anchor.diff:  Overworld: In Pokémon Emerald and all subsequent games, if the lead Pokémon has this ability, the wild encounter rate is halved.",Prevents opponents from fleeing or switching out.
   24,Rough Skin,3,"Whenever a move makes contact with this Pokémon, the move's user takes 1/8 of its maximum [HP]{mechanic} in damage.
   
  -Prior to Generation IV, this ability only inflicts 1/16 maximum HP in damage.",Damages attacking Pokémon for 1/8 their max [HP]{mechanic} on contact.
  +This ability is identical to [iron thorns]{ability}.",Damages attacking Pokémon for 1/8 their max [HP]{mechanic} on contact.
   25,Wonder Guard,3,"This Pokémon is immune to damaging moves that are not [super effective]{mechanic} against it.
   
   Moves that inflict fixed damage, such as [Night Shade]{move} or [Seismic Toss]{move}, are considered super effective if their types are.  Damage not directly dealt by moves, such as damage from [weather]{mechanic}, a [status ailment]{mechanic}, or [Spikes]{move}, is not prevented.
  
positive.code: id,name,generation_id,effect,short_effect
  1,Stench,3,"Overworld: The wild encounter rate is halved while this Pokémon is in the party.
  
  In Pokémon Black and White, this Pokémon's moves have a 10% chance of [flinching]{mechanic:flinch}.",Decreases the wild encounter rate.
  2,Drizzle,3,"The [weather]{mechanic} changes to [rain]{mechanic} when this Pokémon enters battle and does not end unless replaced by another weather condition.
  
  The weather abilities follow [Speed]{mechanic}.  If multiple Pokémon with this ability, [Drought]{ability}, [Sand Stream]{ability}, or [Snow Warning]{ability} are sent out at the same time, each will take effect and be cancelled by the next, and only the slowest Pokémon's ability (or the fastest during [Trick Room]{move}) will have its weather stay.",Summons [rain]{mechanic} that lasts indefinitely upon entering battle.
  
negative.code: 4,Battle Armor,3,"Moves cannot score [critical hits]{mechanic:critical hit} against this Pokémon.
  
  This ability functions identically to [Shell Armor]{ability}.",Protects against [critical hits]{mechanic:critical hit}.
  5,Sturdy,3,"When this Pokémon is at full [HP]{mechanic}, any hit that would otherwise knock it out will leave it with 1 HP.  It is also immune to the one-hit KO moves, regardless of its current HP: [Fissure]{move}, [Guillotine]{move}, [Horn Drill]{move}, and [Sheer Cold]{move}.
  
  If this Pokémon is holding a [Focus Sash]{item}, this ability takes precedence and the Focus Sash will not be consumed.",Prevents being knocked out from full [HP]{mechanic}.  Protects against the one-hit KO moves.
  6,Damp,3,"While this Pokémon is in battle, [Selfdestruct]{move} and [Explosion]{move} will fail and [Aftermath]{ability} will not take effect.","Prevents any use of [Selfdestruct]{move} or [Explosion]{move}, as well as [Aftermath]{ability}, while the Pokémon is in battle."
  7,Limber,3,"This Pokémon cannot be [paralyzed]{mechanic:paralysis}.
  
  