Generation V Move
Magic Room
Negates held items for five turns.
- —Power
- —Accuracy
- 10PP
- 0Priority
Magic Room Battle Data
- Type
- Psychic
- Category
- Status
- Power
- —
- Accuracy
- —
- PP
- 10
- Priority
- 0
- Target
- Entire field
- Introduced
- Generation V
Magic Room Effect
For five turns (including this one), passive effects of held items are ignored, and Pokémon will not use their held items.
“The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.”
Target: The entire field. Affects all Pokémon.
Magic Room TM / HM
Taught by these machines:
- TM72Sword & Shield
Magic Room In Other Generations
Magic Room's values have changed over the years. Earlier games used:
| Game | Power | Acc. | PP | Type |
|---|---|---|---|---|
| X & Y | — | — | — | — |
Pokémon That Learn Magic Room
64 Pokémon can learn Magic Room.
Learn by Level Up
Learn by TM / HM
Wigglytuff
Abra
Kadabra
Alakazam
Jynx
Mewtwo
Mew
Natu
Xatu
Espeon
Smoochum
Celebi
Ralts
Kirlia
Gardevoir
Latias
Jirachi
Gallade
Uxie
Mesprit
Azelf
Cresselia
Sigilyph
Espurr
Meowstic
Cutiefly
Ribombee
Dewpider
Araquanid
Morelull
Shiinotic
Oranguru
Mimikyu
Tapu Lele
Tapu Fini
Lunala
Stakataka
Dottler
Orbeetle
Hatterene
Mr Rime
Alcremie
Indeedee
Calyrex



















