Telekinesis (move)

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Move data

Type Psychic
Category Status
Power
Accuracy
PP 15  (max. 24)
Introduced Generation 5

Technical/Hidden Machine

Black/White
Black 2/White 2
TM19

Effects

Telekinesis raises the target into the air for three turns, guaranteeing that all attacks against the target (except OHKO moves) will hit, regardless of Accuracy or Evasion.

The target gains the usual benefits of being raised, e.g. immunity to Ground-type moves. More details, including when Telekinesis can't be used, are in the glossary.

The effect is cancelled if the raised Pokemon is hit by Smack Down.

Z-Move effects

When a Pokémon is holding Psychium Z and uses its Z-Power, Telekinesis turns into Z-Telekinesis and raises Special Attack one stage, in addition to its usual effect as above.

Move target

Foe
Foe
Foe
User
Ally
Ally

Targets a single adjacent Pokemon.

Game descriptions

Black/White
Black 2/White 2
The user makes the target float with its psychic power. The target is easier to hit for three turns.
X/Y
O.Ruby/A.Sapphire
The user makes the target float with its psychic power. The target is easier to hit for three turns.
Sun/Moon The user makes the target float with its psychic power. The target is easier to hit for three turns.

Learnt by level up

These Pokémon learn Telekinesis at the level specified. The numbers given are for Pokémon Sun & Moon and may vary in other games; check the respective Pokédex pages for details.

KadabraKadabra
#064 / Psychic
Level 33
AlakazamAlakazam
#065 / Psychic
Level 33
LatiosLatios
#381 / Dragon · Psychic
Level 36
MunnaMunna
#517 / Psychic
Level 43
GothitaGothita
#574 / Psychic
Level 40
GothoritaGothorita
#575 / Psychic
Level 43
GothitelleGothitelle
#576 / Psychic
Level 45