Psychic · Status move · Gen 5
Magic Room
Magic Room is a Psychic-type status move introduced in Generation 5. It never misses and has 10 PP (16 with PP Max). 71 Pokémon and forms can learn it.
Type
Psychic
Category
Status
Power
—
Accuracy
—
PP
10 (max 16)
Priority
0
Effect
For 5 turns, all held items have no effect. For 5 turns, the held items of all active Pokemon have no effect. An item's effect of causing forme changes is unaffected, but any other effects from such items are negated. During the effect, Fling and Natural Gift are prevented from being used by all active Pokemon. If this move is used during the effect, the effect ends.
- Targets
- The whole field
- Scarlet & Violet
- Usable (10 Pokémon)
- Pokémon Champions
- Usable (19 Pokémon)
- Legends: Z-A
- Not usable
Pokémon that learn Magic Room
71 Pokémon and forms (Mega Evolutions share their base form's moves). ✓ = can learn it in that game by any method; “Gens” lists every main-series generation it could be learned in.
| Pokémon | Type | Champions | S/V | Z-A | Gens |
|---|---|---|---|---|---|
| Electric/Psychic | ✓ | 7–8 | |||
| Normal/Fairy | ✓ | 5–8 | |||
| Psychic | 5–8 | ||||
| Psychic | 5–8 | ||||
| Psychic | ✓ | 5–8 | |||
| Psychic/Fairy | 8 | ||||
| Psychic | 5–7 | ||||
| Psychic | 5–7 | ||||
| Psychic/Fairy | ✓ | 5–8 | |||
| Ice/Psychic | 5–8 | ||||
| Ice/Psychic | 5–8 | ||||
| Psychic | 5–8 | ||||
| Psychic | 5–8 | ||||
| Psychic/Flying | 5–8 | ||||
| Psychic/Flying | 5–8 | ||||
| Psychic | ✓ | 5–8 | |||
| Ghost | 5–7 | ||||
| Normal | 5–7 | ||||
| Ice/Psychic | 5–8 | ||||
| Psychic/Grass | 5–8 | ||||
| Psychic/Fairy | 5–8 | ||||
| Psychic/Fairy | 5–8 | ||||
| Psychic/Fairy | ✓ | 5–8 | |||
| Rock/Psychic | 5–8 | ||||
| Ghost | 5–7 | ||||
| Ghost | ✓ | 5–7 | |||
| Dragon/Psychic | 5–8 | ||||
| Steel/Psychic | 5–8 | ||||
| Ghost | 5–7 | ||||
| Psychic/Fairy | 5–8 | ||||
| Psychic/Fighting | ✓ | 5–8 | |||
| Psychic | ✓ | 5–9 | |||
| Psychic | ✓ | 5–9 | |||
| Psychic | ✓ | 5–9 | |||
| Psychic | 5–8 | ||||
| Psychic/Flying | 5–8 | ||||
| Psychic | ✓ | 5–9 | |||
| Psychic | ✓ | 5–9 | |||
| Psychic | ✓ | 5–9 | |||
| Normal/Psychic | 5–7 | ||||
| Fire | ✓ | 6–7, 9 | |||
| Fire | ✓ | 6–7, 9 | |||
| Fire/Psychic | ✓ | ✓ | 6–7, 9 | ||
| Psychic | 6–8 | ||||
| Psychic | ✓ | 6–8 | |||
| Psychic | ✓ | 6–8 | |||
| Steel/Fairy | ✓ | ✓ | 6–9 | ||
| Psychic/Ghost | 6–7 | ||||
| Bug/Fairy | 7–8 | ||||
| Bug/Fairy | 7–8 | ||||
| Water/Bug | 7–8 | ||||
| Water/Bug | ✓ | 7–8 | |||
| Grass/Fairy | 7–8 | ||||
| Grass/Fairy | 7–8 | ||||
| Normal/Psychic | ✓ | 7–8 | |||
| Ghost/Fairy | ✓ | 7–8 | |||
| Water/Psychic | 7 | ||||
| Psychic/Fairy | 7–8 | ||||
| Water/Fairy | 7–8 | ||||
| Psychic/Ghost | 7–8 | ||||
| Rock/Steel | 7–8 | ||||
| Bug/Psychic | 8 | ||||
| Bug/Psychic | 8 | ||||
| Psychic/Fairy | ✓ | 8 | |||
| Ice/Psychic | ✓ | 5–8 | |||
| Fairy | ✓ | 8 | |||
| Psychic/Normal | ✓ | 8 | |||
| Psychic/Grass | 8 | ||||
| Psychic/Ice | 8 | ||||
| Psychic/Ghost | 8 | ||||
| Normal/Psychic | 5–7 |
Magic Room FAQ
What does Magic Room do?
Magic Room is a Psychic-type status move. For 5 turns, the held items of all active Pokemon have no effect. An item's effect of causing forme changes is unaffected, but any other effects from such items are negated. During the effect, Fling and Natural Gift are prevented from being used by all active Pokemon. If this move is used during the effect, the effect ends.
Which Pokémon can learn Magic Room?
71 Pokémon and forms can learn Magic Room in at least one game: 10 in Scarlet & Violet, 19 in Pokémon Champions and 0 in Legends: Z-A. Examples: Alolan Raichu, Wigglytuff, Abra, Kadabra, Alakazam and Galarian Rapidash.
Is Magic Room in Pokémon Champions?
Yes — 19 Pokémon can use Magic Room in Pokémon Champions, with the same numbers as in Scarlet & Violet.
Move data and effect text from Pokémon Showdown (MIT), generation from PokéAPI; learnsets for Gen 1–9, Pokémon Champions and Legends: Z-A from Showdown. Unofficial fan site.