All Traits
Traits are passive abilities that activate automatically. Each one changes how a creature fights, survives, or supports the team.
| Trait | Description |
|---|---|
| Berserker | Increases attack when HP is below half, turning low-health situations into offensive opportunities. |
| Chlorophyll | Boosts speed in harsh sunlight, allowing the creature to outspeed threats under sunny weather. |
| Drought | Summons harsh sunlight upon entering battle, immediately changing the weather condition for all active creatures. |
| Electric Surge | Summons Electric Terrain on entry, boosting Electric-type moves and preventing Sleep for grounded creatures. |
| Filter | Reduces damage from super-effective hits, softening the punishment of a bad type matchup. |
| Guts | Boosts attack while afflicted by a status condition, rewarding aggressive play despite debuffs. |
| Intimidate | Lowers the opposing creature's attack upon entry, immediately reducing the enemy's physical threat. |
| Levitate | Grants immunity to Ground-type moves, allowing the creature to float above ground-based attacks. |
| Lightning Rod | Redirects all Electric-type moves toward the creature and boosts its Special Attack per hit absorbed. |
| Magic Guard | Prevents indirect damage from weather, poison, burn, and other residual effects. |
| Mold Breaker | Ignores the opposing creature's defensive abilities, allowing moves to land regardless of protective traits. |
| Multiscale | Halves damage taken at full HP, making the creature significantly harder to take down on the first hit. |
| Natural Cure | Heals all status conditions upon switching out, providing reliable recovery without using a move slot. |
| Overgrow | Powers up Grass-type moves when HP is low, giving the creature a comeback option at low health. |
| Parental Bond | Allows the creature to strike twice with a single attack, greatly increasing damage output per turn. |
| Protean | Changes the creature's type to match the move it is about to use, ensuring STAB on every attack. |
| Reckless | Boosts the power of recoil moves, making high-risk attacks hit even harder at the cost of self-damage. |
| Regenerator | Restores a portion of HP when switching out, encouraging frequent swaps and team-based play. |
| Rock Head | Prevents recoil damage, allowing the creature to use high-power recoil moves without penalty. |
| Sand Stream | Summons a sandstorm upon entry, damaging non-Rock, Ground, or Steel types each turn. |
| Scrappy | Allows Normal and Fighting-type moves to hit Ghost-type creatures, removing a common immunity. |
| Shell Armor | Prevents critical hits against the creature, eliminating the risk of high-damage surprise strikes. |
| Snow Warning | Summons hail upon entry, dealing chip damage to non-Ice types each turn. |
| Sturdy | Prevents being knocked out in one hit from full HP, guaranteeing at least one turn of action. |
| Technician | Boosts the power of weaker moves, making low-base-power attacks viable and sometimes devastating. |
| Tinted Lens | Powers up not-very-effective moves, reducing the penalty of hitting a resisted type. |
| Trace | Copies the opposing creature's ability upon entry, potentially turning the enemy's strength into your own. |
| Unaware | Ignores the opposing creature's stat changes when calculating damage, keeping fights consistent. |
| Water Absorb | Restores HP instead of taking damage from Water-type moves, turning enemy attacks into healing. |
| Wonder Guard | Only allows damage from super-effective moves, making the creature nearly invincible against neutral hits. |
Note
Full traits database coming soon. This page will expand with trait tiers, synergies, recommended pairings, and advanced usage notes.
Build a stronger team with trait knowledge
Return to the Monster Wiki or explore other Wiki Tools pages for more in-depth data.