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User is made invulnerable for one turn, then hits the next turn. Earthquake and Magnitude hit Pokémon on the charge-up turn with double Base Power, but still miss if the user is immune to Ground-type moves. User does not take damage from hail and sandstorm while it is underground.
Overworld Effect: Transports the trainer to the entrance of the cave he/she is in, much like the Escape Rope. May only be used in caves.
Dive is a Water-type equivalent, but makes the user vulnerable to Surf instead.