Mean Look

Normal

Summary

Mean Look is a Normal-type move with no power and perfect accuracy. When used, it prevents the target from escaping or switching out as long as the user remains on the field. This move is commonly employed to trap opponents, making it useful for executing strategies that involve setting up or applying continuous pressure. Despite its lack of offensive capability, Mean Look can be a critical component in battles where control over the opponent's actions is crucial.

Effect

The target cannot switch out normally. Ignores accuracy and evasion modifiers. This effect ends when the user leaves the field. The target may still escape by using baton pass, u turn, or a shed shell. Both the user and the target pass on this effect with baton pass.

Short Effect: Prevents the target from leaving battle.

The target cannot switch out normally. Ignores accuracy and evasion modifiers. This effect ends when the user leaves the field. The target may still escape by using baton pass, u turn, or a shed shell. Both the user and the target pass on this effect with baton pass.

Game Descriptions

Prevents fleeing or switching.

Prevents fleeing or switching.

Fixes the foe with a mean look that prevents escape.

Fixes the foe with a mean look that prevents escape.

The foe is fixed with a mean look that prevents it from escaping.

The user affixes the foe with a dark, arresting look. The target becomes unable to flee.

The user affixes the foe with a dark, arresting look. The target becomes unable to flee.

The user affixes the foe with a dark, arresting look. The target becomes unable to flee.

The user pins the target with a dark, arresting look. The target becomes unable to flee.

The user pins the target with a dark, arresting look. The target becomes unable to flee.

The user pins the target with a dark, arresting look. The target becomes unable to flee.

The user pins the target with a dark, arresting look. The target becomes unable to flee.

The user pins the target with a dark, arresting look. The target becomes unable to flee.

The user pins the target with a dark, arresting look. The target becomes unable to flee.

The user pins the target with a dark, arresting look. The target becomes unable to flee.

The user pins the target with a dark, arresting look. The target becomes unable to flee.

The user pins the target with a dark, arresting look. The target becomes unable to flee.

The user pins the target with a dark, arresting look. The target becomes unable to flee.

Move Details

  • Power
  • Accuracy
  • PP 5
  • Priority 0
  • Damage Class Status
  • Generation Generation II
  • Category Unique