Weather Effects
Weather Basics:
-Weather can exist on the field at the same time as a terrain effect. For example during thunderstorms the battledfield is simultaneously effected by the Rain weather condition and Electric Terrain.
-Naturally-occurring fog can be represented in battle by either the Thick Fog weather condition, the effects of the move Misty Terrain, or both, based on Storyteller discretion.
Abilities that ignore the effects of Weather(with the exception of the Water-Type Move and Fire-Type Move negating of Extremely Harsh Sunlight and Heavy Rain, respectively):
-Air Lock
-Cloud Nine
-All Fire-Type moves add 1 Extra Dice to their Damage Pools
-All Water-Type moves(Except Hydro Steam) get their total damage reduced by 1
-No one can be affected by the Frozen Status Condition, but those Frozen prior to this weather appearing on the battlefield will not thaw.
Abilities that Activate Harsh Sunlight:
-Drought
-Orichalcum Pulse
Moves that Activate Harsh Sunlight:
-Sunny Day
-Max Flare (Max Move)
Abilities that interact with Harsh Sunlight:
-Chlorophyll: Increase Dexterity by 2
-Dry Skin: Get dealt 1 damage at end of round
-Flower Gift: Cherrim transforms into its Sunshine Form
-Forecast: Castform transforms into it Sunny Form
-Harvest: Berry regrows at end of round up to three times per Scene
-Leaf Guard: Cannot get status ailments
-Orichalcum Pulse: Increase Strength by 1
-Protosynthesis: Increase Attribute with highest cap by 1
-Solar Power: Increase Special by 2 and get dealt 1 damage at end of round
Moves that interact with Harsh Sunlight:
-Growth: Increase Strength and Special by 2 instead of 1
-Hydro Steam: Add 1 Extra Die to its Damage Pool instead of getting Damage reduced by 1
-Hurricane: Increase reduced Accuracy from -2 to -3
-Moonlight: Basic Heal Becomes Complete Heal
-Morning Sun: Basic Heal Becomes Complete Heal
-Solar Beam: Skip Charge Turn
-Solar Blade: Skip Charge Turn
-Synthesis: Basic Heal Becomes Complete Heal
-Thunder: Increase reduced Accuracy from -2 to -3
-Weather Ball: Turns into a Fire-Type move and deals 2 Extra Dice of Damage
Hold Items that interact with Harsh Sunlight:
-Heat Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
-Utility Umbrella: Holder ignores all effects of Harsh Sunlight
-All Water-Type moves add 1 Extra Dice to their Damage Pools
-All Fire-Type moves get their total damage reduced by 1
Abilities that Activate Rain:
-Drizzle
Moves that Activate Rain:
-Rain Dance
-Max Geyser (Max Move)
Abilities that interact with Rain:
-Dry Skin: Heal 1 HP at end of round
-Forecast: Castform transforms into its Rainy Form
-Hydration: Cure status ailments at end of round
-Rain Dish: Heal 1 HP at end of round
-Swift Swim: Increase Dexterity by 2
Moves that interact with Rain:
-Bleakwind Storm: Ignore innate reduced Accuracy
-Electro Shot: Skip Charge Turn
-Hurricane: Ignore innate reduced Accuracy
-Morning Sun: Basic Heal changed to 1 HP
-Moonlight: Basic Heal changed to 1 HP
-Sandsear Storm: Ignore innate reduced Accuracy
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Synthesis: Basic Heal changed to 1 HP
-Thunder: Ignore innate reduced Accuracy
-Weather Ball: Turns into a Water-Type move and deals 2 Extra Dice of Damage
-Wildbolt Storm: Ignore innate reduced Accuracy
Hold Items that interact with Rain:
-Damp Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
-Utility Umbrella: Holder ignores all effects of Rain
-Deal 1 damage to all non Rock, Ground, or Steel Type Pokemon in the field at the end of the round
-Increase 1 Point to the Special Defense of all Rock-Type Pokemon in the field
Abilities that Activate Sandstorm:
-Sand Stream
-Sand Spit
Moves that Activate Sandstorm:
-Sandstorm
-Max Rockfall (Max Move)
Abilities that interact with Sandstorm:
-Magic Guard: Immunity to Sandstorm damage regardless of Type
-Overcoat: Immunity to Sandstorm damage regardless of Type
-Sand Force: Add 1 Extra Die to damage pools of Rock, Ground, and Steel moves and has immunity to Sandstorm damage regardless of Type
-Sand Rush: Increase Dexterity by 2 and has immunity to Sandstorm damage regardless of Type
-Sand Veil: Add 1 Extra Die to Evasion rolls and has immunity to Sandstorm damage regardless of Type
Moves that interact with Sandstorm:
-Morning Sun: Basic Heal changed to 1 HP
-Moonlight: Basic Heal changed to 1 HP
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Shore Up: Basic Heal Becomes Complete Heal
-Synthesis: Basic Heal changed to 1 HP
-Weather Ball: Turns into a Rock-Type move and deals 2 Extra Dice of Damage
Hold Items that interact with Sandstorm:
Smooth Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
Safety Goggles: Holder is immune to Sandstorm damage regardless of Type
-Deal 1 damage to all non-Ice Type Pokemon in the field at the end of the round.
Abilities that Activate Hail:
-N/A
Moves that Activate Hail:
-Hail
-Max Hailstorm (Max Move)
Abilities that interact with Hail:
-Forecast: Castform transforms into its Snowy Form
-Ice Body: Heal 1 HP at end of round and has immunity to Hail damage regardless of Type
-Ice Face: Eiscue transforms into its Ice Face form at end of the first round of weather activation
-Magic Guard: Immunity to Hail damage regardless of Type
-Overcoat: Immunity to Hail damage regardless of Type
-Slush Rush: Increase Dexterity by 2
-Snow Cloak: Add 1 Extra Die to Evasion rolls and has immunity to Hail damage regardless of Type
Moves that interact with Hail:
-Aurora Veil: Can by used without failing
-Blizzard: Ignore innate reduced Accuracy
-Moonlight: Basic Heal changed to 1 HP
-Morning Sun: Basic Heal changed to 1 HP
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Synthesis: Basic Heal changed to 1 HP
-Weather Ball: Turns into an Ice-Type move and deals 2 Extra Dice of Damage
Hold Items that interact with Hail:
-Icy Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
-Safety Goggles: Holder is immune to Hail damage regardless of Type
-Increase 1 Point to the Defense of all Ice Pokemon in the field
Abilities that Activate Snow:
-Snow Warning
Moves that Activate Snow:
-Snowscape
-Chilly Reception
Abilities that interact with Snow:
-Forecast: Castform transforms into its Snowy Form
-Ice Body: Heal 1 HP at end of round
-Ice Face: Eiscue transforms into its Ice Face form at end of the first round of weather activation
-Slush Rush: Increase Dexterity by 2
-Snow Cloak: Add 1 Extra Die to Evasion rolls
Moves that interact with Snow:
-Aurora Veil: Can by used without failing
-Blizzard: Ignore innate reduced Accuracy
-Moonlight: Basic Heal changed to 1 HP
-Morning Sun: Basic Heal changed to 1 HP
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Synthesis: Basic Heal changed to 1 HP
-Weather Ball: Turns into an Ice-Type move and deals 2 Extra Dice of Damage
Hold Items that interact with Snow:
-Icy Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
-All Fire-Type moves add 1 Extra Dice to their Damage Pools
-All Water-Type Moves fail to be executed
-Harsh Sunlight, Rain, Sandstorm, Hail, and Snow fail to activate through any means.
Abilities that Activate Extremely Harsh Sunlight:
-Desolate Land
Moves that Activate Extremely Harsh Sunlight:
-N/A
Abilities that interact with Extremely Harsh Sunlight:
-Chlorophyll: Increase Dexterity by 2
-Dry Skin: Get dealt 1 damage at end of round
-Flower Gift: Cherrim transforms into its Sunshine Form
-Forecast: Castform transforms into it Sunny Form
-Harvest: Berry regrows at end of round up to three times per Scene
-Leaf Guard: Cannot get status ailments
-Orichalcum Pulse: Increase Strength by 1
-Protosynthesis: Increase Attribute with highest cap by 1
-Solar Power: Increase Special by 2 and get dealt 1 damage at end of round
Moves that interact with Extremely Harsh Sunlight:
-Growth: Increase Strength and Special by 2 instead of 1
-Hurricane: Increase reduced Accuracy from -2 to -3
-Moonlight: Basic Heal Becomes Complete Heal
-Morning Sun: Basic Heal Becomes Complete Heal
-Solar Beam: Skip Charge Turn
-Solar Blade: Skip Charge Turn
-Synthesis: Basic Heal Becomes Complete Heal
-Thunder: Increase reduced Accuracy from -2 to -3
-Weather Ball: Turns into a Fire-Type move and deals 2 Extra Dice of Damage
Items that interact with Extremely Harsh Sunlight:
-N/A
-All Water-Type moves add 1 Extra Dice to their Damage Pools
-All Fire-Type Moves fail to be executed
-Harsh Sunlight, Rain, Sandstorm, Hail, and Snow fail to activate through any means.
Abilities that Activate Heavy Rain:
-Primordial Sea
Moves that Activate Heavy Rain:
-N/A
Abilities that interact with Heavy Rain:
-Dry Skin: Heal 1 HP at end of round
-Forecast: Castform transforms into its Rainy Form
-Hydration: Cure status ailments at end of round
-Rain Dish: Heal 1 HP at end of round
-Swift Swim: Increase Dexterity by 2
Moves that interact with Heavy Rain:
-Bleakwind Storm: Ignore innate reduced Accuracy
-Electro Shot: Skip Charge Turn
-Hurricane: Ignore innate reduced Accuracy
-Morning Sun: Basic Heal changed to 1 HP
-Moonlight: Basic Heal changed to 1 HP
-Sandsear Storm: Ignore innate reduced Accuracy
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Synthesis: Basic Heal changed to 1 HP
-Thunder: Ignore innate reduced Accuracy
-Weather Ball: Turns into a Water-Type move and deals 2 Extra Dice of Damage
-Wildbolt Storm: Ignore innate reduced Accuracy
Items that interact with Heavy Rain:
N/A
-Outside of Inverse Battles Electric, Ice, and Rock-Type moves deal neutral damage to Flying-type Pokemon.
-During Inverse Battles Bug, Fighting, Grass, and Ground-Type moves deal neutral damage to Flying-type Pokemon
-Harsh Sunlight, Rain, Sandstorm, Hail, and Snow fail to activate through any means.
Abilities that Activate Strong Winds:
-Delta Stream
Moves that Activate Strong Winds:
-N/A
Abilities that interact with Strong Winds:
-N/A
Moves that interact with Strong Winds:
-N/A
Items that interact with Strong Winds:
-N/A
-Decrease the accuracy of all moves without the Never Fails property by 2
-Disappears if the move Defog is used
Abilities that Activate Thick Fog:
-N/A
Moves that Activate Thick Fog:
-N/A
Abilities that interact with Thick Fog:
-N/A
Moves that interact with Thick Fog:
-Moonlight: Basic Heal changed to 1 HP
-Morning Sun: Basic Heal changed to 1 HP
-Synthesis: Basic Heal changed to 1 HP
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Weather Ball: Deals 2 Extra Dice of Damage
Items that interact with Thick Fog:
-N/A
-All Shadow moves add 1 Extra Dice to their Damage Pools
-Deal 1 damage to all non-Shadow Pokemon in the field at the end of the round.
Abilities that Activate Shadowy Aura:
-N/A
Moves that Activate Shadowy Aura:
-Shadow Sky
Abilities that interact with Shadowy Aura:
-N/A
Moves that interact with Shadowy Aura:
-Weather Ball: Turns into a Typeless move and deals 2 Extra Dice of Damage. A Pokemon with the Color Change ability hit by Weather Ball in a Shadowy Aura transforms into a Normal type.
Items that interact with Shadowy Aura:
-N/A
Terrain Effects
Terrain Basics:
-Non-Grounded Pokemon are not affected by Terrain(Pokemon are Non-Grounded Pokemon by having the Flying type, having the Levitate Ability, holding an Air Balloon, or are under the effects of moves Magnet Rise or Telekinesis
-Terrain can exist on the field at the same time as a weather condition. For example during thunderstorms the battledfield is simultaneously affected by the Rain weather condition and Electric Terrain.
The Following moves remove Terrain from the battlefield:
-Defog
-Ice Spinner
-Steel Roller
-Splintered Stormshards (Signature Z-Move of Lycanroc)
-G-Max Wind Rage (Signature G-Max Move of Corviknight)
-All Electric-Type moves add 1 Extra Die to their Damage Pools
-No one can be affected by the Sleep Status Condition, but those put to sleep prior to this terrain appearing on the battlefield will not wake up.
Abilities that Activate Electric Terrain:
-Electric Surge
-Hadron Engine
Moves that Activate Electric Terrain:
-Electric Terrain
-Max Lightning (Max Move)
Abilities that interact with Electric Terrain:
-Hadron Engine: Increase Special by 1
-Mimicry: Galarian Stunfisk changes its typing to Electric
-Quark Drive: Increase Attribute with highest cap by 1
-Surge Surfer: Increase Dexterity by 2
Moves that interact with Electric Terrain:
-Camouflage: User's typing changes to Electric
-Nature Power: Turns into the move Thunderbolt when used
-Rising Voltage: Add 2 Extra Dice to the damage pool
-Secret Power: Roll 3 Chance Dice to Paralyze the target
-Terrain Pulse: Turns into an Electric-Type move and deals 2 Extra Dice of Damage
Hold Items that interact with Electric Terrain:
-Electric Seed: When holder is on the field at the same time as Electric Terrain, even if they are not grounded, increase Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder
-All Grass-Type moves add 1 Extra Die to their Damage Pools
-All Pokemon heal 1 HP at the end of each round
Abilities that Activate Grassy Terrain:
-Grassy Surge
-Seed Sower
Moves that Activate Grassy Terrain:
-Grassy Terrain
-Max Overgrowth (Max Move)
Abilities that interact with Grassy Terrain:
-Grass Pelt: Increased Defense by 2
-Mimicry: Galarian Stunfisk changes its typing to Grass
Moves that interact with Grassy Terrain:
-Camouflage: User's typing changes to Grass
-Floral Healing: Basic Heal Becomes Complete Heal
-Grassy Glide: Increase priority by 2
-Nature Power: Turns into the move Energy Ball when used
-Secret Power: Roll 3 Chance Dice to make the target fall Asleep
-Terrain Pulse: Turns into a Grass-Type move and deals 2 Extra Dice of Damage
Hold Items that interact with Grassy Terrain:
-Grassy Seed: When holder is on the field at the same time as Grassy Terrain, even if they are not grounded, increase Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder
-All Dragon-Type moves get their total damage reduced by 1
-No one can be affected by any status ailments, but those affected by one prior to this terrain appearing on the battlefield will not be cured.
Abilities that Activate Misty Terrain:
-Misty Surge
Moves that Activate Misty Terrain:
-Misty Terrain
-Max Starfall (Max Move)
Abilities that interact with Misty Terrain:
-Mimicry: Galarian Stunfisk changes its typing to Fairy
Moves that interact with Misty Terrain:
-Camouflage: User's typing changes to Fairy
-Misty Explosion: Add 2 Extra Dice to the damage pool
-Nature Power: Turns into the move Moonblast when used
-Secret Power: Roll 3 Chance Dice to lower the target's Special by 1
-Terrain Pulse: Turns into a Fairy-Type move and deals 2 Extra Dice of Damage
Hold Items that interact with Misty Terrain:
-Misty Seed: When holder is on the field at the same time as Misty Terrain, even if they are not grounded, increase Special Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder
-All Psychic-Type moves add 1 Extra Die to their Damage Pools
-No one can be targeted by moves with increased Priority
Abilities that Activate Psychic Terrain:
-Psychic Surge
Moves that Activate Psychic Terrain:
-Psychic Terrain
-Genesis Supernova (Signature Z-Move of Mew)
-Max Mindstorm (Max Move)
Abilities that interact with Psychic Terrain:
-Mimicry: Galarian Stunfisk changes its typing to Psychic
Moves that interact with Psychic Terrain:
-Camouflage User's typing changes to Psychic
-Expanding Force: Add 1 Extra Die to the damage pool and this move affects All Foes in range
-Nature Power: Turns into the move Psychic when used
-Secret Power: Roll 3 Chance Dice to lower the target's Dexterity by 1
-Terrain Pulse: Turns into a Psychic-Type move and deals 2 Extra Dice of Damage
Hold Items that interact with Psychic Terrain:
-Psychic Seed: When holder is on the field at the same time as Psychic Terrain, even if they are not grounded, increase Special Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder
-All Fire-Type moves get their total damage reduced by 1
-All Pokemon heal 1 HP at the end of each round
-No one can be affected by the Burn or Poison Status Conditions, but those burned or poisoned prior to this terrain appearing on the battlefield will not be cured.
Abilities that Activate Aqua Terrain:
-Aqua Surge
Moves that Activate Aqua Terrain:
-Aqua Terrain
Abilities that interact with Aqua Terrain:
-Mimicry: Galarian Stunfisk changes its typing to Water
Moves that interact with Aqua Terrain:
-Camouflage: User's typing changes to Water
-Nature Power: Turns into the move Hydro Pump when used
-Secret Power: Roll 3 Chance Dice to lower the target's Strength by 1
-Terrain Pulse: Turns into a Water-Type move and deals 2 Extra Dice of Damage
-Water Guard: Targets both the user and an Ally
Hold Items that interact with Aqua Terrain:
-Aqua Seed: When holder is on the field at the same time as Aqua Terrain, even if they are not grounded, increase Special Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder
-All Ice-Type moves moves add 1 Extra Die to their Damage Pools
-No one can have their Attributes lowered unless self-inflicted
Abilities that Activate Ice Terrain:
-Ice Surge
Moves that Activate Ice Terrain:
-Ice Terrain
Abilities that interact with Ice Terrain:
-Mimicry: Galarian Stunfisk changes its typing to Ice
Moves that interact with Ice Terrain:
-Camouflage: User's typing changes to Ice
-Freezing Wave: Add 1 Extra Die to the damage pool and lower target's Dexterity by 2
-Nature Power: Turns into the move Ice Beam when used
-Secret Power: Roll 3 Chance Dice to freeze the foe
-Terrain Pulse: Turns into an Ice-Type move and deals 2 Extra Dice of Damage
Hold Items that interact with Ice Terrain:
-Ice Seed: When holder is on the field at the same time as Ice Terrain, even if they are not grounded, increase Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder
Other Field Effects
-All Electric-Type moves get their total damage reduced by 2
Abilities that Activate Mud Sport:
-N/A
Moves that Activate Mud Sport:
-Mud Sport
Abilities that interact with Mud Sport:
-N/A
Moves that interact with Mud Sport:
-N/A
Hold Items that interact with Mud Sport:
-N/A
-All Fire-Type moves get their total damage reduced by 2
Abilities that Activate Water Sport:
-N/A
Moves that Activate Water Sport:
-Water Sport
Abilities that interact with Water Sport:
-N/A
Moves that interact with Water Sport:
-N/A
Hold Items interact with Water Sport:
-N/A
-All Pokemon are considerer "Grounded"
-Flying-Types and Pokemon with the Levitate Ability lose their immunity to Ground-Type moves.
-Add 2 Bonus Die to the Accuracy Pool of any moves with reduced accuracy.
Abilities that Activate Gravity:
-N/A
Moves that Activate Gravity:
-Gravity
-G-Max Gravitas (Signature G-Max Move of Orbeetle)
Abilities that interact with Gravity:
-Levitate: Ground immunity is negated Pokemon with this ability are considered grounded
Moves that interact with Gravity:
-Bounce: Cannot be used and grounds Pokemon in the middle of using the move
-Fly : Cannot be used and grounds Pokemon in the middle of using the move
-Flying Press: Cannot be used
-Grav Apple: Add 2 Extra Dice to the damage pool
-High Jump Kick: Cannot be used
-Jump Kick: Cannot be used
-Magnet Rise: Cannot be used and grounds Pokemon being affected by the move
-Sky Drop: Cannot be used and grounds Pokemon in the middle of using and being affected by the move
-Splash: Cannot be used
-Telekinesis: Cannot be used and grounds Pokemon being affected by the move
Hold Items that interact with Gravity:
-Air Balloon: Ground immunity is negated and holder is considered grounded. The Air Balloon can still be popped like normal.
-Inverts the order of Initiative
Abilities that Activate Trick Room:
-N/A
Moves that Activate Trick Room:
-Trick Room
Abilities that interact with Trick Room:
-Quick Draw: turn the initiative bonus into a penalty for the duration of Trick Room for turn order calculations
Moves that interact with Trick Room:
-N/A
Hold Items that interact with Trick Room:
-Full Incense: The holder still goes last in initiative
-Lagging Tail: The holder still goes last in initiative
-Quick Claw: turn the initiative bonus into a penalty for the duration of Trick Room for turn order calculations
-Room Service: When the holder is on the field at the same time as Trick Room, decrease their Initiative by 1(changing the turn order accordingly) and this item is consumed
-Defense and Special Defense are calculated using Insight instead of Vitality
Abilities that Activate Wonder Room:
-N/A
Moves that Activate Wonder Room:
-Wonder Room
Abilities that interact with Wonder Room:
-N/A
Moves that interact with Wonder Room:
-N/A
Hold Items that interact with Wonder Room:
-N/A
-Most hold items lose all of their effects.
-Hold items can still be switched, stolen, removed, or destroyed.
-Mega Stones and Z-Crystals can still be used.
Abilities that Activate Magic Room:
-N/A
Moves that Activate Magic Room:
-Magic Room
Abilities that are interact with Magic Room:
-N/A
Moves that interact with Magic Room:
-Bug Bite: Berries held by the target will still be eaten and have their effects triggered
-Fling: Cannot be used
-Judgement: Move is always considered Normal-Type
-Multi-Attack: Move is always considered Normal-Type
-Natural Gift: Cannot be used
-Pluck: Berries held by the target will still be eaten and have their effects triggered
-Poltergeist: Move still functions as normal
-Tea Time: Berries will still be eaten and have their effects triggered
-Techno Blast: Move is always considered Normal-Type
Hold Items that interact with Magic Room:
-Amulet Coin: Item unaffected by Magic Room
-Choice Band: On the first round after effects of Magic Room end, you can choose a new move to be locked into
-Choice Scarf: On the first round after effects of Magic Room end, you can choose a new move to be locked into
-Choice Specs: On the first round after effects of Magic Room end, you can choose a new move to be locked into
-Exp. Share: Item unaffected by Magic Room
-Luck Incense: Item unaffected by Magic Room
-Lucky Egg: Item unaffected by Magic Room
-Soothe Bell: Item unaffected by Magic Room
-All Normal-Type moves become Electric-Type moves
Abilities that Activate Ion Deluge:
-N/A
Moves that Activate Ion Deluge:
-Ion Deluge
Abilities that interact with Ion Deluge:
-Normalize: All damaging moves that would deal Normal-Type damage will deal Electric-Type damage instead
Moves that interact with Ion Deluge:
-Conversion: Normal type moves still count as Normal type for the purposes of changing type
-Hidden Power: Move still functions as normal
-Judgement: If the move would deal Normal-Type damage, it will deal Electric-Type damage instead, but will work normally if it would otherwise deal damage of another type
-Multi-Attack: If the move would deal Normal-Type damage, it will deal Electric-Type damage instead, but will work normally if it would otherwise deal damage of another type
-Natural Gift: If the move would deal Normal-Type damage, it will deal Electric-Type damage instead, but will work normally if it would otherwise deal damage of another type
-Raging Bull: If the move would deal Normal-Type damage, it will deal Electric-Type damage instead, but will work normally if it would otherwise deal damage of another type
-Revelation Dance: If the move would deal Normal-Type damage, it will deal Electric-Type damage instead, but will work normally if it would otherwise deal damage of another type
-Struggle: Move still functions as normal
-Techno Blast: If the move would deal Normal-Type damage, it will deal Electric-Type damage instead, but will work normally if it would otherwise deal damage of another type
-Tera Blast: Move still functions as normal when used by a Terastallized Pokemon
-Tera Starstorm: Move still functions as normal when used by a Terastallized Pokemon
-Terrain Pulse: If the move would deal Normal-Type damage, it will deal Electric-Type damage instead, but will work normally if it would otherwise deal damage of another type
-Weather Ball: If the move would deal Normal-Type damage, it will deal Electric-Type damage instead, but will work normally if it would otherwise deal damage of another type
Hold Items that interact with Ion Deluge:
-N/A
-All non-Ghost-Type Pokemon become blocked
Abilities that Activate Fairy Lock:
-N/A
Moves that Activate Fairy Lock:
-Fairy Lock
Abilities that interact with Fairy Lock:
-Emergency Exit: Ability will still activate as normal
-Run Away: Pokemon with this ability can still run away from wild Pokemon
-Wimp Out: Ability will still activate as normal
Moves that interact with Fairy Lock:
-Baton Pass: User can still switch out by using this move
-Chilly Reception: User can still switch out by using this move
-Circle Throw: Target will still be switched out by using this move
-Dragon Tail: Target will still be switched out by using this move
-Flip Turn: User can still switch out by using this move
-Parting Shot: User can still switch out by using this move
-Roar: Target will still be switched out by using this move
-Shed Tail: User can still switch out by using this move
-Teleport: User can still switch out or run away from wild Pokemon by using this move
-U-Turn: User can still switch out by using this move
-Volt Switch: User can still switch out by using this move
-Whirlwind: Target will still be switched out by using this move
Hold Items that interact with Fairy Lock:
-Eject Button: The holder will still switch out when the item effect is triggered
-Red Card: The foe will still switch out when the item effect is triggered
-Shed Shell: The holder can still freely switch out
-Smoke Ball: The holder can still run away from wild Pokemon
-Types have their interactions reversed. All weaknesses become resistances and all resistances and immunities turn into weaknesses.
Inverse Type Chart:
-Normal- Weaknesses: Ghost ; Resistances: Fighting
-Fighting- Weaknesses: Bug, Dark, Rock ; Resistances: Fairy, Flying, Psychic
-Flying- Weaknesses: Bug, Fighting, Grass, Ground ; Resistances: Electric, Ice, Rock
-Poison- Weaknesses: Bug, Fairy, Fighting, Poison ; Resistances: Ground, Psychic
-Ground- Weaknesses: Electric, Poison, Rock ; Resistances: Grass, Ice, Water
-Rock- Weaknesses: Fire, Flying, Normal, Poison ; Resistances: Fighting, Grass, Ground, Steel, Water
-Bug- Weaknesses: Fighting, Grass, Ground ; Resistances: Flying, Fire, Rock
-Ghost- Weaknesses: Bug, Fighting, Normal, Poison ; Resistances: Dark, Ghost
-Steel- Weaknesses: Bug, Dragon, Fairy, Flying, Grass, Ice, Normal, Poison, Psychic, Rock, Steel ; Resistances: Fighting, Fire, Ground
-Fire- Weaknesses: Bug, Fire, Grass, Ice, Steel ; Resistances: Ground, Rock, Water
-Water- Weaknesses: Fire, Ice, Steel, Water ; Resistances: Electric, Grass
-Grass- Weaknesses: Electric, Grass, Ground, Water ; Resistances: Bug, Fire, Flying, Ice, Poison
-Electric- Weaknesses: Electric, Flying, Steel ; Resistances: Ground
-Psychic- Weaknesses: Fighting, Psychic ; Resistances: Bug, Dark, Ghost
-Ice- Weaknesses: Ice ; Resistances: Fighting, Fire, Rock, Steel
-Dragon- Weaknesses: Electric, Fire, Grass, Water ; Resistances: Dragon, Fairy, Ice
-Dark- Weaknesses: Dark, Ghost, Psychic ; Resistances: Bug, Fighting, Fairy
-Fairy:- Weaknesses: Bug, Dark, Fighting, Dragon ; Resistances: Poison, Steel
Abilities that Activate an Inverse Battlefield:
-N/A
Moves that Activate an Inverse Battlefield:
-N/A
Abilities that interact with an Inverse Battlefield:
-N/A
Moves that interact with an Inverse Battlefield:
-Freeze Dry: Still hits Water-Types super-effectively
Hold Items that interact an Inverse Battlefield:
-N/A