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PF Move: Riptide


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Riptide
Type -type Category Origin PF
The user creates a very powerful tide that damages and then traps the foe for 4 to 5 turns.
Power120 Accuracy075 PP10
Priority0 TargetSingle Pokémon except user Signature moveNo
Contact: No
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
If this move successfully inflicts damage, it traps the target for 5-6 turns (including turn of use), preventing them from switching out or escaping, and damaging them by 1/16th of their maximum HP at the end of each turn. The effect damage is typeless and so will not be blocked by any form of immunity ability, including Wonder_Guard.
These effects end prematurely if the user faints or is switched out, or if the target uses Rapid Spin, Hyper Spin or Charge Spin.
If the user of this move is holding a Grip Claw, the duration of the effect will always be 6 turns. If the user is holding a Binding Band, the residual damage is increased from 1/16th max HP to 1/8th.
If a wild Pokémon uses Riptide on the player's Pokémon, the player may run from the battle (but not switch out) if the affected Pokémon has the Run_Away Ability or is holding a Smoke Ball. If the target is holding a Shed Shell, it will be able to switch out during the trapping effect (but not run from it). The target may also switch out if they use Baton Pass, U-Turn or other moves of that kind. Uses of Riptide or any other partial trapping move on the same target will not cause them to be trapped again for as long as the original trapping effect is in place.
In a triple battle, this move may target anyone facing or adjacent to the user.


Pokémon that learn Riptide by level-up:




Pokémon that learn Riptide as an Egg move: