Imprison (move)

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Imprison
ふういん Seal
Imprison V.png
Imprison Japanese V.png
Type  Psychic
Category  Status
PP  10 (max. 16)
Power  —
Accuracy  —%
Priority  0
  • Does not make contact
  • Not affected by Protect
  • Not affected by Magic Coat
  • Affected by Snatch
  • Not affected by King's Rock
Range
Opponent Opponent Opponent
Self Ally Ally
Other Side: Affects the opponent's side of the field
Availability
Introduced  Generation III
Condition  Smart
Appeal  3 ♥♥♥
Jam  0  
Worsens the condition of those that made appeals.
Condition  Smart
Appeal  1
Earn +3 if two Pokémon raise the Voltage in a row.
Condition  Smart
Appeal  0  
Jamming  0  

Imprison (Japanese: ふういん Seal) is a non-damaging Psychic-type move introduced in Generation III.

Effect

Imprison prevents all opponents from using any move which is also known by the user. The effect of Imprison lasts until the user switches out or faints. If the user's moveset changes while Imprison is in effect (such as by Mimic, Sketch or Transform), opponents are prevented from using the new moves.

If the target of this move runs out of PP of the rest of its usable moves, it will Struggle.

In Double Battles, the move targets the user and affects both opponents.

Generation IV

Imprison will fail if no opponent possesses a move the user knows at the time Imprison is used.

Generation V

Imprison will still execute even if no opponent has a move the user knows; though it has no immediate effect in such a case, if the opponent is able to change its moveset (e.g. Mimic, Sketch or Transform) or switches out for a different Pokémon, it will be prevented from using the user's moves.

Imprison can now be affected by Snatch.

Pokémon Mystery Dungeon

In the Pokémon Mystery Dungeon games, Imprison will afflict the target with a Paused status.

Description

Games Description
RSE Prevents foes from using moves known by the user.
FRLG Prevents foes from using any move that is also known by the user.
Prevents target from using moves known by the user.
If the foe knows any move also known by the user, the foe is prevented from using it.
If the opponents know any move also known by the user, the opponents are prevented from using it.
If opposing Pokémon know any move also known by the user, they are prevented from using it.


Learnset

By leveling up

# Pokémon Type Level
I II III IV V VI
037   Vulpix Fire Fire 25 21 21 18 18
038   Ninetales Fire Fire       --
234   Stantler Normal Normal   43 49 49
280   Ralts Psychic Fairy 31 32 34 34
281   Kirlia Psychic Fairy 33 36 39 39
282   Gardevoir Psychic Fairy 33 40 45 45
436   Bronzor Steel Psychic   12 12 9 9
437   Bronzong Steel Psychic   --, 12 --, 12 --, 9 --, 9
480   Uxie Psychic Psychic   6 6 6
481   Mesprit Psychic Psychic   6 6 6
482   Azelf Psychic Psychic   6 6 6
517   Munna Psychic Psychic     13 13
527   Woobat Psychic Flying     19 19
528   Swoobat Psychic Flying     19 19
570   Zorua Dark Dark     53 53
571   Zoroark Dark Dark     59 --, 59
605   Elgyem Psychic Psychic     25 25
606   Beheeyem Psychic Psychic     25 25
607   Litwick Ghost Fire     24 24
608   Lampent Ghost Fire     24 24
643   Reshiram Dragon Fire     8, 64 8, 64
644   Zekrom Dragon Electric     8, 64 8, 64
645   Landorus Ground Flying     9 9
646   Kyurem Dragon Ice     8, 64 8, 64
678   Meowstic Psychic Psychic       45
707   Klefki Steel Fairy       36
Bold indicates a Pokémon gains STAB from this move.
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
A dash (−) indicates a Pokémon cannot learn the move by the designated method.
An empty cell indicates a Pokémon that is unavailable in that game/generation.


By breeding

# Pokémon Type Father
II III IV V VI
088   Grimer Poison Poison                    
200   Misdreavus Ghost Ghost                    
302   Sableye Dark Ghost         
353   Shuppet Ghost Ghost                    
355   Duskull Ghost Ghost                    
442   Spiritomb Ghost Dark                  
562   Yamask Ghost Ghost                 
577   Solosis Psychic Psychic                
582   Vanillite* Ice Ice        
708   Phantump Ghost Grass            
Bold indicates a Pokémon gains STAB from this move.
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
A dash (−) indicates a Pokémon cannot learn the move by the designated method.
An empty cell indicates a Pokémon that is unavailable in that game/generation.


Special move

Generation IV

#   Pokémon Type Obtained with
0355   Duskull Ghost Pokéwalker - Winner's Path
Bold indicates a Pokémon which gets STAB from this move.
Italic indicates a Pokémon whose evolution or alternate form gets STAB
from this move.


Generation V

#   Pokémon Type Obtained with
0578   Duosion Psychic Dream World - Spooky Manor
0583   Vanillish Ice Dream World - Icy Cave
Bold indicates a Pokémon which gets STAB from this move.
Italic indicates a Pokémon whose evolution or alternate form gets STAB
from this move.


By event

Generation V

#   Pokémon Type Obtained with
0575   Gothorita Psychic Japanese Global Link
Bold indicates a Pokémon which gets STAB from this move.
Italic indicates a Pokémon whose evolution or alternate form gets STAB
from this move.


In the manga

In the Pokémon Adventures manga


In other generations

Trivia

  • The kanji featured in Imprison's Japanese animations is , which is the first kanji of 封印 (ふういん Fūin (Seal)), which is its Japanese name.

In other languages

Language Title
Mandarin Chinese 封印 Fēngyìn
  French Possessif
  German Begrenzer
  Greek Επισφράγιση
  Italian Esclusiva
  Korean 봉인 Bong'in
  Brazilian Portuguese Aprisionar
  Serbian Zatvaranje
  Spanish Cerca


  This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.