Disable (move)

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Disable
かなしばり Temporary Binding
[[File:|center]]
Type  Normal
Category  Status
PP  20 (max. 32)
Power  —
Accuracy  80%
Priority  {{{priority}}}
  • Does not make contact
  • Affected by Protect
  • Not affected by Magic Coat
  • Not affected by Snatch
  • Not affected by King's Rock
Target
Foe Foe Foe
Self Ally Ally
Does not affect any Pokémon*
Availability
Introduced  [[Generation {{{gen}}}]]
Condition  Smart
Appeal  2 ♥♥
Jam  0  
Makes all Pokémon after the user nervous.
Condition  Smart
Appeal  2 ♥♥
Prevents the Voltage from going down in the same turn.
Condition  Smart
Appeal  0  
Jamming  0  

Disable (Japanese: かなしばり Temporary Binding) is a fairly accurate non-damaging Normal-type move introduced in Generation I.

Effect

Generation I

Disable randomly selects one move that is in the opponent's current move set and whose current PP is greater than 0, and gives it a randomly chosen disable duration length of 1-8, which is reduced by 1 each time the pokémon attempts to execute an attack. While the move is disabled, a message of "disabled!" will appear in place of the disabled move's PP, and the opponent will be unable to use the move until the round after Disable wears off (attempting to select the move will just result in a notice that the move is disabled).

If the opponent does manage to select the move (such as if it knows the move twice because of Mimic, or if the user is faster than the opponent and disables the attack that the opponent was going to use during that round) and attempts to execute it before the disable duration is over, it will only result in a wasted turn and a message that the move is disabled. Since the check to see if a move is disabled happens after the duration reduction, it is possible to disable the move the opponent was about to use for only 1 turn and as a result have Disable end immediately, still allowing the opponent to use said move during that round. It is also possible for the opponent to still use the disabled move if it is called via Metronome or Mirror Move.

If the opponent has only one move and that move is successfully disabled, it will use Struggle until it can select its move again. Disable will fail if the opponent has no PP for any of its moves.

Turns spent flinching, fast asleep, frozen solid, recharging, or partially trapped will not count towards the Disable duration length.

Even if unsuccessful (for any reason), using Disable against a pokémon using Rage will cause its rage to build.

In Stadium, Disable will cause a Pokémon's rage to build only if successful. The disabled move's PP is not replaced with a "disabled!" message, though attempting to select the move will still result in a notice that the move is disabled.

Generation II-IV

In Generation II and beyond, the last move that the opponent used will be disabled if successful. It will fail if the user goes first in the first turn.

In Pokémon Mystery Dungeon, this attack paralyzes opponents instead of its regular effect.

Combo

If used after Encore, the disabled Pokémon cannot attack until one or both moves wear off.

Learnset

Generation I

By leveling up

Generation II

By leveling up

Generation III

By leveling up

Generation IV

By leveling up

In other languages

  • French: Entrave
  • German: Aussetzer
  • Spanish: Anulación

Template:Project MoveDex notice