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{{MoveInfobox| | {{MoveInfobox | ||
n=477 | | |n=477 | ||
name=Telekinesis | | |name=Telekinesis | ||
jname=テレキネシス | | |jname=テレキネシス | ||
jtrans=Telekinesis | | |jtrans=Telekinesis | ||
jtranslit=Terekineshisu| | |jtranslit=Terekineshisu | ||
gameimage=Telekinesis.png | | |gameimage=Telekinesis.png | ||
gameimage2=Telekinesis 2.png | | |gameimage2=Telekinesis 2.png | ||
gameimagewidth=300 | | |gameimagewidth=300 | ||
type=Psychic | | |type=Psychic | ||
damagecategory=Status | | |damagecategory=Status | ||
basepp=15| | |basepp=15 | ||
maxpp=24| | |maxpp=24 | ||
power=— | | |power=— | ||
accuracy=— | | |accuracy=— | ||
gen=V | | |gen=V | ||
category6=Clever| | |category6=Clever | ||
appeal6=2| | |appeal6=2 | ||
jam6=0| | |jam6=0 | ||
cdesc6=Makes the remaining Pokémon nervous.| | |cdesc6=Makes the remaining Pokémon nervous. | ||
pokefordex=telekinesis | | |pokefordex=telekinesis | ||
touches=no| | |touches=no | ||
protect=yes | | |protect=yes | ||
magiccoat=yes | | |magiccoat=yes | ||
snatch=no | | |snatch=no | ||
brightpowder=no | | |brightpowder=no | ||
kingsrock=no | | |kingsrock=no | ||
flag7=no | | |flag7=no | ||
flag8=no | | |flag8=no | ||
sound=no | | |sound=no | ||
tm5=yes| | |tm5=yes | ||
tm#5=19 | | |tm#5=19 | ||
na=no| | |na=no | ||
target=anyadjacent | | |target=anyadjacent | ||
footnotes= }} | |footnotes= | ||
}} | |||
'''Telekinesis''' (Japanese: '''テレキネシス''' ''Telekinesis'') is a non-damaging {{type|Psychic}} [[move]] introduced in [[Generation V]]. It was [[TM19]] in Generation V. | '''Telekinesis''' (Japanese: '''テレキネシス''' ''Telekinesis'') is a non-damaging {{type|Psychic}} [[move]] introduced in [[Generation V]]. It was [[TM19]] in Generation V. | ||
==Effect== | ==Effect== | ||
Telekinesis raises | 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}}. | ||
The effect of Telekinesis is canceled | The effect of Telekinesis is canceled by the effects of {{m|Gravity}}, {{m|Smack Down}}, {{m|Ingrain}}, or an {{DL|In-battle effect item|Iron Ball}}. If Telekinesis is used when any of these effects are active on its target, it will fail. If Gravity's effect is active, Telekinesis cannot even be selected for use. | ||
Telekinesis itself also bypasses {{stat|accuracy}} checks to always hit, unless the opponent is in the {{cat|Moves with a semi-invulnerable turn|semi-invulnerable turn}} of a move such as {{m|Dig}} or {{m|Fly}}. | |||
==Description== | ==Description== | ||
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==In other generations== | ==In other generations== | ||
{{movegen| | {{movegen | ||
type=Psychic| | |type=Psychic | ||
genV=Telekinesis V | |genV=Telekinesis V | ||
}} | }} | ||
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{{Generation V TMs}} | {{Generation V TMs}} | ||
{{Project Moves and Abilities notice}} | {{Project Moves and Abilities notice}} | ||
[[Category:Moves that cannot miss]] | |||
[[de:Telekinese]] | [[de:Telekinese]] |