It seductively wiggles its hips as it walks. It can cause people to dance in unison with it.
Blue
Yellow
Appears to move to a rhythm of its own, as if it were dancing. It wiggles its hips as it walks.
Gold
It rocks its body rhythmically. It appears to alter the rhythm depending on how it is feeling.
Silver
It speaks a language similar to that of humans. However, it seems to use dancing to communicate.
Crystal
It has several different cry patterns, each of which seems to have its own meaning.
Ruby
JYNX walks rhythmically, swaying and shaking its hips as if it were dancing. Its motions are so bouncingly alluring, people seeing it are compelled to shake their hips without giving any thought to what they are doing.
Sapphire
Emerald
A JYNX sashays rhythmically as if it were dancing. Its motions are so bouncingly alluring, people seeing it are compelled to shake their hips without noticing.
FireRed
It speaks using a language that sounds human. Research is under way to determine what is being said.
LeafGreen
It seductively wiggles its hips as it walks. It can cause people to dance in unison with it.
Diamond
Its cries sound like human speech. However, it is impossible to tell what it is trying to say.
Pearl
Platinum
Its cries sound like human speech. However, it is impossible to tell what it is trying to say.
HeartGold
It rocks its body rhythmically. It appears to alter the rhythm depending on how it is feeling.
SoulSilver
It speaks a language similar to that of humans. However, it seems to use dancing to communicate.
Black
Its cries sound like human speech. However, it is impossible to tell what it is trying to say.
White
Black 2
Its cries sound like human speech. However, it is impossible to tell what it is trying to say.
White 2
X
It wiggles its hips as it walks. It can cause people to dance in unison with it.
Y
It speaks using a language that sounds human. Research is under way to determine what is being said.
Ultra Sun
It sways its hips to a rhythm all its own. The precise movements of Jynx living in Alola are truly wonderful.
Ultra Moon
Its strange cries sound like human language. There are some musicians who compose songs for Jynx to sing.
Let's Go Pikachu! and Eevee!
Appears to move to a rhythm of its own, as if it were dancing. It wiggles its hips as it walks.
Sword
In certain parts of Galar, Jynx was once feared and worshiped as the Queen of Ice.
Shield
The Jynx of Galar often have beautiful and delicate voices. Some of these Pokémon have even gathered a fan base.
Brilliant Diamond
Its cries sound like human speech. However, it is impossible to tell what it is trying to say.
Shining Pearl
Stadium 1
Talks in a strange, incomprehensible language. It is known for its weird wiggling that causes people to dance.
Stadium 2
It rocks its body rhythmically. It appears to alter the rhythm depending on how it is feeling.
Oblivious (Donkan - どんかん): This Pokemon cannot become attracted to another Pokemon.
DPP/HGSS Abilities:
DPP/HGSS
Oblivious (Donkan - どんかん): This Pokemon cannot become attracted to another Pokemon.
DPP/HGSS
Forewarn (Yochimu - よちむ): The move with the highest Base Power in the opponent's moveset is revealed. If two moves share the highest Base Power, one is revealed at random. In double battles, only the move with the highest Base Power among all opponents is revealed.
BW/BW2 Abilities:
BW/BW2
Oblivious (Donkan - どんかん): This Pokemon cannot become attracted to another Pokemon.
BW/BW2
Forewarn (Yochimu - よちむ): The move with the highest Base Power in the opponent's moveset is revealed. If two moves share the highest Base Power, one is revealed at random. In double and triple battles, only the move with the highest Base Power among all opponents is revealed.
BW/BW2 (Hidden)
Dry Skin (Kansou Hada - かんそうはだ): This Pokemon absorbs Water attacks up to 25% of its maximum HP but receives an extra 25% damage from Fire attacks. If Sunny Day is in effect, this Pokemon takes damage equal to 12.5% of its maximum HP. If Rain Dance is in effect, this Pokemon recovers health equal to 12.5% of its maximum HP.
XY/ORAS Abilities:
XY/ORAS
Oblivious (Donkan - どんかん): This Pokemon cannot become attracted to another Pokemon or Taunted.
XY/ORAS
Forewarn (Yochimu - よちむ): The move with the highest Base Power in the opponent's moveset is revealed. If two moves share the highest Base Power, one is revealed at random. In double and triple battles, only the move with the highest Base Power among all opponents is revealed.
XY/ORAS (Hidden)
Dry Skin (Kansou Hada - かんそうはだ): This Pokemon absorbs Water attacks up to 25% of its maximum HP but receives an extra 25% damage from Fire attacks. If Sunny Day is in effect, this Pokemon takes damage equal to 12.5% of its maximum HP. If Rain Dance is in effect, this Pokemon recovers health equal to 12.5% of its maximum HP.
SM/USUM/LGPE Abilities:
SM/USUM/LGPE
Oblivious (Donkan - どんかん): This Pokemon cannot become attracted to another Pokemon or Taunted.
SM/USUM/LGPE
Forewarn (Yochimu - よちむ): The move with the highest Base Power in the opponent's moveset is revealed. If two moves share the highest Base Power, one is revealed at random. In double and triple battles, only the move with the highest Base Power among all opponents is revealed.
SM/USUM/LGPE (Hidden)
Dry Skin (Kansou Hada - かんそうはだ): This Pokemon absorbs Water attacks up to 25% of its maximum HP but receives an extra 25% damage from Fire attacks. If Sunny Day is in effect, this Pokemon takes damage equal to 12.5% of its maximum HP. If Rain Dance is in effect, this Pokemon recovers health equal to 12.5% of its maximum HP.
SWSH/BDSP/PLA Abilities:
SWSH/BDSP/PLA
Oblivious (Donkan - どんかん): This Pokemon cannot become attracted to another Pokemon, Taunted, or affected by Intimidate.
SWSH/BDSP/PLA
Forewarn (Yochimu - よちむ): The move with the highest Base Power in the opponent's moveset is revealed. If two moves share the highest Base Power, one is revealed at random. In double and triple battles, only the move with the highest Base Power among all opponents is revealed.
SWSH/BDSP/PLA (Hidden)
Dry Skin (Kansou Hada - かんそうはだ): This Pokemon absorbs Water attacks up to 25% of its maximum HP but receives an extra 25% damage from Fire attacks. If Sunny Day is in effect, this Pokemon takes damage equal to 12.5% of its maximum HP. If Rain Dance is in effect, this Pokemon recovers health equal to 12.5% of its maximum HP.
SV Abilities:
SV
Oblivious (Donkan - どんかん): This Pokemon cannot become attracted to another Pokemon, Taunted, or affected by Intimidate.
SV
Forewarn (Yochimu - よちむ): The move with the highest Base Power in the opponent's moveset is revealed. If two moves share the highest Base Power, one is revealed at random. In double and triple battles, only the move with the highest Base Power among all opponents is revealed.
SV (Hidden)
Dry Skin (Kansou Hada - かんそうはだ): This Pokemon absorbs Water attacks up to 25% of its maximum HP but receives an extra 25% damage from Fire attacks. If Sunny Day is in effect, this Pokemon takes damage equal to 12.5% of its maximum HP. If Rain Dance is in effect, this Pokemon recovers health equal to 12.5% of its maximum HP.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times.
As long as the user remains in battle, the target cannot switch out unless it uses Baton Pass. The target will still be trapped if the user switches out by using Baton Pass.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times.
As long as the user remains in battle, the target cannot switch out unless it uses Baton Pass. The target will still be trapped if the user switches out by using Baton Pass.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times.
As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass or U-Turn. The target will still be trapped if the user switches out by using Baton Pass.
Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times.
As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass, U-Turn or Volt Switch. The target will still be trapped if the user switches out by using Baton Pass.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times.
As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass, U-Turn or Volt Switch. The target will still be trapped if the user switches out by using Baton Pass.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times.
As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass, U-Turn or Volt Switch. The target will still be trapped if the user switches out by using Baton Pass.
The user performs the battle's last successful move. This move could be from the current opponent, a previous opponent, a teammate or even another move from the user's own moveset. This move fails if no Pokemon has used a move yet. Copycat cannot copy itself.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item.
As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass, U-Turn or Volt Switch. The target will still be trapped if the user switches out by using Baton Pass.
If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus.
If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus.
Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Dark-type targets also lose their immunity against Psychic-type moves.
If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus.
Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Dark-type targets also lose their immunity against Psychic-type moves.
At the end of the next turn, the active Pokemon from the user's team is healed by 1/2 of the Wish user's max HP; this can be any member of the user's team.
If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus.
Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Dark-type targets also lose their immunity against Psychic-type moves.
At the end of the next turn, the active Pokemon from the user's team is healed by 1/2 of the Wish user's max HP; this can be any member of the user's team.
If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus.
Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Dark-type targets also lose their immunity against Psychic-type moves.
At the end of the next turn, the active Pokemon from the user's team is healed by 1/2 of the Wish user's max HP; this can be any member of the user's team.
If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus.
At the end of the next turn, the active Pokemon from the user's team is healed by 1/2 of the Wish user's max HP; this can be any member of the user's team.
If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus.
At the end of the next turn, the active Pokemon from the user's team is healed by 1/2 of the Wish user's max HP; this can be any member of the user's team.
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure.
Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Disabled attacks, Focus Punch, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.)
Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Physical attack and cannot hit the user's teammate.
This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move.
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.
Almost always goes first. Until the end of the turn, the user will reflect one non-damaging move back at its user (including allies). In Double Battles, this move will only reflect the first applicable move before wearing off.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item.
Almost always goes first. Until the end of the turn, the user will reflect one non-damaging move back at its user (including allies). In Double or Triple Battles, this move will only reflect the first applicable move before wearing off.
Always goes last. Negates all held items on the field for five turns, including through the moves Fling and Natural Gift, but not through Trick, Bug Bite or Pluck; using this move again ends this effect.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item.
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure.
At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn.
Almost always goes first. Until the end of the turn, the user will reflect one non-damaging move back at its user (including allies). In Double or Triple Battles, this move will only reflect the first applicable move before wearing off.
Always goes last. Negates all held items on the field for five turns, including through the moves Fling and Natural Gift, but not through Trick, Bug Bite or Pluck; using this move again ends this effect.
When used by a Pokemon who isn't in the center position during a Triple Battle, this move switches the user with the ally on the other side of the center Pokemon.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item.
At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn.
Almost always goes first. Until the end of the turn, the user will reflect one non-damaging move back at its user (including allies). In Double or Triple Battles, this move will only reflect the first applicable move before wearing off.
Always goes last. Negates all held items on the field for five turns, including through the moves Fling and Natural Gift, but not through Trick, Bug Bite or Pluck; using this move again ends this effect.
For three turns, the target becomes immune to Ground-type moves, entry hazards Spikes and Toxic Spikes, and the Arena Trap ability, but all other moves except for one-hit KO moves have perfect accuracy against the target. The moves Gravity or Ingrain and the hold item Iron Ball negate this effect and prevent this move from succeeding.
Always goes last. Each Pokemon's Defense and Special Defense stats are swapped for five turns; using this move again ends this effect. Existing stat modifiers stay in effect for their original stat.
This move strikes three times in one turn , adding 20 BP for each hit. If a hit misses, the move ends instantly; if one of the hits breaks a target's Substitute, the real Pokemon will take damage for the remaining kicks.
The target is badly poisoned, with the damage caused by poison doubling after each turn. However, Toxic poisoning will revert to normal poisoning if the poisoned Pokemon is switched out or uses Haze. Damage caused by Leech Seed will also increase as Toxic damage increases.
In Stadium, the user becomes uncontrollable during its next turn. Otherwise, the user attacks on turn one but it doesn't recharge on turn two if it KOs the target, breaks its Substitute or misses entirely.
Almost always goes last; if an opponent strikes with a Normal- or Fighting-type attack before the user's turn, the user retaliates for twice the damage it had endured.
The user attacks uncontrollably until it faints or its target faints. During this time, the user's Attack increases by 1 stage for each time it is hit by the target. If this move misses, the user continues to attack but has only a 1/256 chance to land a hit.
This move is temporarily replaced by one of the target's moves; after one PP is subtracted to use this move, the replacement move will retain Mimic's remaining PP. The user can select any of the target's moves to copy until the end of the battle or until the user switches out. There are no move restrictions on Mimic other than itself and Struggle. However, in a link battle, Mimic will copy one of the target's attacks randomly.
The user absorbs all damage for 2-3 turns and then inflicts twice the absorbed damage on its target. This move ignores the target's type but still cannot hit Ghost-type Pokemon.
The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Struggle or any move that the user already knows.
The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns (and then uses a third turn to wake up). However, this move fails if the user's current HP is 511 or 255 HP below its value at full health.
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon. In-game, the user can still be inflicted with status effects and stat modifiers from other Pokemon, but this is fixed in Pokemon Stadium. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.
When used by a Ghost-type, the user sacrifices half of its max HP to sap the target by 1/4 of its max HP per turn. When used by anything else, the user's Speed is decreased by 1 stage and its Attack and Defense are increased by 1 stage.
The target is badly poisoned, with the damage caused by poison doubling after each turn. However, Toxic poisoning will revert to normal poisoning if the poisoned Pokemon is switched out.
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved.
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure.
Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. If Rest is selected, user recovers its HP and stays asleep for two more turns. Sleep Talk can choose an attack that has run out of PP; the generated attacks also do not cost PP, and it cannot generate itself, Bide, Disabled attacks or two-turn attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.)
At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn.
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out.
Cancels all other weather moves. For 5 turns: each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved.
All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP.
All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move.
This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles and very shallow water), its Attack may be lowered by 1 stage while surfing on river or ocean water, its Defense may be lowered by 1 stage while diving underwater, its Speed may be lowered by 1 stage while surfing on pond water, its Accuracy may be lowered by 1 stage on beach and desert sand, it may flinch in caves, it may become confused on rocky outdoor terrain, it may be poisoned on ashy terrain and it may become paralyzed everywhere else (including link battles).
The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early.
At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn.
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out.
Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock.
Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect.
All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance.
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock.
All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move.
This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).
In Pokemon Battle Revolution, the target's Attack may be lowered by 1 stage at Gateway, its Accuracy may be lowered by 1 stage at Sunset, it may be paralyzed at Courtyard, Main Street and Neon, it may be put to sleep at Sunny Park and Waterfall and it may flinch at Crystal, Magma and Stargazer.
The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle.
The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles.
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure.
The user's berry is thrown at the target. This attack's base power and type vary depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles.
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.
Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail, Quick Claw and Custap Berry.
At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn.
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out.
Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock.
Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect.
All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance.
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock.
All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move.
This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).
In Pokemon Battle Revolution, the target's Attack may be lowered by 1 stage at Gateway, its Accuracy may be lowered by 1 stage at Sunset, it may be paralyzed at Courtyard, Main Street and Neon, it may be put to sleep at Sunny Park and Waterfall and it may flinch at Crystal, Magma and Stargazer.
The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle.
The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles.
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure.
The user's berry is thrown at the target. This attack's base power and type vary depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles.
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.
Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail, Quick Claw and Custap Berry.
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out.
Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock.
All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance.
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock.
For three turns, the target becomes immune to Ground-type moves, entry hazards Spikes and Toxic Spikes, and the Arena Trap ability, but all other moves except for one-hit KO moves have perfect accuracy against the target. The moves Gravity or Ingrain and the hold item Iron Ball negate this effect and prevent this move from succeeding.
All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move.
The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle.
Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn.
The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles.
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.
Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail, Quick Claw and Custap Berry.
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out.
Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock.
All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance.
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock.
For three turns, the target becomes immune to Ground-type moves, entry hazards Spikes and Toxic Spikes, and the Arena Trap ability, but all other moves except for one-hit KO moves have perfect accuracy against the target. The moves Gravity or Ingrain and the hold item Iron Ball negate this effect and prevent this move from succeeding.
All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move.
The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle.
Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn.
The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles.
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.
Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail, Quick Claw and Custap Berry.
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out.
Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock.
All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance.
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock.
All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move.
The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle.
Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn.
The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles.
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.
Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail, Quick Claw and Custap Berry.
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out.
Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock.
All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance.
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock.
All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move.
The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle.
Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn.
The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles.
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.
Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail, Quick Claw and Custap Berry.
This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out.
Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock.