Ability Match
An ability is named. Pick the one Pokémon of four that actually has it.
An ability is named. Four Pokémon line up, and exactly one of them actually has it.
How Ability Match works
Each round shows an ability, a note on how many Pokémon in your generation range hold it, and four candidates with their sprites and names. Only one of the four carries the ability; the other three are drawn from the same generation as the holder whenever the pool allows, so era knowledge alone will not save you. Tap your pick and the holder is revealed immediately. Endless play ends on the first wrong call, quiz deals ten rounds, timed gives you sixty seconds, and pass and play hands the same questions around one device.
Strategy
Work from flavour first: abilities are usually on-theme, so a weather ability points at a weather-looking Pokémon and a bulky defensive ability at the obvious wall. Signature and near-signature abilities are the freebies, and the holder count is your tell for them, since a count of one or two means the answer is a specific species you can often name outright. For the crowded abilities like Levitate or Intimidate, eliminate instead: cross off the candidates whose lines you know run other abilities and take what remains.
What it teaches
Ability Match builds the ability layer of dex knowledge, which species carries which passive, how abilities cluster around body plans and roles, and which ones are true signatures, the same recall competitive play leans on constantly.