Semi-invulnerable turn

The semi-invulnerable turn is the first turn of some two-turn moves, in which the user is invulnerable to most moves.

Effect

This move effect may be in need of research.
Reason: can it prevent residual damage? (see talk)
You can discuss this on the talk page.

During the first turn of some moves that take two turns to fully execute, the user will perform an action (such as fly up high or burrow into the ground) that renders them unaffected by the terrain and, under regular conditions, invulnerable to all but a few specific moves. On the following turn, PP will be deducted, the move will deal damage, and it will count as the last move used. The semi-invulnerable turn can be skipped with a Power Herb, except for Sky Drop. A Pokémon in a semi-invulnerable turn can still be hit by an attacking Pokémon that has taken aim using Mind Reader or Lock-On, or if either it or the attacking Pokémon has No Guard. If a Pokémon with Magic Bounce or Dancer is in a semi-invulnerable turn, the Ability will not activate.

There are four volatile status conditions related to the semi-invulnerable turn: Sky-High, Underground, Submerged, and Concealed. Prior to Pokémon Champions, they did not have an official name.

  • The Sky-High status is gained by a Pokémon that has used Fly, Bounce, or Sky Drop. Pokémon with this status are still vulnerable to Gust, Thunder, Twister, Sky Uppercut, Smack Down, Hurricane, and Thousand Arrows. If successfully used on a Pokémon in the semi-invulnerable turn of Fly or Bounce, the moves Smack Down and Thousand Arrows will cause the target's Sky-High status to be lost and the ongoing move to be canceled. Furthermore, if the moves Gravity or G-Max Gravitas are used, Fly, Bounce, and Sky Drop cannot be used, and Pokémon already with the Sky-High status have the ongoing move canceled.
  • The Underground status is gained by a Pokémon that has used Dig. Pokémon with this status are still vulnerable to Fissure and will receive double damage from Earthquake and Magnitude.
  • The Submerged status is gained by a Pokémon that has used Dive. Pokémon with this status will receive double damage from Surf and Whirlpool.
  • The Concealed status is gained by a Pokémon that has used Shadow Force or Phantom Force. Pokémon with this status can bypass protective moves, except for Max Guard.

Generation I

Semi-invulnerable Pokémon avoid all moves except Swift, Transform, and Bide. In Pokémon Stadium, they avoid Bide as well. This does not prevent Poké Balls from being used, so wild Pokémon can be caught during the semi-invulnerable turn.

In Generation I only, the invulnerability glitch affects semi-invulnerable Pokémon. If a Pokémon is fully paralyzed or hurts itself in confusion while in the semi-invulnerable stage of Fly or Dig, all moves (with the exception of Swift, Transform and possibly the unleashed damage from Bide) from the opponent will miss or fail until the user switches Pokémon, finishes the battle or successfully performs a charging move (specifically Fly, Dig, Razor Wind, Skull Bash, or Solar Beam). The user can move normally while in this state. This glitch was fixed in Pokémon Stadium.

Generation II onward

Semi-invulnerable Pokémon are now protected against Swift, Transform, and Bide.

Generation IV onward

Poké Balls can no longer be used if the wild Pokémon in the semi-invulnerable turn of a move.

In Generation V only, due to a glitch, when Gravity brings down Pokémon affected by Sky Drop, the Pokémon that was the target of Sky Drop will still not be able to move.

Description

Sky-High

Games Description
Champs The Pokémon cannot be hit by most moves, excluding moves such as Thunder, Hurricane, and Smack Down. The Pokémon is also unaffected by the terrain.

Underground

Games Description
Champs The Pokémon cannot be hit by most moves, but Earthquake will hit and will deal double damage. The Pokémon is also unaffected by the terrain.

Submerged

Games Description
Champs The Pokémon cannot be hit by most moves, but Surf and Whirlpool will hit and will deal double damage. The Pokémon is also unaffected by the terrain.

Concealed

Games Description
Champs The Pokémon cannot be hit by moves and is unaffected by the terrain.

Moves with a semi-invulnerable turn

Main category: Moves with a semi-invulnerable turn

A Pokémon can be semi-invulnerable after using any of the following moves.

Move Type Category Power Accuracy Notes
Bounce Flying Physical 85 85% 30% chance of paralyzing the target
Dig Ground Physical 80 100%
Dive Water Physical 80 100%
Fly Flying Physical 90 95%
Phantom Force Ghost Physical 90 100%
Shadow Force Ghost Physical 120 100%
Sky Drop Flying Physical 60 100% User and target become semi-invulnerable
Cannot be used if the target weighs 440.9 lbs. (200 kg) or moreVI+

Moves that can hit semi-invulnerable Pokémon

Main category: Moves that can hit semi-invulnerable Pokémon
Move Hit by Limits
Any Bide (except in Pokémon Stadium), Swift, Transform Generation I only
Helping Hand
Toxic (when used by a Poison-type Pokémon) Generation VI onwards
Fly Whirlwind Generation II only
Bounce, Fly, Sky Drop Gust, Hurricane, Sky Uppercut, Smack Down, Thousand Arrows, Thunder, Twister Generation II onwards
Dig Earthquake, Magnitude, Fissure Generation II onwards
Dive Surf, Whirlpool

In animation

In the manga

Pokémon Adventures