Teravolt
Gen VBypasses targets' abilities if they could hinder or prevent moves.
Teravolt in Battle
Teravolt allows its user's moves to completely bypass abilities that could hinder or prevent their effects on the target. This powerful ability ignores defensive abilities like Water Absorb, Wonder Guard, and Flash Fire that would normally nullify super effective or same-type attacks, as well as stat protection abilities like Clear Body and competitive staples such as Thick Fat. The ability functions by temporarily disabling the target's relevant abilities only while the move is being executed, meaning effects like Limber will still cure paralysis immediately after a paralyzing move connects.
The ability has important limitations that prevent it from being overpowered. Teravolt cannot bypass abilities that only affect the user rather than the incoming attack, such as Shadow Tag or Liquid Ooze, nor can it ignore form-changing abilities like Forecast or the unique Multitype ability. Additionally, it only affects abilities during the moment of attack - hazards like Spikes placed by a Teravolt user will still be affected by abilities like Magic Bounce after they're set up.
Zekrom is the sole possessor of Teravolt, making this one of the most exclusive abilities in competitive play. When Zekrom enters battle, all trainers receive a notification about Teravolt being active, telegraphing its presence but ensuring its game-changing potential cannot be overlooked. This ability shares identical mechanics with Mold Breaker and Turboblaze, giving Zekrom the power to break through common defensive strategies that rely on ability-based immunities.