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Playing Around Abilities — Intimidate, Levitate, Huge Power in Practice

Playing Around Abilities — Intimidate, Levitate, Huge Power in Practice

Abilities are power that doesn't show up in base stats. How the major offense- and defense-changing abilities work, and how to play around the opponent's. (updated: 2026-07-22)

Abilities can override type effectiveness too
Abilities can override type effectiveness too

Abilities are a Pokémon's "invisible base stat"

Abilities don't appear anywhere in a Pokémon's numbers, but they can completely change the outcome of a matchup. Doubling an attack, nullifying an entire move type — playing without accounting for abilities is a great way to lose a fight the math said you should win.

Abilities that boost offense

Abilities that change defense

Reading the opponent's ability

Abilities matter on offense too. A classic mistake is assuming "this Ground move finishes them off," only to find the opponent has Levitate. Always check the opponent's ability before committing to a plan.

  1. Don't lean on a move that gets nullified: if the opponent's ability blocks your main attacking type, don't build your whole plan around it — bring a secondary attacking option instead.
  2. Turn Intimidate against its user: if you're a special attacker, an Attack drop from Intimidate does nothing to you. Consider hitting back with special damage instead.
  3. Use it to read switches: if you expect the opponent to bring in an Intimidate or absorbing-ability Pokémon, switch into something that's favorable against it too.

How our tools handle this

Our damage calculator and counter pages already factor in the abilities with the biggest real-world impact — Levitate (Ground immunity) and Huge Power/Pure Power (2x physical Attack). Matchup evaluations that include abilities are exactly why a result might feel off from your gut instinct at times; abilities are very often the reason. Understanding them fills in the gaps that raw numbers alone can't explain.

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