Embargo

Dark

Summary

Embargo is a Dark-type status move with no power and 100% accuracy. When used, it prevents the target from using any items for five turns. This effect can thwart strategies that rely on item usage, such as healing or using certain held items to gain an advantage in battle. Embargo does not stop the item's immediate activation if it has already been triggered. This move can be particularly useful in competitive play to disrupt opponents' plans and gain a strategic upper hand. While it does not deal damage, its utility in disabling item usage can be a game-changer in the right situation.

Effect

Target cannot use its held item for five turns. If the target leaves the field, this effect ends. If a Pokémon under this effect uses bug bite or pluck on a Pokémon holding a berry, the berry is destroyed but not used. If a Pokémon under this effect uses fling, it will fail. This effect is passed by baton pass.

Short Effect: Target cannot use held items.

Target cannot use its held item for five turns. If the target leaves the field, this effect ends. If a Pokémon under this effect uses bug bite or pluck on a Pokémon holding a berry, the berry is destroyed but not used. If a Pokémon under this effect uses fling, it will fail. This effect is passed by baton pass.

Game Descriptions

It prevents the foe from using its held item. Its Trainer is also prevented from using items on it.

It prevents the foe from using its held item. Its Trainer is also prevented from using items on it.

It prevents the foe from using its held item. Its Trainer is also prevented from using items on it.

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

This move prevents the target from using its held item. Its Trainer is also prevented from using items on it.

This move prevents the target from using its held item. Its Trainer is also prevented from using items on it.

This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.

This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.

This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.

This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.

Move Details

  • Power
  • Accuracy 100%
  • PP 15
  • Priority 0
  • Damage Class Status
  • Generation Generation IV
  • Category Ailment

Additional Info

  • Turn Count 5-5