Primary effect
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Disable functions as a Normal-type status move within Pokemon Champions that inflicts the Disabled condition on a single target for four consecutive turns. Examine these specific battle parameters to calculate optimal timing, evaluate move compatibility, and compare tactical utility against alternative status-altering attacks available to the twenty-eight potential users.
Disable functions as a precise status-based tool designed to force specific constraints on a single target. By applying a four-turn lockdown on the last used move, it forces opponents to pivot or struggle during critical exchanges. Players should evaluate its utility by balancing target selection with current field state to successfully disrupt enemy rhythm during high-pressure competitive interactions.
Power
0
Accuracy
100%
Priority
0
Effect rate
—
Gives the target the Move Disabled status for 4 turns.
Disable functions as a utility status move that forces a four-turn restriction on a target, requiring precise awareness of its interaction markers. By confirming the absence of contact, sound, or bullet-based traits, trainers can identify exactly how this move navigates common defensive obstacles like protective barriers or item-based counters in active combat.
Examine the full list of twenty-eight Pokemon capable of using Disable to assess how this specific status effect propagates across the current roster. Reviewing these learners allows for a deeper understanding of tactical distribution and meta relevance. Evaluating the natural learnset provides clarity on which types and species prioritize this disruption, turning isolated move data into actionable insight for your next team build.
Evaluating Disable alongside other disruption techniques provides a clearer picture of how specific status-inducing moves influence match momentum. By contrasting turn duration, targeting mechanics, and specific restriction effects, players can better identify the optimal control tool for their team composition and individual combat requirements.
Primary effect
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Primary effect
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Primary effect
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Primary effect
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Primary effect
Boosts the power of an ally's move by 50% during the turn this move is used.
Continue evaluating move mechanics and status interactions to refine battle strategies. Compare additional Normal-type techniques or research the full list of potential users capable of deploying specific status effects like Disable against opponents.