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==Effect== | ==Effect== | ||
===Generations V to VII | |||
Telekinesis raises its target into the air for three turns. This makes all moves used against the target (with the exception of [[one-hit knockout move]]s) bypass {{stat|accuracy}} checks to always hit, unless the target is in the {{cat|Moves with a semi-invulnerable turn|semi-invulnerable turn}} of a move such as {{m|Dig}} or {{m|Fly}}. In addition, the target will be immune to {{type|Ground}} moves, {{m|Spikes}}, {{m|Toxic Spikes}}, and {{a|Arena Trap}}. | Telekinesis raises its target into the air for three turns. This makes all moves used against the target (with the exception of [[one-hit knockout move]]s) bypass {{stat|accuracy}} checks to always hit, unless the target is in the {{cat|Moves with a semi-invulnerable turn|semi-invulnerable turn}} of a move such as {{m|Dig}} or {{m|Fly}}. In addition, the target will be immune to {{type|Ground}} moves, {{m|Spikes}}, {{m|Toxic Spikes}}, and {{a|Arena Trap}}. | ||
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If powered up by a [[Psychium Z]] into Z-Telekinesis, the user's {{stat|Special Attack}} stat rises by one stage. | If powered up by a [[Psychium Z]] into Z-Telekinesis, the user's {{stat|Special Attack}} stat rises by one stage. | ||
===Generation VIII=== | |||
Telekinesis cannot be selected in a battle. | |||
==Description== | ==Description== | ||
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[[Category:Moves that cannot miss]] | [[Category:Moves that cannot miss]] | ||
[[Category:Moves that cannot be selected in a battle]] | |||
[[de:Telekinese]] | [[de:Telekinese]] |
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