Heal Block

Psychic

Summary

Heal Block is a Psychic-type move with no power and 100% accuracy. Instead of dealing damage, Heal Block prevents the target from using moves, Abilities, or held items that would normally recover HP for five turns. This move is particularly strategic in competitive play, as it can severely disrupt opponents who rely on healing moves or Abilities like Recover, Roost, or Regenerator. Heal Block can also prevent the activation of held items like Leftovers, eliminating passive recovery strategies and forcing opponents to rethink their approach during battle.

Effect

For the next five turns, the target may not use any moves that only restore HP, and move effects that heal the target are disabled. Moves that steal HP may still be used, but will only inflict damage and not heal the target.

Short Effect: Prevents target from restoring its HP for five turns.

For the next five turns, the target may not use any moves that only restore HP, and move effects that heal the target are disabled. Moves that steal HP may still be used, but will only inflict damage and not heal the target.

Game Descriptions

The user prevents the foe from using any HP-recovery moves for five turns.

The user prevents the foe from using any HP-recovery moves for five turns.

The user prevents the foe from using any HP-recovery moves for five turns.

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.

Move Details

  • Power
  • Accuracy 100%
  • PP 15
  • Priority 0
  • Damage Class Status
  • Generation Generation IV
  • Category Ailment

Additional Info

  • Turn Count 5-5

Pokémon That Learn Heal Block

celebi
Celebi

Types: Psychic, Grass

shedinja
Shedinja

Types: Bug, Ghost

lunatone
Lunatone

Types: Rock, Psychic

solrock
Solrock

Types: Rock, Psychic

baltoy
Baltoy

Types: Ground, Psychic

claydol
Claydol

Types: Ground, Psychic

latios
Latios

Types: Dragon, Psychic

bronzor
Bronzor

Types: Steel, Psychic

bronzong
Bronzong

Types: Steel, Psychic

dialga
Dialga

Types: Steel, Dragon

palkia
Palkia

Types: Water, Dragon

giratina-altered
Giratina-Altered

Types: Ghost, Dragon

yamask
Yamask

Types: Ghost

gothita
Gothita

Types: Psychic

gothorita
Gothorita

Types: Psychic

gothitelle
Gothitelle

Types: Psychic

solosis
Solosis

Types: Psychic

duosion
Duosion

Types: Psychic

reuniclus
Reuniclus

Types: Psychic

elgyem
Elgyem

Types: Psychic

beheeyem
Beheeyem

Types: Psychic

thundurus-incarnate
Thundurus-Incarnate

Types: Electric, Flying

klefki
Klefki

Types: Steel, Fairy

type-null
Type-Null

Types: Normal

silvally
Silvally

Types: Normal

giratina-origin
Giratina-Origin

Types: Ghost, Dragon

thundurus-therian
Thundurus-Therian

Types: Electric, Flying

latios-mega
Latios-Mega

Types: Dragon, Psychic