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

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(some terminology updates)
(apparently heal block and psychic noise have different durations)
 
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{{incomplete|needs=Missing official names. Missing information on changes between generations. Missing baton pass info. Potentially missing volatile statuses, need to check through [[Held item]], [[Wonder launcher]], [[Physical move]], [[Special move]], [[Ability]], and potentially [[Key Item]]}}
{{incomplete|needs=Missing official names (If single cause (eg: Laser Focus) use official name and link to cause page. If multiple cause, if a main page exists for that state (eg: Center of attention) use official name and link to main page, otherwise use official name and include causes in brackets (see Focusing for example).


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.
Before Mainspacing: Missing links in effect descriptions. Missing information on changes between generations. Missing baton pass info.


==Field effects==
To Test: Imprison, Uproar, and Center of attention - how are their effects applied to other pokemon on the field? Choice Items - is choice lock applied by status condition or tracker? After You - just an instant effect or boosted priority? Pledge Move and G-Max Move field state durations. Instruct - Do instructed moves actually count as an action? Baton Pass - How do linked states interact? Check [[Ability]] for additional states, maybe recheck [[Special move]] as well.}}
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.


===Whole field effects===
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.
These field effects affect the field as a whole, impacting every Pokémon currently in battle.
 
A battle state's duration is based on complete turns and includes the initial turn. States that take effect each turn are applied at the end of the turn.
 
==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.
[[Weather]] and [[terrain]] effects are unique, only one of each can be in effect simultaneously.
Line 13: Line 19:
Terrain effects only impact grounded Pokémon.
Terrain effects only impact grounded Pokémon.


{| 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; text-align:center; background: #999; border: 5px solid #cdcdcd"; padding:2px; cellspacing="1"
|- style="text-align:center;"
|-style="text-align:center; background-color:#ccc"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Category
! style="{{roundytl|3px}}" | Category
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Field effect
! style="width:110px;" | Field state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! Duration
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
! style="{{roundytr|3px}}" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Mud Sport}}
| colspan="2" | {{m|Mud Sport}}
Line 37: Line 43:
|-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 53:
|-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}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Fairy Lock}}
| colspan="2" | {{m|Fairy Lock}}
| style='text-align:left' | Pokémon can’t flee or withdraw.
| style='text-align:left' | Pokémon can’t flee or withdraw during the next turn.
| {{tt|2 turns|Effect is only applied during the second turn}}
| {{gen|VI}}
|-style='background:#fff'
| colspan="2" | {{m|Ion Deluge}} (see also: {{m|Plasma Fists}})
| style='text-align:left' | Normal-type moves become Electric-type.
| 1 turn
| 1 turn
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
| colspan="2" | {{m|Plasma Fists}}
| style='text-align:left' | Normal-type moves will become Electric-type.
| Transient
| {{gen|VII}}
|-style='background:#fff'
|-style='background:#fff'
| 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" | Varies
| {{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 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"
 
|- style="text-align:center;"
{| class="roundy sortable" style="margin:auto; text-align:center; background: #999; border: 5px solid #cdcdcd"; padding:2px; cellspacing="1"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Category
|-style="text-align:center; background-color:#ccc"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Side effect
! style="{{roundytl|3px}}" | Category
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! style="width:110px;" | Side state
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! class="unsortable" | Effect
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
! Duration
! style="{{roundytr|3px}}" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{cat|Screen-creating moves|Light Screen}}
| colspan="2" | {{cat|Screen-creating moves|Light Screen}}
Line 164: Line 171:
|-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}}
Line 174: Line 181:
|-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}}
Line 205: Line 212:
| 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'
Line 228: Line 235:
| {{m|Quick Guard}}
| {{m|Quick Guard}}
| style='text-align:left' | Protects Pokémon from moves that have increased priority.
| style='text-align:left' | Protects Pokémon from moves that have increased priority.
| rowspan="4" | Transient
| rowspan="4" | 1 turn
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
Line 240: Line 247:
|-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; text-align:center; background: #999; border: 5px solid #cdcdcd"; padding:2px; cellspacing="1"
|- style="text-align:center;"
|-style="text-align:center; background-color:#ccc"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Position effect
! style="{{roundytl|3px}}; width:110px;" | Position state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! Duration
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
! style="{{roundytr|3px}}" | {{color2|000|Generation|Gen}}
|-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===
A Pokémon battle state, also called a volatile status condition, is a condition that affects a Pokémon and persists between turns. Unlike status conditions however, these states are lost once the affected Pokémon is switched out of battle or when the battle ends. Some Pokémon states are linked to the Pokémon that inflicted it. In this case, the state will be lost if the linked Pokémon is removed from battle.
{{main|Status condition}}
===Volatile statuses===
A volatile status 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.


{| 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"
Some Pokémon battle states have an effect and duration bound to the affected Pokémon's actions rather than the general turn count, these are denoted with a duration measured in actions rather than turns. On the action when the state would expire the state will end directly before the affected Pokémon takes their turn (excluding disable, taunt, and encore) Using an {{m|Instruct|instructed move}} will count as performing an additional action that turn and reduces the duration accordingly.
|- style="text-align:center;"
 
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Volatile status
{| class="roundy sortable" style="margin:auto; text-align:center; background: #999; border: 5px solid #cdcdcd"; padding:2px; cellspacing="1"
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
|-style="text-align:center; background-color:#ccc"
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! style="{{roundytl|3px}}" rowspan="2" | Category
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Baton Pass?
! style="width:110px;" rowspan="2" | Pokémon state
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
! class="unsortable" rowspan="2" | Effect
! rowspan="2" | Duration
! rowspan="2" | Linked?
! colspan="9" | Baton Pass?
! style="{{roundytr|3px}}" rowspan="2" | {{color2|000|Generation|Gen}}
|-style="text-align:center; background-color:#ccc"
! class="unsortable" style="min-width:20px"|{{color2|000|Generation I|I}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation II|II}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation III|III}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation IV|IV}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation V|V}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation VI|VI}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation VII|VII}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation VIII|VIII}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation IX|IX}}
|-style='background:#fff'
| rowspan="8" | Major
| {{m|Mimic}}
| style="text-align:left;" | Replaces the move Mimic with a target's last move for the Pokémon.
| N/A
| {{null}}
| || || || || || || || || {{no}}
| {{gen|I}}
|-style='background:#fff'
| {{m|Substitute}} (see also: {{m|Shed Tail}})
| style="text-align:left;" | Shields the Pokémon with a decoy until the decoy faints.
| N/A
| {{null}}
| || || || || || || || || {{yes}}
| {{gen|I}}
|-style='background:#fff'
| {{m|Transform}} (see also: {{a|Imposter}})
| style="text-align:left;" | Transforms the Pokémon into a target right down to having the same move set.
| N/A
| {{null}}
| || || || || || || || || {{no}}
| {{gen|I}}
|-style='background:#fff'
| [[Type change]]
| style="text-align:left;" | The Pokémon's typing is changed, with a type either replaced, removed, or added.
| N/A
| {{no}}
| || || || || || || || || {{no}}
| {{gen|I}}
|-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
|
| {{no}}
| || || || || || || || || {{no}}
| {{gen|III}}
|-style='background:#fff'
| {{m|Yawn}} (see also: {{m|G-Max Snooze}})
| style="text-align:left;" | The Pokémon will fall asleep when this effect ends.
| 2 turns
| {{no}}
| || || || || || || || || {{no}}
| {{gen|III}}
| {{gen|III}}
|-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
|
| {{no}}
| || || || || || || || || {{yes}}
| {{gen|IV}}
| {{gen|IV}}
|-style='background:#fff'
|-style='background:#fff'
Line 299: Line 355:
| style="text-align:left;" | Changes the appearance of the Pokémon to that of the last conscious, non-Egg Pokémon in its Trainer's party.
| style="text-align:left;" | Changes the appearance of the Pokémon to that of the last conscious, non-Egg Pokémon in its Trainer's party.
| N/A
| N/A
|
| {{null}}
| || || || || || || || || {{no}}
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Mimic}}
| rowspan="7" | Stats
| 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.
| [[Critical hit#Stage modifiers|Getting pumped]]
| style="text-align:left;" | The Pokémon's critical hit ratio is increased by 2 stages.
| N/A
| N/A
|
| {{null}}
| || || || || || || || || {{yes}}
| {{gen|I}}
| {{gen|I}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Substitute}}
| {{m|G-Max Chi Strike}}
| 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;" | The Pokémon's critical hit ratio is increased by 1 stage. This state can be stacked.
| N/A
| N/A
|
| {{null}}
| || || || || || || || || {{no}}
| {{gen|I}}
| {{gen|I}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Transform}} (see also: {{a|Imposter}})
| {{m|Power Trick}}
| 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;" | The Pokémon's Attack and Defense stats are swapped.
| N/A
| N/A
|
| {{null}}
| {{gen|I}}
| || || || || || || || || {{yes}}
|-style='background:#fff'
| {{gen|IV}}
| [[Type change]]
| style="text-align:left;" | Typing can be changed, removed, or added
| N/A
|
| {{gen|I}}
|-style='background:#fff'
| [[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.
| N/A
|
| {{gen|I}}
|-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
|
|
| || || || || || || || ||
| {{gen|V}}
| {{gen|V}}
|-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
|
|
| || || || || || || || ||
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
| {{m|Power Trick}}
| style="text-align:left;" | The user employs its psychic power to switch its Attack stat with its Defense stat.
| N/A
|
| {{gen|IV}}
|-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
|
|
| || || || || || || || ||
| {{gen|VII}}
| {{gen|VII}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Autotomize}}
| {{m|Syrup Bomb}}
| style="text-align:left;" | Decreases user's weight
| style="text-align:left;" | The Pokémon's Speed stat is lowered each turn for three turns.
| N/A
| 3 turns
|
| {{no}}
| {{gen|V}}
| || || || || || || || ||
| {{gen|IX}}
|-style='background:#fff'
|-style='background:#fff'
| rowspan="10" | Effectiveness
| {{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
|
| {{no}}
| || || || || || || || || {{no}}
| {{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
|
| {{no}}
| || || || || || || || || {{no}}
| {{gen|IV}}
| {{gen|IV}}
|-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 receives double damage from certain moves (see main page for list).
| N/A
| N/A
|
| {{null}}
| || || || || || || || || {{no}}
| {{gen|I}}
| {{gen|I}}
|-style='background:#fff'
| {{m|Autotomize}}
| style="text-align:left;" | The Pokémon's weight is decreased by 220&nbsp;lbs (100&nbsp;kg). This state can be stacked to a minimum weight of 0.2&nbsp;lbs (0.1&nbsp;kg).
| N/A
| {{null}}
| || || || || || || || || {{no}}
| {{gen|V}}
|-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 gains a weakness to Fire-type moves. This stacks normally with existing weaknesses and resistances.
| N/A
| N/A
|
| {{no}}
| || || || || || || || ||
| {{gen|VIII}}
| {{gen|VIII}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Smack Down}} (see also: {{m|Thousand Arrows}})
| {{m|Lock-On}} (see also: {{m|Mind Reader}})
| style="text-align:left;" | Ungrounded Pokémon become grounded.
| style="text-align:left;" | The Pokémon that inflicted this state can't miss when attacking the affected Pokémon.
| N/A
| 2 turns
|
| {{yes}}
| {{gen|V}}
| || || || || || || || || {{no}}
| {{gen|II}}
|-style='background:#fff'
| {{m|Glaive Rush}}
| style="text-align:left;" | The Pokémon can't evade moves and receives double damage.
| 1 action
| {{null}}
| || || || || || || || ||
| {{gen|IX}}
|-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
|
| {{null}}
| || || || || || || || || {{yes}}
| {{gen|IV}}
| {{gen|IV}}
|-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
|
| {{no}}
| || || || || || || || || {{yes}}
| {{gen|V}}
|-style='background:#fff'
| {{m|Smack Down}} (see also: {{m|Thousand Arrows}})
| style="text-align:left;" | The Pokémon becomes grounded if it is not already.
| N/A
| {{no}}
| || || || || || || || ||
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
| rowspan="8" | Damaging
| {{m|Perish Song}}
| style="text-align:left;" | The Pokémon will faint when this effect ends.
| 3 turns
| {{no}}
| || || || || || || || || {{yes}}
| {{gen|I}}
|-style='background:#fff'
| {{m|Destiny Bond}}
| style="text-align:left;" | If the Pokémon faints, the Pokémon that landed the knockout hit also faints.
| 1 action
| {{null}}
| || || || || || || || ||
| {{gen|II}}
|-style='background:#fff'
| {{m|Grudge}}
| style="text-align:left;" | If the Pokémon faints, the opponent's move that knocked it out is fully depleted of PP.
| 1 action
| {{null}}
| || || || || || || || ||
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| [[Bound]]
| [[Bound]]
| style="text-align:left;" | Causes Trapping so volatility only applies in gen 1 or when forcibly switched. If caused by a move other than G-Max this condition will be linked to the Pokemon that inflicted it.
| style="text-align:left;" | The Pokémon loses 1/8 of its maximum HP each turn.
| 4-5 turns
| 4-5 turns
|
| {{tt|{{yes}}|Unless inflicted by a G-Max move}}
| || || || || || || || ||
| {{gen|I}}
| {{gen|I}}
|-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 each turn.
| N/A
| N/A
|
| {{no}}
| || || || || || || || || {{yes}}
| {{gen|II}}
| {{gen|II}}
|-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 each turn.
| N/A
| N/A
|
| {{no}}
| || || || || || || || ||
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Perish Song}}
| {{m|Salt Cure}}
| 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 loses 1/8 of its maximum HP each turn. Steel- and Water-types lose 1/4 instead.
| 3 turns
| N/A
|
| {{no}}
| {{gen|II}}
| || || || || || || || || {{no}}
| {{gen|IX}}
|-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 (see the Leeching field effect).
| style="text-align:left;" | The Pokémon loses 1/8 of its maximum HP 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
|
| {{no}}
| {{gen|I}}
| || || || || || || || || {{yes}}
|-style='background:#fff'
| {{gen|II}}
| {{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.
| N/A
|
| {{gen|IX}}
|-style='background:#fff'
|-style='background:#fff'
| rowspan="2" | Healing
| {{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 each turn.
| N/A
| N/A
|
| {{null}}
| || || || || || || || || {{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 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
|
| {{null}}
| || || || || || || || || {{yes}}
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| [[Confusion]]
| rowspan="13" | Prevention
| style="text-align:left;" | Chance to hit self.
| [[Confusion (status condition)|Confusion]]
| 1-4 turns
| 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.
|
| 2-4 actions
| {{no}}
| || || || || || || || || {{yes}}
| {{gen|I}}
| {{gen|I}}
|-style='background:#fff'
| [[Infatuation]]
| style="text-align:left;" | The Pokémon has a 50% chance of failing to use a move.
| N/A
| {{tt|{{yes}}|If the affected Pokémon is holding a [[Destiny Knot]] infatuation is additionally applied to Pokemon that inflicted it}}
| || || || || || || || || {{no}}
| {{gen|II}}
|-style='background:#fff'
| {{m|Imprison}}
| style="text-align:left;" | The Pokémon prevents the opposing team's Pokémon from using any move also known by the affected Pokémon.
| N/A
| {{null}}
| || || || || || || || || {{no}}
| {{gen|III}}
|-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
| {{tt|4 actions|State expires at the end of the turn instead of before using move}}
|
| {{no}}
| || || || || || || || || {{no}}
| {{gen|I}}
| {{gen|I}}
|-style='background:#fff'
| {{m|Taunt}}
| style="text-align:left;" | The Pokémon is prevented from using status moves.
| {{tt|3 actions|State expires at the end of the turn instead of before using move}}
| {{no}}
| || || || || || || || ||
| {{gen|III}}
|-style='background:#fff'
| {{m|Torment}}
| style="text-align:left;" | The Pokémon is prevented from using the same move twice in a row.
| N/A
| {{no}}
| || || || || || || || ||
| {{gen|III}}
|-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
|
| {{no}}
| || || || || || || || || {{yes}}
| {{gen|IV}}
| {{gen|IV}}
|-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
| {{tt|5 turns|Heal Block}}<br>{{tt|2 turns|Psychic Noise}}
|
| {{no}}
| || || || || || || || || {{yes}}
| {{gen|IV}}
| {{gen|IV}}
|-style='background:#fff'
| {{m|Imprison}}
| style="text-align:left;" | If opposing Pokémon know any move also known by the user, they are prevented from using it.
| N/A
|
| {{gen|III}}
|-style='background:#fff'
| [[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.
| N/A
|
| {{gen|II}}
|-style='background:#fff'
| {{m|Taunt}}
| style="text-align:left;" | The target is taunted into a rage that allows it to use only attack moves for three turns.
| 3 turns
|
| {{gen|III}}
|-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
|
| {{no}}
| || || || || || || || ||
| {{gen|VII}}
| {{gen|VII}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Torment}}
| {{m|Gigaton Hammer}} (see also: {{m|Blood Moon}})
| 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 move it last used.
| N/A
| 2 turns
|
| {{null}}
| {{gen|III}}
| || || || || || || || ||
| {{gen|IX}}
|-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.
| N/A
| N/A
|
| {{yes}}
| || || || || || || || || {{yes}}
| {{gen|II}}
| {{gen|II}}
|-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
|
| {{null}}
| || || || || || || || ||
| {{gen|VIII}}
| {{gen|VIII}}
|-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 and the Pokémon's Defense and Sp. Def stats are lowered each turn.
| N/A
| N/A
|
| {{yes}}
| || || || || || || || ||
| {{gen|VIII}}
| {{gen|VIII}}
|-style='background:#fff'
| rowspan="5" | Priming
| {{m|Defense Curl}}
| style="text-align:left;" | The power of the Pokémon's Rollout and Ice Ball is doubled.
| N/A
| {{null}}
| || || || || || || || || {{no}}
| {{gen|I}}
|-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
|
| {{null}}
| || || || || || || || ||
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
| {{m|Defense Curl}}
| style="text-align:left;" | Increases damage of rolling moves
| 1 turn
|
| {{gen|I}}
|-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
|
| {{null}}
| || || || || || || || ||
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
| [[Micle Berry]]
| style="text-align:left;" | The accuracy of the Pokémon's next move is increased by 20%.
| 1 action
| {{null}}
| || || || || || || || ||
| {{gen|IV}}
|-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 attacks always result in a critical hit.
| 2 turns
| {{null}}
| || || || || || || || ||
| {{gen|VII}}
|-style='background:#fff'
| rowspan="11" | Within Turn
| [[Flinch]]
| style="text-align:left;" | The Pokémon is prevented from using moves.
| 1 turn
| 1 turn
|
| {{no}}
| {{gen|VII}}
| || || || || || || || ||
| {{gen|I}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Lock-On}} (see also: {{m|Mind Reader}})
| [[Center of attention]]
| 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 opposing team's Pokémon's moves are forced to target the affected Pokémon.
| 1 turn
| 1 turn
|
| {{no}}
| {{gen|II}}
| || || || || || || || ||
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Yawn}} (see also: {{m|G-Max Snooze}})
| {{m|Helping Hand}}
| 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 power of the Pokémon's moves are increased by 50%.
| 1 turn
| 1 turn
|
|
| || || || || || || || ||
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Bide}}
| {{m|Quash}}
| style="text-align:left;" | Cannot move, next turn attack dealing double damage taken
| style="text-align:left;" | The Pokémon executes its move last in the turn ignoring priority.
| 2 turns
| 1 turn
|
| {{no}}
| {{gen|I}}
| || || || || || || || ||
| {{gen|V}}
|-style='background:#fff'
| {{m|Roost}}
| style="text-align:left;" | The Pokémon's Flying-type is lost. If Roost is used by a Pokémon of a pure Flying-type species they also gain the Normal-type.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|IV}}
|-style='background:#fff'
| {{m|Electrify}}
| style="text-align:left;" | The Pokémon's moves become Electric type.
| 1 turn
| {{no}}
| || || || || || || || ||
| {{gen|VI}}
|-style='background:#fff'
| {{m|Powder}}
| style="text-align:left;" | When using a Fire-type move the move will fail and the Pokémon loses 1/4 of its maximum HP.
| 1 turn
| {{no}}
| || || || || || || || ||
| {{gen|VI}}
|-style='background:#fff'
| Focusing ({{m|Focus Punch}}, {{m|Beak Blast}}, {{m|Shell Trap}})
| style="text-align:left;" | The Pokémon will perform the chosen move at -3 priority. This ends the effect. <br>If the Pokémon takes damage this effect will end without performing the move.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| {{cat|Moves with a charging turn|Charging}}
| {{m|Snatch}}
| style="text-align:left;" | Cannot move, next turn attack
| 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.
| 1 turn
| 1 turn
|
| {{null}}
| {{gen|I}}
| || || || || || || || ||
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| {{cat|Choice items|Choice locked}}
| {{m|Magic Coat}}
| 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;" | Protects the Pokémon from certain status moves (see main page for list). Attempted moves are reflected back to the user.
| N/A
| 1 turn
|
| {{null}}
| || || || || || || || ||
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Encore}}
| {{m|Endure}}
| style="text-align:left;" | Must repeat previous move
| style="text-align:left;" | The Pokémon endures all attacks with at least 1 HP.
| 3 turns
| 1 turn
|
| {{null}}
| || || || || || || || ||
| {{gen|II}}
|-style='background:#fff'
| rowspan="8" | Protection
| {{m|Protect}} (see also: {{m|Detect}})
| style="text-align:left;" | Protects the Pokémon from all moves.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| [[Rampage|Rampaging]]
| {{m|Max Guard}}
| style="text-align:left;" | Must repeat previous move, gain confusion after loss
| style="text-align:left;" | Protects the Pokémon from all moves and max moves.
| 2-3 turns
| 1 turn
|
| {{null}}
| {{gen|I}}
| || || || || || || || ||
| {{gen|VIII}}
|-style='background:#fff'
| {{m|Spiky Shield}}
| style="text-align:left;" | Protects the Pokémon from all moves, and damages any attacker that makes direct contact.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|VI}}
|-style='background:#fff'
| {{m|Baneful Bunker}}
| style="text-align:left;" | Protects the Pokémon from all moves, and poisons any attacker that makes direct contact.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|VII}}
|-style='background:#fff'
| {{m|Burning Bulwark}}
| style="text-align:left;" | Protects the Pokémon from all moves, and burns any attacker that makes direct contact.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|IX}}
|-style='background:#fff'
| {{m|King's Shield}}
| style="text-align:left;" | Protects the Pokémon from all attacks, and lowers the Attack stat of any attacker who makes direct contact.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|VI}}
|-style='background:#fff'
| {{m|Obstruct}}
| style="text-align:left;" | Protects the Pokémon from all attacks, and harshly lowers the Defense stat of any attacker who makes direct contact.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|VIII}}
|-style='background:#fff'
|-style='background:#fff'
| [[Recharge|Recharging]]
| {{m|Silk Trap}}
| style="text-align:left;" | Cannot move
| style="text-align:left;" | Protects the Pokémon from all attacks, and lowers the Speed stat of any attacker who makes direct contact.
| 1 turn
| 1 turn
|
| {{null}}
| || || || || || || || ||
| {{gen|IX}}
|-style='background:#fff'
| rowspan="13" | Fixation
| [[Rampage|Rampaging]]
| style="text-align:left;" | The Pokémon is forced into using the chosen move. The Pokémon will become confused when this effect ends.
| 2-3 actions
| {{null}}
| || || || || || || || ||
| {{gen|I}}
| {{gen|I}}
|-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 actions
|
| {{null}}
| || || || || || || || ||
| {{gen|II}}
| {{gen|II}}
|-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 actions
|
| {{null}}
| || || || || || || || ||
| {{gen|III}}
|-style='background:#fff'
| {{m|Encore}}
| style="text-align:left;" | The Pokémon is forced into using the same move it previously used.
| {{tt|3 actions|State expires at the end of the turn instead of before using move}}
| {{no}}
| || || || || || || || ||
| {{gen|II}}
|-style='background:#fff'
| {{cat|Choice items|Choice locked}}
| style="text-align:left;" | The Pokémon is forced into using the same move it previously used.
| N/A
| {{null}}
| || || || || || || || ||
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| [[Semi-invulnerable]]
| [[Recharge|Recharging]]
| 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 end their turn without using a move when this state ends.
| 1 turn
| 1 action
|
| {{null}}
| || || || || || || || ||
| {{gen|I}}
|-style='background:#fff'
| {{m|Bide}}
| style="text-align:left;" | The Pokémon can't act and will attack a target dealing damage equal to that taken over the duration of this state when this effect ends.
| 2 actions
| {{null}}
| || || || || || || || ||
| {{gen|I}}
|-style='background:#fff'
| {{cat|Moves with a charging turn|Charging}}
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends.
| 1 action
| {{null}}
| || || || || || || || ||
| {{gen|I}}
|-style='background:#fff'
| [[Semi-invulnerable|Up High]]
| 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 action
| {{tt|{{yes}}|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}}
| || || || || || || || ||
| {{gen|I}}
| {{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 action
|
| {{null}}
| || || || || || || || ||
| {{gen|I}}
| {{gen|I}}
|-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 action
|
| {{null}}
| || || || || || || || ||
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
| [[Semi-invulnerable|Up High]]
| style="text-align:left;" | Cannot move, cannot be harmed except by specific attacks, next turn attack. 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.
| 1 turn
|
| {{gen|I}}
|-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 action
|
| {{null}}
| || || || || || || || ||
| {{gen|IV}}
| {{gen|IV}}
|}
|}


====Stat Modifiers====
===Form changes===
{{main|Stat modifier}}
====Major====
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.
 
====Form Changes====
=====Major=====
These effects can only be activated once per battle.
These effects can only be activated once per battle.


Line 652: Line 910:
*Ultra Burst
*Ultra Burst


=====Minor=====
====Minor====
*Primal Reversion
*Primal Reversion
*Forecast
*Forecast
Line 666: Line 924:
*Zero to Hero
*Zero to Hero
*Relic Song
*Relic Song
===Transient statuses===
A transient status 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"
|- 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;" | Transient status
! 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:#fff'
| colspan="2" | {{m|After You}}
| style="text-align:left;" | The user helps the target and makes it use its move right after the user.
| {{gen|V}}
|-style='background:#fff'
| colspan="2" | [[Center of attention]]
| style="text-align:left;" | All targets take aim only at the holder.
| {{gen|III}}
|-style='background:#fff'
| colspan="2" | {{m|Destiny Bond}}
| style="text-align:left;" | After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.
| {{gen|II}}
|-style='background:#fff'
| 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.
| {{gen|VI}}
|-style='background:#fff'
| 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.
| {{gen|II}}
|-style='background:#fff'
| colspan="2" | [[Flinch]]
| style="text-align:left;" | A transient status condition in which a Pokémon becomes unable to execute a move for one turn
| {{gen|I}}
|-style='background:#fff'
| 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.
| {{gen|III}}
|-style='background:#fff'
| colspan="2" | {{m|Grudge}}
| style="text-align:left;" | If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out.
| {{gen|III}}
|-style='background:#fff'
| colspan="2" | {{m|Helping Hand}}
| style="text-align:left;" | The user assists an ally by boosting the power of that ally's attack.
| {{gen|III}}
|-style='background:#fff'
| colspan="2" | {{m|Ion Deluge}}
| style="text-align:left;" | The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
| {{gen|VI}}
|-style='background:#fff'
| 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.
| {{gen|III}}
|-style='background:#fff'
| 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.
| {{gen|VI}}
|-style='background:#fff'
| colspan="2" | {{m|Quash}}
| style="text-align:left;" | The user suppresses the target and makes its move go last.
| {{gen|V}}
|-style='background:#fff'
| colspan="2" | {{m|Roost}}
| style="text-align:left;" | Flying type is suppressed
| {{gen|IV}}
|-style='background:#fff'
| colspan="2" | {{m|Snatch}}
| style="text-align:left;" | The user steals the effects of any attempts to use a healing or stat-changing move.
| {{gen|III}}
|-style='background:#fff'
| rowspan="7" | [[Protection]]
| {{m|Baneful Bunker}}
| style="text-align:left;" | In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact.
| {{gen|VII}}
|-style='background:#fff'
| {{m|Detect}}
| style="text-align:left;" | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
| {{gen|II}}
|-style='background:#fff'
| {{m|King's Shield}}
| style="text-align:left;" | The user takes a defensive stance while it protects itself from damage. It also harshly lowers the Attack stat of any attacker who makes direct contact.
| {{gen|VI}}
|-style='background:#fff'
| {{m|Max Guard}}
| style="text-align:left;" | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
| {{gen|VIII}}
|-style='background:#fff'
| {{m|Obstruct}}
| style="text-align:left;" | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. Direct contact harshly lowers the attacker's Defense stat.
| {{gen|VIII}}
|-style='background:#fff'
| {{m|Protect}}
| style="text-align:left;" | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
| {{gen|II}}
|-style='background:#fff'
| {{m|Spiky Shield}}
| style="text-align:left;" | In addition to protecting the user from attacks, this move also damages any attacker who makes direct contact.
| {{gen|VI}}
|}

Latest revision as of 00:53, 27 April 2024

050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Missing official names (If single cause (eg: Laser Focus) use official name and link to cause page. If multiple cause, if a main page exists for that state (eg: Center of attention) use official name and link to main page, otherwise use official name and include causes in brackets (see Focusing for example).

Before Mainspacing: Missing links in effect descriptions. Missing information on changes between generations. Missing baton pass info.

To Test: Imprison, Uproar, and Center of attention - how are their effects applied to other pokemon on the field? Choice Items - is choice lock applied by status condition or tracker? After You - just an instant effect or boosted priority? Pledge Move and G-Max Move field state durations. Instruct - Do instructed moves actually count as an action? Baton Pass - How do linked states interact? Check Ability for additional states, 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.

A battle state's duration is based on complete turns and includes the initial turn. States that take effect each turn are applied at the end of the turn.

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 during the next turn. 2 turns VI
Ion Deluge (see also: Plasma Fists) Normal-type moves become Electric-type. 1 turn VI
Weather Harsh Sunlight The power of Fire-type moves is increased by 50%. The power of Water-type moves is halved. Prevents Freezing. Varies 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 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. 1 turn 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

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

Some Pokémon battle states have an effect and duration bound to the affected Pokémon's actions rather than the general turn count, these are denoted with a duration measured in actions rather than turns. On the action when the state would expire the state will end directly before the affected Pokémon takes their turn (excluding disable, taunt, and encore) Using an instructed move will count as performing an additional action that turn and reduces the duration accordingly.

Category Pokémon state Effect Duration Linked? Baton Pass? Gen
I II III IV V VI VII VIII IX
Major 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
Ability change The Pokémon has its ability changed. N/A III
Yawn (see also: G-Max Snooze) The Pokémon will fall asleep when this effect ends. 2 turns 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
Stats Getting pumped The Pokémon's critical hit ratio is increased by 2 stages. N/A   I
G-Max Chi Strike The Pokémon's critical hit ratio is increased by 1 stage. This state can be stacked. N/A   I
Power Trick The Pokémon's Attack and Defense stats are swapped. N/A   IV
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
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
Effectiveness 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 receives double damage from certain moves (see main page for list). N/A   I
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
Tar Shot The Pokémon gains a weakness to Fire-type moves. This stacks normally with existing weaknesses and resistances. N/A VIII
Lock-On (see also: Mind Reader) The Pokémon that inflicted this state can't miss when attacking the affected Pokémon. 2 turns II
Glaive Rush The Pokémon can't evade moves and receives double damage. 1 action   IX
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
Smack Down (see also: Thousand Arrows) The Pokémon becomes grounded if it is not already. N/A V
Damaging Perish Song The Pokémon will faint when this effect ends. 3 turns I
Destiny Bond If the Pokémon faints, the Pokémon that landed the knockout hit also faints. 1 action   II
Grudge If the Pokémon faints, the opponent's move that knocked it out is fully depleted of PP. 1 action   III
Bound The Pokémon loses 1/8 of its maximum HP each turn. 4-5 turns I
Curse The Pokémon loses 1/4 of its maximum HP each turn. N/A II
Nightmare The Pokémon loses 1/4 of its maximum HP each turn. N/A II
Salt Cure The Pokémon loses 1/8 of its maximum HP each turn. Steel- and Water-types lose 1/4 instead. N/A IX
Seeded The Pokémon loses 1/8 of its maximum HP 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
Healing Aqua Ring The Pokémon heals 1/16 of its maximum HP each turn. N/A   IV
Ingrain The Pokémon heals 1/16 of its maximum HP 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
Prevention 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. 2-4 actions I
Infatuation The Pokémon has a 50% chance of failing to use a move. N/A II
Imprison The Pokémon prevents the opposing team's Pokémon from using any move also known by the affected Pokémon. N/A   III
Disable The Pokémon is prevented from using the move it last used. 4 actions I
Taunt The Pokémon is prevented from using status moves. 3 actions III
Torment The Pokémon is prevented from using the same move twice in a row. N/A III
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
2 turns
IV
Throat Chop The Pokémon is prevented from using sound-based moves. 2 turns VII
Gigaton Hammer (see also: Blood Moon) The Pokémon is prevented from using the move it last used. 2 turns   IX
Can't escape The Pokémon is prevented from switching or escaping. 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 and the Pokémon's Defense and Sp. Def stats are lowered each turn. N/A VIII
Priming Defense Curl The power of the Pokémon's Rollout and Ice Ball is doubled. N/A   I
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
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
Micle Berry The accuracy of the Pokémon's next move is increased by 20%. 1 action   IV
Laser Focus The Pokémon's attacks always result in a critical hit. 2 turns   VII
Within Turn Flinch The Pokémon is prevented from using moves. 1 turn I
Center of attention The opposing team's Pokémon's moves are forced to target the affected Pokémon. 1 turn III
Helping Hand The power of the Pokémon's moves are increased by 50%. 1 turn III
Quash The Pokémon executes its move last in the turn ignoring priority. 1 turn V
Roost The Pokémon's Flying-type is lost. If Roost is used by a Pokémon of a pure Flying-type species they also gain the Normal-type. 1 turn   IV
Electrify The Pokémon's moves become Electric type. 1 turn VI
Powder When using a Fire-type move the move will fail and the Pokémon loses 1/4 of its maximum HP. 1 turn VI
Focusing (Focus Punch, Beak Blast, Shell Trap) The Pokémon will perform the chosen move at -3 priority. This ends the effect.
If the Pokémon takes damage this effect will end without performing the move.
1 turn   III
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. 1 turn   III
Magic Coat Protects the Pokémon from certain status moves (see main page for list). Attempted moves are reflected back to the user. 1 turn   III
Endure The Pokémon endures all attacks with at least 1 HP. 1 turn   II
Protection Protect (see also: Detect) Protects the Pokémon from all moves. 1 turn   II
Max Guard Protects the Pokémon from all moves and max moves. 1 turn   VIII
Spiky Shield Protects the Pokémon from all moves, and damages any attacker that makes direct contact. 1 turn   VI
Baneful Bunker Protects the Pokémon from all moves, and poisons any attacker that makes direct contact. 1 turn   VII
Burning Bulwark Protects the Pokémon from all moves, and burns any attacker that makes direct contact. 1 turn   IX
King's Shield Protects the Pokémon from all attacks, and lowers the Attack stat of any attacker who makes direct contact. 1 turn   VI
Obstruct Protects the Pokémon from all attacks, and harshly lowers the Defense stat of any attacker who makes direct contact. 1 turn   VIII
Silk Trap Protects the Pokémon from all attacks, and lowers the Speed stat of any attacker who makes direct contact. 1 turn   IX
Fixation Rampaging The Pokémon is forced into using the chosen move. The Pokémon will become confused when this effect ends. 2-3 actions   I
Ice Ball (see also: Rollout) The Pokémon is forced into using the chosen move. 5 actions   II
Uproar The Pokémon is forced into using Uproar and prevents all Pokémon on the field from sleeping. 3 actions   III
Encore The Pokémon is forced into using the same move it previously used. 3 actions II
Choice locked The Pokémon is forced into using the same move it previously used. N/A   III
Recharging The Pokémon can't act and will end their turn without using a move when this state ends. 1 action   I
Bide The Pokémon can't act and will attack a target dealing damage equal to that taken over the duration of this state when this effect ends. 2 actions   I
Charging The Pokémon can't act and will execute the chosen move when this state ends. 1 action   I
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). 1 action I
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 action   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 action   III
Vanished The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from all moves. 1 action   IV

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