Spiritdex
Abilities
Every spirit has one ability that works on its own in battle. Here are all 45, and who has them.
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Ancient Canopy
Takes 25% less damage for its first 2 turns in battle.
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Battle Burn
Its attacks have a 10% chance to burn.
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Beacon Eye
Its attacks never miss.
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Cold Resolve
Once per battle, Defense rises one stage after an enemy attack leaves it alive below half HP.
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Cradle Voice
Its sleep moves gain 15 accuracy.
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Echo Chamber
After its Song attack hits, 30% chance the notes echo for a second hit at half power.
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Ember Rising
Attack rises one stage the first time it uses a Fire move in a battle.
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Facet Brace
Once per battle, takes 25% less direct damage from the first super-effective attack that hits it.
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Fade Away
Moves aimed at it have 30% less accuracy on its first turn in battle.
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Fear Aura
On entering battle, lowers the opponent's Attack by one stage.
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First Glimmer
Once per battle, its first Ghost attack that deals damage gains 20% power.
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Flow Skin
10% chance to slip past an attack and take no damage.
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Full Tilt
Its recoil moves gain 20% power, and it takes only half the recoil.
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Gathering Gale
Its Speed rises one stage at the end of each turn it is out, up to two stages.
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Good Omen
The extra effects of its moves happen 1.5 times as often.
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Green Heal
Restores 1/16 of its max HP at the end of every turn.
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Grit
While it suffers an ailment, its attacks gain 30% power.
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Hot Temper
Its Attack rises one stage each time a super-effective attack or a critical hit lands on it.
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Kiln Skin
When an attack hits it, 15% chance to burn the attacker.
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Last Sting
If an attack knocks it out, the attacker loses 1/5 of its max HP.
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Longing Call
Once a teammate has fainted in this battle, its Song moves gain 30% power.
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Mirage
Once per battle, the first attack aimed at it passes through a mirage and misses.
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Night Prowl
Moves gain 20% power against a target below half HP.
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Pearl Heart
Once per battle, a hit that would knock it out while it is above half HP leaves it with 1 HP.
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Ridge Guard
Takes 20% less direct attack damage while at full HP.
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Rising Tide
Its Water moves gain 10% power for each full turn it has been out, up to 30%.
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River Glide
Its first move in each battle always goes first.
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Root Guard
Defense rises one stage when hit by a Water move.
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Salt Hide
Salt-crusted skin: it can't be burned or poisoned.
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Seed Stash
Once per battle, when an attack leaves it below half HP, it eats a stashed seed and heals 1/3 of its max HP.
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Sleight
While it is above half HP, its status moves go first.
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Small Blades
Its attacks of 50 power or less gain 40% power.
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Snarecraft
Its binding moves hold for six turns instead of four.
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Spore Recoil
After surviving damage from an enemy attack, has a 15% chance to poison that attacker.
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Static Pulse
When hit by an attack, 15% chance to paralyse the attacker.
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Storm Catcher
Electric moves have no effect on it; each one aimed at it raises its Speed instead.
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Storm Step
Speed rises one stage the first time it takes damage in a battle.
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Surefoot
Sure-footed on any cliff: it can't be dragged out or bound, and foes can't lower its Speed.
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Tempest Core
Electric moves gain 30% power while its HP is below half.
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Thirsty Cap
Water moves have no effect on it; a Water attack heals it 1/4 of its max HP instead.
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Thorn Hide
A foe whose attack hits it loses 1/10 of its own max HP.
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Tidal Wrath
After taking damage, its next Water move gains 30% power.
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Tidepool Rest
Heals a quarter of its max HP whenever it switches out.
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Updraft
Rides the air: Earth moves have no effect on it.
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Valour Flame
Attack rises one stage each time it knocks out an opponent.
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