This Is Definitely Pokémon!
Chapter 392

Abilities and Electrike's Training Direction

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In the Pokémon games, Role Play was a Psychic-type move introduced in Generation III. It changed the user's Ability to the target's until the user left the field, ignoring changes to accuracy and evasion.

Role Play was guaranteed to hit unless the target was charging a move and was not on the field. The move could not be copied with Mirror Move.

Role Play was a status move that changed the user's Ability. It dealt no direct damage, but when used properly, it could provide powerful support.

Pokémon Abilities were special powers introduced in Generation III that every Pokémon possessed, and they could be checked on a Pokémon's status screen. Abilities had specific effects inside or outside battle. Most helped Pokémon perform better in combat, but others, such as Truant, Slow Start, and Defeatist, were detrimental. Using Pokémon Abilities flexibly could produce unexpected results in battle.

Nintendo's Pokémon game series had twenty-three years of history behind it. Over seven generations, it had developed eighteen types, 2,362 Abilities, and 807 Pokémon. Although base stats determined how strong a Pokémon was in the games, they still had ways to defy their fate. That was the subject of this overview-Abilities.

An Ability effectively gave a Pokémon an innate passive skill. Some were weak and others strong, and different Abilities could often provide surprising advantages against specific opponents. Electrike's Lightning Rod, for instance, gave him a tremendous advantage when fighting Electric-type Pokémon.

Of course, apart from Abilities like Lightning Rod, there were also some that did not strengthen a Pokémon at all, but actually weakened them.

Examples included Slaking's Truant and Regigigas's Slow Start.

Naturally, if weak Abilities existed, so did some universally acknowledged powerful ones. In the Pokémon games, ten Abilities were widely recognized as strong.

First was Intimidate.

Upon entering battle, a

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