Telekinesis raises its target into the air for three turns. This makes all moves used against the target (with the exception of one-hit knockout moves) bypass accuracy checks to always hit, unless the target is in the semi-invulnerable turn of a move such as Dig or Fly. In addition, the target will be immune to Ground_(type) moves, Spikes, Toxic Spikes, and Arena Trap.
The effect of Telekinesis is canceled by the effects of Gravity, Smack Down, Ingrain, or an Iron Ball. If Telekinesis is used when any of these effects are active on its target, it will fail. If Gravity's effect is active, Telekinesis cannot even be selected for use.Telekinesis itself also bypasses accuracy checks to always hit, unless the opponent is in the semi-invulnerable turn of a move such as Dig or Fly.
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