For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
Heal Block prevents the use of HP-recovery moves like Recover. Moves like Absorb and Leech Seed still inflict damage, but will not restore HP. Pokémon with the Water Absorb or Volt Absorb ability will take damage from Water and Electric type attacks as opposed to healing from them. All other abilities and items which restore HP during battle will continue to work as normal. Heal Block wears off after five turns.
Prevents the Voltage from going up in the same turn.