anchor.diff:  35,Illuminate,3,"Overworld: If the lead Pokémon has this ability, the wild encounter rate is doubled.
   
   This ability has no effect in battle.",Increases the wild encounter rate.
  -36,Trace,3,"When this Pokémon enters battle, it copies the opponent's ability.  In a double battle, a random opponent is selected.
  +36,Trace,3,"When this Pokémon enters battle, it copies a random opponent's ability.
   
   This ability cannot copy :ability:`Multitype`.  ",Copies an opponent's ability upon entering battle.
   37,Huge Power,3,"This Pokémon's :mechanic:`Attack` is doubled while in battle.
  
positive.code: This ability functions identically to :ability:`Vital Spirit` in battle.",Prevents :mechanic:`sleep`.
  16,Color Change,3,"Whenever this Pokémon takes damage from a move, the Pokémon's type changes to match the move.
  
  If the Pokémon has two types, both are overridden.  The Pokémon must directly take damage; for example, moves that deal damage indirectly, such as :move:`Spikes`, will not trigger this ability, nor will moves that hit a :move:`Substitute`.
  
  In Pokémon Colosseum and XD: Gale of Darkness, this ability does not take effect on Shadow-type moves.",Changes type to match when hit by a damaging move.
  17,Immunity,3,"This Pokémon cannot be :mechanic:`poisoned` or :mechanic:`badly poisoned`.
  
  If a Pokémon is poisoned or badly poisoned and acquires this ability, its poison will be healed; this includes when regaining a lost ability upon leaving battle.","Prevents :mechanic:`poison`, including :mechanic:`bad poison`."
  18,Flash Fire,3,"This Pokémon is immune to :type:`Fire`\ -type moves.  Once this Pokémon has been hit by a Fire move, its own Fire moves will inflict 1.5× as much damage until it leaves battle.
  
  This ability has no effect while the Pokémon is :mechanic:`frozen`.  The Fire damage bonus is retained even if the Pokémon is frozen and thawed or the ability is lost or disabled.  Fire moves will ignore this Pokémon's :move:`Substitute`.
  
  This ability takes effect on non-damaging moves, i.e. :move:`Will-O-Wisp`.  Prior to Generation IV, Will-O-Wisp does not trigger this ability if this Pokémon is immune to :mechanic:`burns`.","Protects against :type:`Fire` moves.  Once the Pokémon is hit by one, heightens its own Fire moves' damage to 1.5×."
  19,Shield Dust,3,"This Pokémon is immune to the secondary effects of moves used against it.
  
  A secondary effect is a move's chance, listed as an ""effect chance"", to inflict a :mechanic:`status ailment`, cause a :mechanic:`stat change`, or make the target :mechanic:`flinch` in addition to the move's main effect.  For example, :move:`ThunderShock`\ 's :mechanic:`paralysis` is a secondary effect, but :move:`Thunder Wave`\ 's is not, nor is :move:`Knock Off`\ 's item removal.",Protects against opponents' moves' secondary effects.
  20,Own Tempo,3,"This Pokémon cannot be :mechanic:`confused`.
  
  If a Pokémon is confused and acquires this ability, its confusion will immediately be healed.",Prevents confusion.
  
negative.code: This ability does not prevent any Attack losses other than :mechanic:`stat modifiers`, such as the Attack cut from a :mechanic:`burn`; nor self-inflicted Attack drops, such as the Attack drop from :move:`Superpower`; nor opponent-triggered Attack boosts, such as the Attack boost from :move:`Swagger`.  This Pokémon can still be passed negative Attack modifiers through :move:`Heart Swap` or :move:`Power Swap`.
  
  Overworld: In Pokémon Emerald, if any Pokémon in the party has this ability, :move:`Cut`\ 's radius for cutting grass is doubled.  (In Generation IV, the ability to cut grass with Cut has been removed.)",Protects against opponent-inflicted :mechanic:`Attack` drops.
  53,Pickup,3,"After each battle, this Pokémon has a 10% chance of picking up an item if it is not already holding one.",The Pokémon has a 10% chance of picking up an item after battle.
  54,Truant,3,"Every second turn on which this Pokémon should attempt to use a move, it will instead do nothing (""loaf around"").
  
  Loafing around interrupts moves that take multiple turns the same way :mechanic:`paralysis`, :mechanic:`flinching`, etc do.  Most such moves, for example :move:`Bide` or :move:`Rollout`, are simply cut off upon loafing around.  Attacks with a recharge turn, such as :move:`Hyper Beam`, do not have to recharge; attacks with a preparation turn, such as :move:`Fly` or :move:`Skull Bash`, do not end up being used.  Moves that are forced over multiple turns and keep going through failure, such as :move:`Outrage`, :move:`Uproar`, or any move forced by :move:`Encore`, keep going as usual.
  