User:Jump Drive/List of battle states: Difference between revisions

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(added gen 9 and DLC, checked damaging moves.)
(wrote proper effect descriptions. need to move this back to list of battle states, i guess i was right originally and just forgot lol)
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{{incomplete|needs=Missing official names. Missing proper descriptions for volatile and transient statuses. Missing information on changes between generations. Missing baton pass info. Need to test whether duration is tied to user, target, or field turns. Need to investigate {{m|Uproar}} data structure (sleepless effect applies to other Pokémon without status?). Need to investigate Choice Item data structure (is choice lock applied by status condition or tracker?). Need to investigate Micle Berry (used on HP drop or before next move?). Potentially missing volatile statuses, need to check through [[Ability]].}}
{{incomplete|needs=Missing official names (for those with multiple causes (eg: taking aim) don't add until there is a main page for that state). Missing links in effect descriptions. Missing information on changes between generations. Missing baton pass info. Need to test whether duration is tied to user, target, or field turns. Need to investigate Imprison, Uproar, and Center of attention data structure (how are their effects applied to other pokemon on the field?). Need to investigate Choice Item data structure (is choice lock applied by status condition or tracker?). Need to investigate Micle Berry (used on HP drop or before next move?). Need to investigate After You data structure (just an instant effect or boosted priority?). Potentially missing volatile states, need to check through [[Ability]], maybe recheck [[Special move]] as well.}}


A Pokémon's [[battle status]] describes a set of conditions that affect its capabilities in battles. There are two kinds of battle states: those that affect one or both sides of the battlefield, and those that affect individual Pokémon.
A Pokémon's [[Battle status#Battle states|battle state]] describes a set of conditions that affect its capabilities in battles. There are two kinds of battle states: those that affect one or both sides of the battlefield, and those that affect individual Pokémon.


==Field effects==
==Field states==
A field effect is a condition that affects some or all of the positions of the field and persists between turns, impacting any Pokémon occupying the affected positions.
A field state is a condition that affects some or all of the positions of the field and persists between turns, impacting any Pokémon occupying the affected positions.


===Whole field effects===
===Whole field states===
These field effects affect the field as a whole, impacting every Pokémon currently in battle.
These field states affect the field as a whole, impacting every Pokémon currently in battle.


[[Weather]] and [[terrain]] effects are unique, only one of each can be in effect simultaneously.
[[Weather]] and [[terrain]] effects are unique, only one of each can be in effect simultaneously.
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|- style="text-align:center;"
|- style="text-align:center;"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Category
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Category
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Field effect
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Field state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
Line 37: Line 37:
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Trick Room}}
| colspan="2" | {{m|Trick Room}}
| style='text-align:left' | Slower Pokémon get to move first.
| style='text-align:left' | Reverses move order.
| 5 turns
| 5 turns
| {{gen|IV}}
| {{gen|IV}}
Line 47: Line 47:
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Wonder Room}}
| colspan="2" | {{m|Wonder Room}}
| style='text-align:left' | Pokémon's Defense and Sp. Def are swapped.
| style='text-align:left' | Pokémon's Defense and Sp. Def stats are swapped.
| 5 turns
| 5 turns
| {{gen|V}}
| {{gen|V}}
Line 57: Line 57:
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Ion Deluge}} (see also: {{m|Plasma Fists}})
| colspan="2" | {{m|Ion Deluge}} (see also: {{m|Plasma Fists}})
| style='text-align:left' | Normal-type moves will become Electric-type.
| style='text-align:left' | Normal-type moves become Electric-type.
| Transient
| Transient
| {{gen|VI}}
| {{gen|VI}}
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| rowspan="9" | [[Weather]]
| rowspan="9" | [[Weather]]
| [[Harsh sunlight|Harsh Sunlight]]
| [[Harsh sunlight|Harsh Sunlight]]
| style='text-align:left' | The power of Fire-type moves is boosted. The power of Water-type moves is halved. Prevents Freezing.
| style='text-align:left' | The power of Fire-type moves is increased by 50%. The power of Water-type moves is halved. Prevents Freezing.
| rowspan="9" | Variable
| rowspan="9" | Variable
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| {{weather|Rain}}
| {{weather|Rain}}
| style='text-align:left' | The power of Water-type moves is boosted. The power of Fire-type moves is halved.
| style='text-align:left' | The power of Water-type moves is increased by 50%. The power of Fire-type moves is halved.
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| {{weather|Sandstorm}}
| {{weather|Sandstorm}}
| style='text-align:left' | Pokémon that are not certain types will take damage every turn. Boosts the Sp. Def of Rock-type Pokémon.
| style='text-align:left' | Pokémon that are not Rock-, Ground-, or Steel-type lose 1/16 of their maximum HP each turn. Increases the Sp. Def stat of Rock-type Pokémon by 50%.
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| {{weather|Hail}}
| {{weather|Hail}}
| style='text-align:left' | Pokémon that are not Ice types will take damage every turn.
| style='text-align:left' | Pokémon that are not Ice-types lose 1/16 of their maximum HP each turn.
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| {{weather|Snow}}
| [[Snow]]
| style='text-align:left' | Blizzard is more likely to hit. Boosts the Defense of Ice-type Pokémon.
| style='text-align:left' | Increases the Defense stat of Ice-type Pokémon by 50%.
| {{gen|IX}}
| {{gen|IX}}
|-style='background:#fff'
|-style='background:#fff'
| {{weather|Fog}}
| {{weather|Fog}}
| style='text-align:left' | Moves are less likely to hit.
| style='text-align:left' | The accuracy of moves is decreased by 40%.
| {{gen|IX}}
| {{gen|IX}}
|-style='background:#fff'
|-style='background:#fff'
| [[Harsh sunlight|Extremely Harsh Sunlight]]
| [[Harsh sunlight|Extremely Harsh Sunlight]]
| style='text-align:left' | The power of Fire-type moves is boosted. Prevents Water-type moves. Prevents freezing.
| style='text-align:left' | The power of Fire-type moves is increased by 50%. Prevents Water-type attacks. Prevents freezing.
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| [[Rain|Heavy Rain]]
| [[Rain|Heavy Rain]]
| style='text-align:left' | The power of Water-type moves is boosted. Prevents Fire-type moves.
| style='text-align:left' | The power of Water-type moves is increased by 50%. Prevents Fire-type attacks.
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| [[Strong winds|Strong Winds]]
| [[Strong winds|Strong Winds]]
| style='text-align:left' | Removes Flying-type Pokémon’s weaknesses.
| style='text-align:left' | Electric-, Ice-, and Rock-type moves deal neutral damage to Flying-type Pokémon.  
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| rowspan="4" | [[Terrain]]
| rowspan="4" | [[Terrain]]
| [[Terrain|Electric Terrain]]
| [[Terrain|Electric Terrain]]
| style='text-align:left' | The power of Electric-type moves is boosted. Prevents sleep.
| style='text-align:left' | The power of Electric-type moves is increased by 30%. Prevents Pokémon from sleeping or being drowsy.
| rowspan="4" | 5 turns
| rowspan="4" | 5 turns
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| [[Terrain|Grassy Terrain]]
| [[Terrain|Grassy Terrain]]
| style='text-align:left' | The power of Grass-type moves is boosted. Heals Pokémon at the end of each turn.
| style='text-align:left' | The power of Grass-type moves is increased by 30%. Pokémon heal 1/16 of their maximum HP at the end of each turn.
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| [[Terrain|Misty Terrain]]
| [[Terrain|Misty Terrain]]
| style='text-align:left' | Damage from Dragon-type moves is halved. Prevents all status conditions.
| style='text-align:left' | Damage from Dragon-type moves is halved. Prevents all status conditions and confusion.
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| [[Terrain|Psychic Terrain]]
| [[Terrain|Psychic Terrain]]
| style='text-align:left' | The power of Psychic-type moves is boosted. Protects Pokémon from moves that have increased priority.
| style='text-align:left' | The power of Psychic-type moves is increased by 30%. Protects Pokémon from moves that have increased priority.
| {{gen|VII}}
| {{gen|VII}}
|}
|}


===Side of field effects===
===Side of field state===
These field effects affect one side of the field, impacting every Pokémon currently in battle on that side.
These field states affect one side of the field, impacting every Pokémon currently in battle on that side.


All side of field effects other than [[Protection]]s can be swapped using {{m|Court Change}}.
All side of field states other than [[Protection]]s can be swapped using {{m|Court Change}}.


[[Entry hazards]] only impact a Pokémon when it is first sent out.
[[Entry hazards]] only impact grounded Pokémon and only take effect when a Pokémon is first sent out.


{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
|- style="text-align:center;"
|- style="text-align:center;"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Category
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Category
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Side effect
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Side state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
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|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Safeguard}}
| colspan="2" | {{m|Safeguard}}
| style='text-align:left' | Prevents all status conditions.
| style='text-align:left' | Prevents all status conditions and confusion.
| 5 turns
| 5 turns
| {{gen|II}}
| {{gen|II}}
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|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | [[Move variations#Pledge moves|Swamp]]
| colspan="2" | [[Move variations#Pledge moves|Swamp]]
| style='text-align:left' | Speed is reduced by 75%.
| style='text-align:left' | Speed stat is reduced by 75%.
| 4 turns
| 4 turns
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | [[Move variations#Pledge moves|Sea of Fire]]
| colspan="2" | [[Move variations#Pledge moves|Sea of Fire]]
| style='text-align:left' | Pokémon that are not Fire types will take damage every turn.
| style='text-align:left' | Pokémon that are not Fire-types lose 1/8 of their maximum HP each turn.
| 4 turns
| 4 turns
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|G-Max Wildfire}}
| colspan="2" | {{m|G-Max Wildfire}}
| style='text-align:left' | Pokémon that are not Fire types will take damage every turn.
| style='text-align:left' | Pokémon that are not Fire-types lose 1/6 of their maximum HP each turn.
| 4 turns
| 4 turns
| {{gen|VIII}}
| {{gen|VIII}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|G-Max Volcalith}}
| colspan="2" | {{m|G-Max Volcalith}}
| style='text-align:left' | Pokémon that are not Rock types will take damage every turn.
| style='text-align:left' | Pokémon that are not Rock-types lose 1/6 of their maximum HP each turn.
| 4 turns
| 4 turns
| {{gen|VIII}}
| {{gen|VIII}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|G-Max Vine Lash}}
| colspan="2" | {{m|G-Max Vine Lash}}
| style='text-align:left' | Pokémon that are not Grass types will take damage every turn.
| style='text-align:left' | Pokémon that are not Grass-types lose 1/6 of their maximum HP each turn.
| 4 turns
| 4 turns
| {{gen|VIII}}
| {{gen|VIII}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|G-Max Cannonade}}
| colspan="2" | {{m|G-Max Cannonade}}
| style='text-align:left' | Pokémon that are not Water types will take damage every turn.
| style='text-align:left' | Pokémon that are not Water-types lose 1/6 of their maximum HP each turn.
| 4 turns
| 4 turns
| {{gen|VIII}}
| {{gen|VIII}}
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| rowspan="5" | [[Entry hazards]]
| rowspan="5" | [[Entry hazards]]
| [[Entry hazards|Spikes]]
| [[Entry hazards|Spikes]]
| style='text-align:left' | Grounded Pokémon that switch into battle will take damage.
| style='text-align:left' | The Pokémon loses 1/8 of its maximum HP at 1 stack, 1/6 at 2 stacks, and 1/4 at 3 stacks.
| rowspan="5" | N/A
| rowspan="5" | N/A
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| [[Entry hazards|Pointed stones]]
| [[Entry hazards|Pointed stones]]
| style='text-align:left' | Pokémon that switch into battle will take Rock-type damage.
| style='text-align:left' | The Pokémon loses 1/6 of its maximum HP multiplied by Rock-type effectiveness.
| {{gen|IV}}
| {{gen|IV}}
|-style='background:#fff'
|-style='background:#fff'
| [[Entry hazards|Poison spikes]]
| [[Entry hazards|Poison spikes]]
| style='text-align:left' | Grounded Pokémon that switch into battle will be poisoned.
| style='text-align:left' | The Pokémon is poisoned at 1 stack, badly poisoned at 2 stacks.
| {{gen|IV}}
| {{gen|IV}}
|-style='background:#fff'
|-style='background:#fff'
| [[Entry hazards|Sticky Web]]
| [[Entry hazards|Sticky Web]]
| style='text-align:left' | Grounded Pokémon that switch into battle will have their Speed lowered.
| style='text-align:left' | Lowers the Pokémon's Speed stat.
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| [[Entry hazards|Sharp Steel]]
| [[Entry hazards|Sharp Steel]]
| style='text-align:left' | Pokémon that switch into battle will take Steel-type damage.
| style='text-align:left' | The Pokémon loses 1/6 of its maximum HP multiplied by Steel-type effectiveness.
| {{gen|VIII}}
| {{gen|VIII}}
|-style='background:#fff'
|-style='background:#fff'
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|-style='background:#fff'
|-style='background:#fff'
| {{m|Mat Block}}
| {{m|Mat Block}}
| style='text-align:left' | Protects Pokémon from physical or special moves.
| style='text-align:left' | Protects Pokémon from all attacks.
| {{gen|VI}}
| {{gen|VI}}
|}
|}


===Position on field effects===
===Position on field states===
These field effects affect a single position on the field, impacting the Pokémon currently in that position.
These field states affect a single position on the field, impacting the Pokémon currently in that position.


{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
|- style="text-align:center;"
|- style="text-align:center;"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Position effect
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Position state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
Line 255: Line 255:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Wish}}
| {{m|Wish}}
| style='text-align:left' | A Pokémon will have its HP restored when this effect ends.
| style='text-align:left' | The Pokémon in this position will recover half of the user's maximum HP when this effect ends.
| 1 turn
| 1 turn
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Healing Wish}} (see also: {{m|Lunar Dance}})
| {{m|Healing Wish}} (see also: {{m|Lunar Dance}})
| style='text-align:left' | A damaged Pokémon that switches into battle will be fully restored. This ends the effect.
| style='text-align:left' | A damaged Pokémon that is sent out into this position is fully restored. This ends the effect.
| N/A (1 turn prior to Gen VIII)
| N/A
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Future Sight}} (see also: {{m|Doom Desire}})
| {{m|Future Sight}} (see also: {{m|Doom Desire}})
| style='text-align:left' | A Pokémon will take damage when this effect ends.
| style='text-align:left' | The Pokémon in this position will take damage when this effect ends.
| 2 turns
| 2 turns
| {{gen|II}}
| {{gen|II}}
|}
|}


==Pokémon effects==
==Pokémon states==
===Non-Volatile statuses===
===Status conditions===
{{main|Status condition}}
{{main|Status condition}}
===Volatile statuses===
A volatile status is a condition that affects a Pokémon and persists between turns. Unlike status conditions however, volatile statuses are lost once the affected Pokémon is switched out of battle or when the battle ends. Some volatile statuses are linked to another Pokémon, usually the one that inflicted it. In this case, the status will be lost if the linked Pokémon is removed from battle.


{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
|- style="text-align:center;"
|- style="text-align:center;"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Volatile status
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Status condition
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
| [[Burn]]
| style='text-align:left' | The Pokémon loses 1/8 of its maximum HP each turn and has its Attack stat halved.
| N/A
| {{gen|I}}
|-style='background:#fff'
| [[Freeze]]
| style='text-align:left' | The Pokémon can't use moves. This condition has a 20% chance of wearing off each turn.
| N/A
| {{gen|I}}
|-style='background:#fff'
| [[Paralysis]]
| style='text-align:left' | The Pokémon has a 25% chance of failing to use a move and has its Speed stat halved.
| N/A
| {{gen|I}}
|-style='background:#fff'
| [[Poison]]
| style='text-align:left' | The Pokémon loses 1/8 of its maximum HP each turn.
| N/A
| {{gen|I}}
|-style='background:#fff'
| [[Badly poisoned]]
| style='text-align:left' | The Pokémon loses 1/16 of its maximum HP each turn, this increases by 1/16 each turn.
| N/A
| {{gen|I}}
|-style='background:#fff'
| [[Sleep]]
| style='text-align:left' | The Pokémon can't use moves.
| 1-3 turns
| {{gen|I}}
|}
 
===Volatile states===
A volatile state is a condition that affects a Pokémon and persists between turns. Unlike status conditions however, volatile states are lost once the affected Pokémon is switched out of battle or when the battle ends. Some volatile states are linked to another Pokémon, usually the one that inflicted it. In this case, the state will be lost if the linked Pokémon is removed from battle.
 
{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
|- style="text-align:center;"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Volatile state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
Line 285: Line 324:
|-style='background:#fff'
|-style='background:#fff'
| [[Ability change]]
| [[Ability change]]
| style="text-align:left;" | The affected Pokémon has its ability changed.
| style="text-align:left;" | The Pokémon has its ability changed.
| N/A
| N/A
|
|
Line 291: Line 330:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Gastro Acid}} (see also: {{m|Core Enforcer}}
| {{m|Gastro Acid}} (see also: {{m|Core Enforcer}}
| style="text-align:left;" | The effect of the affected Pokémon's Ability is disabled.
| style="text-align:left;" | The effect of the Pokémon's Ability is disabled.
| N/A
| N/A
|
|
Line 303: Line 342:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Mimic}}
| {{m|Mimic}}
| style="text-align:left;" | The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
| style="text-align:left;" | Replaces the move Mimic with a target's last move for the Pokémon.
| N/A
| N/A
|
|
Line 309: Line 348:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Substitute}} (see also: {{m|Shed Tail}})
| {{m|Substitute}} (see also: {{m|Shed Tail}})
| style="text-align:left;" | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
| style="text-align:left;" | Shields the Pokémon with a decoy until the decoy faints.
| N/A
| N/A
|
| {{yes}}
| {{gen|I}}
| {{gen|I}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Transform}} (see also: {{a|Imposter}})
| {{m|Transform}} (see also: {{a|Imposter}})
| style="text-align:left;" | The user transforms into a copy of the target right down to having the same move set.
| style="text-align:left;" | Transforms the Pokémon into a target right down to having the same move set.
| N/A
| N/A
|
|
Line 321: Line 360:
|-style='background:#fff'
|-style='background:#fff'
| [[Type change]]
| [[Type change]]
| style="text-align:left;" | Typing can be changed, removed, or added
| style="text-align:left;" | The Pokémon's typing is changed, with a type either replaced, removed, or added.
| N/A
| N/A
|
|
Line 327: Line 366:
|-style='background:#fff'
|-style='background:#fff'
| [[Critical hit#Stage modifiers|Getting pumped]]
| [[Critical hit#Stage modifiers|Getting pumped]]
| style="text-align:left;" | The user takes a deep breath and focuses so that critical hits land more easily.
| style="text-align:left;" | The Pokémon's critical hit ratio is increased by 2 stages.
| N/A
| N/A
|
|
Line 333: Line 372:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Guard Split}}
| {{m|Guard Split}}
| style="text-align:left;" | The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.
| style="text-align:left;" | The Pokémon's Defense and Sp. Def stats are averaged with those of a target.
| N/A
| N/A
|
|
Line 339: Line 378:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Power Split}}
| {{m|Power Split}}
| style="text-align:left;" | The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target.
| style="text-align:left;" | The Pokémon's Attack and Sp. Atk stats are averaged with those of a target.
| N/A
| N/A
|
|
Line 345: Line 384:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Power Trick}}
| {{m|Power Trick}}
| style="text-align:left;" | The user employs its psychic power to switch its Attack stat with its Defense stat.
| style="text-align:left;" | The Pokémon's Attack and Defense stats are swapped.
| N/A
| N/A
|
|
Line 351: Line 390:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Speed Swap}}
| {{m|Speed Swap}}
| style="text-align:left;" | The user exchanges Speed stats with the target.
| style="text-align:left;" | The Pokémon's Speed stat is swapped with a target's.
| N/A
| N/A
|
|
Line 357: Line 396:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Syrup Bomb}}
| {{m|Syrup Bomb}}
| style="text-align:left;" | Lowers the target's Speed stat each turn for three turns.
| style="text-align:left;" | The Pokémon's Speed stat is lowered each turn for three turns.
| 3 turns
| 3 turns
|
|
Line 363: Line 402:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Autotomize}}
| {{m|Autotomize}}
| style="text-align:left;" | Decreases user's weight
| style="text-align:left;" | The Pokémon's weight is decreased by 220 lbs (100 kg). This state can be stacked to a minimum weight of 0.2 lbs (0.1 kg).
| N/A
| N/A
|
|
Line 369: Line 408:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Foresight}} (see also: {{m|Odor Sleuth}})
| {{m|Foresight}} (see also: {{m|Odor Sleuth}})
| style="text-align:left;" | Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
| style="text-align:left;" | Causes a Ghost-type Pokémon to lose its immunity to Normal- and Fighting-type attacks.<br>The Pokémon that inflicted this state ignores increased evasion stat stages when making accuracy checks against the affected Pokémon.
| N/A
| N/A
|
| {{yes}}
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Miracle Eye}}
| {{m|Miracle Eye}}
| style="text-align:left;" | Enables a Dark-type target to be hit by Psychic-type attacks. This also enables an evasive target to be hit.
| style="text-align:left;" | Causes a Dark-type Pokémon to lose its immunity to Psychic-type attacks.<br>The Pokémon that inflicted this state ignores increased evasion stat stages when making accuracy checks against the affected Pokémon.
| N/A
| N/A
|
|
Line 381: Line 420:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Minimize}}
| {{m|Minimize}}
| style="text-align:left;" | Specific moves will hit with double power (Generation IV) or have their damage doubled (Generations II, III, and V onward) against targets that have used Minimize at least once.
| style="text-align:left;" | The Pokémon becomes weaker to certain moves (see main page for list).
| N/A
| N/A
|
|
Line 387: Line 426:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Tar Shot}}
| {{m|Tar Shot}}
| style="text-align:left;" | The target becomes weaker to Fire-type moves.
| style="text-align:left;" | The Pokémon becomes weaker to Fire-type moves.
| N/A
| N/A
|
|
Line 393: Line 432:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Smack Down}} (see also: {{m|Thousand Arrows}})
| {{m|Smack Down}} (see also: {{m|Thousand Arrows}})
| style="text-align:left;" | Ungrounded Pokémon become grounded.
| style="text-align:left;" | The Pokémon becomes grounded if it is not already.
| N/A
| N/A
|
|
Line 399: Line 438:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Magnet Rise}}
| {{m|Magnet Rise}}
| style="text-align:left;" | The user levitates using electrically generated magnetism for five turns.
| style="text-align:left;" | The Pokémon becomes ungrounded if it is not already.
| 5 turns
| 5 turns
|
|
Line 405: Line 444:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Telekinesis}}
| {{m|Telekinesis}}
| style="text-align:left;" | The user makes the target float with its psychic power. The target is easier to hit for three turns.
| style="text-align:left;" | The Pokémon becomes ungrounded if it is not already and moves against the affected Pokémon bypass accuracy checks to always hit.
| 3 turns
| 3 turns
|
|
Line 411: Line 450:
|-style='background:#fff'
|-style='background:#fff'
| [[Bound]]
| [[Bound]]
| style="text-align:left;" | A bound Pokémon will lose 1/8 of its maximum HP at the end of each turn. This condition will be linked to the Pokemon that inflicted it.<br>If inflicted by a G-Max move it will not be linked.
| style="text-align:left;" | The Pokémon loses 1/8 of its maximum HP at the end of each turn. This state is linked to the Pokemon that inflicted it.<br>If inflicted by a G-Max move it won't be linked.
| 4-5 turns
| 4-5 turns
|
|
Line 417: Line 456:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Curse}}
| {{m|Curse}}
| style="text-align:left;" | A cursed Pokémon will lose ¼ of its maximum HP at the end of each turn.
| style="text-align:left;" | The Pokémon loses 1/4 of its maximum HP at the end of each turn.
| N/A
| N/A
|
|
Line 423: Line 462:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Nightmare}}
| {{m|Nightmare}}
| style="text-align:left;" | A sleeping target sees a nightmare that inflicts some damage every turn.
| style="text-align:left;" | The Pokémon loses 1/4 of its maximum HP at the end of each turn. This state is linked to the Pokemon that inflicted it.
| N/A
| N/A
|
|
Line 429: Line 468:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Perish Song}}
| {{m|Perish Song}}
| style="text-align:left;" | Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
| style="text-align:left;" | The Pokémon will faint when this effect ends.
| 3 turns
| 3 turns
|
|
Line 435: Line 474:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Salt Cure}}
| {{m|Salt Cure}}
| style="text-align:left;" | Salt Cure inflicts 1/8 of the target's maximum HP as damage per turn. If a Steel and/or Water type is affected by Salt Cure, the amount of damage per turn is ¼ of its maximum HP.
| style="text-align:left;" | The Pokémon loses 1/8 of its maximum HP at the end of each turn. Steel- and Water-types lose 1/4 instead.
| N/A
| N/A
|
|
Line 441: Line 480:
|-style='background:#fff'
|-style='background:#fff'
| [[Seeded]]
| [[Seeded]]
| style="text-align:left;" | A seed is planted on the target. It steals some HP from the target every turn. This condition will be linked to a position.
| style="text-align:left;" | The Pokémon loses 1/8 of its maximum HP at the end of each turn and the Pokémon in the position it was inflicted from is healed by the same amount.<br>If no Pokémon is in that position then no HP is lost that turn.
| N/A
| N/A
|
|
Line 447: Line 486:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Aqua Ring}}
| {{m|Aqua Ring}}
| style="text-align:left;" | The user envelops itself in a veil made of water. It regains some HP every turn.
| style="text-align:left;" | The Pokémon heals 1/16 of its maximum HP at the end of each turn.  
| N/A
| N/A
|
| {{yes}}
| {{gen|IV}}
| {{gen|IV}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Ingrain}}
| {{m|Ingrain}}
| style="text-align:left;" | The user lays roots that restore its HP on every turn. Because it's rooted, it can't switch out.
| style="text-align:left;" | The Pokémon heals 1/16 of its maximum HP at the end of each turn and becomes grounded if it is not already.<br>The affected Pokémon is unable to switch out and is immune to the effects of Red Card and moves that switch the target out.
| N/A
| N/A
|
| {{yes}}
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| [[Confusion]]
| [[Confusion (status condition)|Confusion]]
| style="text-align:left;" | Chance to hit self.
| style="text-align:left;" | The Pokémon has a 33% chance of failing to use a move and attacking themselves instead with a typeless physical move with a power of 40.
| 1-4 turns
| 1-4 turns
|
|
Line 465: Line 504:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Disable}}
| {{m|Disable}}
| style="text-align:left;" | For four turns, this move prevents the target from using the move it last used.
| style="text-align:left;" | The Pokémon is prevented from using the move it last used.
| 4 turns
| 4 turns
|
|
Line 471: Line 510:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Gigaton Hammer}} (see also: {{m|Blood Moon}})
| {{m|Gigaton Hammer}} (see also: {{m|Blood Moon}})
| style="text-align:left;" | The user will be prevented from using the move it last used.
| style="text-align:left;" | The Pokémon is prevented from using the move it last used.
| 1 turn
| 1 turn
|
|
Line 477: Line 516:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Embargo}}
| {{m|Embargo}}
| style="text-align:left;" | This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.
| style="text-align:left;" | The Pokémon is prevented from using its held item. Its Trainer is also prevented from using items on it.
| 5 turns
| 5 turns
|
|
Line 483: Line 522:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Heal Block}} (see also: {{m|Psychic Noise}})
| {{m|Heal Block}} (see also: {{m|Psychic Noise}})
| style="text-align:left;" | For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
| style="text-align:left;" | The Pokémon is prevented from using any moves, Abilities, or held items that recover HP.
| 5 turns
| 5 turns
|
|
Line 489: Line 528:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Imprison}}
| {{m|Imprison}}
| style="text-align:left;" | If opposing Pokémon know any move also known by the user, they are prevented from using it.
| style="text-align:left;" | The Pokémon prevents the opposing team's Pokémon from using any move also known by the affected Pokémon.
| N/A
| N/A
|
|
Line 495: Line 534:
|-style='background:#fff'
|-style='background:#fff'
| [[Infatuation]]
| [[Infatuation]]
| style="text-align:left;" | If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. This condition will be linked to the Pokemon that inflicted it.<br>If the affected Pokémon is holding a [[Destiny Knot]] infatuation is additionally applied to Pokemon that inflicted it.
| style="text-align:left;" | The Pokémon has a 50% chance of failing to use a move. This state is linked to the Pokemon that inflicted it.<br>If the affected Pokémon is holding a [[Destiny Knot]] infatuation is additionally applied to Pokemon that inflicted it.
| N/A
| N/A
|
|
Line 501: Line 540:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Taunt}}
| {{m|Taunt}}
| style="text-align:left;" | The target is taunted into a rage that allows it to use only attack moves for three turns.
| style="text-align:left;" | The Pokémon is prevented from using status moves.
| 3 turns
| 3 turns
|
|
Line 507: Line 546:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Throat Chop}}
| {{m|Throat Chop}}
| style="text-align:left;" | Prevents sound-based attacks
| style="text-align:left;" | The Pokémon is prevented from using sound-based moves.
| 2 turns
| 2 turns
|
|
Line 513: Line 552:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Torment}}
| {{m|Torment}}
| style="text-align:left;" | The user torments and enrages the target, making it incapable of using the same move twice in a row.
| style="text-align:left;" | The Pokémon is prevented from using the same move twice in a row.
| N/A
| N/A
|
|
Line 519: Line 558:
|-style='background:#fff'
|-style='background:#fff'
| [[Can't escape]]
| [[Can't escape]]
| style="text-align:left;" | Prevents an affected Pokémon from switching or escaping. This condition will be linked to the Pokemon that inflicted it.
| style="text-align:left;" | The Pokémon is prevented from switching or escaping. This state is linked to the Pokemon that inflicted it.
| N/A
| N/A
|
|
Line 525: Line 564:
|-style='background:#fff'
|-style='background:#fff'
| {{m|No Retreat}}
| {{m|No Retreat}}
| style="text-align:left;" | Prevents an affected Pokémon from switching or escaping. Causes the move No Retreat to fail. Cannot be applied to a Pokemon with the Can't Escape condition.
| style="text-align:left;" | The Pokémon is prevented from switching or escaping. Causes the move No Retreat to fail.<br>If the Pokémon is already affected by the Can't escape state this state won't be applied.
| N/A
| N/A
|
|
Line 531: Line 570:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Octolock}}
| {{m|Octolock}}
| style="text-align:left;" | Prevents an affected Pokémon from switching or escaping, lowers Defense and Special Defense at the end of each turn.
| style="text-align:left;" | The Pokémon is prevented from switching or escaping, lowers Defense and Sp. Def at the end of each turn.
| N/A
| N/A
|
|
Line 537: Line 576:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Charge}} (see also: {{a|Electromorphosis}}, {{a|Wind Power}})
| {{m|Charge}} (see also: {{a|Electromorphosis}}, {{a|Wind Power}})
| style="text-align:left;" | Boosts the power of the Electric move it uses on the next turn.
| style="text-align:left;" | The power of the Pokémon's next Electric-type move is doubled. This ends the effect.
| 1 turn
| N/A
|
|
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Defense Curl}}
| {{m|Defense Curl}}
| style="text-align:left;" | Increases damage of rolling moves
| style="text-align:left;" | The power of the Pokémon's Rollout and Ice Ball is doubled.
| N/A
| N/A
|
|
Line 549: Line 588:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Stockpile}}
| {{m|Stockpile}}
| style="text-align:left;" | Can be stacked up to 3 times, consumed by spit up and swallow
| style="text-align:left;" | Determines the strength of the moves Spit Up and Swallow when used by the Pokémon. This ends the effect. This state can be stacked up to 3 times.
| N/A
| N/A
|
|
Line 555: Line 594:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Laser Focus}}
| {{m|Laser Focus}}
| style="text-align:left;" | The user concentrates intensely. The attack on the next turn always results in a critical hit.
| style="text-align:left;" | The Pokémon's attack always result in a critical hit.
| 1 turn
| 1 turn
|
|
Line 561: Line 600:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Lock-On}} (see also: {{m|Mind Reader}})
| {{m|Lock-On}} (see also: {{m|Mind Reader}})
| style="text-align:left;" | The user takes sure aim at the target. This ensures the next attack does not miss the target.
| style="text-align:left;" | The Pokémon's attack cannot miss.
| 1 turn
| 1 turn
|
|
Line 567: Line 606:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Yawn}} (see also: {{m|G-Max Snooze}})
| {{m|Yawn}} (see also: {{m|G-Max Snooze}})
| style="text-align:left;" | The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
| style="text-align:left;" | The Pokémon will fall asleep when this effect ends.
| 1 turn
| 1 turn
|
|
Line 573: Line 612:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Destiny Bond}}
| {{m|Destiny Bond}}
| style="text-align:left;" | Until the users next move, if the user faints, the Pokémon that landed the knockout hit also faints.
| style="text-align:left;" | Until the Pokémon's next move, if the Pokémon faints, the Pokémon that landed the knockout hit also faints.
| 1 turn
| 1 turn
|
|
Line 579: Line 618:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Grudge}}
| {{m|Grudge}}
| style="text-align:left;" | Until the users next move, if the user faints, the opponent's move that knocked it out is fully depleted of PP.
| style="text-align:left;" | Until the Pokémon's next move, if the Pokémon faints, the opponent's move that knocked it out is fully depleted of PP.
| 1 turn
| 1 turn
|
|
Line 585: Line 624:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Glaive Rush}}
| {{m|Glaive Rush}}
| style="text-align:left;" | After this move is used, attacks on the user cannot miss and will inflict double damage until the user’s next turn.
| style="text-align:left;" | The Pokémon can't evade moves and receives double damage.
| 1 turn
| 1 turn
|
|
Line 591: Line 630:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Bide}}
| {{m|Bide}}
| style="text-align:left;" | Cannot move, next turn attack dealing double damage taken
| style="text-align:left;" | The Pokémon can't use moves and will attack a target dealing damage equal to that taken over the duration of this state when this effect ends.
| 2 turns
| 2 turns
|
|
Line 597: Line 636:
|-style='background:#fff'
|-style='background:#fff'
| {{cat|Moves with a charging turn|Charging}}
| {{cat|Moves with a charging turn|Charging}}
| style="text-align:left;" | Cannot move, next turn attack
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends.
| 1 turn
| 1 turn
|
|
Line 603: Line 642:
|-style='background:#fff'
|-style='background:#fff'
| {{cat|Choice items|Choice locked}}
| {{cat|Choice items|Choice locked}}
| style="text-align:left;" | After using a move when holding a choice item, the Pokemon can only use that move from then on
| style="text-align:left;" | The Pokémon is forced into using the same move it previously used.
| N/A
| N/A
|
|
Line 609: Line 648:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Encore}}
| {{m|Encore}}
| style="text-align:left;" | Must repeat previous move
| style="text-align:left;" | The Pokémon is forced into using the same move it previously used.
| 3 turns
| 3 turns
|
|
Line 615: Line 654:
|-style='background:#fff'
|-style='background:#fff'
| [[Rampage|Rampaging]]
| [[Rampage|Rampaging]]
| style="text-align:left;" | Must repeat previous move, gain confusion after loss
| style="text-align:left;" | The Pokémon is forced into using the chosen move. The Pokémon will become confused when this effect ends.
| 2-3 turns
| 2-3 turns
|
|
Line 621: Line 660:
|-style='background:#fff'
|-style='background:#fff'
| [[Recharge|Recharging]]
| [[Recharge|Recharging]]
| style="text-align:left;" | Cannot move
| style="text-align:left;" | The Pokémon can't act.
| 1 turn
| 1 turn
|
|
Line 627: Line 666:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Ice Ball}} (see also: {{m|Rollout}})
| {{m|Ice Ball}} (see also: {{m|Rollout}})
| style="text-align:left;" | Must repeat starting move
| style="text-align:left;" | The Pokémon is forced into using the chosen move.
| 5 turns
| 5 turns
|
|
Line 633: Line 672:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Uproar}}
| {{m|Uproar}}
| style="text-align:left;" | Must repeat starting move, other pokemon cannot sleep
| style="text-align:left;" | The Pokémon is forced into using Uproar and prevents all Pokémon on the field from sleeping.
| 3 turns
| 3 turns
|
|
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
| [[Semi-invulnerable]]
| style="text-align:left;" | Cannot move, cannot be harmed except by specific attacks, next turn attack
| 1 turn
|
| {{gen|I}}
|-style='background:#fff'
|-style='background:#fff'
| [[Semi-invulnerable|Underground]]
| [[Semi-invulnerable|Underground]]
| style="text-align:left;" | Cannot move, cannot be harmed except by specific attacks, next turn attack
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list).
| 1 turn
| 1 turn
|
|
Line 651: Line 684:
|-style='background:#fff'
|-style='background:#fff'
| [[Semi-invulnerable|Underwater]]
| [[Semi-invulnerable|Underwater]]
| style="text-align:left;" | Cannot move, cannot be harmed except by specific attacks, next turn attack
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list).
| 1 turn
| 1 turn
|
|
Line 657: Line 690:
|-style='background:#fff'
|-style='background:#fff'
| [[Semi-invulnerable|Up High]]
| [[Semi-invulnerable|Up High]]
| style="text-align:left;" | Cannot move, cannot be harmed except by specific attacks, next turn attack.<br>Sky Drop applies this form of semi-invulnerability to both the user and the target, and both Pokemon's conditions will be linked to each other.
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list). <br>Sky Drop applies this form of semi-invulnerability to both the user and the target, and both Pokemon's states are linked to each other.
| 1 turn
| 1 turn
|
|
Line 663: Line 696:
|-style='background:#fff'
|-style='background:#fff'
| [[Semi-invulnerable|Vanished]]
| [[Semi-invulnerable|Vanished]]
| style="text-align:left;" | Cannot move, cannot be harmed except by specific attacks, next turn attack
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from all moves.
| 1 turn
| 1 turn
|
|
Line 669: Line 702:
|-style='background:#fff'
|-style='background:#fff'
| [[Micle Berry]]
| [[Micle Berry]]
| style="text-align:left;" | Multiplies the accuracy of the holder's next move by 1.2
| style="text-align:left;" | The accuracy of the Pokémon's next move is increased by 20%. This ends the effect.
| 1 turn
| N/A
|
|
| {{gen|IV}}
| {{gen|IV}}
|}
|}


====Stat Modifiers====
====Stat modifiers====
{{main|Stat modifier}}
{{main|Stat modifier}}
Stat modifiers are lost when a Pokémon exits battle, and as such are a form of volatile status. Stat modifiers have no duration, and modifiers other than Critical Hit Ratio from G-Max Chi Strike can be baton passed.
Stat modifiers are lost when a Pokémon exits battle, and as such are a form of volatile state. Stat modifiers have no duration, and modifiers other than Critical Hit Ratio from G-Max Chi Strike can be baton passed.
{| class="roundy" style="margin:auto; text-align:center; background: #999; border: 5px solid #cdcdcd"
|-
! rowspan="2" style="background:#ccc" | Stat modifier
! rowspan="2" style="background:#ccc" | Effect
! colspan="13" style="background:#ccc" | Stage modifier
|- style="background: #ccc"
| -6 || -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6
|-
! style="background:#{{attack color}}" | {{color2|{{attack color dark}}|Stats#Attack|Attack}}
! style="background:#{{attack color light}}; color:#{{attack color dark}}; margin:auto"| Multiplies the Attack stat by stage modifier.
! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>8</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>7</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>6</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>5</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>4</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>3</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>2</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>3</sup>/<sub>2</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>4</sup>/<sub>2</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>5</sup>/<sub>2</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>6</sup>/<sub>2</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>7</sup>/<sub>2</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>8</sup>/<sub>2</sub>
|-
! style="background:#{{defense color}}" | {{color2|{{defense color dark}}|Stats#Defense|Defense}}
! style="background:#{{defense color light}}; color:#{{defense color dark}}; margin:auto"| Multiplies the Defense stat by stage modifier.
|-
! style="background:#{{special attack color}}" | {{color2|{{special attack color dark}}|Stats#Special Attack|Special Attack}}
! style="background:#{{special attack color light}}; color:#{{special attack color dark}}; margin:auto"| Multiplies the Sp. Atk stat by stage modifier.
|-
! style="background:#{{special defense color}}" | {{color2|{{special defense color dark}}|Stats#Special Defense|Special Defense}}
! style="background:#{{special defense color light}}; color:#{{special defense color dark}}; margin:auto"| Multiplies the Sp. Def stat by stage modifier.
|-
! style="background:#{{speed color}}" | {{color2|{{speed color dark}}|Stats#Speed|Speed}}
! style="background:#{{speed color light}}; color:#{{speed color dark}}; margin:auto"| Multiplies the Speed stat by stage modifier.
|-
! style="background:#ae58f8" | {{color2|542b77|Stats#Evasion|Evasion}}
! style="background:#d099ff; margin:auto"| {{color|542b77|Multiplies the chance of incoming moves missing by stage modifier.|}}
! rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>9</sub> || rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>8</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>7</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>6</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>5</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>4</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>3</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>4</sup>/<sub>3</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>5</sup>/<sub>3</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>6</sup>/<sub>3</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>7</sup>/<sub>3</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>8</sup>/<sub>3</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>9</sup>/<sub>3</sub>
|-
! style="background:#58f8f6" | {{color2|2a6f6e|Stats#Accuracy|Accuracy}}
! style="background:#aefffe; margin:auto"| {{color|2a6f6e|Multiplies the chance of outgoing moves hitting by stage modifier.}}
|-
! style="background:#DDDDDD" | {{color2|555555|Critical Hit#Probability_2|Critical Hit Ratio}}
! style="background:#EEEEEE; margin:auto"| {{color|444444|Determines the probability of landing a critical hit.}}
||||||||||||| ! style="background: #FAFAD2" | <b><sup>1</sup>/<sub>24</sub></b> || ! style="background: #FAFAD2" | <b><sup>1</sup>/<sub>8</sub></b> || ! style="background: #FAFAD2" | <b><sup>1</sup>/<sub>2</sub></b> || ! style="background: #FAFAD2" | <b><sup>1</sup>/<sub>1</sub></b>
|}


====Form Changes====
====Form changes====
=====Major=====
=====Major=====
These effects can only be activated once per battle.
These effects can only be activated once per battle.
Line 703: Line 771:
*Relic Song
*Relic Song


===Transient statuses===
===Transient states===
A transient status is a condition that affects a Pokémon only on the turn it is applied.
A transient state is a condition that affects a Pokémon only on the turn it is applied.


{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
|- style="text-align:center;"
|- style="text-align:center;"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Category
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Category
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Transient status
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Transient state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|After You}}
| colspan="2" | {{m|After You}}
| style="text-align:left;" | The user helps the target and makes it use its move right after the user.
| style="text-align:left;" | The Pokémon immediately executes its move.
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | [[Center of attention]]
| colspan="2" | [[Center of attention]]
| style="text-align:left;" | All targets take aim only at the holder.
| style="text-align:left;" | The opposing team's Pokémon's move's are forced to target the affected Pokémon.
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Electrify}}
| colspan="2" | {{m|Electrify}}
| style="text-align:left;" | If the target is electrified before it uses a move during that turn, the target's move becomes Electric type.
| style="text-align:left;" | The Pokémon's move becomes Electric type.
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Endure}}
| colspan="2" | {{m|Endure}}
| style="text-align:left;" | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
| style="text-align:left;" | The Pokémon endures all attacks with at least 1 HP.
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | [[Flinch]]
| colspan="2" | [[Flinch]]
| style="text-align:left;" | A transient status condition in which a Pokémon becomes unable to execute a move for one turn
| style="text-align:left;" | The Pokémon is unable to execute its move.
| {{gen|I}}
| {{gen|I}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | Focusing ({{m|Focus Punch}}, {{m|Beak Blast}}, {{m|Shell Trap}})
| colspan="2" | Focusing ({{m|Focus Punch}}, {{m|Beak Blast}}, {{m|Shell Trap}})
| style="text-align:left;" | Waiting to use a move at -3 priority, if damage is taken before the move is used then this effect will end without using the move.
| style="text-align:left;" | The Pokémon will perform the chosen move at -3 priority. This effect will end without using the move if the Pokémon takes damage.
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Helping Hand}}
| colspan="2" | {{m|Helping Hand}}
| style="text-align:left;" | The user assists an ally by boosting the power of that ally's attack.
| style="text-align:left;" | The power of the Pokémon's move is increased by 50%. This ends the effect.
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Magic Coat}}
| colspan="2" | {{m|Magic Coat}}
| style="text-align:left;" | Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
| style="text-align:left;" | Protects the Pokémon from certain status moves (see main page for list). Attempted moves are reflected back to the user.
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Powder}}
| colspan="2" | {{m|Powder}}
| style="text-align:left;" | The user covers the target in a combustible powder. If the target uses a Fire-type move, the powder explodes and damages the target.
| style="text-align:left;" | When using a Fire-type move the move will fail and the Pokémon loses 1/4 of its maximum HP.
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Quash}}
| colspan="2" | {{m|Quash}}
| style="text-align:left;" | The user suppresses the target and makes its move go last.
| style="text-align:left;" | The Pokémon executes its move last in the turn ignoring priority.
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Roost}}
| colspan="2" | {{m|Roost}}
| style="text-align:left;" | Flying type is suppressed
| style="text-align:left;" | The Pokémon Flying-type is lost. If Roost is used by a pure Flying-type Pokémon they also gain the Normal-type.
| {{gen|IV}}
| {{gen|IV}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Snatch}}
| colspan="2" | {{m|Snatch}}
| style="text-align:left;" | The user steals the effects of any attempts to use a healing or stat-changing move.
| style="text-align:left;" | When any Pokémon attempts to use certain status moves (see main page for list) it is instead used by the affected Pokémon. This ends the effect.
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| rowspan="9" | [[Protection]]
| rowspan="9" | [[Protection]]
| {{m|Protect}}
| {{m|Protect}}
| style="text-align:left;" | Protects the user from all moves.
| style="text-align:left;" | Protects the Pokémon from all moves.
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Detect}}
| {{m|Detect}}
| style="text-align:left;" | Protects the user from all moves.
| style="text-align:left;" | Protects the Pokémon from all moves.
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Max Guard}}
| {{m|Max Guard}}
| style="text-align:left;" | Protects the user from all moves and max moves.
| style="text-align:left;" | Protects the Pokémon from all moves and max moves.
| {{gen|VIII}}
| {{gen|VIII}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|King's Shield}}
| {{m|Spiky Shield}}
| style="text-align:left;" | Protects the user from all attacks, and lowers the Attack stat of any attacker who makes direct contact.
| style="text-align:left;" | Protects the Pokémon from all moves, and damages any attacker that makes direct contact.
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Obstruct}}
| {{m|Baneful Bunker}}
| style="text-align:left;" | Protects the user from all attacks, and harshly lowers the Defense stat of any attacker who makes direct contact.
| style="text-align:left;" | Protects the Pokémon from all moves, and poisons any attacker that makes direct contact.
| {{gen|VIII}}
| {{gen|VII}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Silk Trap}}
| {{m|Burning Bulwark}}
| style="text-align:left;" | Protects the user from all attacks, and lowers the Speed stat of any attacker who makes direct contact.
| style="text-align:left;" | Protects the Pokémon from all moves, and burns any attacker that makes direct contact.
| {{gen|IX}}
| {{gen|IX}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Spiky Shield}}
| {{m|King's Shield}}
| style="text-align:left;" | Protects the user from all moves, and damages any attacker that makes direct contact.
| style="text-align:left;" | Protects the Pokémon from all attacks, and lowers the Attack stat of any attacker who makes direct contact.
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Baneful Bunker}}
| {{m|Obstruct}}
| style="text-align:left;" | Protects the user from all moves, and poisons any attacker that makes direct contact.
| style="text-align:left;" | Protects the Pokémon from all attacks, and harshly lowers the Defense stat of any attacker who makes direct contact.
| {{gen|VII}}
| {{gen|VIII}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Burning Bulwark}}
| {{m|Silk Trap}}
| style="text-align:left;" | Protects the user from all moves, and burns any attacker that makes direct contact.
| style="text-align:left;" | Protects the Pokémon from all attacks, and lowers the Speed stat of any attacker who makes direct contact.
| {{gen|IX}}
| {{gen|IX}}
|}
|}

Revision as of 23:02, 20 December 2023

050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Missing official names (for those with multiple causes (eg: taking aim) don't add until there is a main page for that state). Missing links in effect descriptions. Missing information on changes between generations. Missing baton pass info. Need to test whether duration is tied to user, target, or field turns. Need to investigate Imprison, Uproar, and Center of attention data structure (how are their effects applied to other pokemon on the field?). Need to investigate Choice Item data structure (is choice lock applied by status condition or tracker?). Need to investigate Micle Berry (used on HP drop or before next move?). Need to investigate After You data structure (just an instant effect or boosted priority?). Potentially missing volatile states, need to check through Ability, maybe recheck Special move as well.

A Pokémon's battle state describes a set of conditions that affect its capabilities in battles. There are two kinds of battle states: those that affect one or both sides of the battlefield, and those that affect individual Pokémon.

Field states

A field state is a condition that affects some or all of the positions of the field and persists between turns, impacting any Pokémon occupying the affected positions.

Whole field states

These field states affect the field as a whole, impacting every Pokémon currently in battle.

Weather and terrain effects are unique, only one of each can be in effect simultaneously.

Terrain effects only impact grounded Pokémon.

Category Field state Effect Duration Gen
Mud Sport The power of Electric-type moves is halved. 5 turns III
Water Sport The power of Fire-type moves is halved. 5 turns III
Gravity (see also: G-Max Gravitas) Moves are more likely to hit. Pokémon are grounded. Prevents specific Moves. 5 turns IV
Trick Room Reverses move order. 5 turns IV
Magic Room Pokémon can't use their held items. 5 turns V
Wonder Room Pokémon's Defense and Sp. Def stats are swapped. 5 turns V
Fairy Lock Pokémon can’t flee or withdraw. 1 turn VI
Ion Deluge (see also: Plasma Fists) Normal-type moves become Electric-type. Transient VI
Weather Harsh Sunlight The power of Fire-type moves is increased by 50%. The power of Water-type moves is halved. Prevents Freezing. Variable II
Rain The power of Water-type moves is increased by 50%. The power of Fire-type moves is halved. II
Sandstorm Pokémon that are not Rock-, Ground-, or Steel-type lose 1/16 of their maximum HP each turn. Increases the Sp. Def stat of Rock-type Pokémon by 50%. II
Hail Pokémon that are not Ice-types lose 1/16 of their maximum HP each turn. II
Snow Increases the Defense stat of Ice-type Pokémon by 50%. IX
Fog The accuracy of moves is decreased by 40%. IX
Extremely Harsh Sunlight The power of Fire-type moves is increased by 50%. Prevents Water-type attacks. Prevents freezing. VI
Heavy Rain The power of Water-type moves is increased by 50%. Prevents Fire-type attacks. VI
Strong Winds Electric-, Ice-, and Rock-type moves deal neutral damage to Flying-type Pokémon. VI
Terrain Electric Terrain The power of Electric-type moves is increased by 30%. Prevents Pokémon from sleeping or being drowsy. 5 turns VI
Grassy Terrain The power of Grass-type moves is increased by 30%. Pokémon heal 1/16 of their maximum HP at the end of each turn. VI
Misty Terrain Damage from Dragon-type moves is halved. Prevents all status conditions and confusion. VI
Psychic Terrain The power of Psychic-type moves is increased by 30%. Protects Pokémon from moves that have increased priority. VII

Side of field state

These field states affect one side of the field, impacting every Pokémon currently in battle on that side.

All side of field states other than Protections can be swapped using Court Change.

Entry hazards only impact grounded Pokémon and only take effect when a Pokémon is first sent out.

Category Side state Effect Duration Gen
Light Screen Damage from special moves is halved. 5 turns I
Reflect Damage from physical moves is halved. 5 turns I
Aurora Veil Damage from special and physical moves is halved. 5 turns VII
Tailwind Pokémon’s Speed is doubled. 4 turns IV
Lucky Chant Prevents receiving critical hits. 5 turns IV
Mist (see also: Guard Spec.) Prevents lowered stats. 5 turns I
Safeguard Prevents all status conditions and confusion. 5 turns II
Rainbow The additional effects of moves are more likely to occur. 4 turns V
Swamp Speed stat is reduced by 75%. 4 turns V
Sea of Fire Pokémon that are not Fire-types lose 1/8 of their maximum HP each turn. 4 turns V
G-Max Wildfire Pokémon that are not Fire-types lose 1/6 of their maximum HP each turn. 4 turns VIII
G-Max Volcalith Pokémon that are not Rock-types lose 1/6 of their maximum HP each turn. 4 turns VIII
G-Max Vine Lash Pokémon that are not Grass-types lose 1/6 of their maximum HP each turn. 4 turns VIII
G-Max Cannonade Pokémon that are not Water-types lose 1/6 of their maximum HP each turn. 4 turns VIII
Entry hazards Spikes The Pokémon loses 1/8 of its maximum HP at 1 stack, 1/6 at 2 stacks, and 1/4 at 3 stacks. N/A II
Pointed stones The Pokémon loses 1/6 of its maximum HP multiplied by Rock-type effectiveness. IV
Poison spikes The Pokémon is poisoned at 1 stack, badly poisoned at 2 stacks. IV
Sticky Web Lowers the Pokémon's Speed stat. VI
Sharp Steel The Pokémon loses 1/6 of its maximum HP multiplied by Steel-type effectiveness. VIII
Protection Quick Guard Protects Pokémon from moves that have increased priority. Transient V
Wide Guard Protects Pokémon from moves that can target multiple Pokémon. V
Crafty Shield Protects Pokémon from status moves. VI
Mat Block Protects Pokémon from all attacks. VI

Position on field states

These field states affect a single position on the field, impacting the Pokémon currently in that position.

Position state Effect Duration Gen
Wish The Pokémon in this position will recover half of the user's maximum HP when this effect ends. 1 turn III
Healing Wish (see also: Lunar Dance) A damaged Pokémon that is sent out into this position is fully restored. This ends the effect. N/A III
Future Sight (see also: Doom Desire) The Pokémon in this position will take damage when this effect ends. 2 turns II

Pokémon states

Status conditions

Main article: Status condition
Status condition Effect Duration Gen
Burn The Pokémon loses 1/8 of its maximum HP each turn and has its Attack stat halved. N/A I
Freeze The Pokémon can't use moves. This condition has a 20% chance of wearing off each turn. N/A I
Paralysis The Pokémon has a 25% chance of failing to use a move and has its Speed stat halved. N/A I
Poison The Pokémon loses 1/8 of its maximum HP each turn. N/A I
Badly poisoned The Pokémon loses 1/16 of its maximum HP each turn, this increases by 1/16 each turn. N/A I
Sleep The Pokémon can't use moves. 1-3 turns I

Volatile states

A volatile state is a condition that affects a Pokémon and persists between turns. Unlike status conditions however, volatile states are lost once the affected Pokémon is switched out of battle or when the battle ends. Some volatile states are linked to another Pokémon, usually the one that inflicted it. In this case, the state will be lost if the linked Pokémon is removed from battle.

Volatile state Effect Duration Baton Pass? Gen
Ability change The Pokémon has its ability changed. N/A III
Gastro Acid (see also: Core Enforcer The effect of the Pokémon's Ability is disabled. N/A IV
Illusion Changes the appearance of the Pokémon to that of the last conscious, non-Egg Pokémon in its Trainer's party. N/A V
Mimic Replaces the move Mimic with a target's last move for the Pokémon. N/A I
Substitute (see also: Shed Tail) Shields the Pokémon with a decoy until the decoy faints. N/A I
Transform (see also: Imposter) Transforms the Pokémon into a target right down to having the same move set. N/A I
Type change The Pokémon's typing is changed, with a type either replaced, removed, or added. N/A I
Getting pumped The Pokémon's critical hit ratio is increased by 2 stages. N/A I
Guard Split The Pokémon's Defense and Sp. Def stats are averaged with those of a target. N/A V
Power Split The Pokémon's Attack and Sp. Atk stats are averaged with those of a target. N/A V
Power Trick The Pokémon's Attack and Defense stats are swapped. N/A IV
Speed Swap The Pokémon's Speed stat is swapped with a target's. N/A VII
Syrup Bomb The Pokémon's Speed stat is lowered each turn for three turns. 3 turns IX
Autotomize The Pokémon's weight is decreased by 220 lbs (100 kg). This state can be stacked to a minimum weight of 0.2 lbs (0.1 kg). N/A V
Foresight (see also: Odor Sleuth) Causes a Ghost-type Pokémon to lose its immunity to Normal- and Fighting-type attacks.
The Pokémon that inflicted this state ignores increased evasion stat stages when making accuracy checks against the affected Pokémon.
N/A II
Miracle Eye Causes a Dark-type Pokémon to lose its immunity to Psychic-type attacks.
The Pokémon that inflicted this state ignores increased evasion stat stages when making accuracy checks against the affected Pokémon.
N/A IV
Minimize The Pokémon becomes weaker to certain moves (see main page for list). N/A I
Tar Shot The Pokémon becomes weaker to Fire-type moves. N/A VIII
Smack Down (see also: Thousand Arrows) The Pokémon becomes grounded if it is not already. N/A V
Magnet Rise The Pokémon becomes ungrounded if it is not already. 5 turns IV
Telekinesis The Pokémon becomes ungrounded if it is not already and moves against the affected Pokémon bypass accuracy checks to always hit. 3 turns V
Bound The Pokémon loses 1/8 of its maximum HP at the end of each turn. This state is linked to the Pokemon that inflicted it.
If inflicted by a G-Max move it won't be linked.
4-5 turns I
Curse The Pokémon loses 1/4 of its maximum HP at the end of each turn. N/A II
Nightmare The Pokémon loses 1/4 of its maximum HP at the end of each turn. This state is linked to the Pokemon that inflicted it. N/A II
Perish Song The Pokémon will faint when this effect ends. 3 turns I
Salt Cure The Pokémon loses 1/8 of its maximum HP at the end of each turn. Steel- and Water-types lose 1/4 instead. N/A IX
Seeded The Pokémon loses 1/8 of its maximum HP at the end of each turn and the Pokémon in the position it was inflicted from is healed by the same amount.
If no Pokémon is in that position then no HP is lost that turn.
N/A II
Aqua Ring The Pokémon heals 1/16 of its maximum HP at the end of each turn. N/A IV
Ingrain The Pokémon heals 1/16 of its maximum HP at the end of each turn and becomes grounded if it is not already.
The affected Pokémon is unable to switch out and is immune to the effects of Red Card and moves that switch the target out.
N/A III
Confusion The Pokémon has a 33% chance of failing to use a move and attacking themselves instead with a typeless physical move with a power of 40. 1-4 turns I
Disable The Pokémon is prevented from using the move it last used. 4 turns I
Gigaton Hammer (see also: Blood Moon) The Pokémon is prevented from using the move it last used. 1 turn IX
Embargo The Pokémon is prevented from using its held item. Its Trainer is also prevented from using items on it. 5 turns IV
Heal Block (see also: Psychic Noise) The Pokémon is prevented from using any moves, Abilities, or held items that recover HP. 5 turns IV
Imprison The Pokémon prevents the opposing team's Pokémon from using any move also known by the affected Pokémon. N/A III
Infatuation The Pokémon has a 50% chance of failing to use a move. This state is linked to the Pokemon that inflicted it.
If the affected Pokémon is holding a Destiny Knot infatuation is additionally applied to Pokemon that inflicted it.
N/A II
Taunt The Pokémon is prevented from using status moves. 3 turns III
Throat Chop The Pokémon is prevented from using sound-based moves. 2 turns VII
Torment The Pokémon is prevented from using the same move twice in a row. N/A III
Can't escape The Pokémon is prevented from switching or escaping. This state is linked to the Pokemon that inflicted it. N/A II
No Retreat The Pokémon is prevented from switching or escaping. Causes the move No Retreat to fail.
If the Pokémon is already affected by the Can't escape state this state won't be applied.
N/A VIII
Octolock The Pokémon is prevented from switching or escaping, lowers Defense and Sp. Def at the end of each turn. N/A VIII
Charge (see also: Electromorphosis, Wind Power) The power of the Pokémon's next Electric-type move is doubled. This ends the effect. N/A III
Defense Curl The power of the Pokémon's Rollout and Ice Ball is doubled. N/A I
Stockpile Determines the strength of the moves Spit Up and Swallow when used by the Pokémon. This ends the effect. This state can be stacked up to 3 times. N/A III
Laser Focus The Pokémon's attack always result in a critical hit. 1 turn VII
Lock-On (see also: Mind Reader) The Pokémon's attack cannot miss. 1 turn II
Yawn (see also: G-Max Snooze) The Pokémon will fall asleep when this effect ends. 1 turn III
Destiny Bond Until the Pokémon's next move, if the Pokémon faints, the Pokémon that landed the knockout hit also faints. 1 turn II
Grudge Until the Pokémon's next move, if the Pokémon faints, the opponent's move that knocked it out is fully depleted of PP. 1 turn III
Glaive Rush The Pokémon can't evade moves and receives double damage. 1 turn IX
Bide The Pokémon can't use moves and will attack a target dealing damage equal to that taken over the duration of this state when this effect ends. 2 turns I
Charging The Pokémon can't act and will execute the chosen move when this state ends. 1 turn I
Choice locked The Pokémon is forced into using the same move it previously used. N/A III
Encore The Pokémon is forced into using the same move it previously used. 3 turns II
Rampaging The Pokémon is forced into using the chosen move. The Pokémon will become confused when this effect ends. 2-3 turns I
Recharging The Pokémon can't act. 1 turn I
Ice Ball (see also: Rollout) The Pokémon is forced into using the chosen move. 5 turns II
Uproar The Pokémon is forced into using Uproar and prevents all Pokémon on the field from sleeping. 3 turns III
Underground The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list). 1 turn I
Underwater The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list). 1 turn III
Up High The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list).
Sky Drop applies this form of semi-invulnerability to both the user and the target, and both Pokemon's states are linked to each other.
1 turn I
Vanished The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from all moves. 1 turn IV
Micle Berry The accuracy of the Pokémon's next move is increased by 20%. This ends the effect. N/A IV

Stat modifiers

Main article: Stat modifier

Stat modifiers are lost when a Pokémon exits battle, and as such are a form of volatile state. Stat modifiers have no duration, and modifiers other than Critical Hit Ratio from G-Max Chi Strike can be baton passed.

Stat modifier Effect Stage modifier
-6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6
Attack Multiplies the Attack stat by stage modifier. 2/8 2/7 2/6 2/5 2/4 2/3 2/2 3/2 4/2 5/2 6/2 7/2 8/2
Defense Multiplies the Defense stat by stage modifier.
Special Attack Multiplies the Sp. Atk stat by stage modifier.
Special Defense Multiplies the Sp. Def stat by stage modifier.
Speed Multiplies the Speed stat by stage modifier.
Evasion Multiplies the chance of incoming moves missing by stage modifier. 3/9 3/8 3/7 3/6 3/5 3/4 3/3 4/3 5/3 6/3 7/3 8/3 9/3
Accuracy Multiplies the chance of outgoing moves hitting by stage modifier.
Critical Hit Ratio Determines the probability of landing a critical hit. 1/24 1/8 1/2 1/1

Form changes

Major

These effects can only be activated once per battle.

  • Mega Evolution
  • Dynamax
  • Terastallize
  • Ultra Burst
Minor
  • Primal Reversion
  • Forecast
  • Zen Mode
  • Battle Bond
  • Stance Change
  • Schooling
  • Shields Down
  • Disguise
  • Gulp Missile
  • Ice Face
  • Hunger Switch
  • Zero to Hero
  • Relic Song

Transient states

A transient state is a condition that affects a Pokémon only on the turn it is applied.

Category Transient state Effect Gen
After You The Pokémon immediately executes its move. V
Center of attention The opposing team's Pokémon's move's are forced to target the affected Pokémon. III
Electrify The Pokémon's move becomes Electric type. VI
Endure The Pokémon endures all attacks with at least 1 HP. II
Flinch The Pokémon is unable to execute its move. I
Focusing (Focus Punch, Beak Blast, Shell Trap) The Pokémon will perform the chosen move at -3 priority. This effect will end without using the move if the Pokémon takes damage. III
Helping Hand The power of the Pokémon's move is increased by 50%. This ends the effect. III
Magic Coat Protects the Pokémon from certain status moves (see main page for list). Attempted moves are reflected back to the user. III
Powder When using a Fire-type move the move will fail and the Pokémon loses 1/4 of its maximum HP. VI
Quash The Pokémon executes its move last in the turn ignoring priority. V
Roost The Pokémon Flying-type is lost. If Roost is used by a pure Flying-type Pokémon they also gain the Normal-type. IV
Snatch When any Pokémon attempts to use certain status moves (see main page for list) it is instead used by the affected Pokémon. This ends the effect. III
Protection Protect Protects the Pokémon from all moves. II
Detect Protects the Pokémon from all moves. II
Max Guard Protects the Pokémon from all moves and max moves. VIII
Spiky Shield Protects the Pokémon from all moves, and damages any attacker that makes direct contact. VI
Baneful Bunker Protects the Pokémon from all moves, and poisons any attacker that makes direct contact. VII
Burning Bulwark Protects the Pokémon from all moves, and burns any attacker that makes direct contact. IX
King's Shield Protects the Pokémon from all attacks, and lowers the Attack stat of any attacker who makes direct contact. VI
Obstruct Protects the Pokémon from all attacks, and harshly lowers the Defense stat of any attacker who makes direct contact. VIII
Silk Trap Protects the Pokémon from all attacks, and lowers the Speed stat of any attacker who makes direct contact. IX