Next Up:
#DS160 Murmette
at 95%
Nearly There:
#DS161 Noctulus
at 72%

PF Move: Travel

Back to list
Type -type Category Origin PF
The user moves through cyberspace to hit the target where they least expect it. It also allows easy transportation in the Cyber Realm.
Power080 Accuracy095 PP15
Priority0 TargetSingle Pokémon except user Signature moveYes
Contact: Yes
Blocked by Protect: Yes
Blocked by Magic Coat: No
Stolen by Snatch: No
Used by Mirror Move: Yes
Boosted by King's Rock: Yes
Sound-based: No
On the first turn of this move's use, the user "vanishes instantly" and enters a semi-invulnerable state, within which it cannot be attacked unless the attacker has the No_Guard Ability or has used Lock-On or Mind Reader on the turn prior to its target disappearing. The user of Travel is also immune to damage from harmful weather in this state, but not to damage from harmful statuses, or from recurrent damage from moves like Wrap and Fire Spin.
On the following turn the user reappears and will attempt to hit the target. This move will not need a charging turn if the user is holding a Power Herb, or is under the effects of Gigacharge.
This move will end prematurely (without dealing damage) if the user succumbs to flinching, paralysis, sleep, being frozen, infatuation or confusion damage while vanished.
Travel ignores the effect of the moves Protect and Detect, and a successful hit will cause the effects of those moves to be lifted for the rest of the turn à la Feint.
In a triple battle, this move may target anyone facing or adjacent to the user.

Out-of-battle effect: allows instant transportation to any previously-visited area of the Cyber Realm.

Pokémon that learn Travel by level-up: