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Field Effect Pokemon Moves

Moves that can be used by Pokemon with descriptions.

https://gamesref.com/i/q/gamesref__pokemon-moves?z=&ab=&e=Field20Effect&c=&m=&ai=&ah=&k=&j=&i=&_n=25
Type
Category
Damage Class
Power
PP
Accuracy
Description
Mist
30 The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns.
Light Screen
30 A wondrous wall of light is put up to reduce damage from special attacks for five turns.
Haze
30 The user creates a haze that eliminates every stat change among all the Pokemon engaged in battle.
Reflect
20 A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
Spikes
20 The user lays a trap of spikes at the opposing team's feet. The trap hurts Pokemon that switch into battle.
Sandstorm
10 A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types.
Safeguard
25 The user creates a protective field that prevents status conditions for five turns.
Rain Dance
5 The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
Sunny Day
5 The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
Hail
10 The user summons a hailstorm lasting five turns. It damages all Pokemon except the Ice type.
Mud Sport
15 The user kicks up mud on the battlefield. This weakens Electric-type moves for five turns.
Water Sport
15 The user soaks the battlefield with water. This weakens Fire-type moves for five turns.
Gravity
5 Enables Flying-type Pokemon or Pokemon with the Levitate Ability to be hit by Ground-type moves. Flying moves can't be used.
Tailwind
15 The user whips up a turbulent whirlwind that ups the Speed stat of the user and its allies for four turns.
Lucky Chant
30 The user chants an incantation toward the sky, preventing opposing Pokemon from landing critical hits for five turns.
Toxic Spikes
20 The user lays a trap of poison spikes at the feet of the opposing team. The spikes will poison opposing Pokemon that switch into battle.
Trick Room
5 The user creates a bizarre area in which slower Pokemon get to move first for five turns.
Stealth Rock
20 The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokemon that switch into battle.
Wide Guard
10 The user and its allies are protected from wide-ranging attacks for one turn.
Wonder Room
10 The user creates a bizarre area in which Pokemon's Defense and Sp. Def stats are swapped for five turns.
Magic Room
10 The user creates a bizarre area in which Pokemon's held items lose their effects for five turns.
Quick Guard
15 The user protects itself and its allies from priority moves.
Mat Block
10 Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves.
Sticky Web
20 The user weaves a sticky net around the opposing team, which lowers their Speed stat upon switching into battle.
Ion Deluge
25 The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
Crafty Shield
10 The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage.
Grassy Terrain
10 The user turns the ground to grass for five turns. This restores the HP of Pokemon on the ground a little every turn and powers up Grass type-moves.
Misty Terrain
10 This protects Pokemon on the ground from status conditions and halves damage from Dragon-type moves for five turns.
Fairy Lock
10 By locking down the battlefield, the user keeps all Pokemon from fleeing during the next turn.
Electric Terrain
10 The user electrifies the ground for five turns, powering up Electric-type moves. Pokemon on the ground no longer fall asleep.
Psychic Terrain
10 This protects Pokemon on the ground from priority moves and powers up Psychic-type moves for five turns.
Aurora Veil
20 This move reduces damage from physical and special moves for five turns. This can be used only in a hailstorm.
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