17 results
Name | Type | Class | PP | Power | Acc | Pri | Effect |
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Electric Terrain | 10 | — | — | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
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Fairy Lock | 10 | — | — | Prevents all Pokémon from fleeing or switching out during the next turn. |
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Grassy Terrain | 10 | — | — | For five turns, heals all Pokémon on the ground for 1/16 max HP each turn and strengthens their Grass moves to 1.5× their power. |
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Gravity | 5 | — | — | Disables moves and immunities that involve flying or levitating for five turns. |
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Hail | 10 | — | — | Changes the weather to a hailstorm for five turns. |
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Haze | 30 | — | — | Resets all Pokémon's stats, accuracy, and evasion. |
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Ion Deluge | 25 | — | — | 1 | Changes all Normal moves to Electric moves for the rest of the turn. |
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Magic Room | 10 | — | — | Negates held items for five turns. |
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Misty Terrain | 10 | — | — | For five turns, protects all Pokémon on the ground from major status ailments and confusion, and halves the power of incoming Dragon moves. |
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Mud Sport | 15 | — | — | Halves all Electric-type damage. |
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Psychic Terrain | 10 | — | — | Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%. |
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Rain Dance | 5 | — | — | Changes the weather to rain for five turns. |
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Sandstorm | 10 | — | — | Changes the weather to a sandstorm for five turns. |
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Sunny Day | 5 | — | — | Changes the weather to sunny for five turns. |
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Trick Room | 5 | — | — | -7 | For five turns, slower Pokémon will act before faster Pokémon. |
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Water Sport | 15 | — | — | Halves all Fire-type damage. |
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Wonder Room | 10 | — | — | All Pokémon's Defense and Special Defense are swapped for 5 turns. |