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Field Effects

Introduced in the fourth generation and continued in the fifth generation, there are numerous moves with special effects which affect the entire field of battle to create advantages and disadvantages for both yourself and your foe. There are three moves which can specifically add to this with several others creating a semi-field effect when utilised.

Full-Field Moves

The following moves fully affect the Pokémon on the field for a full 5 turns. During these 5 turns, the effects of the moves are in place. They can also be stacked with each other so you can have say Trick Room and Wonder Room in effect at the same time. These will be able to give you an edge in battle if used strategically so here are the moves and what they do.

Trick Room

Effect
Trick Room was the first of the field moves to be revealed. When used, it creates an atmosphere that inverts the speed of the Pokémon. The slowest Pokémon will move first and the fastest will move last. This however, does not affect moves which have damage based upon speed and it doesn't switch order if the Pokémon use moves in different Speed Priority Brackets.

Name Type Cat. PP Att. Acc. Effect
Trick Room 5 -- -- Slower Pokémon attacks first in 5 turns

Magic Room

Effect
Magic Room is a rather unique one of the field moves in that it doesn't run off of the stats of the Pokémon but rather it nullifies the effect of the Pokémon's hold items. For the five turns that Magic Room is in play, the hold items of all Pokémon on the field will not activate or have their effects translated into the moves used by the various Pokémon.

Name Type Cat. PP Att. Acc. Effect
Magic Room 10 -- -- It creates a strange atmosphere. No Pokémon’s items have an effect for 5 turns.

Wonder Room

Effect
Wonder Room is unique in that it focuses more upon the specific Pokémon within the field rather than doing a general wash over with the effect. Instead, when Wonder Room is in effect, each Pokémon on the field have their Defence and Special Defence stats switched. This allows for interesting strategies to take out Pokémon who normally are resistant to say Special attacks when you only have a special sweeper in your team.

Name Type Cat. PP Att. Acc. Effect
Wonder Room 10 -- -- It creates a mysterious atmosphere. All Pokémon have their defence and special defence switched for 5 Turns.
Combo Field Moves

Introduced in Black & White, there are several moves which have an additional effect that affects the field if you combine it with another attack during Double or Triple battles. These effects also last for four turns and can do a variety of details.

Grass + Fire Pledge

Effect
When you combine Grass Pledge & Fire Pledge together, there will be a field effect covering the half of the field encompassing your foes. This effect will cause amounts of damage equal to 1/8th of teir maximum HP to the foes on the other side of the field each turn for five turns.

Name Type Cat. PP Att. Acc. Effect
Fire Pledge 10 50 100 It attacks with a pillar of fire. If you combine it with grass its power increases and the surrounds become a sea of flames.
Grass Pledge 10 50 100 It attacks with a pillar of grass. If you combine it with water its power increases and the surrounds becomes a moor.

Grass + Water Pledge

Effect
When you combine Grass Pledge & Water Pledge together, there will be a field effect covering the half of the field encompassing your foes. This effect will cause the speed of the opponents on the other side of the field to be cut by 50%.

Name Type Cat. PP Att. Acc. Effect
Grass Pledge 10 50 100 It attacks with a pillar of grass. If you combine it with water its power increases and the surrounds becomes a moor.
Water Pledge 10 50 100 It attacks with a pillar of water. If you combine it with fire, its power increases and a rainbow appears in the sky.

Fire + Water Pledge

Effect
When you combine Fire Pledge & Water Pledge together, there will be a field effect covering the entire field. Here, the secondary effects for moves have a 30% higher chance of occuring. However, this cannot be stacked with abilities such as Serene Grace.

Name Type Cat. PP Att. Acc. Effect
Fire Pledge 10 50 100 It attacks with a pillar of fire. If you combine it with grass its power increases and the surrounds become a sea of flames.
Water Pledge 10 50 100 It attacks with a pillar of water. If you combine it with fire, its power increases and a rainbow appears in the sky.
Weather Moves

In addition to the aforementioned moves, there are a number of Weather Moves which also last for 5 turns when used in battle which have varying effects on certain moves. Click here for further details.

 
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