Type Normal
Category Physical
PP 20 (max. 32)
Power 20
Accuracy 100%
Priority {{{priority}}}
* Makes contact
* Affected by Protect
* Not affected by Magic Coat
* Not affected by Snatch
* Affected by BrightPowder
* Affected by King's Rock
Generation I
Rage deals damage and it will not be possible for the user to do anything other than let the user continue to use Rage, and it will not stop using Rage until it faints or the battle ends. Every time the user is damaged by an attack or is targeted by Disable (even if Disable misses or fails), its Attack stat will increase by one stage. Rage will use 1 PP when selected, but not use any PP on any subsequent turns.
If Rage misses during the turn it is selected, its secondary effects will not activate. If Rage misses due to an accuracy or evasion check when its decision-removing effect is active, the accuracy of Rage will subsequently become 0.4%. The duration of Rage will be paused but not disrupted by anything, including Sleep, Freeze, partial trapping, flinching, or if the user hurts itself due to Confusion.
Rage will not attempt to increase the user's Attack if it has reached a stage of +6, and will not successfully increase the user's Attack if it has reached a value of 999.
In Stadium, Disable will cause a Pokémon's rage to build if it is successful.
Generation II and on
Rage is no longer a continuous move and will not last until the end of the battle. Instead, Rage must be selected every turn.