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Wonder Room
Battles
Type  Psychic
Category  Status
PP  10 (max. 16)
Power  —
Accuracy  —%
Priority  -7
  • Does not make contact
  • Not affected by Protect
  • Not affected by Magic Coat or Magic Bounce
  • Not affected by Snatch
  • Not affected by King's Rock
Target
Foe Foe
Self Ally
Affects the user and the ally
Availability
  • Not a TM, HM or Move Tutor move.

Wonder Room is a non-damaging Psychic-type move.

Effect[]

Wonder Room swaps the Defense and Special Defense of all Pokémon, but stat changes remain on their respective stat. This effect lasts for five turns. Similar to Magic Room and Trick Room, using Wonder Room while it is already in effect will end it immediately.

Wonder Room is in the -7 priority bracket and therefore will always go last, except against slower foes also using an attack in the same bracket.

Description[]

Description
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.

Learnset[]

By leveling up[]

# Pokémon Type Level
057 Neureka Neureka Psychic Electric 57
058 Cerebrulb Cerebrulb Psychic Electric 63
110 Galaxagos Galaxagos Psychic Rock 60
Bold indicates a Pokémon gains STAB from this move.
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
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