Prevents target from restoring its HP for five turns.
For the next five turns, the target may not use any moves that only restore HP, and move effects that heal the target are disabled. Moves that steal HP may still be used, but will only inflict damage and not heal the target.
Move descriptions from different games
"The user prevents the foe from using any HP-recovery moves for five turns. "
"The user prevents the foe from using any HP-recovery moves for five turns. "
"The user prevents the foe from using any HP-recovery moves for five turns. "
"For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP."
"For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP."
"For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP."
"For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP."
"For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP."
"For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP."
"For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP."
"This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered."
Detailed effect when used in super contests
"Prevents the Voltage from going up in the same turn."