Abilities
All figures are estimated trends based on available data and do not guarantee competitive results. Matchups are situational.
Abilities are one of the most influential aspects of VGC teambuilding. In doubles, abilities that affect the whole field — like Intimidate, Drought or Drizzle — can define the flow of an entire game. Support abilities such as redirection setups, speed control and weather or terrain setters often matter more than raw power. Use this database to look up every VGC-relevant ability, filter by role, and understand how each one interacts with the current metagame.
Armor Tail
Tier A
As One
Tier S
Chlorophyll
Tier B
Competitive
Tier A
Defiant
Tier A
Drizzle
Tier A
Drought
Tier A
Electric Surge
Tier A
Flash Fire
Tier B
Friend Guard
Tier B
Good as Gold
Tier A
Grassy Surge
Tier A
Intimidate
Tier S
Levitate
Tier B
Magic Bounce
Tier B
Mold Breaker
Tier B
No Guard
Tier C
Prankster
Tier A
Protosynthesis
Tier A
Psychic Surge
Tier A
Quark Drive
Tier A
Regenerator
Tier A
Sand Rush
Tier C
Shadow Tag
Tier B
Swift Swim
Tier B
Unseen Fist
Tier A
Recommended competitive references
Every ability entry below includes an expanded competitive breakdown covering positioning, team-building considerations and matchup notes. These entries are kept up to date with the current regulation set and meta trends. You can still filter and browse the full database; all listed abilities link to detailed pages.