The semi-invulnerable turn is the first turn of some two-turn moves, in which the user is invulnerable to most moves.
|This move effect may be in need of research. |
Reason: can it prevent residual damage? (see talk)
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During the first turn of some moves that take two turns to fully execute, the user of the move will perform an action (ascending into the sky, hiding underwater, etc.) that renders them invulnerable to all but a few specific moves; Pokémon in this state can also be hit by a Pokémon that has taken aim using Lock-On or Mind Reader, or if either it or the attacking Pokémon has No Guard. With the exception of Sky Drop, the semi-invulnerable turn can be skipped with a Power Herb. Magic Bounce and Dancer have no effect when their user is semi-invulnerable. On the second turn, PP will be deducted, the move will deal damage, and it will count as the last move used.
Pokémon that have used Fly, Bounce, or Sky Drop (or are affected by Sky Drop) fly up high. Pokémon that have flown up high are vulnerable to Gust, Smack Down, Sky Uppercut, Thunder, Twister, and Hurricane. If the move Gravity is used, Fly, Bounce, and Sky Drop cannot be used, and any Pokémon in the air due to Fly or Bounce return to the ground with their move cancelled. In Generation V only, Gravity also brings down Pokémon that are in the air due to Sky Drop, but due to a glitch, the Pokémon that was the target of Sky Drop will not be able to move even after being brought down.
In Generation I only, the Invulnerability glitch affects semi-invulnerable Pokémon. If a Pokémon is fully paralysed or hurts itself in confusion while in the semi-invulnerable stage of Fly or Dig, all moves (with the exception of Swift, Transform and possibly the unleashed damage from Bide) from the opponent will miss or fail until the user switches Pokémon, finishes the battle or successfully performs a charging move (specifically, Fly, Dig, Razor Wind, Skull Bash, and Solar Beam). The user's Pokémon can attack normally during this glitch. This glitch was fixed in Pokémon Stadium.
Pokémon can be caught in the semi-invulnerable turn.
Generation IV onward
Pokémon cannot be caught in the semi-invulnerable turn.
Moves with a semi-invulnerable turn
A Pokémon can be semi-invulnerable after using any of the following moves.
Moves that can hit semi-invulnerable Pokémon
- Main article: Category:Moves that can hit semi-invulnerable Pokémon
|Any||Bide (except in Pokémon Stadium), Swift, Transform||Generation I only|
|Toxic (when used by a Poison-type Pokémon)||Generation VI onwards|
|Fly||Whirlwind||Generation II only|
|Bounce, Fly, Sky Drop||Gust, Hurricane, Sky Uppercut, Smack Down, Thousand Arrows, Thunder, Twister||Generation II onwards|
|Dig||Earthquake, Magnitude, Fissure||Generation II onwards|
Any Pokémon being affected by Sky Drop may also be targeted and hit by the same moves as the user of Sky Drop. If a Pokémon using Fly or Bounce is hit by Smack Down or Thousand Arrows, it is returned to the ground and the move is canceled.
The moves Lock-On and Mind Reader cannot hit a Pokémon in a semi-invulnerable state, but will enable the next move used to strike a Pokémon in a semi-invulnerable state. No Guard allows any move used by that Pokémon to hit a Pokémon in a semi-invulnerable state, and any move used against that Pokémon to hit it in a semi-invulnerable state.