Imprison (move)

Revision as of 18:21, 24 December 2012 by Stratelier (talk | contribs) (→‎Effect: separate per-generation info.)
Imprison
ふういん Seal
Imprison.png
[[File:|center]]
Type  Psychic
Category  Status
PP  10 (max. 16)
Power  —
Accuracy  —%
Priority  {{{priority}}}
  • Does not make contact
  • Not affected by Protect
  • Not affected by Magic Coat
  • Affected by Snatch
  • Not affected by King's Rock
Target
Foe Foe Foe
Self Ally Ally
Affects all foes
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

  This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Colo and XD 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.
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.


Learnset

By leveling up

# Pokémon Type Level
I II III IV V VI
037   Vulpix Fire Fire 25 21 21 18 '
234   Stantler Normal Normal   43 49 '
280   Ralts Psychic Psychic 31 32 34 '
281   Kirlia Psychic Psychic 33 36 39 '
282   Gardevoir Psychic Psychic 33 40 45 '
436   Bronzor Steel Psychic   12 12 9 '
437   Bronzong Steel Psychic   --, 12 --, 12 --, 9 '
480   Uxie Psychic Psychic   6 6 '
481   Mesprit Psychic Psychic   6 6 '
482   Azelf Psychic Psychic   6 6 '
517   Munna Psychic Psychic     13 '
527   Woobat Psychic Flying     19 '
528   Swoobat Psychic Flying     19 '
570   Zorua Dark Dark     53 '
571   Zoroark Dark Dark     59 '
605   Elgyem Psychic Psychic     25 '
606   Beheeyem Psychic Psychic     25 '
607   Litwick Ghost Fire     24 '
608   Lampent Ghost Fire     24 '
643   Reshiram Dragon Fire     8, 64 '
644   Zekrom Dragon Electric     8, 64 '
645   Landorus Ground Flying     9 '
646   Kyurem Dragon Ice     8, 64 '
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              
353   Shuppet Ghost Ghost              
355   Duskull Ghost Ghost              
442   Spiritomb Ghost Dark            
562   Yamask Ghost Ghost          
577   Solosis Psychic Psychic          
582   Vanillite Ice Ice      
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 event

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.


In the manga

In the Pokémon Adventures manga


In other generations

Trivia

  • Imprison's animation changes from the Japanese games to localized versions. This is due to the fact the Japanese animation contain Japanese characters , the first kanji of 封印 which means seal.

In other languages

Language Title
Mandarin Chinese 封印 Fēngyìn
  French Possessif
  German Begrenzer
  Greek Επισφράγιση
  Italian Esclusiva
  Korean 봉인 Bong'in
  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.