Magic Room

Psychic

Summary

Magic Room is a Psychic-type status move with no power and no accuracy check, as it doesn't deal damage. When used, it creates a bizarre space for 5 turns where the effects of all held items are nullified for all Pokémon on the field. This means that items like Leftovers, Choice Band, or Quick Claw will have no effect while Magic Room is active. Magic Room is often used strategically to disrupt opponents who heavily rely on their held items, potentially turning the tide of battle. It is especially effective against teams that utilize many item-based strategies, leveling the playing field by nullifying those advantages.

Effect

For five turns (including this one), passive effects of held items are ignored, and Pokémon will not use their held items.

Short Effect: Negates held items for five turns.

For five turns (including this one), passive effects of held items are ignored, and Pokémon will not use their held items.

Game Descriptions

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.

The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.

Move Details