Magic Room
Pokémon Champions
For 5 turns, all held items have no effect.
- Power
- –
- Accuracy
- —
- PP
- 12 Scarlet & Violet: 10
- Priority
- 0
- Hits
- The whole field
Changes over time
How Magic Room changed from game to game, newest first.
- Champions
PP 10 → 12 Buffed
- Gen VI
Priority -7 → 0 Changed
Numbers: PokéAPI’s changelog. Descriptions: Pokémon Showdown’s for each generation, PokéAPI’s notes where Showdown’s don’t differ. Champions: Pokémon Showdown.
See it in the games
No clip of Magic Room here yet. Find Magic Room on YouTube →
How it works in Champions
For 5 turns, the held items of all active Pokémon 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 Pokémon. If this move is used during the effect, the effect ends.
“The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.”
In-game text, Scarlet & Violet
What interacts
Abilities and items that boost Magic Room, block it, punish its user or change how it works.
Boosts it
1
- Prankster+1 priority
Good to know
Who learns Magic Room
22 Pokémon can learn it in Pokémon Champions.
All 66 Pokémon that learn it in any game → Filter the Pokédex to Champions →