Wonder Room (move)

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Move data

Type Psychic
Category Status Status
Power -
Accuracy -
PP 10  (max. 16)
Priority -7
Introduced Generation 5

Effects

Wonder Room switches the Defense and Special Defense of all Pokémon in battle, for 5 turns.

Move target

Foe
Foe
Foe
User
Ally
Ally

Targets the entire field.

Game descriptions

Black/White
Black 2/White 2
The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.
X/Y The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Learnt by level up

These Pokémon learn Wonder Room at the level specified. The numbers given are for Pokémon X & Y and may vary in other games; check the respective Pokédex pages for details.

Psyduck
#054 / Water
Level 50
Golduck
#055 / Water
Level 60
Solrock
#338 / Rock · Psychic
Level 1
Solrock
#338 / Rock · Psychic
Level 53
Solosis
#577 / Psychic
Level 48
Duosion
#578 / Psychic
Level 53
Reuniclus
#579 / Psychic
Level 59
Elgyem
#605 / Psychic
Level 56
Beheeyem
#606 / Psychic
Level 1
Beheeyem
#606 / Psychic
Level 68
Hoopa
#720 / Psychic · Ghost
Level 50

Learnt by breeding

These Pokémon can learn Wonder Room as an egg move. Their breeding groups are also shown for reference.

Slowpoke
#079 / Water · Psychic
Monster, Water 1
Slowbro
#080 / Water · Psychic
Monster, Water 1
Slowking
#199 / Water · Psychic
Monster, Water 1
Misdreavus
#200 / Ghost
Amorphous
Mismagius
#429 / Ghost
Amorphous