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.
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it uses Baton Pass.
The target's most recent move is reduced by 2-5 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle.
Each healthy (i.e. not fainted nor inflicted with a status condition) Pokemon in your party contributes a typeless 10 base power hit determined solely by their base Attack and Defense stats.
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.
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it uses Baton Pass.
The target's most recent move is reduced by 2-5 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle.
Each healthy (i.e. not fainted nor inflicted with a status condition) Pokemon in your party contributes a typeless 10 base power hit determined solely by their base Attack and Defense stats.
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.
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or it uses U-Turn.
If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out.
The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle.