and pick a Pokémon: its ability sits on its page next to its nature (21 Oct). The ability only does something inside a run. On the menu it's just a label.
Don't mix it up with the nature. A nature moves two stats by +10% and -10% (21 Oct), while an ability is a rule of its own: more damage at low HP, faster in the sun, a free survive. Natures are covered in natures and stats.
Regular vs hidden abilities
A Pokémon has one or two regular abilities and often a hidden one, the same idea as the mainline games. Of the 966 Pokémon, 499 have a second regular ability and 813 have a hidden one. The hidden one rolls 1 time in 20 (5%); otherwise a Pokémon with two regular abilities gets either one at even odds.
Abilities with no special effect (+8% type damage)
Not every ability got its own effect. The ones that didn't give +8% damage with moves of the Pokémon's main type, so a dull-looking ability still adds a bit of damage. 165 of the 271 abilities have their own effect, and 55 of those keep the +8% type bonus on top.
Best PokéSurvivor abilities (our opinion)
Our opinion, judged from the effect text alone. Not a tier list.
- Damage: Huge Power and Pure Power (+50% with physical moves) are the biggest flat numbers on the list. Adaptability gives +25% on moves of its own types, Technician +35% on low-damage moves, and Protean or Libero +12% on every move. Huge Power only pays off if your Pokémon actually leans physical, so check its Attack first.
- Staying alive: Multiscale and Shadow Shield halve damage while you're at almost full HP, which suits a careful kiter. Sturdy turns a knockout into 1 HP every 90 seconds. Levitate ignores water, lava and traps, and Ground barely touches it.
- Speed: Speed Boost adds 1.5% every 10 seconds and tops out at +30%, about 200 seconds in. Swift Swim, Chlorophyll, Sand Rush and Slush Rush give +50% speed, but only in their weather.
- Coins: Pickup and Honey Gather give +15% PokéCoins in the run. Nice on a farming partner, useless for a record attempt.
All PokéSurvivor abilities and their effects
The table lists all 271 abilities in the game data with their in-run effect. Use Ctrl+F (Cmd+F on Mac) to find a name.
| Ability | Effect in a run |
|---|---|
| Adaptability | +25% damage with moves of its own types. |
| Aftermath | Once per run, when low on HP, it explodes and hurts everything around. Also +8% main-type damage. |
| Air Lock | +8% damage with moves of the Pokémon's main type. |
| Analytic | +15% damage to enemies below half HP. Also +8% main-type damage. |
| Anger Point | The first time it drops below half HP it gets angry: +25% damage for the rest of the run. |
| Anticipation | Senses danger: dodges 6% of hits. Also +8% main-type damage. |
| Arena Trap | +8% damage with moves of the Pokémon's main type. |
| Armor Tail | +8% damage with moves of the Pokémon's main type. |
| Aroma Veil | +8% damage with moves of the Pokémon's main type. |
| Aura Break | +8% damage with moves of the Pokémon's main type. |
| Bad Dreams | +8% damage with moves of the Pokémon's main type. |
| Ball Fetch | +8% damage with moves of the Pokémon's main type. |
| Battery | +8% damage with moves of the Pokémon's main type. |
| Battle Armor | Takes 8% less damage. |
| Beads of Ruin | +8% damage with moves of the Pokémon's main type. |
| Beast Boost | Each enemy defeated gives +0.5% damage (up to +15%). |
| Berserk | +8% damage with moves of the Pokémon's main type. |
| Big Pecks | Takes 8% less physical damage. Also +8% main-type damage. |
| Blaze | +35% Fire-type damage at low HP (under 1/3). |
| Bulletproof | Takes 15% less special damage. Also +8% main-type damage. |
| Cheek Pouch | +8% damage with moves of the Pokémon's main type. |
| Chilling Neigh | Each enemy defeated gives +0.5% damage (up to +15%). |
| Chlorophyll | +50% speed in sun. |
| Clear Body | Sticky traps and terrain do not slow it down. |
| Cloud Nine | +8% damage with moves of the Pokémon's main type. |
| Color Change | +8% damage with moves of the Pokémon's main type. |
| Comatose | +8% damage with moves of the Pokémon's main type. |
| Commander | +8% damage with moves of the Pokémon's main type. |
| Competitive | If it is slowed it fights back: +20% special damage while it lasts. Also +8% main-type damage. |
| Compound Eyes | +6% critical hit chance. |
| Contrary | The other way round: when slowed, it goes faster. Also +8% main-type damage. |
| Corrosion | +8% damage with moves of the Pokémon's main type. |
| Cotton Down | +8% damage with moves of the Pokémon's main type. |
| Cud Chew | +8% damage with moves of the Pokémon's main type. |
| Cursed Body | Sometimes slows whoever hits it in melee. |
| Cute Charm | Whoever hits it in melee is smitten (slowed). |
| Damp | Explosions from kamikaze Pokémon do not hurt it. Also +8% main-type damage. |
| Dancer | +8% damage with moves of the Pokémon's main type. |
| Dark Aura | +8% damage with moves of the Pokémon's main type. |
| Dauntless Shield | +8% damage with moves of the Pokémon's main type. |
| Dazzling | +8% damage with moves of the Pokémon's main type. |
| Defeatist | Glass cannon: +15% damage above half HP; below it, −25%. |
| Defiant | If it is slowed it fights back: +20% physical damage while it lasts. Also +8% main-type damage. |
| Disguise | +8% damage with moves of the Pokémon's main type. |
| Download | +8% damage with moves of the Pokémon's main type. |
| Dragon’s Maw | +20% damage with Dragon-type moves. |
| Drizzle | Brings rain at the start of the run and every 3 minutes. |
| Drought | Brings sun at the start of the run and every 3 minutes. |
| Dry Skin | Water heals it and rain restores HP, but Fire deals 25% more. |
| Early Bird | Sticky traps and terrain do not slow it down. Also +8% main-type damage. |
| Earth Eater | Ground-type attacks deal no damage: they heal it a little. |
| Effect Spore | Whoever hits it in melee is slowed or poisoned. |
| Electric Surge | +8% damage with moves of the Pokémon's main type. |
| Electromorphosis | +8% damage with moves of the Pokémon's main type. |
| Emergency Exit | +8% damage with moves of the Pokémon's main type. |
| Fairy Aura | +8% damage with moves of the Pokémon's main type. |
| Filter | Super effective attacks deal 25% less. |
| Flame Body | Whoever hits it in melee gets burned. |
| Flare Boost | +8% damage with moves of the Pokémon's main type. |
| Flash Fire | Fire-type attacks deal no damage: they heal it a little. |
| Flower Gift | +8% damage with moves of the Pokémon's main type. |
| Flower Veil | +8% damage with moves of the Pokémon's main type. |
| Fluffy | Takes 30% less physical damage. |
| Forecast | +8% damage with moves of the Pokémon's main type. |
| Forewarn | Senses danger: dodges 6% of hits. Also +8% main-type damage. |
| Friend Guard | Takes 6% less damage. Also +8% main-type damage. |
| Frisk | Pulls items from farther away (+20% magnet). Also +8% main-type damage. |
| Full Metal Body | Sticky traps and terrain do not slow it down. |
| Fur Coat | Takes 40% less physical damage. |
| Gale Wings | +8% damage with moves of the Pokémon's main type. |
| Gluttony | Healing heals it 40% more. Also +8% main-type damage. |
| Good as Gold | +8% damage with moves of the Pokémon's main type. |
| Gooey | +8% damage with moves of the Pokémon's main type. |
| Grass Pelt | +8% damage with moves of the Pokémon's main type. |
| Grassy Surge | +8% damage with moves of the Pokémon's main type. |
| Grim Neigh | Each enemy defeated gives +0.5% damage (up to +15%). |
| Gulp Missile | +8% damage with moves of the Pokémon's main type. |
| Guts | +30% physical damage under half HP. |
| Harvest | Healing heals it 30% more. Also +8% main-type damage. |
| Healer | Recovers 0.3% of its HP per second. Also +8% main-type damage. |
| Heatproof | Takes half damage from Fire. |
| Heavy Metal | +8% damage with moves of the Pokémon's main type. |
| Honey Gather | +15% PokéCoins in the run. |
| Hospitality | +8% damage with moves of the Pokémon's main type. |
| Huge Power | +50% damage with physical moves. |
| Hunger Switch | +8% damage with moves of the Pokémon's main type. |
| Hustle | +25% damage with physical moves, but 1 in 6 physical hits comes out weak. |
| Hydration | In rain it recovers 1% HP per second and nothing slows it. Also +8% main-type damage. |
| Hyper Cutter | +6% damage with physical moves. Also +8% main-type damage. |
| Ice Body | Recovers 1.5% HP per second in snow. |
| Ice Face | +8% damage with moves of the Pokémon's main type. |
| Ice Scales | Takes 40% less special damage. |
| Illuminate | Pulls items from farther away (+10% magnet). Also +8% main-type damage. |
| Illusion | +8% damage with moves of the Pokémon's main type. |
| Immunity | +8% damage with moves of the Pokémon's main type. |
| Imposter | Transforms: hits and endures like a balanced Pokémon. |
| Infiltrator | Its hits break enemy shields. Also +8% main-type damage. |
| Innards Out | +8% damage with moves of the Pokémon's main type. |
| Inner Focus | Sticky traps and terrain do not slow it down. |
| Insomnia | Sticky traps and terrain do not slow it down. |
| Intimidate | Enemies deal 12% less physical damage to it. |
| Intrepid Sword | +8% damage with moves of the Pokémon's main type. |
| Iron Barbs | Whoever hits it in melee takes damage. |
| Iron Fist | +25% damage with punches. |
| Justified | +15% damage to Dark-type Pokémon. Also +8% main-type damage. |
| Keen Eye | +5% critical hit chance. Also +8% main-type damage. |
| Klutz | Without an item, +12% damage. Also +8% main-type damage. |
| Leaf Guard | In sun nothing slows it and it takes 15% less damage. Also +8% main-type damage. |
| Levitate | Floats: unaffected by water, lava and traps, and Ground barely hurts it. |
| Libero | +12% damage with all its moves. |
| Light Metal | +8% damage with moves of the Pokémon's main type. |
| Lightning Rod | Electric-type attacks deal no damage: they heal it a little. |
| Limber | Sticky traps and terrain do not slow it down. |
| Lingering Aroma | +8% damage with moves of the Pokémon's main type. |
| Liquid Ooze | +8% damage with moves of the Pokémon's main type. |
| Liquid Voice | +8% damage with moves of the Pokémon's main type. |
| Long Reach | +8% damage with moves of the Pokémon's main type. |
| Magic Bounce | Takes 15% less special damage and dodges 10% of those hits. Also +8% main-type damage. |
| Magic Guard | Only attacks hurt it: not lava or traps. |
| Magician | +8% damage with moves of the Pokémon's main type. |
| Magma Armor | +8% damage with moves of the Pokémon's main type. |
| Magnet Pull | Pulls items from farther away (+20% magnet). Also +8% main-type damage. |
| Marvel Scale | +8% damage with moves of the Pokémon's main type. |
| Mega Launcher | +30% damage with pulses and spheres. |
| Merciless | +8% damage with moves of the Pokémon's main type. |
| Minus | +10% damage with special moves. |
| Mirror Armor | +8% damage with moves of the Pokémon's main type. |
| Misty Surge | +8% damage with moves of the Pokémon's main type. |
| Mold Breaker | +12% damage to bosses. Also +8% main-type damage. |
| Moody | Every 10 s, +10% to something at random: attack, special attack, speed or defense. Also +8% main-type damage. |
| Motor Drive | Electric-type attacks deal no damage: they heal it a little. |
| Moxie | Each enemy defeated gives +0.5% damage (up to +15%). |
| Multiscale | Takes half damage while at (nearly) full HP. |
| Multitype | +8% damage with moves of the Pokémon's main type. |
| Mummy | +8% damage with moves of the Pokémon's main type. |
| Natural Cure | Recovers 0.3% of its HP per second. Also +8% main-type damage. |
| Neutralizing Gas | +8% damage with moves of the Pokémon's main type. |
| No Guard | Everything hits: +15% damage dealt, but takes 10% more. |
| Normalize | +8% damage with moves of the Pokémon's main type. |
| Oblivious | Sticky traps and terrain do not slow it down. |
| Orichalcum Pulse | Brings sun at the start of the run and every 3 minutes. |
| Overcoat | Takes 5% less special damage. Also +8% main-type damage. |
| Overgrow | +35% Grass-type damage at low HP (under 1/3). |
| Own Tempo | Sticky traps and terrain do not slow it down. |
| Perish Body | +8% damage with moves of the Pokémon's main type. |
| Pickpocket | When hit, it sometimes snatches a coin. Also +8% main-type damage. |
| Pickup | +15% PokéCoins in the run. |
| Pixilate | +8% damage with moves of the Pokémon's main type. |
| Plus | +10% damage with special moves. |
| Poison Heal | +8% damage with moves of the Pokémon's main type. |
| Poison Point | Whoever hits it in melee gets poisoned. |
| Poison Touch | Its melee attacks and dashes poison. |
| Power Spot | +8% damage with moves of the Pokémon's main type. |
| Prankster | Its boosting moves recharge 30% faster. Also +8% main-type damage. |
| Pressure | Takes 8% less damage. |
| Prism Armor | Super effective attacks deal 25% less. |
| Propeller Tail | +8% damage with moves of the Pokémon's main type. |
| Protean | +12% damage with all its moves. |
| Protosynthesis | In sun, +20% damage. Also +8% main-type damage. |
| Psychic Surge | +8% damage with moves of the Pokémon's main type. |
| Punk Rock | +30% damage with sound moves. |
| Pure Power | +50% damage with physical moves. |
| Purifying Salt | +8% damage with moves of the Pokémon's main type. |
| Quark Drive | +8% damage with moves of the Pokémon's main type. |
| Queenly Majesty | +8% damage with moves of the Pokémon's main type. |
| Quick Feet | When slowed, it goes faster (instead of slower). Also +8% main-type damage. |
| Rain Dish | Recovers 1.5% HP per second in rain. |
| Rattled | Bug, Ghost or Dark hits scare it: +25% speed for a moment. Also +8% main-type damage. |
| Receiver | +8% damage with moves of the Pokémon's main type. |
| Reckless | +25% damage with dashes. |
| Refrigerate | +8% damage with moves of the Pokémon's main type. |
| Regenerator | Recovers 0.6% of its HP per second. |
| Ripen | +8% damage with moves of the Pokémon's main type. |
| Rivalry | +15% damage to enemies that share a type with it. Also +8% main-type damage. |
| RKS System | +8% damage with moves of the Pokémon's main type. |
| Rock Head | +8% damage with moves of the Pokémon's main type. |
| Rough Skin | Whoever hits it in melee takes damage. |
| Run Away | +8% speed. |
| Sand Force | +30% Rock, Ground and Steel damage in a sandstorm. |
| Sand Rush | +50% speed in a sandstorm. |
| Sand Spit | +8% damage with moves of the Pokémon's main type. |
| Sand Stream | Brings a sandstorm at the start of the run and every 3 minutes. |
| Sand Veil | In a sandstorm it dodges 15% of hits. Also +8% main-type damage. |
| Sap Sipper | Grass-type attacks deal no damage: they heal it a little. |
| Schooling | School form: +25% HP and, above 1/4 HP, +50% damage. |
| Scrappy | Its Normal and Fighting moves fully hit Ghost types. |
| Seed Sower | +8% damage with moves of the Pokémon's main type. |
| Serene Grace | Burns, poisons and slows from its moves are twice as strong. |
| Shadow Shield | Takes half damage while at (nearly) full HP. |
| Shadow Tag | +8% damage with moves of the Pokémon's main type. |
| Sharpness | +30% damage with slicing moves. |
| Shed Skin | Every 5 s it sheds: removes slows and recovers 2% HP. Also +8% main-type damage. |
| Sheer Force | +25% damage with moves that burn, poison, slow or push, but they lose that effect. |
| Shell Armor | Takes 8% less damage. |
| Shield Dust | Sticky traps and terrain do not slow it down. Also +8% main-type damage. |
| Shields Down | +8% damage with moves of the Pokémon's main type. |
| Simple | +8% damage with moves of the Pokémon's main type. |
| Skill Link | +25% damage with multi-hit moves. Also +8% main-type damage. |
| Slow Start | Slow start: for the first minute it deals −40% damage and moves slower; after that, full power. |
| Slush Rush | +50% speed in snow. |
| Sniper | Its critical hits deal ×2 damage (instead of ×1.5). |
| Snow Cloak | In snow it dodges 15% of hits. Also +8% main-type damage. |
| Snow Warning | Brings snow at the start of the run and every 3 minutes. |
| Solar Power | +40% special damage in sun, but the sun drains some HP. |
| Solid Rock | Super effective attacks deal 25% less. |
| Soul-Heart | +8% damage with moves of the Pokémon's main type. |
| Soundproof | Takes 10% less special damage. Also +8% main-type damage. |
| Speed Boost | Every 10 seconds it gets 1.5% faster (up to +30%). |
| Stakeout | +8% damage with moves of the Pokémon's main type. |
| Stall | +8% damage with moves of the Pokémon's main type. |
| Stalwart | +8% damage with moves of the Pokémon's main type. |
| Stamina | Each melee hit it takes raises its defense a little. |
| Stance Change | Switches every 8 s between blade (+20% damage) and shield (−20% damage taken). |
| Static | Whoever hits it in melee is slowed (paralyzed). |
| Steadfast | When hit, +10% speed for a moment (stacks). Also +8% main-type damage. |
| Steelworker | +20% damage with Steel-type moves. |
| Steely Spirit | +20% damage with Steel-type moves. |
| Stench | Its hits sometimes slow (1 in 10). Also +8% main-type damage. |
| Sticky Hold | Pulls items from farther away (+20% magnet). Also +8% main-type damage. |
| Storm Drain | Water-type attacks deal no damage: they heal it a little. |
| Strong Jaw | +30% damage with bites. |
| Sturdy | A hit that would KO it leaves it with 1 HP (every 90 s). |
| Suction Cups | +8% damage with moves of the Pokémon's main type. |
| Super Luck | +10% critical hit chance. |
| Supersweet Syrup | +8% damage with moves of the Pokémon's main type. |
| Supreme Overlord | +8% damage with moves of the Pokémon's main type. |
| Swarm | +35% Bug-type damage at low HP (under 1/3). |
| Sweet Veil | Sticky traps and terrain do not slow it down. Also +8% main-type damage. |
| Swift Swim | +50% speed in rain. |
| Symbiosis | +8% damage with moves of the Pokémon's main type. |
| Synchronize | Whoever hits it in melee takes part of the hit back. Also +8% main-type damage. |
| Tangled Feet | When slowed, it dodges 20% of hits. Also +8% main-type damage. |
| Technician | +35% damage with weak-hitting moves. |
| Telepathy | Reads intentions: dodges 8% of hits. Also +8% main-type damage. |
| Tera Shift | +8% damage with moves of the Pokémon's main type. |
| Teravolt | +8% damage with moves of the Pokémon's main type. |
| Thermal Exchange | +8% damage with moves of the Pokémon's main type. |
| Thick Fat | Takes 40% less damage from Fire and Ice. |
| Tinted Lens | Its not very effective moves deal normal damage. |
| Torrent | +35% Water-type damage at low HP (under 1/3). |
| Tough Claws | +25% damage with melee attacks and dashes. |
| Toxic Boost | +8% damage with moves of the Pokémon's main type. |
| Toxic Chain | +8% damage with moves of the Pokémon's main type. |
| Toxic Debris | +8% damage with moves of the Pokémon's main type. |
| Trace | +8% damage with moves of the Pokémon's main type. |
| Transistor | +20% damage with Electric-type moves. |
| Triage | +8% damage with moves of the Pokémon's main type. |
| Truant | Slow but heavy: recharges take 60% longer, but each hit deals +35%. |
| Turboblaze | +8% damage with moves of the Pokémon's main type. |
| Unaware | Unimpressed: takes 8% less damage. Also +8% main-type damage. |
| Unburden | Without an item it is 15% faster. Also +8% main-type damage. |
| Unnerve | Makes enemies nervous: they deal 6% less damage to it. Also +8% main-type damage. |
| Unseen Fist | +8% damage with moves of the Pokémon's main type. |
| Victory Star | +8% damage with moves of the Pokémon's main type. |
| Vital Spirit | Sticky traps and terrain do not slow it down. |
| Volt Absorb | Electric-type attacks deal no damage: they heal it a little. |
| Wandering Spirit | +8% damage with moves of the Pokémon's main type. |
| Water Absorb | Water-type attacks deal no damage: they heal it a little. |
| Water Bubble | +40% Water-type damage and takes half damage from Fire. |
| Water Compaction | +8% damage with moves of the Pokémon's main type. |
| Water Veil | Lava does not burn it and it takes half damage from Fire. Also +8% main-type damage. |
| Weak Armor | When hit physically it gets lighter: +20% speed for a moment. Also +8% main-type damage. |
| Well-Baked Body | Fire-type attacks deal no damage: they heal it a little. |
| White Smoke | Sticky traps and terrain do not slow it down. |
| Wimp Out | +8% damage with moves of the Pokémon's main type. |
| Wind Power | +8% damage with moves of the Pokémon's main type. |
| Wind Rider | +8% damage with moves of the Pokémon's main type. |
| Wonder Guard | Anything not super effective barely hurts it (35%); super effective hits deal 50% more. |
| Wonder Skin | +8% damage with moves of the Pokémon's main type. |
| Zen Mode | Below half HP it enters Zen Mode: +30% special damage. Also +8% main-type damage. |
| Zero to Hero | +8% damage with moves of the Pokémon's main type. |
All other abilities: +8% damage with moves of the Pokémon's main type.
Damage abilities
| Ability | Effect in a run |
|---|---|
| Overgrow, Blaze, Torrent, Swarm | +35% damage with Grass, Fire, Water or Bug moves below 1/3 HP |
| Huge Power, Pure Power | +50% damage with physical moves |
| Adaptability | +25% damage with moves of its own types |
| Protean, Libero | +12% damage with every move |
| Technician | +35% damage with low-damage moves |
| Moxie, Beast Boost | +0.5% damage for each enemy defeated, up to +15% |
Defensive abilities
| Ability | Effect in a run |
|---|---|
| Sturdy | A knockout blow leaves it at 1 HP (every 90 s) |
| Multiscale, Shadow Shield | Half damage taken at almost full HP |
| Levitate | Water, lava and traps don't affect it; Ground barely hurts |
| Water Absorb, Volt Absorb, Flash Fire and similar | Attacks of that type heal it a little |
| Intimidate | Enemies deal 12% less physical damage to it |
| Regenerator | Recovers 0.6% of its HP per second |
Speed and weather abilities
| Ability | Effect in a run |
|---|---|
| Speed Boost | +1.5% speed every 10 s, up to +30% |
| Swift Swim, Chlorophyll, Sand Rush, Slush Rush | +50% speed in rain, sun, sandstorm or snow |
| Drizzle, Drought, Sand Stream, Snow Warning | Sets its weather at the start of the run and every 3 minutes |
What each weather does to damage is on the weather page.
Utility abilities (coins, crits, cooldowns)
| Ability | Effect in a run |
|---|---|
| Sniper | Critical hits deal ×2 instead of ×1.5 |
| Super Luck | +10% critical hit chance |
| Pickup, Honey Gather | +15% PokéCoins during the run |
| Prankster | Buff moves recharge 30% faster |
Abilities with a drawback (Truant, Slow Start…)
| Ability | Effect in a run |
|---|---|
| Truant | Cooldowns 60% longer, every hit deals +35% |
| Slow Start | For the first minute -40% damage and slower movement, then full power |
Truant is the odd one. Slower recharges cut how often you hit, and the +35% per hit is there to pay that back. Whether it nets out ahead depends on the move, so treat it as a trade rather than a free boost.
Hidden abilities worth a Hidden Ability Capsule
Some Pokémon keep their best ability in the hidden slot. A few examples from the game data (our opinion on whether they're worth it):
- Dragonite: hidden Multiscale, half damage while at almost full HP. Good on a partner you plan to keep healthy.
- Gyarados: hidden Moxie, +0.5% damage for each enemy defeated, up to +15%.
- Charmander: Blaze, hidden Solar Power: +40% special damage in sun, but the sun drains some HP.
- Squirtle: Torrent, hidden Rain Dish: recovers 1.5% HP per second in rain.
- Pikachu: Static, hidden Lightning Rod: Electric attacks heal it a little instead of hurting it.
- Bulbasaur: Overgrow, hidden Chlorophyll: +50% speed in sun.
Spend on your main first. A capsule on a Pokémon you rarely play doesn't move anything.
How to change a Pokémon's ability (Ability Capsules)
Buy a capsule in the Kecleon Shop and the change is permanent (21 Oct). An Ability Capsule only switches between its regular abilities. A Hidden Ability Capsule can pick any of its abilities, hidden one included. An Ability Capsule costs 1,500 PokéCoins and a Hidden Ability Capsule 5,000. Everything else the shop sells is on Ability Capsules in the Kecleon Shop.
Ability fixes and changes
| Date | Change |
|---|---|
| 21 Oct | Every Pokémon gets an ability with an effect in runs; capsules can change it |
| 27 Oct | Weak Armor, Steadfast and Rattled no longer reset Agility stacks to one when you're hit |
FAQ
How many abilities are in PokéSurvivor?
271, according to the game's data. 165 have an effect of their own; the rest give +8% damage with moves of the Pokémon's main type.
Where can I see my Pokémon's ability?
On that Pokémon’s page in your collection, next to its nature. Both have been there since the 21 October 2026 update.
What are hidden abilities in PokéSurvivor?
A rarer third ability that 813 of the 966 Pokémon have on top of their one or two regular ones. It rolls 1 time in 20. If your Pokémon didn't roll it, a Hidden Ability Capsule can switch to it.
How do I change my Pokémon's ability?
Buy an Ability Capsule (1,500 PokéCoins) or a Hidden Ability Capsule (5,000) in the Kecleon Shop. The change is permanent. The regular capsule can't pick the hidden ability. Details on the Kecleon Shop page.
Is a Hidden Ability Capsule worth it?
Our opinion: only on a main, and only when the hidden ability is clearly better. Dragonite's hidden Multiscale is the easy example. Gyarados's hidden Moxie is another: +0.5% damage for each enemy defeated, up to +15%.
Related guides
- Kecleon Shop: Mints, capsules and daily TMs
- Stats explained: natures, stat cards and what each stat does
- Pokédex: all 966 Pokémon
- Tier list: best moves and Pokémon
- Weather: what sun, rain, sand and snow change
- Patch notes
Ready to try it?
PokéSurvivor is free and runs in your browser. Play it on the developer's site so your progress, co-op and leaderboards work.