Pressure: The attack that hits this Pokemon is reduced by one extra PP.
[Field Action - EMERALD ONLY] If this Pokemon is in the lead spot, the rate of wild Pokemon battles is halved.
Diamond & Pearl
Pressure: The attack that hits this Pokemon is reduced by one extra PP.
[Field Action] If this Pokemon is in the lead spot, the rate of wild Pokemon battles is halved.
Weaknesses:
Electric (x2)
Grass (x2)
Resistances:
Fire (x0.5)
Water (x0.5)
Ice (x0.5)
Steel (x0.5)
Immunities:
No immunities
Evolution Line:
None
Pokedex Entries:
Gold
Said to be the incarnation of northern winds, it can instantly purify filthy, murky water.
Silver
This POKéMON races across the land. It is said that north winds will somehow blow whenever it appears.
Crystal
This divine POKéMON blows around the world, always in search of a pure reservoir.
Ruby
SUICUNE embodies the compassion of a pure spring of water. It runs across the land with gracefulness. This POKéMON has the power to purify dirty water.
Sapphire
Emerald
SUICUNE embodies the compassion of a pure spring of water. It runs across the land with gliding elegance. It has the power to purify dirty water.
FireRed
This POKéMON races across the land. It is said that north winds will somehow blow whenever it appears.
LeafGreen
Said to be the incarnation of northern winds, it can instantly purify filthy, murky water.
Diamond
It races around the world to purify fouled water. It dashes away with the north wind.
Pearl
Stadium 2
Said to be the incarnation of northern winds, it can instantly purify filthy, murky water.
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.
Protects the user from negative stat modifiers caused by other Pokemon, but not by itself, until it switches out; can be Baton Passed by user. The user's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage.
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.
Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage.
Almost always goes last; if an opponent strikes with a Special 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 Special attack and cannot hit the user's teammate.
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.
Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage.
Almost always goes last; if an opponent strikes with a Special 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 Special attack and cannot hit the user's teammate.
Speed is doubled for every Pokemon on the user's team for three turns; the turn used to perform Tailwind is included in this total, as are any turns used to switch around Pokemon.
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.
Ice
120
70%
Breeding Information
Egg Group:
No Eggs
Steps to Hatch:
20480 * #
* Gamesharked value
# Step Formula: Steps to hatch is actually x*256+rand() where [x*256]=[Psydex Value]
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. 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.)
On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks.