User foregoes its next turn to recharge.
Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Move descriptions from different games
"Powerful, but leaves the user immobile the next turn."
"Powerful, but leaves the user immobile the next turn."
"The foe is hit with a watery cannon. The user can’t move on the next turn."
"The foe is hit with a watery blast. The user must rest on the next turn, however."
"The foe is hit with a watery blast. The user must rest on the next turn, however."
"The foe is hit with a watery blast. The user must rest on the next turn, however."
"The target is hit with a watery blast. The user must rest on the next turn, however."
"The target is hit with a watery blast. The user must rest on the next turn, however."
"The target is hit with a watery blast. The user can’t move on the next turn."
"The target is hit with a watery blast. The user can’t move on the next turn."
"The target is hit with a watery blast. The user can’t move on the next turn."
"The target is hit with a watery blast. The user can’t move on the next turn."
"The target is hit with a watery blast. The user can’t move on the next turn."
"The target is hit with a watery blast. The user can’t move on the next turn."
"The target is hit with a watery blast. The user can't move on the next turn."
Move combinations that work well together in contests
Detailed effect when used in contests
Attempts to jam the other Pokémon. The user cannot make an appeal on the next turn, but it cannot be jammed either.
"Jams the others, and misses one turn of appeals."
Detailed effect when used in super contests
"Earn +3 if the Pokémon that just went hit max Voltage."