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'''Status ailments''' affect a {{OBP|Pokémon|species}}'s ability to battle. There are three kinds of status. The first are non-volatile, the second are volatile, and the third lasts while a Pokémon is in battle. [[Pokérus]] is a similar but unrelated concept.
{{redirect|Status|the move category|status move}}{{incomplete|needs=Missing some volatile status conditions}}{{split|Status condition and {{redlink|Volatile status condition}}}}
'''Status conditions''' (Japanese: '''{{tt|状態異常|じょうたいいじょう}}''' ''abnormal condition''), also referred to as '''status problems''' or '''status ailments''', affect a {{OBP|Pokémon|species}}'s ability to battle. There are two kinds of status conditions, non-volatile which last until healed, and volatile which last while a Pokémon is in battle. Having [[Pokérus]] and being [[fainting|fainted]] are displayed identically to non-volatile status conditions but are not officially considered such.


==Non-volatile status==
==In the core series and side series==
Non-volatile status ailments are status ailments that will remain until a Pokémon is healed at a [[Pokémon Center]], a specific [[status ailment healing item|curative item]] is used, or, in case of Freeze and Sleep, after a certain amount of turns during the battle.  A Pokémon inflicted with a non-volatile status will still be affected after being pulled out of battle (unless they have the {{a|Natural Cure}} ability), and after a battle is over. It is only possible for a Pokémon to be afflicted by one of these at a time. In [[Generation III]] and beyond, certain [[Ability|abilities]] will cause or prevent them, as well as benefit from them.
===Non-volatile status===
{{incomplete|section|needs=What game mechanics, such as Facade and Heal Bell, are affected by all non-volatile statuses?}}
A non-volatile status condition is a status condition that remains after being [[recall|switched out]]. It's displayed in the [[party]] screen, and the Pokémon's [[summary]]. They can be cured by healing at a [[Pokémon Center]], specific [[status condition healing item|curative item]]s, or other ways. If a Pokémon is affected by a non-volatile status condition, an icon will display the type of status condition (replacing the Pokémon's level in [[Generation]]s [[Generation I|I]] and [[Generation II|II]]). Wild Pokémon that are affected by a status condition are [[Catch rate|easier to catch]].


===Burn===
A Pokémon cannot gain non-volatile status conditions when it is affected by {{m|Safeguard}}, {{a|Leaf Guard}}, {{a|Flower Veil}}, {{a|Shields Down}}, {{a|Comatose}}, or {{m|Misty Terrain}}, nor can a Pokémon behind a {{OBP|substitute|doll}} gain status conditions, except due to {{a|Synchronize}}, {{m|Rest}}, or a held item like [[Flame Orb]] or [[Toxic Orb]]. A Pokémon will cure its status condition when affected by {{m|Haze}} (Generation I only), {{m|Rest}}, {{m|Refresh}}, {{m|Heal Bell}}, {{m|Aromatherapy}}, {{m|Psycho Shift}}, {{m|Jungle Healing}}, {{m|G-Max Sweetness}}, {{a|Natural Cure}}, {{m|Purify}}, {{m|Take Heart}}, {{m|Lunar Blessing}}, {{a|Shed Skin}}, {{a|Healer}}, {{a|Hydration}}, or [[Lum Berry]]. Player can cure any status condition of their Pokémon by using on it any of the following items: [[Full Heal]], [[Full Restore]], [[Heal Powder]], [[Pewter Crunchies]], [[Rage Candy Bar]], [[Lava Cookie]], [[Old Gateau]], [[Jubilife Muffin]], [[Casteliacone]], [[Lumiose Galette]], [[Shalour Sable]], [[Big Malasada]], [[Sacred Ash]], or [[Lum Berry]] ([[MiracleBerry]] in Generation II).
 
Pokémon with {{a|Guts}}, {{a|Marvel Scale}}, or {{a|Quick Feet}} will have their {{stat|Attack}}, {{stat|Defense}}, or {{stat|Speed}} increased, respectively, when affected by a status condition. Pokémon with {{a|Magic Guard}} can be afflicted by status conditions and receive their additional effects but do not take damage. In addition, the base power of {{m|Facade}} is doubled (from 70 to 140) when inflicted with paralysis, a burn, or poison.
 
In the Generation {{gen|II}} [[core series]] games, when an in-game opponent outside of the {{gdis|Battle Tower|II}} uses a [[status move]] that would inflict a non-volatile status condition upon the target, that move has a 25% chance to fail in addition to its normal chance to miss.<ref>[https://github.com/pret/pokegold/blob/master/engine/battle/effect_commands.asm pret/pokegold/engine/battle/effect_commands.asm]</ref>
 
In all games except {{g|Legends: Arceus}}, a Pokémon cannot gain a non-volatile status condition if it's already afflicted by another one, and a non-volatile status condition does not wear off automatically when the battle ends. If a Pokémon under a status condition (such as a poisoned {{p|Cascoon}}) evolves, the condition will be kept, even if the Pokémon gains a new [[type]] or [[Ability]] that would normally prevent it.
 
In {{g|Legends: Arceus}}, all non-volatile status conditions have a set turn count and wear off after battle. If a Pokémon already has a non-volatile status condition, inflicting it with another one can override it.
 
====Burn====
[[File:Ursaring Burn status.png|thumb|250px|{{TP|Paul|Ursaring}} is burned]]
[[File:Ursaring Burn status.png|thumb|250px|{{TP|Paul|Ursaring}} is burned]]
{{main|Burn}}
{{main|Burn (status condition)}}
The burn condition (BRN) reduces a Pokémon's Attack power by half (except for Pokémon with the {{a|Guts}} ability, where this condition raises Attack by 50%). Additionally, at the end of a turn, the Pokémon loses 1/8 its maximum hit points (in [[Generation I]] or in the case of Pokémon with the ability {{a|Heatproof}}, the Pokémon loses 1/16 of its maximum hit points). Normally {{type2|Fire}} Pokémon and Pokémon with the {{a|Water Veil}} ability cannot be burned, although if a Fire-type Pokémon's type is changed through a move like {{m|Waterlog}}, is then burned and switched out to return the type to Fire, the burn status will remain. All [[List of moves that burn|moves which can cause burn]] are Fire-type except for {{m|Tri Attack}} ([[Generation II]] onwards), {{m|Fling}} when the [[Flame Orb]] is held, {{m|Boiling Water}} and {{m|Cold Flare}}. In Generation V, Pokémon glow red when afflicted with burn.
The burn condition (BRN) inflicts damage every turn and halves damage dealt by a Pokémon's [[physical move]]s (except Pokémon with the {{a|Guts}} Ability and {{m|Facade}} from Generation VI onward). In Generation I and from Generation VII onward, burn inflicts damage equal to 1/16 of its maximum HP every turn; from Generation II to VI, burn inflicts damage equal to 1/8 of its maximum HP every turn. Burn damage is halved if the Pokémon has the Ability {{a|Heatproof}}. In Generation V, Pokémon glow red while afflicted with burn.
 
Most moves which cause burn are {{type|Fire}} and burning is the prime effect of {{m|Will-O-Wisp}}; however, it also can be caused by the ability {{a|Flame Body}} or holding a [[Flame Orb]]. In Generations I and II, {{type|Fire}} Pokémon cannot be burned by Fire-type moves (but they can be burned by {{m|Tri Attack}} in Generation II). From Generation III onward, Fire-type Pokémon and Pokémon with the {{a|Water Veil}} or {{a|Water Bubble}} Ability cannot normally be burned. Pokémon with the Ability {{a|Heatproof}} will only lose half the HP each turn, while Pokémon with {{a|Magic Guard}} are immune to the HP loss (but still suffer from the attack drop). Pokémon with {{a|Flare Boost}} will have their {{stat|Special Attack}} increased when burned. A burn can be cured with the use of a [[Burn Heal]], [[Yago Berry]] ([[Generation III]] only), or a [[Rawst Berry]] ([[Ice Berry]] in [[Generation II]]).
 
In Generations I and II, burn damage is applied after the Pokémon takes its turn, but is skipped if the opponent faints during that turn. From Generation III onward, burn damage is applied after all Pokémon on the field have taken their turns (and there is no skipping).
 
====Freeze====
[[File:Frozen Pokémon.png|thumb|left|250px|{{AP|Pikachu}}, {{AP|Oshawott}}, and {{AP|Talonflame}} are frozen]]
{{main|Freeze (status condition)}}
The freeze condition (FRZ) causes a Pokémon to be unable to use moves. From [[Generation II]] onward, the frozen Pokémon has a chance to be thawed each turn (10% in Generation II or 20% in Generation III onwards), possibly even thawing right after being frozen; however, in [[Generation I]], a frozen Pokémon never thaws without external aid. Pokémon cannot be frozen in {{weather|harsh sunlight}}.
 
All moves which cause freezing are {{type|Ice}}, except {{m|Tri Attack}} ([[Generation II]] onward), {{m|Secret Power}} (when used in snow or ice; [[Generation IV]] onward) and {{m|Freezing Glare}}. In Generations I and II, Ice-type Pokémon cannot be frozen by Ice-type moves (but they can be frozen by Tri Attack in Generation II). From Generation III onward, Ice-type Pokémon and Pokémon with the {{a|Magma Armor}} Ability cannot normally be frozen. Being frozen can be cured with the use of an [[Ice Heal]], an [[Aspear Berry]] ([[Burnt Berry]] in [[Generation II]]) or [[Pumkin Berry]] ([[Generation III]] only).
 
A frozen Pokémon can still use the moves {{m|Fusion Flare}}, {{m|Flame Wheel}}, {{m|Sacred Fire}}, {{m|Flare Blitz}}, {{m|Scald}}, and {{m|Steam Eruption}} while frozen; these moves will thaw the user and be executed normally. In Generation V, Pokémon glow blue and stop moving while afflicted with freeze. If a frozen Pokémon is hit by a damaging {{type|Fire}} move (except {{m|Fire Spin}} in Generations I and II or {{m|Hidden Power}} in Generations II and III), {{m|Scald}} (Generation VI onward) or {{m|Steam Eruption}}, it will be thawed.
=====Frostbite=====
[[File:FrostbiteIC LA.png|right]]
Frostbite is a status condition exclusive to {{g|Legends: Arceus}}, replacing the freeze condition. Similar to a burn, frostbite inflicts damage equal to 1/16 of the target's maximum HP every turn, and it reduces damage dealt by its special moves during this time. When it is [[weather|snowing]], moves that may inflict frostbite are more likely to do so. {{type|Ice}} Pokémon cannot get frostbite.


===Freeze===
Using {{m|Flame Wheel}} or {{m|Flare Blitz}} will cure the user of frostbite.
{{redirect|Freeze|the glitch|game freeze}}
[[File:Frozen Pokémon.png|left|thumb|{{AP|Pikachu}} is frozen|250px]]
The freeze condition (FRZ) causes a Pokémon to be unable to make a move. Damaging {{type2|Fire}} moves used on a frozen Pokémon will remove the freeze status.  As of [[Generation II]], freeze has a random, 20% chance to be cured on its own on the frozen Pokémon's turn. Consequently, the frozen Pokémon may thaw out on the turn of freezing; however, in [[Generation I]], a frozen Pokémon never thaws without external aid. Pokémon cannot be frozen in [[weather conditions#Intense sunlight|sunny weather]]; contrary to popular belief, sunny weather does not cause a quicker thawing.


{{type2|Ice}} Pokémon cannot be frozen by Ice-type moves; however, they can be frozen by Tri Attack. A frozen Pokémon can still use the moves {{m|Flame Wheel}}, {{m|Sacred Fire}}, {{m|Flare Blitz}} and {{m|Boiling Water}} while frozen; these moves will thaw the user, thaw the opponent if possible, and deal damage to the opponent. All [[List of moves that freeze|moves which cause freezing]] are Ice-type except Tri Attack (Generation II onwards) and Secret Power (when used in snow or ice; [[Generation IV]] only). It is also the only non-volatile status which has no move that causes it 100% of the time. The only move to provide more than a 10% chance of freezing is {{m|Secret Power}} when used on snow or ice, which provides a 30% chance. In Generation V, Pokémon glow blue and stop moving when afflicted with freeze.
{{movedesc|ice}}
{{movedescentry|{{gameabbrev8|LA}}|At the end of each turn, the Pokémon is hurt by its frostbite. Any damage it deals with special moves will also be reduced.}}
|}
|}


A frozen [[Sky Forme]] {{p|Shaymin}} will revert to its [[Land Forme]].
====Paralysis====
[[File:Ash Pikachu Static.png|thumb|250px|{{TP|Paul|Ursaring}} is paralyzed]]
{{main|Paralysis (status condition)}}
The paralysis condition (PAR) reduces the Pokémon's {{stat|Speed}} stat and causes it to have a 25% chance of being unable to use a move ("fully paralyzed") when trying to use one. From Generation I to VI, its Speed is reduced to 25% of its normal value. From [[Generation VII]] onward, its Speed is reduced to 50% of its normal value. Pokémon with the {{a|Quick Feet}} Ability instead have their Speed increased by 50% while paralyzed. In [[Generation V]], Pokémon glow yellow while afflicted with paralysis and their animation will be slowed significantly.


===Paralysis===
Many moves that cause paralysis are {{type|Electric}} moves and paralysis is the main effect of the move {{m|Thunder Wave}}. It can also be caused by {{a|Static}}, {{a|Effect Spore}}, or {{a|Gulp Missile}}. In Generation I, Pokémon cannot be paralyzed by damaging moves of the same type as themselves. From [[Generation VI]] onward, {{type|Electric}} Pokémon cannot be paralyzed. Pokémon with the {{a|Limber}} Ability cannot normally be paralyzed. Furthermore, if its target is paralyzed, {{m|Smelling Salts}} will cure the paralysis in addition to becoming more powerful. Paralysis can be cured with the use of a [[Paralyze Heal]] or a [[Cheri Berry]] ([[PRZCureBerry]] in [[Generation II]]). In Generation IV only, the Ability {{a|Magic Guard}} will prevent Pokémon from being fully paralyzed; however, it does not prevent the Speed reduction.
The paralysis condition (PAR) causes a Pokémon to be unable to attack ("fully paralyzed") a quarter of the time. Additionally, its Speed is reduced to 25% of its previous value (except for Pokémon with the {{a|Quick Feet}} ability, where this condition raises the Speed by 50%). Many [[List of moves that paralyze|moves that cause paralysis]] are of the {{t|Electric}} type. {{t|Ground}} types can be paralyzed, however only if attacked by a non Electric-type move such as {{m|Stun Spore}}, {{m|DragonBreath}}, or {{m|Tri Attack}} (Generation II onwards), or if it uses an attack which makes contact on an opponent with the {{a|Static}} ability. Electric-type moves used by a Pokémon with {{a|Normalize}} are considered to be Normal-type moves in battle and are also able to paralyze Ground-type Pokémon. In Generation V, Pokémon glow yellow when afflicted with paralysis.


===Poison===
====Poison====
[[File:Poisoned Pokémon.png|right|{{TP|Ash|Gliscor}} is poisoned|thumb|250px]]
[[File:Poisoned Pokémon.png|thumb|left|250px|{{MTR|Meowth}} is poisoned]]
The poison condition (PSN) causes a Pokémon to lose 1/8 of its maximum hit points every turn (in [[Generation I]], it loses 1/16). {{type2|Poison}} Pokémon cannot be poisoned. {{type2|Steel}} Pokémon cannot normally be poisoned in [[Generation III]] and beyond; however, {{type2|Steel}} Pokémon can be poisoned if a Steel-type Pokémon's type is changed through a move like {{m|Waterlog}}, is then poisoned and switched out to return the type to Steel, the poison status will remain. In [[Generation II]], a {{type2|Steel}} type Pokémon can only be poisoned by the poisoning effect of the move {{m|Twineedle}}.
{{main|Poison (status condition)}}
The poison condition (PSN) inflicts damage every turn. In Generation I, poison inflicts damage equal to 1/16 of its maximum HP every turn; from Generation II onward, it inflicts damage equal to 1/8 of its maximum HP. A Pokémon with the {{a|Poison Heal}} Ability will restore an equivalent amount of HP instead of taking damage. In Generation V, Pokémon glow purple while afflicted with poison.


A poisoned Pokémon also loses 1 hit point for every four steps taken while not in battle. In [[Generation IV]], a Pokémon whose HP is reduced to 1 via poison outside of battle will have the poison status removed. As of [[Generation V]], no HP is lost outside of battle, making it similar to a burn. All [[List of moves that poison|moves that can poison]] are of the Poison-type except {{m|Twineedle}}, {{m|Secret Power}}, and {{m|Fling}} (which poisons only if {{DL|In-battle effect item|Poison Barb}} is held). In Generation V, Pokémon glow purple when afflicted with poison.
All moves which cause poison are {{type|Poison}}, except {{m|Twineedle}}, {{m|Secret Power}} (when used in [[tall grass]]; [[Generation III]] only), {{m|Psycho Shift}} (while poisoned), and {{m|Fling}} (if [[Poison Barb]] or [[Toxic Orb]] is held). Poison-type Pokémon cannot be normally poisoned. The other causes of poisoning are one layer of {{m|Toxic Spikes}}, {{a|Poison Point}}, {{a|Effect Spore}}, or {{a|Poison Touch}}. In Generation II, {{type|Steel}} Pokémon cannot be poisoned by Poison-type moves (but they can be poisoned by {{m|Twineedle}}); from Generation III onward, Steel-type Pokémon and Pokémon with the {{a|Immunity}} Ability cannot normally be poisoned. Pokémon with {{a|Magic Guard}} can be poisoned but do not lose HP, though the badly poisoned counter will still increase.  Poison- and Steel-type Pokémon can be poisoned by a Pokémon with the {{a|Corrosion}} Ability. Poison (including bad poison) can be cured with the use of an [[Antidote]], [[Drash Berry]] ([[Generation III]] only) and [[Pecha Berry]] ([[PSNCureBerry]] in [[Generation II]]).


===={{anchor|Badly poisoned|Bad poison}}====
In Generations I and II, poison damage is applied after the Pokémon takes its turn, but is skipped if the opponent faints during that turn. From Generation III onward, poison damage is applied after all Pokémon on the field have taken their turns (and there is no skipping).
The badly poisoned condition is caused by {{m|Toxic}} and {{m|Poison Fang}}, as well as by {{m|Toxic Spikes}} after it is used twice. It is the same as Poison except its damage begins at 1/16 and grows an additional 1/16 every turn, taking 2/16 max hit points the second turn, then 3/16 the third turn, and 4/16 the fourth, and so on. In [[Generation I]] and [[Generation II]], switching a Pokémon out of active battle would change the badly poisoned condition to normal poison. In [[Generation III]] and beyond, the "badly poisoned" effect will remain even after switching a Pokémon out of battle and back in, but the damage counter will be reset. After a battle is over, the "badly poisoned" status will become a normal poison.  All [[List of moves that poison|moves which can badly poison]] are of the Poison-type except {{m|Fling}} (which badly poisons only if {{DL|In-battle effect item|Toxic Orb}} is held). In Generation V, Pokémon glow purple when afflicted with bad poison.


===Sleep===
Prior to [[Generation V]], a poisoned Pokémon loses 1 HP for every four steps taken outside of battle. In [[Generation IV]], a Pokémon whose HP is reduced to 1 via poison outside of battle will have the poison status removed; in Generations I, II, and III, its HP will be reduced to 0 (causing it to faint).
[[File:Sleeping Pokémon.png|left|{{TP|Ash|Heracross}} sleeping|thumb|250px]]
 
A Pokémon that is asleep (SLP) is unable to use any moves (in a situation almost identical to the Freeze condition), except for two special moves which may be used while asleep ({{m|Snore}} and {{m|Sleep Talk}}). Sleep lasts for a randomly chosen duration of 1 to 5 turns (1 to 3 in Stadium). Sleep may be self-induced for 3 turns (inclusive of the initial turn) using the move {{m|Rest}}, which will remove any other non-volatile status ailment. A [[Level#Disobedience|disobedient]] Pokémon may nap during battle, inducing the Sleep status. In Generation I, a Pokémon that wakes up is not able to attack that same turn, but since Generation II, it is able to attack as soon as the sleep wears off. In Generation V a Pokémon's sleep counter is reset to its original amount when switched out, so a Pokémon that used rest and switches out after two turns will sleep for three turns again when switched back in. Also in Generation V, Pokémon close their eyes while sleeping.  
====={{anchor|Badly poisoned|Badly poisoned}}=====
The bad poison condition inflicts damage every turn, with the amount of damage increasing each turn. It initially inflicts damage equal to 1/16 of the Pokémon's maximum HP, with the damage inflicted increasing by 1/16 each turn (2/16 on the second turn, 3/16 on the third turn, etc.). In Generation V, Pokémon glow purple while afflicted with bad poison. Starting from Generation V bad poison is also marked by darker status flag in the battle and Pokémon summary.
 
In Generations I and II, if a badly poisoned Pokémon is switched out, the condition reverts to regular poison. From [[Generation III]] onward, the poison remains bad poison while switched out, but the damage counter will be reset when switched back in (i.e. it always will take 1/16 of its maximum HP as damage after switching in). In Generations I, II, and from [[Generation V]] onwards, after a battle is over, the badly poisoned status will become a regular poison. Bad poison can be cured by the same ways the regular poison is.
 
All moves which badly poison are {{type|Poison}}, except {{m|Psycho Shift}} (while badly poisoned) and {{m|Fling}} (if [[Toxic Orb]] is held). Badly poison is the main effect of the move {{m|Toxic}} and two layers of {{m|Toxic Spikes}}.
 
====Sleep====
[[File:Sleeping Pokémon.png|thumb|250px|{{p|Magikarp}} is asleep]]
{{main|Sleep (status condition)}}
The sleep condition (SLP) causes a Pokémon to be unable to use moves, except {{m|Snore}} and {{m|Sleep Talk}}. From Generation V onward, Pokémon close their eyes while sleeping and move more slowly.
 
Sleep lasts for a randomly chosen duration of 1 to 7 turns in the handheld [[Generation I]] games, 1 to 3 turns in [[Pokémon Stadium]], 1 to 5 turns in Generations II to IV (except the Japanese versions of Pokémon Diamond and Pearl), and 1 to 3 turns in [[Generation V]] onwards,<ref>[http://www.smogon.com/forums/showpost.php?p=3698857&postcount=770 RNG Research: Battle RNG - Sleep Duration]</ref>. In the Japanese versions of {{2v2|Diamond|Pearl}}, the minimum and maximum sleep count is 1 turn higher, lasting 2 to 6 turns.<ref>[http://www.smogon.com/forums/showpost.php?p=648215&postcount=24 DP Battle Tower Records]</ref> If a Pokémon puts itself to sleep using {{m|Rest}}, it will sleep for exactly 2 turns.
 
Plenty of moves are able to put a Pokémon to sleep, most of them are either {{type|Normal}}, {{type|Psychic}}, or {{type|Grass}}. In addition to moves that cause sleep, after contact with {{a|Effect Spore}} or a [[obedience|disobedient]] Pokémon may also nap during battle. Pokémon with the {{a|Vital Spirit}} or {{a|Insomnia}} Ability cannot normally be put to sleep. {{m|Worry Seed}} changes the target's Ability to Insomnia causing it to be unable to sleep too. A sleeping Pokémon can be awoken by an [[Awakening]] or a [[Chesto Berry]] ([[Mint Berry]] in [[Generation II]]). If its target is sleeping, {{m|Wake-Up Slap}} will wake it up in addition to becoming more powerful. In [[Generation I]] core series games and {{game|FireRed and LeafGreen|s}}, the [[Poké Flute]] can be used in battle to wake up a sleeping Pokémon (without being consumed). In the [[Generation III]] and {{gen|IV}} core series games and {{g|Omega Ruby and Alpha Sapphire}}, the [[Blue Flute]] can be used to wake up a sleeping Pokémon (without being consumed).
 
In Generation I, a Pokémon that wakes up is not able to attack during that same turn; from Generation II onward, a Pokémon can wake up and use a move during the same turn. In Generation V only, a Pokémon's sleep counter is reset to its original amount when switched out; this also applies for self-induced sleep.
 
=====Drowsy=====
{{redirect|Drowsy|the Pokémon|Drowzee (Pokémon)|Drowzee}}
[[File:DrowsyIC LA.png|right]]
Drowsy is a status condition exclusive to {{g|Legends: Arceus}}, replacing the sleep condition. It works similarly to paralysis, and may cause the afflicted Pokémon to be unable to move. Drowsy Pokémon also take increased damage from direct attacks. When it is [[weather|snowing]], drowsy Pokémon are more likely to fail to act.
 
Using {{m|Spark}}, {{m|Volt Tackle}}, or {{m|Wild Charge}} will cure the user of drowsiness. {{m|Rest}} inflicts drowsiness on the user lasting four turns.
 
{{movedesc|status}}
{{movedescentry|{{gameabbrev8|LA}}|The Pokémon is drowsy and may fail to act. Any damage it takes is also increased.}}
|}
|}
 
===Volatile status===
A volatile status condition is a status condition that will wear off when a Pokémon is [[Recall|switched]] out of battle or when a battle is over. Many volatile status conditions will also wear off after a number of turns have passed. A Pokémon can be affected by multiple volatile status conditions at a time, potentially in addition to a non-volatile status condition. Volatile status conditions are not indicated by an icon in a Pokémon's [[party]] screen or [[summary]].
 
====Major====
 
=====Ability change=====
{{main|Ability change}}
A Pokémon's [[Ability]] can be temporarily changed into another one during a Pokémon battle.
 
=====Ability suppression=====
[[File:Sebastian Weepinbell Gastro Acid Adventures.png|thumb|200px|{{p|Weepinbell}} suppressing [[Kit|Lickilicky]]'s Ability]]
A Pokémon's [[Ability]] can be temporarily disabled during a Pokémon battle, preventing its effect. Ability suppression can be caused by {{m|Gastro Acid}} and {{m|Core Enforcer}}. Suppressing Abilities fails if the target's Ability is {{a|Multitype}}, {{a|Stance Change}}, {{a|Schooling}}, {{a|Comatose}}, {{a|Shields Down}}, {{a|Disguise}}, {{a|RKS System}}, {{a|Battle Bond}}, {{a|Power Construct}}, {{a|Ice Face}}, or {{a|Gulp Missile}}. This status is similar to [[Ignoring Abilities]].
 
=====Type change=====
{{main|Type change}}
 
A Pokémon can have one or more [[type]]s temporarily changed, added, or removed in battle.
 
=====Mimic=====
[[File:James Mime Jr Mimic BubbleBeam.png|thumb|left|220px|{{p|Mime Jr.}} mimicking {{m|BubbleBeam}}]]
{{main|Mimic (move)}}
 
If a Pokémon uses {{m|Mimic}}, this [[move]] will be temporarily replaced by another move copied from the target. In [[Generation I]], the copied move is selected from a list of the opposing Pokémon's moves. From [[Generation II]] onwards, Mimic copies the target's last used move.
{{-}}
 
=====Substitute=====
[[File:Juniper Accelgor Substitute.png|thumb|left|250px|{{p|Accelgor}} launching a substitute]]
{{main|Substitute (doll)}}
The Pokémon that uses {{m|Substitute}} or {{m|Shed Tail}} uses up to ¼ of its total HP (rounded down) to make a substitute which will absorb hits until it "breaks" (damage the substitute has taken is equal to or greater than the HP used to make it).
{{-}}
{{-}}


==Volatile status==
=====Transformed=====
A volatile status will wear off when a Pokémon is taken out of battle or a battle is over. Many of these will also wear off after a number of turns pass. All of these conditions may be passed to another Pokémon by using {{m|Baton Pass}} unless stated otherwise. Since they aren't shown in battle as a status aliment (having an icon) a Pokémon can be affected with multiple volatile ailments and a non-volatile aliment at the same time.
[[File:Duplica Ditto Pikachu.png|thumb|220px|{{p|Ditto}} being Transformed into {{p|Pikachu}}]]
{{main|Transform (move)}}
 
A Pokémon is transformed into the target with the use of {{m|Transform}}. Additionally, {{a|Imposter}} ({{p|Ditto}}'s [[signature Ability]]) automatically causes the user to transform into the opponent.
 
=====Illusion=====
{{main|Illusion (Ability)}}
When a Pokémon with the Ability {{a|Illusion}} enters battle, its appearance is changed to that of the last conscious, non-{{pkmn|Egg}} Pokémon in its Trainer's [[party]]. Illusion replicates the appearance (including species, [[form]], and [[Shiny Pokémon|Shininess]]), [[nickname]] (or species name if none), [[Poké Ball]], and [[gender]] of the Pokémon it is masquerading as; however, it does not replicate the level of the masqueraded Pokémon. The effect is only aesthetic–effects such as {{m|Attract}} still use the Pokémon's actual gender. The illusion disappears if the Pokémon has its Ability changed or suppressed or if it takes [[damage]] from a damaging move.
 
====Damaging====
 
====={{anchor|Partially trapped|Bound}}=====
[[File:Jessie Seviper Wrap.png|thumb|left|250px|{{p|Gastrodon}} being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
{{main|Bound}}
A bound Pokémon takes damage at the end of each turn and cannot switch out or flee. A bind caused by a Pokémon using a move other than {{m|G-Max Centiferno}} or {{m|G-Max Sandblast}} will end if the Pokémon that caused the bind is removed from the field.
{{-}}


===Confusion===
=====Curse=====
[[File:Tsutarja Confused Status.png|right|250px|{{TP|Ash|Snivy}} confused|thumb|250px]]
[[File:Masked Man Gastly Curse.png|thumb|200px|{{p|Suicune}} is hurt by the Curse]]
The confused condition causes a Pokémon to hurt itself in its confusion 50% of the time. The damage is done as if the Pokémon attacked itself with a 40-power typeless physical attack.
{{main|Curse (move)}}
A cursed Pokémon (affected by {{m|Curse}} used by a {{type|Ghost}} Pokémon) takes damage equal to ¼ of its maximum HP every turn.


Confusion wears off after 1-4 attacking turns. This means that turns recharging, such as after using {{m|Hyper Beam}}, and turns unable to attack, such as from paralysis, will not lower the remaining number of turns of confusion. However, a sleeping Pokémon may hurt itself in confusion if using a move such as {{m|Snore}} or {{m|Sleep Talk}}.
=====Nightmare=====
{{main|Nightmare (move)}}
{{m|Nightmare}} only affects a sleeping Pokémon. The sleeping Pokémon loses ¼ of its maximum hit points every turn. If the sleeping Pokémon awakens, then the nightmare will no longer be in effect. If Baton Pass switches in a Pokémon that is not asleep (via {{m|Sleep Talk}}), then the nightmare will no longer be in effect.


Multi-turn attacks such as {{m|Fly}} and {{m|Dive}} require that confusion be checked both turns, further reducing the chance of successful attack. Pokémon with the {{a|Own Tempo}} ability are immune to [[List of moves that confuse|moves that cause confusion]].
=====Perish Song=====
{{main|Perish Song (move)}}
After three turns, all Pokémon who heard the {{m|Perish Song}} will faint. Pokémon with the {{a|Soundproof}} Ability are exempted and will not faint, except in Gen III-VII. Any Pokémon who heard it can avoid the effect of fainting if it is switched out before the three-turn count finishes. {{m|Baton Pass}} transfers the Perish Song countdown. The effect will also take place when {{a|Perish Body}} is activated.


Confusion is transferred by {{m|Baton Pass}}.
====={{anchor|Seeding|Seeded}}=====
{{main|Seeding}}
A Pokémon affected by {{m|Leech Seed}} or {{m|Sappy Seed}} loses [[HP]] each turn, and the Pokémon in the position of the user of that move has its HP healed. In battles involving multiple Pokémon, if no Pokémon is in that position (for example, if it fainted and could not be replaced), no HP will be deducted from the seeded Pokémon. However, if a Pokémon is later able to occupy that position (if it was revived), HP will once again be sapped from the seeded Pokémon. While a Pokémon is seeded, even if it cannot have its health drained due to there being no Pokémon in the appropriate slot to drain its HP, it cannot be seeded again.


A {{tc|Ninja Boy}} on {{rt|211|Sinnoh}} erroneously states that confusion only wears off if the Pokémon is switched out.
=====Salt Cure=====
{{main|Salt Cure (move)}}
{{m|Salt Cure}} inflicts 1/8 of the target's maximum HP as damage per turn in addition to the damage dealt when it is used. If a {{t|Steel}} and/or {{t|Water}} type is affected by Salt Cure, the amount of damage per turn is ¼ of its maximum HP.


===Curse===
=====Splinters=====
If a {{type2|Ghost}} Pokémon uses {{m|Curse}}, the Pokémon it is used on loses ¼ its maximum hit points every turn, and the user immediately loses half of their maximum hit points in exchange.  If any non-{{t|Ghost}} type Pokémon uses Curse, their {{stat|Attack}} and {{stat|Defense}} go up one stage, and their {{stat|Speed}} drops one stage. If the victim of a Ghost-type Curse uses {{m|Baton Pass}}, the health-sapping effect is transferred to its replacement. If a Pokémon that has been afflicted by curse is switched out of battle, the effect is lifted. Also, in [[Generation II]], defeating the opponent will prevent the Pokémon it is used on taking damage from Curse on that turn.
Splinters is a status condition exclusive to {{g|Legends: Arceus}}. A Pokémon afflicted with splinters take [[damage]] equivalent to a 25-[[power]] move from the user, factoring in type effectiveness, but not the random damage factor. Splinters damage the target at the end of its turn, and they last three turns for regular moves, two turns for agile style moves, and four turns for strong style moves.


===Flinch===
The moves {{m|Ceaseless Edge}}, {{m|Pin Missile}}, {{m|Spikes}}, {{m|Stealth Rock}}, and {{m|Stone Axe}} inflict splinters onto the target.
The flinch status is a one-turn status that prevents a Pokémon from attacking. A Pokémon can only flinch if the opponent attacks first. Pokémon with the {{a|Inner Focus}} ability are also immune to this. Most [[List of moves that cause flinching|moves that cause flinching]] are [[physical move]]s. Pokémon with {{a|Steadfast}} still flinch, but gain {{stat|Speed}} each time they do so.


It is known as cringing in [[Pokémon Mystery Dungeon]].
====Effectiveness====


===Identify===
=====Autotomize=====
The opponent's evasion modification will not affect the accuracy of a Pokémon that uses {{m|Foresight}}, {{m|Odor Sleuth}}, or {{m|Miracle Eye}}. In addition, a {{t|Normal}}- or {{type2|Fighting}} move used by a Pokémon that has used Foresight or Odor Sleuth will affect {{type2|Ghost}} Pokémon, and {{type2|Psychic}} moves used by a Pokémon that has used Miracle Eye will affect {{type2|Dark}} Pokémon.
{{main|Autotomize (move)}}
A Pokémon that uses the move {{m|Autotomize}} will have its {{stat|Speed}} stat increase by two stages and (if the user successfully changes its Speed) its [[weight]] decreased by 220&nbsp;lbs. (100&nbsp;kg). If the user successfully changes its weight, the message ''"<Pokémon> became nimble!"'' is displayed.


==={{anchor|attraction|Infatuation}}===
Weight loss from Autotomize stacks, so using it multiple times will continue to decrease the user's weight accordingly until it reaches the minimum weight. Autotomize's weight reduction cannot be transferred by {{m|Baton Pass}} or removed by {{m|Haze}}. A Pokémon's weight is reset if it changes [[form]].
[[File:Cute charm's effect.jpg|thumb|right|{{TP|Dawn|Ambipom}} is infatuated]]
A Pokémon that is infatuated cannot attack it 50% of the time, even against Pokémon other than the one is is infatuated with. It is caused when {{m|Attract}} is used on an opponent of the opposite [[gender]], may be caused when a Pokémon makes [[contact]] with a Pokémon with {{a|Cute Charm}} of the opposite gender, and is caused to the target of the infatuation when a Pokémon holding a [[Destiny Knot]] is infatuated. Pokémon with the {{a|Oblivious}} ability are immune to infatuation. Infatuation cannot be passed with {{m|Baton Pass}}. Infatuation will end as soon as either the affected Pokémon or the Pokémon it is attracted to is removed from the battle.


===Leech Seed===
====={{anchor|Identification|Identified}}=====
[[File:Turtwig Leech Seed effect.png|thumb|left|[[Ash's Torterra|Turtwig]] affected by Leech Seed]]
[[File:Ash Noctowl Foresight effect.png|thumb|left|220px|{{AP|Noctowl}}'s Foresight identifying {{p|Gastly}}]]
Each turn, a Pokémon hit by {{m|Leech Seed}} loses 1/8 (1/16 in [[Generation I]]) of its maximum hit points. The opponent is healed by the same amount. {{type2|Grass}} Pokémon are immune to {{m|Leech Seed}}. If a Pokémon affected by Leech Seed uses {{m|Baton Pass}}, Leech Seed is transferred to its replacement, even if it is a Grass-type. Even if the affected Pokémon switches again within the battle, if sent out again, the effects still remain (unless Baton Passed again). If the user of Leech Seed switches out, the health granted by the effect is applied to the new replacement. There is no requirement for the Pokémon to use the move again, or even to know it.
The opponent's evasion modification will not affect the accuracy of a Pokémon that uses {{m|Foresight}}, {{m|Odor Sleuth}}, or {{m|Miracle Eye}}. In addition, a {{t|Normal}}- or {{type|Fighting}} move used by a Pokémon that has used Foresight or Odor Sleuth will affect {{type|Ghost}} Pokémon, and {{type|Psychic}} moves used by a Pokémon that has used Miracle Eye will affect {{type|Dark}} Pokémon.
{{-}}
{{-}}
===Mind Reader/Lock-On===
When a Pokémon uses {{m|Mind Reader}} or {{m|Lock-On}}, the next damage-dealing move will hit the opponent without fail, even if the opponent uses a move that offers a turn of invulnerability, such as {{m|Fly}}. This effect can be {{m|Baton Pass}}ed.


===Nightmare===
=====Minimize=====
{{m|Nightmare}} only affects a sleeping Pokémon. The sleeping Pokémon loses ¼ of its maximum hit points every turn. If the sleeping Pokémon awakens, then the nightmare will no longer be in effect. If Baton Pass switches out a Pokémon that is not asleep, then the nightmare will no longer be in effect.
[[File:Nurse Joy Chansey Minimize effect.png|thumb|250px|Minimized {{p|Chansey}}]]
{{main|Minimize (move)}}
A Pokémon that has used the move {{m|Minimize}} (or had the effect passed to it via {{m|Baton Pass}}) will be affected more harmfully by some moves, including {{m|Stomp}}, {{m|Steamroller}}, {{m|Body Slam}}, {{m|Dragon Rush}}, {{m|Flying Press}}, and {{m|Phantom Force}}. In Generation VI, all of these moves will always hit a target that has used Minimize.


===Partially trapped===
=====Tar Shot=====
When a Pokémon is hit by {{m|Magma Storm}}, {{m|Sand Tomb}}, {{m|Whirlpool}}, {{m|Wrap}}, {{m|Bind}}, {{m|Clamp}} or {{m|Fire Spin}}, it becomes partially trapped. Until Generation V, this lasted 2-5 turns unless a [[Grip Claw]] was held; as of Generation V, partial trapping lasts 4-5 turns unless a Grip Claw is held. If the user of a partial trapping move is holding a Grip Claw, the move will last for 5 turns. A Pokémon can be affected by any number of partial trapping moves at a time.
{{main|Tar Shot (move)}}
A Pokémon hit by the move {{m|Tar Shot}} has the  [[Type effectiveness|effectiveness]] of {{type|Fire}} moves used on it doubled. This effect does not stack.


====Generation I====
====Groundedness====
In Generation I, partial trapping moves inflict damage for 2-5 turns. There is a 37.5% chance that they will last 2 turns, a 37.5% chance that they will last 3 turns, a 12.5% chance that they will last 4 turns, and a 12.5% chance that they will last 5 turns. Though technically only the first attack can critical hit, every attack during the duration will do the same amount of damage. During this turn duration, the target will be unable to attack, and if the user of the move attacks before the target when used, the target will be unable to attack during that round as well.


Damage done by partial trapping move's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, the partial trapping move will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time the partial trapping move has 0 PP, it will still be used against the incoming Pokémon. After that use, the current PP of the move will roll over to 63, and full PP ups will be applied to it.  
=====Grounded=====
{{main|Grounded}}
If a Pokémon is immune to {{type|Ground}} moves due to being a {{t|Flying}} type, having {{a|Levitate}}, holding an [[Air Balloon]], or being under the effect of {{m|Magnet Rise}} or {{m|Telekinesis}}, and it is hit by {{m|Smack Down}} or {{m|Thousand Arrows}}, it becomes grounded and loses its immunity to Ground-type moves.


Even if the partial trapping move misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of the partial trapping move attacks before the user of Hyper Beam during a recharge turn and the use of the partial trapping move misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its current PP will roll over to 63, and full PP ups will be applied to it.
=====Magnetic levitation=====
[[File:Psychic Metagross Magnet Rise.png|thumb|left|220px|{{p|Metagross}} levitating on magnetism]]
{{main|Magnet Rise (move)}}


In-game, the target will get to select a move during each turn of the partial trapping move's duration, and will attack the incoming Pokémon with the selected move if the player switchs before the duration is over.
A Pokémon levitating on magnetism via {{m|Magnet Rise}} is immune to {{type|Ground}} attacks for five turns. Like {{type|Flying}} Pokémon and Pokémon with {{a|Levitate}}, the user is immune to the damage of {{m|Spikes}} and {{m|Toxic Spikes}}, and is unaffected by {{a|Arena Trap}}. Magnet Rise is completely negated by {{m|Gravity}}, {{m|Ingrain}}, and holding an [[Iron Ball]].


In {{eng|Pokémon Stadium}}, it is possible to select a move during each turn of the partial trapping move's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. The partial trapping move will negate the recharge turn of Hyper Beam only if successful.
This effect can be transferred by {{m|Baton Pass}}.
{{-}}


====In Generation II - IV====
====={{anchor|Telekinetic levitation|Telekinesis}}=====
The target is now able to attack during a partial trapping move's duration, and can act normally. Instead, they inflict 1/16 of the target's maximum HP as damage for two to five turns upon use, in addition to the damage dealt when it is used. They also trap the target, preventing switching and [[escape]]. If a trapped Pokémon uses {{m|Rapid Spin}}, it will be freed.
[[File:Christie Gothita Telekinesis.png|thumb|left|250px|A group of people being telekinetically levitated]]
{{main|Telekinesis (move)}}
A Pokémon levitated by {{m|Telekinesis}} is immune to {{type|Ground}} moves, {{m|Spikes}}, {{m|Toxic Spikes}}, and {{a|Arena Trap}} for three turns. In addition, all other moves, except [[one-hit knockout move]]s, hit the target regardless of {{stat|accuracy}} and {{stat|evasion}}; however, it does not allow moves to hit semi-invulnerable Pokémon.
{{-}}


If a [[wild Pokémon]] uses a partial trapping move on the player's Pokémon, the player may [[escape]] if the affected Pokémon has {{a|Run Away}} or is holding a [[Smoke Ball]]. However, these do not allow the player to switch the Pokémon out.
====Healing====


If the user of the partial trapping move is holding a [[Grip Claw]], the duration will always be 5 turns. Also, if an affected Pokémon is holding a [[Shed Shell]], it can switch out.
=====Aqua Ring=====
[[File:Skyla Swanna Aqua Ring.png|thumb|left|250px|{{TP|Skyla|Swanna}} enveloped in a veil of water]]
{{main|Aqua Ring (move)}}
When a Pokémon surrounds itself with a veil of water by using {{m|Aqua Ring}}, it restores 1/16th of its maximum HP every turn. This effect can be transferred by {{m|Baton Pass}}.
{{-}}


====Generation V====
=====Rooting=====
All partial trapping moves now last 4-5 turns unless a Grip Claw is held, which causes the moves to last 5 turns.
[[File:Steven Cradily Ingrain.png|thumb|250px|{{p|Cradily}} after planting its roots]]
{{main|Ingrain (move)}}


===Perish Song===
When a Pokémon plants its roots by using {{m|Ingrain}}, it restores 1/16th of its maximum HP every turn but cannot switch out or [[escape|flee]], even if hit by a move that would force this such as {{m|Roar}} and {{m|Dragon Tail}}. If a {{type|Flying}} Pokémon or a Pokémon with {{a|Levitate}} is rooted to the ground, it is susceptible to {{type|Ground}} moves, {{m|Spikes}} and {{m|Toxic Spikes}}. The Pokémon cannot be affected by {{m|Magnet Rise}} and {{m|Telekinesis}} and they are removed if active upon rooting. This effect can be transferred by {{m|Baton Pass}}.
After three turns, all Pokémon who heard the {{m|Perish Song}} will faint, excluding Pokémon with the {{a|Soundproof}} ability. Any Pokémon who heard it can avoid the effect of fainting if it is switched out before the 3-turn count finishes. {{m|Baton Pass}} transfers the Perish Song countdown.


===Taunt===
====Next Turn====
{{m|Taunt}} prevents the Pokémon from using any non-damaging moves. This effect will wear off after two to four turns, or if one switches out. Pokémon using {{m|Substitute}} can still be afflicted with this status ailment.


===Torment===
=====Laser Focus=====
{{m|Torment}} renders the Pokémon incapable of using the same move twice in a row. If the Pokémon is holding a [[Choice item]] or only has one move remaining with {{PP}}, it is forced to use {{m|Struggle}} every second turn.
{{main|Laser Focus (move)}}
Laser Focus causes the user's moves to result in a [[critical hit]] until the end of the next turn, unless that move's target has {{a|Battle Armor}}, {{a|Shell Armor}}, or is under the effect of {{m|Lucky Chant}}.


==Volatile battle status==
The effect of Laser Focus can be copied by {{m|Psych Up}} or {{m|Transform}}.
===Defense Curl===
 
=====Taking aim=====
[[File:Ash Sceptile Lock-On effect.png|thumb|220px|[[Ash's Sceptile|Sceptile]] being targeted]]
When a Pokémon uses {{m|Mind Reader}} or {{m|Lock-On}} to take aim at a target, the user's next damage-dealing move will hit that target without fail, even if the opponent uses a move that offers a turn of semi-invulnerability, such as {{m|Fly}}. This effect can be {{m|Baton Pass}}ed.
 
=====Drowsy=====
{{m|Yawn}} and {{m|G-Max Snooze}} makes the target drowsy. At the end of the next turn, the drowsy Pokémon will fall {{status|sleep|asleep}}, unless it is already afflicted by a non-volatile status condition. If a drowsy Pokémon [[Recall|switches]] out, it loses its drowsiness. Drowsiness cannot be passed by {{m|Baton Pass}}.
 
====Priming====
 
=====Charged=====
{{main|Charge (move)}}
A charged Pokémon has the [[power]] ([[damage]] in Generation III) of its next {{type|Electric}} move doubled. Prior to Generation IX, this condition lasts for the next turn. In Generation IX, the effect remains active until the next attempt to use an Electric-type move. Charge does not stack. A Pokémon can become charged by using the move {{m|Charge}}, or by the Abilities {{a|Electromorphosis}} and {{a|Wind Power}}.
 
=====Stockpile count=====
{{main|Stockpile (move)}}
When the move {{m|Stockpile}} is used, the user will stockpile energy; the user can stockpile energy up to three times. The moves {{m|Spit Up}} and {{m|Swallow}} inflict damage and heal the user based on the number of stockpiles, respectively, but also reset the stockpile count. Both moves fail if the stockpile count is zero.
 
=====Defense Curl=====
[[File:Ash Phanpy Defense Curl.png|thumb|220px|{{AP|Phanpy}} curls up, ready to use {{m|Rollout}}]]
Using {{m|Defense Curl}} causes the power of {{m|Rollout}} and {{m|Ice Ball}} to double for the Pokémon. This effect is not transferred by {{m|Baton Pass}}.
Using {{m|Defense Curl}} causes the power of {{m|Rollout}} and {{m|Ice Ball}} to double for the Pokémon. This effect is not transferred by {{m|Baton Pass}}.


===Focus Energy===
=====Primed=====
When a Pokémon uses {{m|Focus Energy}}, its [[critical hit]] rate increases.
Primed is a status condition exclusive to {{g|Legends: Arceus}} that causes the user's attack moves to deal 50% more damage.
 
The moves {{m|Double Hit}} and {{m|Victory Dance}} prime the user for five and four turns, respectively. Additionally, the item [[Twice-Spiced Radish]] primes the Pokémon it is used on.
 
====Prevention====
 
====={{anchor|Trapped|Can't escape}}=====
[[File:Lenora Watchog Mean Look effect.png|thumb|left|250px|{{AP|Oshawott}} failing to return to his Poké Ball after being hit by {{m|Mean Look}}]]
{{main|Escape prevention}}
A Pokémon that can't escape can neither [[recall|switch out]] nor [[escape|flee]] as long as the Pokémon that trapped it is on the field.
 
======No retreat======
{{main|No Retreat (move)}}
A Pokémon that uses the move {{m|No Retreat}} will gain a variant of the Can’t escape condition. The move No Retreat will fail if the user already possesses the No retreat condition, however a Pokémon that already possesses the Can’t escape condition cannot gain the No retreat condition, allowing the move No Retreat to be used multiple times without failing.
 
======Octolock======
{{main|Octolock (move)}}
{{m|Octolock}} inflicts a variant of the Can’t escape condition which additionally lowers the target’s {{stat|Defense}} and {{stat|Special Defense}} by one stage each at the end of each turn.
{{-}}
 
=====Disable=====
{{main|Disable (move)}}
A Pokémon under the effect of {{m|Disable}} is unable to use a specific [[move]] for 0-7 turns in Generation I, 2-8 turns in Generation II, 2-5 turns in Generation III, 4-7 turns in Generation IV, and 4 turns from Generation V onwards. In Generation I, the disabled move is randomly selected among the target's moves whose current PP is greater than 0. In Generation II onwards, the disabled move is the last move that the target used. Disable fails if one of the target's moves is already disabled. Disable does not affect Pokémon under the protection of {{a|Aroma Veil}}.
 
=====Embargo=====
[[File:Cyrus Weavile Embargo Adventures.png|thumb|left|150px|{{p|Spiritomb}} being prevented from using items]]
{{main|Embargo (move)}}
A Pokémon under the effect of {{m|Embargo}} is unable to use its [[held item]] and its Trainer cannot use items on it (including [[Wonder Launcher]] items) for five turns. A Pokémon under the effect of Embargo cannot use {{m|Fling}}.
{{-}}
 
=====Heal Block=====
[[File:Mars Bronzor Heal Block Adventures.png|thumb|200px|{{p|Blissey}} being prevented from healing]]
{{main|Heal Block (move)}}
{{main|Psychic Noise (move)}}
A Pokémon affected by {{m|Heal Block}} or {{m|Psychic Noise}} is prevented from healing for five or two turns, respectively.


===Minimize===
=====Imprison=====
A Pokémon having used {{m|Minimize}} will take double damage if hit by the moves {{m|Hard Roller}} or {{m|Stomp}} (though this behavior is not present in [[Generation I]]).
{{main|Imprison (move)}}
While a Pokémon is under the effect of {{m|Imprison}}, its opponents cannot use any move which is also known by the user of Imprison. A Pokémon will use {{m|Struggle}} if it has no other available moves with [[PP]] remaining besides moves blocked by Imprison.


===Mist===
=====Taunt=====
[[File:Piplup mist.png|thumb|Mist surrounds {{TP|Dawn|Piplup}}]]
{{main|Taunt (move)}}
{{m|Mist}} prevents a Pokémon's stats from being lowered by the opponent's attacks. The user may still lower its own stats with moves like {{m|Superpower}}. The move {{m|Defog}} cancels out Mist.
A {{m|taunt}}ed Pokémon cannot use any [[status move]]s for 3 turns (2-4 turns prior to Generation V), including status moves that will always {{cat|Moves that call other moves|turn into}} damaging moves like {{m|Nature Power}}. The Taunt status can only be inflicted by the move {{m|Taunt}}.


===Reflect and Light Screen===
From [[Generation V]] onward, the [[Mental Herb]] cures the Pokémon of Taunt. From [[Generation VI]] onward, Pokémon with {{a|Oblivious}} are immune to the Taunt condition; if a Pokémon with Oblivious is afflicted by Taunt (such as if it is taunted by a Pokémon with an Ability like {{a|Mold Breaker}}), it will be cured immediately. Pokémon with {{a|Aroma Veil}} and their allies are immune to Taunt.
{{m|Reflect}} and {{m|Light Screen}} last for five turns (eight with [[Light Clay]]) and heighten the user's entire team's {{stat|Defense}} or {{stat|Special Defense}}, respectively. Either of them can be broken by {{m|Brick Break}} or {{m|Defog}}.


===Substitute===
A taunted Pokémon can still use a status [[Z-Move]].
The Pokémon that uses {{m|Substitute}} loses ¼ of its total HP (rounded down) to make a Substitute which will absorb hits until it "breaks" (damage the Substitute has taken is greater than the HP used to make it). From [[Generation II]] onward, Substitutes block all status ailments and will immediately break if a one-hit knockout attack connects with them. In [[Generation I]], however, a substitute only blocks primary status ailments; attacks like {{m|Thunder Wave}} and {{m|Spore}} completely circumvent the Substitute. Substitutes can be transferred by {{m|Baton Pass}}.


===Trapped===
=====Throat Chop=====
[[File:Dusknoir Mean Look.png|thumb|200px|left|{{p|Dusknoir}} using Mean Look]]
{{main|Throat Chop (move)}}
A Pokémon trapped by {{m|Mean Look}}, {{m|Spider Web}}, or {{m|Block}} cannot switch until the Pokémon that used the move is defeated or switches. The trapped Pokémon can escape if it is holding a [[Shed Shell]]. If a trapped Pokémon uses Baton Pass, the Pokémon brought out will be trapped instead.
A Pokémon hit by the move {{m|Throat Chop}} will be unable to use [[sound-based move]]s for two turns.
 
=====Torment=====
[[File:Harley Banette Torment effect.png|thumb|left|220px|{{TP|May|Bulbasaur}} being tormented]]
A {{m|torment}}ed Pokémon cannot use the same move twice in a row. If the Pokémon is holding a {{cat|Choice items|Choice item}} or only has one move remaining with [[PP]], it is forced to use {{m|Struggle}} every second turn. A Pokémon can be tormented when struck by the moves {{m|Torment}} and {{m|G-Max Meltdown}}.
{{-}}
 
=====Confusion=====
{{main|Confusion (status condition)}}
[[File:Confused Status JN.png|thumb|left|250px|{{AP|Riolu}} is confused]]
The confused condition causes a Pokémon to sometimes hurt itself in its confusion instead of executing a selected move.
{{-}}
 
====={{anchor|attraction|Infatuation}}=====
[[File:Tierno Raichu infatuated.png|thumb|left|250px|{{p|Raichu}} is infatuated]]
{{main|Infatuation}}
A Pokémon that is infatuated cannot use moves 50% of the time, even against Pokémon other than the one it is infatuated with. A Pokémon will remain infatuated as long as the Pokémon that infatuated it is on the field.
{{-}}
 
====Stats====
 
=====Getting pumped=====
[[File:Roark Cranidos Focus Energy.png|thumb|250px|Cranidos getting pumped]]
{{main|Focus Energy (move)}}
A Pokémon can become pumped by using the move {{m|Focus Energy}} or if the item [[Dire Hit]] is used on it. In Generation I, a pumped Pokémon is 75% less likely to land a critical hit as a result of a bug. In Generation II, a pumped Pokémon has its critical hit rate increased by [[Critical hit#Probability_2|one stage]]. In Generation III and in later games, a pumped Pokémon has its critical hit rate increased by two stages.
 
=====Guard Split=====
{{main|Guard Split (move)}}
The move {{m|Guard Split}} averages the user's {{stat|Defense}} and {{stat|Special Defense}} stats with those of the target Pokémon. Both the user's and the target's stat changes are ignored when calculating the average.
 
=====Power Split=====
{{main|Power Split (move)}}
The move {{m|Power Split}} averages the user's {{stat|Attack}} and {{stat|Special Attack}} stats with those of the target Pokémon. Both the user's and the target's stat changes are ignored when calculating the average.
 
=====Speed Swap=====
{{main|Speed Swap (move)}}
The move {{m|Speed Swap}} swaps the user's {{stat|Speed}} stat with that of the target Pokémon. This move does not swap in-battle speed modifiers, such as Abilities and stat stages.
 
=====Power Trick=====
[[File:Conway Shuckle Power Trick.png|thumb|250px|Shuckle switching its powers]]
{{main|Power Trick (move)}}
The move {{m|Power Trick}} swaps the user's base stat of {{stat|Attack}} and base stat of {{stat|Defense}}. This effect is passed by {{m|Baton Pass}}.
 
=====Power Boost=====
This status condition in Legends: Arceus indicates that a Pokémon's offensive stats are raised, increasing the damage it deals with its moves by 50%. It usually consists of moves that can raise Attack or Special Attack in other core series games.
 
It lasts four turns for {{m|Bulk Up}}, {{m|Calm Mind}}, and {{m|Victory Dance}} and five turns for {{m|Nasty Plot}} and {{m|Swords Dance}}.
 
=====Power Drop=====
This status condition in Legends: Arceus indicates that a Pokémon's offensive stats are lowered, decreasing the damage it deals by a third. It usually consists of moves that can lower Attack or Special Attack in other core series games.
 
{{m|Draco Meteor}} and {{m|Leaf Storm}} lower the user's offensive stats for three turns. {{m|Mystical Fire}}, {{m|Snarl}}, and {{m|Struggle Bug}} lower the target's offensive stats for three turns, while it lasts five turns for {{m|Baby-Doll Eyes}}.
 
=====Guard Boost=====
This status condition in Legends: Arceus indicates that a Pokémon's defensive stats are raised, decreasing the damage it takes from attacks by a third. It usually consists of moves that can raise Defense or Special Defense in other core series games.
 
It lasts four turns for {{m|Victory Dance}} and five turns for {{m|Iron Defense}}.
 
=====Guard Drop=====
This status condition in Legends: Arceus indicates that a Pokémon's defensive stats are lowered, increasing the damage it takes from attacks by 50%. It usually consists of moves that can lower Defense or Special Defense in other core series games.
 
{{m|Close Combat}} and {{m|Headlong Rush}} lower the user's defensive stats for three turns. {{m|Triple Arrows}} lowers the target's defensive stats for three turns.
 
=====Critical Hit Boost=====
This status condition in Legends: Arceus indicates that a Pokémon's critical hit ratio is increased, increasing the chance to land a critical hit.
 
It lasts 5 turns for {{m|Focus Energy}} and 3 turns for {{m|Triple Arrows}}.
 
=====Obscured=====
Obscured is a status condition exclusive to {{g|Legends: Arceus}} that causes incoming attacks to become more likely to miss. It does not affect {{cat|Moves that cannot miss|sure-hit moves}}, which will always hit an obscured target regardless. It corresponds to {{cat|moves that can lower the target's accuracy}} in other core series games.
 
{{m|Mud Bomb}}, {{m|Mud-Slap}}, {{m|Octazooka}}, and {{m|Shadow Force}} obscure the user for three turns, while for {{m|Lunar Blessing}} and {{m|Shelter}}, it lasts four turns.
 
====Forced Move====
 
=====Choice lock=====
{{main|:Category:Choice items}}
When a Pokémon holding a [[Choice Band]], [[Choice Specs]], or [[Choice Scarf]] first selects a move, it will only be able to use that [[move]] until [[Recall|switched out]].
 
=====Encore=====
[[File:Ursula Plusle Minun Encore effect.png|thumb|left|250px|{{p|Mamoswine}} and {{p|Cyndaquil}} being under Encore]]
{{main|Encore (move)}}
{{m|Encore}} forces the Pokémon to repeat its last attack for 2-5 turns in Generation II, 4-8 turns in Generations III and IV, and 3 turns in Generation V and VI. In Generation V, if the Pokémon has {{m|Magic Coat}} active, the move will fail.
{{-}}
 
=====Rampage=====
[[File:Iris Axew Outrage.png|thumb|220px|[[Iris's Haxorus|Axew]] being forced to attack]]
{{main|Rampage}}
 
If a Pokémon uses either {{m|Thrash}}, {{m|Outrage}}, {{m|Petal Dance}}, {{m|Rage}} ([[Generation I]] only), or {{m|Raging Fury}} ([[Generation IX]] only) it will be forced to use that move for 2-3 turns (3-4 in [[Generation I]]) and will become {{status|Confusion|confused}} at the end.
 
=====Rolling=====
{{main|Rollout (move)}}
{{main|Ice Ball (move)}}
If a Pokémon uses either {{m|Rollout}} or {{m|Ice Ball}}, it will be forced to use that move for 5 turns, doubling in power for each consecutive hit.
 
=====Making an uproar=====
{{main|Uproar (move)}}
If a Pokémon uses {{m|Uproar}}, it will be forced to use that move for 3 turns (2-5 in Generations III and IV). While a Pokémon is making an uproar, other Pokémon will be unable to {{status|sleep}} (except for Pokémon with the Ability {{a|Soundproof}} in Generations III or IV).
 
=====Fixated=====
In {{g|Legends: Arceus}}, Pokémon can become fixated on using a move. While fixated, that move deals increased damage, but also causes the user to receive increased damage from direct attacks. Fixation ends when the Pokémon uses a different move.
 
The moves {{m|Petal Dance}}, {{m|Outrage}}, {{m|Rollout}}, {{m|Ice Ball}}, and {{m|Raging Fury}} cause fixation after they are used; additionally, the item [[Choice Dumpling]] can cause fixation on the last move used.
 
====Multi-turn Move====
 
=====Bide=====
{{main|Bide (move)}}
If a Pokémon uses {{m|Bide}}, the user will be unable to select a move for an idling period of 2 turns (2-3 in Generations I and II), though it will still be able to switch out during the move's effect. Afterwards, Bide will do damage equal to twice the damage received during the idling period. If the user is not directly attacked during the biding period, Bide will fail on the turn it would have released.
 
=====Recharging=====
[[File:Kukui Incineroar Blast Burn recharge.png|thumb|250px|{{TP|Professor Kukui|Incineroar}} recharging after using Blast Burn]]
{{main|Recharge}}
 
A Pokémon that successfully uses certain moves must [[recharge]] during the next turn. While recharging, the Pokémon cannot perform an action.
 
=====Charging turn=====
[[File:Totem Lurantis Solar Blade gathering light.png|thumb|left|250px|{{p|Lurantis}} charging energy for [[Solar Blade]]]]
Several two-turn moves have a turn where a Pokémon cannot act. The charging can be skipped with a [[Power Herb]], or in the case of {{m|Solar Beam}} and {{m|Solar Blade}}, the presence of [[harsh sunlight]].
 
Pokémon that are readying {{m|Sky Attack}} become cloaked in light.
 
Pokémon that are readying Solar Beam or Solar Blade take in sunlight.
 
Pokémon that are readying {{m|Razor Wind}} whip up a whirlwind.
 
======Moves======
 
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Bounce}}
{{typetable|Flying}}
{{statustable|Physical}}
| 85
| 85%
| class="l" | User becomes semi-invulnerable. 30% chance of {{status|paralyzing}} the target
|-
| class="l" | {{m|Dig}}
{{typetable|Ground}}
{{statustable|Physical}}
| {{tt|80|100 in Generation I; 60 in Generations II-III}}
| 100%
| class="l" | User becomes semi-invulnerable
|-
| class="l" | {{m|Dive}}
{{typetable|Water}}
{{statustable|Physical}}
| {{tt|80|60 in Generation III}}
| 100%
| class="l" | User becomes semi-invulnerable
|-
| class="l" | {{m|Fly}}
{{typetable|Flying}}
{{statustable|Physical}}
| {{tt|90|70 in Generations I-III}}
| 95%
| class="l" | User becomes semi-invulnerable
|-
| class="l" | {{m|Freeze Shock}}
{{typetable|Ice}}
{{statustable|Physical}}
| 140
| 90%
| class="l" | 30% chance of {{status|paralyzing}} the target
|-
| class="l" | {{m|Geomancy}}
{{typetable|Fairy}}
{{statustable|Status}}
| —
| —%
| class="l" | Raises the user's {{stat|Special Attack}}, {{stat|Special Defense}}, and {{stat|Speed}} by two stages
|-
| class="l" | {{m|Ice Burn}}
{{typetable|Ice}}
{{statustable|Special}}
| 140
| 90%
| class="l" | 30% chance of {{status|burning}} the target
|-
| class="l" | {{m|Meteor Beam}}
{{typetable|Rock}}
{{statustable|Special}}
| 120
| 90%
| class="l" | Raises the user's {{stat|Special Attack}} by one level on the first turn
|-
| class="l" | {{m|Phantom Force}}
{{typetable|Ghost}}
{{statustable|Physical}}
| 90
| 100%
| class="l" | User becomes semi-invulnerable
|-
| class="l" | {{m|Razor Wind}}
{{typetable|Normal}}
{{statustable|Special}}
| 80
| {{tt|100%|75% in Generations I-II}}
| class="l" | Has an increased [[critical hit]] ratio{{tt|*|Generation II onwards only}}
|-
| class="l" | {{m|Shadow Force}}
{{typetable|Ghost}}
{{statustable|Physical}}
| 120
| 100%
| class="l" | User becomes semi-invulnerable
|-
| class="l" | {{m|Skull Bash}}
{{typetable|Normal}}
{{statustable|Physical}}
| {{tt|130|100 in Generations I-V}}
| 100%
| class="l" | Raises the user's {{stat|Defense}} by one level on the first turn{{tt|*|Generation II onwards only}}
|-
| class="l" | {{m|Sky Attack}}
{{typetable|Flying}}
{{statustable|Physical}}
| {{tt|140|200 in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!}}
| 90%
| class="l" | Has an increased [[critical hit]] ratio{{tt|*|Generation III onwards only}}<br>Has a 30% chance of causing the target to [[flinch]]{{tt|*|Generation III onwards only}}
|-
| class="l" | {{m|Sky Drop}}
{{typetable|Flying}}
{{statustable|Physical}}
| 60
| 100%
| class="l" | User and target become semi-invulnerable. Ends early if user or target [[fainting|faints]].
|-
| class="l" | {{m|Solar Beam}}
{{typetable|Grass}}
{{statustable|Special}}
| {{tt|120|200 in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!}}
| 100%
| class="l" | Will not need a turn to charge if used during [[harsh sunlight]]{{tt|*|Generation II onwards only}}
|-
| class="l" | {{m|Solar Blade}}
{{typetable|Grass}}
{{statustable|Physical}}
| 125
| 100%
| class="l" | Will not need a turn to charge if used during [[harsh sunlight]]
|}
|}
 
======Semi-invulnerable turn======
{{main|Semi-invulnerable turn}}
Several moves with a charging turn will cause a Pokémon to become semi-invulnerable, and most moves will miss regardless of accuracy, even moves that never miss. This condition can be split into four different types based on the moves that can bypass it: the flying type caused by {{m|Fly}}, {{m|Bounce}}, and {{m|Sky Drop}}; the diving type caused by {{m|Dive}}; the digging type caused by {{m|Dig}}; and the phantom type caused by {{m|Phantom Force}} and {{m|Shadow Force}}.
 
====Transient====
These status conditions take effect only within the turn they are applied.
=====Flinch=====
[[File:Paul Magmar flinch.png|thumb|left|250px|{{TP|Paul|Magmar}} flinching]]
{{anchor|Cringe}}
{{main|Flinch}}
The flinch status prevents a Pokémon from attacking during one turn.
{{-}}
 
=====Bracing=====
[[File:Ash Heracross Endure.png|thumb|left|220px|{{AP|Heracross}} bracing itself]]
{{main|Endure (move)}}
When a Pokémon uses {{m|Endure}}, it braces itself so that whenever it takes damage that turn, it will always survive with at least 1 HP. The [[Focus Sash]], [[Focus Band]], and Ability {{a|Sturdy}} all have similar effects.
{{-}}
 
=====Center of attention=====
[[File:Daisy Clefairy Courtney Vulpix Follow Me Tail Whip Adventures.png|thumb|left|250px|{{p|Clefairy}} drawing attention to itself]]
{{main|Center of attention}}
 
If a Pokémon is the center of attention, its opponents are forced to target the center of attention rather than their intended target.
{{-}}
 
=====Magic Coat=====
[[File:Absol Magic Coat Adventures.png|thumb|left|250px|{{p|Absol}} bouncing back an attack]]
{{main|Magic Coat (move)}}
 
A Pokémon shrouded with {{m|Magic Coat}} will reflect most status moves used against it or its side of the field back at the user during the turn it used the move. The Ability {{a|Magic Bounce}} reflects the same moves.
 
=====Protection=====
{{main|Protection}}
 
A protected Pokémon will be unaffected by [[physical move|physical]], [[special move|special]], and/or [[status move]]s during one turn depending on the [[protection]] move used.
{{-}}
 
==In the spin-off games==
===Pokémon Mystery Dungeon series===
{{main|Status condition (Mystery Dungeon)}}
 
In the [[Pokémon Mystery Dungeon series]], {{DL|Status condition (Mystery Dungeon)|Volatile status conditions|Infatuation}} prevents the Pokémon from doing anything for 5-6 turns, and causes linked moves to cease.
 
The Flinch status is known as the {{md|Status condition|Cringe|Cringe}} in [[Pokémon Mystery Dungeon series|Pokémon Mystery Dungeon]]: [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Red Rescue Team, Blue Rescue Team]], [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|Explorers of Time, Explorers of Darkness]] and [[Pokémon Mystery Dungeon: Explorers of Sky|Explorers of Sky]], and [[Pokémon Mystery Dungeon: Gates to Infinity|Gates to Infinity]]. It is renamed as the flinch status condition in {{g|Super Mystery Dungeon}}.
 
===Pokémon Conquest===
In [[Pokémon Conquest]], all status conditions disappear after battle.
 
In this game, confusion is a non-volatile status. A confused Pokémon may randomly move and attack other Pokémon, including allies. If a Pokémon moves in its confusion, the [[Warrior]] is prevented from using an item or activating a [[Warrior Skill]] that turn. Confusion may wear off in the first turn.
 
In this game, a Pokémon that has flinched is unable to perform any actions (i.e. move around, use moves), along with its partner [[Warrior]] (i.e. use [[Warrior Skill]]s, use [[List of items in Pokémon Conquest|items]], link). Since battles in this game are turn-based, flinching does not require a first strike via an advantage in {{stat|Speed}} or [[priority]], unlike in the main series. The turn-based gameplay and the duration of flinching also makes consecutive flinching impairment impossible, unlike in the main series.
 
===Pokémon Shuffle===
[[File:Shuffle Spooked.png|thumb|right|Mimikyu is Spooked.]]
 
In [[Pokémon Shuffle]], status conditions can be inflicted onto the opponent by {{OBP|skill|Shuffle}}s when matching Pokémon icons at the start of a combo. A foe can only have one status condition at a time.
 
All status conditions will wear off as moves are made. More specifically, a status condition's duration will tick down after a move is made, but before the second hit onwards of the move's resulting combo. This can result in the status effect being active for the first match of the combo, but being inactive for the subsequent matches in the same combo.
 
The Skill {{DL|Skill (Shuffle)|Relentless}} will increase the damage of the initial match against a foe that has a status condition. The in-game description states that it increases the damage of the combo as well, but due to a bug, it does not.
 
The Skills {{DL|Skill (Shuffle)|Mind Zap}} and {{DL|Skill (Shuffle)|Prank}} cannot activate against a foe that has a status condition.
 
The effects of Shuffle's status conditions are as follows:
* '''Asleep''' - The Pokémon cannot use [[disruption]]s, their disruption countdown is paused, and the Pokémon will take 20% more damage. Caused by the Skills {{DL|Skill (Shuffle)|Nap Time}} or {{DL|Skill (Shuffle)|Sleep Charm}}.
* '''Burned''' - The Pokémon takes 50% more damage from {{t|Fire}}-type Pokémon. Caused by the Skills {{DL|Skill (Shuffle)|Burn}} or {{DL|Skill (Shuffle)|Burn+}}.
* '''Disruption Delay''' - The Pokémon cannot use disruptions, and their disruption countdown is paused. This is inflicted by the [[File:Disruption Delay.png|20px|link=]] Disruption Delay item, as well as the Skills {{DL|Skill (Shuffle)|Astonish}}, {{DL|Skill (Shuffle)|Chill}}, {{DL|Skill (Shuffle)|Constrict}}, {{DL|Skill (Shuffle)|Crushing Step}}, {{DL|Skill (Shuffle)|Daunt}}, {{DL|Skill (Shuffle)|Fascinate}}, {{DL|Skill (Shuffle)|Flap}}, {{DL|Skill (Shuffle)|Power Hug}}, {{DL|Skill (Shuffle)|Sand Sport}}, {{DL|Skill (Shuffle)|Shadow Shock}}, or {{DL|Skill (Shuffle)|Whirlpool}}.
* '''Frozen''' - The Pokémon cannot use disruptions, their disruption countdown is paused, and the Pokémon will take 20% more damage from {{t|Ice}}-type Pokémon. Caused by the Skills {{DL|Skill (Shuffle)|Freeze}} or {{DL|Skill (Shuffle)|Freeze+}}.
* '''Paralyzed''' -  The Pokémon cannot use disruptions, and their disruption countdown is paused. Caused by the Skills {{DL|Skill (Shuffle)|Dragon Shriek}}, {{DL|Skill (Shuffle)|Lightning}}, {{DL|Skill (Shuffle)|Paralyze}}, {{DL|Skill (Shuffle)|Paralyze+}}, {{DL|Skill (Shuffle)|Quake}}, or {{DL|Skill (Shuffle)|Shock Attack}}.
* '''Poisoned''' - The Pokémon takes 50% more damage from {{t|Poison}}-type Pokémon (However, the activation move only takes 20% more damage). Caused by the Skill {{DL|Skill (Shuffle)|Poison}}.
* '''{{anchor|Spooked|Spooked}}''' - The Pokémon takes 50% more damage from {{t|Ghost}}-type Pokémon. Caused by the Skills {{DL|Skill (Shuffle)|Spookify}} or {{DL|Skill (Shuffle)|Spookify+}}.
 
In this game, most types have immunities to certain status conditions. These listed in the chart below, where an "X" indicates an immunity.
 
{| class="roundtable" style="margin: auto; text-align: center; background: #{{cute color}}; border: 3px solid #{{cute color light}}"
|- style="background:#{{beauty color light}}"
! colspan=19 style="{{roundytop}}" | Status condition effectiveness
|- style="background:#{{beauty color light}}"
! rowspan=2 | Condition
! colspan=18 | Defender's type
|- style="background:#fff"
! style="background:#{{normal color}}" | {{ic|Normal}}
! style="background:#{{fighting color}}" | {{ic|Fighting}}
! style="background:#{{flying color}}" | {{ic|Flying}}
! style="background:#{{poison color}}" | {{ic|Poison}}
! style="background:#{{ground color}}" | {{ic|Ground}}
! style="background:#{{rock color}}" | {{ic|Rock}}
! style="background:#{{bug color}}" | {{ic|Bug}}
! style="background:#{{ghost color}}" | {{ic|Ghost}}
! style="background:#{{steel color}}" | {{ic|Steel}}
! style="background:#{{fire color}}" | {{ic|Fire}}
! style="background:#{{water color}}" | {{ic|Water}}
! style="background:#{{grass color}}" | {{ic|Grass}}
! style="background:#{{electric color}}" | {{ic|Electric}}
! style="background:#{{psychic color}}" | {{ic|Psychic}}
! style="background:#{{ice color}}" | {{ic|Ice}}
! style="background:#{{dragon color}}" | {{ic|Dragon}}
! style="background:#{{dark color}}" | {{ic|Dark}}
! style="background:#{{fairy color}}" | {{ic|Fairy}}
|- style="background:#fff"
! class="l" style="background:#{{flying color}};" | {{color2|FFF|Sleep (status condition)#Pokémon Shuffle|Asleep}}
| || {{no}} || || || || {{no}} || || {{no}} || {{no}} || || || {{no}} || || || {{no}} || {{no}} || {{no}} ||
|- style="background:#fff"
! class="l" style="background:#{{fire color}};" | {{color2|FFF|Burn (status condition)#Pokémon Shuffle|Burned}}
| || || || {{no}} || {{no}} || {{no}} || || {{no}} || || {{no}} || {{no}} || || || || || {{no}} || ||
|- style="background:#fff"
! class="l" style="background:#{{violet color}}; color:#FFFFFF;" | [[File:Disruption Delay.png|20px|link=]] Disruption Delay
|  || || || || || || || || || || || || || || || || ||
|- style="background:#fff"
! class="l" style="background:#{{ice color}};" | {{color2|000|Freeze (status condition)#Pokémon Shuffle|Frozen}}
| || {{no}} || || {{no}} || || || || {{no}} || {{no}} || {{no}} || || || {{no}} || {{no}} || {{no}} || || || {{no}}
|- style="background:#fff"
! class="l" style="background:#{{electric color}};" | {{color2|000|Paralysis (status condition)#Pokémon Shuffle|Paralyzed}}
| || || {{no}} || {{no}} || || || || {{no}} || {{no}} || || || || {{no}} || {{no}} || || {{no}} || || {{no}}
|- style="background:#fff"
! class="l" style="background:#{{poison color}};" | {{color2|FFF|Poison (status condition)#Pokémon Shuffle|Poisoned}}
| || || || {{no}} || {{no}} || {{no}} || || {{no}} || {{no}} || || || || || || || || ||
|- style="background:#fff"
! class="l" style="background:#{{ghost color}}; color:#FFFFFF;" | Spooked
| || {{no}} || || {{no}} || {{no}} || {{no}} || {{no}} || || {{no}} || || || {{no}} || || || {{no}} || {{no}} || {{no}} ||
|- style="background:#{{beauty color light}}"
! colspan=19 style="{{roundybottom}}" |
|}
 
===Pokémon Trading Card Game Live===
[[Pokémon Trading Card Game Live]] calls {{TCG|effect}}s that occur to players '''Global Status Conditions''', though this term has only appeared in the menus.
 
Effects that occur to {{TCG|Pokémon}} are called '''status effects'''<ref>[https://community.pokemon.com/en-us/discussion/2594/version-1-3-3-patch-notes Version 1.3.3 - Patch Notes], Pokémon Forums </ref> They are divided into '''positive effects''' and '''negative effects''' based on if they benefit or hinder the Pokémon. Effects that occur to non-Pokémon entities, such as an attached {{TCG|Pokémon Tool card}} or a {{TCG|Special Condition}} a Pokémon is suffering from, are displayed as part of the status effects on the Pokémon.
 
==In the TCG==
{{main|Effect (TCG)}}
{{main|Special Condition (TCG)}}
In the TCG, many cards are capable of creating {{TCG|effect}}s, namely changes to the game state applied to specific entities. Some effects happen instantaneously, like drawing cards or moving a [[Benched Pokémon]] to the [[Active Spot]]. Many effects instead persist on a entity for a longer period of time, ending when the turn ends, when the next turn of that player begins, or until the card creating the effect leaves play. Effects can be placed on {{TCG|Pokémon}}, {{TCG|Pokémon Tool card}}s, and players. Some cards have effects that can remove the effects affecting a Pokémon or player, or prevent those effects from being applied.
 
When {{TCG|attack}}s create effects, those effects can be universally cleared off by having the Pokémon afflicted [[evolve]], [[devolve]], have a [[Pokémon Level-Up]] card put on it, or move to the [[Bench]].
 
One group of effects is the placement of {{TCG|Special Condition}}s on Pokémon. Those are analogous to Status conditions, impairing a Pokémon's ability to battle. They consist of [[Burned]], [[Poisoned]], [[Asleep]], [[Paralyzed]], and [[Confused]]. However, Special Conditions themselves are not effects.<ref name="VMAXConditionEffect">[https://compendium.pokegym.net/ruling/1117/ Compendium ruling], Compendium VMAX, [[Team Compendium]]</ref><ref>[https://compendium.pokegym.net/ruling/1176/ Compendium ruling], Compendium VMAX, [[Team Compendium]]</ref>  Special Conditions can be affected by effects, making them more potent.<ref name="VMAXConditionEffect" /> Special Conditions are unable to affect Benched Pokémon. As with the effects of attacks, they are also cleared whenever a Pokémon evolves, devolves, have a Pokémon Level-Up card put on it, or moves to the Bench. Some cards have effects that remove Special Conditions, or prevent them from being applied.
 
Some effects place {{TCG|counter}}s or {{TCG|marker}}s. These effects are unique because they are not removed when a Pokémon goes to the Bench, but still get removed when Pokémon evolve, devolve, or have a Pokémon Level-Up card put on them. There are effects that remove counters and markers, but those are rare.
 
==In other languages==
{{langtable|color=ddf|bordercolor=ccf
|zh_yue=異常狀態 ''{{tt|Yihsèuhng Johngtaai|Abnormal Condition}}''
|zh_cmn=異常狀態 / 异常状态 ''{{tt|Yìcháng Zhuàngtài|Abnormal Condition}}''
|da=
|nl=Staatusconditie
|fi=Statustila
|fr_ca=Problème d'état{{tt|*|Diamond manual}}
|fr_eu=Problème de statut
|de=Statusprobleme
|it=Problema di stato
|no=Statusproblem
|pl=Zmiana statusu
|ko=상태 이상 ''{{tt|Sangtae Isang|Abnormal Condition}}''
|pt=Problema de estado
|ru=Особый состояние ''Osobyy sostoyaniye''
|es=Problema de estado
|sv=Statusproblem
|vi=Tình trạng bất thường
}}
 
==Trivia==
*In [[Pokémon Crystal]], a Pokémon will not say its cry if asleep, frozen or fainted.
*In the Switch Pokémon games, Bind, Clamp, Sand Tomb, Fire Spin, Infestation, Magma Storm, Snap Trap, Thunder Cage, Whirlpool and Wrap are all coded as the same status condition, all running for between 5 and 6 turns. However, they vary in animation, PP, Type and Power.
 
==See also==
* [[Special Condition (TFG)]]
 
==References==
<references/>
 
{{-}}
{{StatusNav|white}}
{{Project Games notice|game mechanic}}


<!--{{-}}
{{Status ailments}}
-->
[[Category:Game mechanics]]
[[Category:Game mechanics]]
[[Category:Terminology]]
[[Category:Terminology]]
[[Category:Status ailments|*]]
[[Category:Status conditions|*]]


[[de:Statusveränderungen]]
[[de:Statusveränderungen]]
[[es:Estado]]
[[fr:Statut]]
[[fr:Statut]]
[[it:Effetti in lotta#Problemi di stato]]
[[ja:状態異常]]
[[ja:状態異常]]
[[pt:Efeito de status]]
[[zh:异常状态]]

Latest revision as of 17:32, 16 September 2024

Status redirects here. For the move category, see status move.
050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Missing some volatile status conditions

292Shedinja.png The contents of this article have been suggested to be split into Status condition and Volatile status condition.
Please discuss it on the talk page for this article.

Status conditions (Japanese: 状態異常 abnormal condition), also referred to as status problems or status ailments, affect a Pokémon's ability to battle. There are two kinds of status conditions, non-volatile which last until healed, and volatile which last while a Pokémon is in battle. Having Pokérus and being fainted are displayed identically to non-volatile status conditions but are not officially considered such.

In the core series and side series

Non-volatile status

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: What game mechanics, such as Facade and Heal Bell, are affected by all non-volatile statuses?

A non-volatile status condition is a status condition that remains after being switched out. It's displayed in the party screen, and the Pokémon's summary. They can be cured by healing at a Pokémon Center, specific curative items, or other ways. If a Pokémon is affected by a non-volatile status condition, an icon will display the type of status condition (replacing the Pokémon's level in Generations I and II). Wild Pokémon that are affected by a status condition are easier to catch.

A Pokémon cannot gain non-volatile status conditions when it is affected by Safeguard, Leaf Guard, Flower Veil, Shields Down, Comatose, or Misty Terrain, nor can a Pokémon behind a substitute gain status conditions, except due to Synchronize, Rest, or a held item like Flame Orb or Toxic Orb. A Pokémon will cure its status condition when affected by Haze (Generation I only), Rest, Refresh, Heal Bell, Aromatherapy, Psycho Shift, Jungle Healing, G-Max Sweetness, Natural Cure, Purify, Take Heart, Lunar Blessing, Shed Skin, Healer, Hydration, or Lum Berry. Player can cure any status condition of their Pokémon by using on it any of the following items: Full Heal, Full Restore, Heal Powder, Pewter Crunchies, Rage Candy Bar, Lava Cookie, Old Gateau, Jubilife Muffin, Casteliacone, Lumiose Galette, Shalour Sable, Big Malasada, Sacred Ash, or Lum Berry (MiracleBerry in Generation II).

Pokémon with Guts, Marvel Scale, or Quick Feet will have their Attack, Defense, or Speed increased, respectively, when affected by a status condition. Pokémon with Magic Guard can be afflicted by status conditions and receive their additional effects but do not take damage. In addition, the base power of Facade is doubled (from 70 to 140) when inflicted with paralysis, a burn, or poison.

In the Generation II core series games, when an in-game opponent outside of the Battle Tower uses a status move that would inflict a non-volatile status condition upon the target, that move has a 25% chance to fail in addition to its normal chance to miss.[1]

In all games except Pokémon Legends: Arceus, a Pokémon cannot gain a non-volatile status condition if it's already afflicted by another one, and a non-volatile status condition does not wear off automatically when the battle ends. If a Pokémon under a status condition (such as a poisoned Cascoon) evolves, the condition will be kept, even if the Pokémon gains a new type or Ability that would normally prevent it.

In Pokémon Legends: Arceus, all non-volatile status conditions have a set turn count and wear off after battle. If a Pokémon already has a non-volatile status condition, inflicting it with another one can override it.

Burn

Ursaring is burned
Main article: Burn (status condition)

The burn condition (BRN) inflicts damage every turn and halves damage dealt by a Pokémon's physical moves (except Pokémon with the Guts Ability and Facade from Generation VI onward). In Generation I and from Generation VII onward, burn inflicts damage equal to 1/16 of its maximum HP every turn; from Generation II to VI, burn inflicts damage equal to 1/8 of its maximum HP every turn. Burn damage is halved if the Pokémon has the Ability Heatproof. In Generation V, Pokémon glow red while afflicted with burn.

Most moves which cause burn are Fire-type and burning is the prime effect of Will-O-Wisp; however, it also can be caused by the ability Flame Body or holding a Flame Orb. In Generations I and II, Fire-type Pokémon cannot be burned by Fire-type moves (but they can be burned by Tri Attack in Generation II). From Generation III onward, Fire-type Pokémon and Pokémon with the Water Veil or Water Bubble Ability cannot normally be burned. Pokémon with the Ability Heatproof will only lose half the HP each turn, while Pokémon with Magic Guard are immune to the HP loss (but still suffer from the attack drop). Pokémon with Flare Boost will have their Special Attack increased when burned. A burn can be cured with the use of a Burn Heal, Yago Berry (Generation III only), or a Rawst Berry (Ice Berry in Generation II).

In Generations I and II, burn damage is applied after the Pokémon takes its turn, but is skipped if the opponent faints during that turn. From Generation III onward, burn damage is applied after all Pokémon on the field have taken their turns (and there is no skipping).

Freeze

Pikachu, Oshawott, and Talonflame are frozen
Main article: Freeze (status condition)

The freeze condition (FRZ) causes a Pokémon to be unable to use moves. From Generation II onward, the frozen Pokémon has a chance to be thawed each turn (10% in Generation II or 20% in Generation III onwards), possibly even thawing right after being frozen; however, in Generation I, a frozen Pokémon never thaws without external aid. Pokémon cannot be frozen in harsh sunlight.

All moves which cause freezing are Ice-type, except Tri Attack (Generation II onward), Secret Power (when used in snow or ice; Generation IV onward) and Freezing Glare. In Generations I and II, Ice-type Pokémon cannot be frozen by Ice-type moves (but they can be frozen by Tri Attack in Generation II). From Generation III onward, Ice-type Pokémon and Pokémon with the Magma Armor Ability cannot normally be frozen. Being frozen can be cured with the use of an Ice Heal, an Aspear Berry (Burnt Berry in Generation II) or Pumkin Berry (Generation III only).

A frozen Pokémon can still use the moves Fusion Flare, Flame Wheel, Sacred Fire, Flare Blitz, Scald, and Steam Eruption while frozen; these moves will thaw the user and be executed normally. In Generation V, Pokémon glow blue and stop moving while afflicted with freeze. If a frozen Pokémon is hit by a damaging Fire-type move (except Fire Spin in Generations I and II or Hidden Power in Generations II and III), Scald (Generation VI onward) or Steam Eruption, it will be thawed.

Frostbite
FrostbiteIC LA.png

Frostbite is a status condition exclusive to Pokémon Legends: Arceus, replacing the freeze condition. Similar to a burn, frostbite inflicts damage equal to 1/16 of the target's maximum HP every turn, and it reduces damage dealt by its special moves during this time. When it is snowing, moves that may inflict frostbite are more likely to do so. Ice-type Pokémon cannot get frostbite.

Using Flame Wheel or Flare Blitz will cure the user of frostbite.

Games Description
LA At the end of each turn, the Pokémon is hurt by its frostbite. Any damage it deals with special moves will also be reduced.

Paralysis

Ursaring is paralyzed
Main article: Paralysis (status condition)

The paralysis condition (PAR) reduces the Pokémon's Speed stat and causes it to have a 25% chance of being unable to use a move ("fully paralyzed") when trying to use one. From Generation I to VI, its Speed is reduced to 25% of its normal value. From Generation VII onward, its Speed is reduced to 50% of its normal value. Pokémon with the Quick Feet Ability instead have their Speed increased by 50% while paralyzed. In Generation V, Pokémon glow yellow while afflicted with paralysis and their animation will be slowed significantly.

Many moves that cause paralysis are Electric-type moves and paralysis is the main effect of the move Thunder Wave. It can also be caused by Static, Effect Spore, or Gulp Missile. In Generation I, Pokémon cannot be paralyzed by damaging moves of the same type as themselves. From Generation VI onward, Electric-type Pokémon cannot be paralyzed. Pokémon with the Limber Ability cannot normally be paralyzed. Furthermore, if its target is paralyzed, Smelling Salts will cure the paralysis in addition to becoming more powerful. Paralysis can be cured with the use of a Paralyze Heal or a Cheri Berry (PRZCureBerry in Generation II). In Generation IV only, the Ability Magic Guard will prevent Pokémon from being fully paralyzed; however, it does not prevent the Speed reduction.

Poison

Meowth is poisoned
Main article: Poison (status condition)

The poison condition (PSN) inflicts damage every turn. In Generation I, poison inflicts damage equal to 1/16 of its maximum HP every turn; from Generation II onward, it inflicts damage equal to 1/8 of its maximum HP. A Pokémon with the Poison Heal Ability will restore an equivalent amount of HP instead of taking damage. In Generation V, Pokémon glow purple while afflicted with poison.

All moves which cause poison are Poison-type, except Twineedle, Secret Power (when used in tall grass; Generation III only), Psycho Shift (while poisoned), and Fling (if Poison Barb or Toxic Orb is held). Poison-type Pokémon cannot be normally poisoned. The other causes of poisoning are one layer of Toxic Spikes, Poison Point, Effect Spore, or Poison Touch. In Generation II, Steel-type Pokémon cannot be poisoned by Poison-type moves (but they can be poisoned by Twineedle); from Generation III onward, Steel-type Pokémon and Pokémon with the Immunity Ability cannot normally be poisoned. Pokémon with Magic Guard can be poisoned but do not lose HP, though the badly poisoned counter will still increase. Poison- and Steel-type Pokémon can be poisoned by a Pokémon with the Corrosion Ability. Poison (including bad poison) can be cured with the use of an Antidote, Drash Berry (Generation III only) and Pecha Berry (PSNCureBerry in Generation II).

In Generations I and II, poison damage is applied after the Pokémon takes its turn, but is skipped if the opponent faints during that turn. From Generation III onward, poison damage is applied after all Pokémon on the field have taken their turns (and there is no skipping).

Prior to Generation V, a poisoned Pokémon loses 1 HP for every four steps taken outside of battle. In Generation IV, a Pokémon whose HP is reduced to 1 via poison outside of battle will have the poison status removed; in Generations I, II, and III, its HP will be reduced to 0 (causing it to faint).

Badly poisoned

The bad poison condition inflicts damage every turn, with the amount of damage increasing each turn. It initially inflicts damage equal to 1/16 of the Pokémon's maximum HP, with the damage inflicted increasing by 1/16 each turn (2/16 on the second turn, 3/16 on the third turn, etc.). In Generation V, Pokémon glow purple while afflicted with bad poison. Starting from Generation V bad poison is also marked by darker status flag in the battle and Pokémon summary.

In Generations I and II, if a badly poisoned Pokémon is switched out, the condition reverts to regular poison. From Generation III onward, the poison remains bad poison while switched out, but the damage counter will be reset when switched back in (i.e. it always will take 1/16 of its maximum HP as damage after switching in). In Generations I, II, and from Generation V onwards, after a battle is over, the badly poisoned status will become a regular poison. Bad poison can be cured by the same ways the regular poison is.

All moves which badly poison are Poison-type, except Psycho Shift (while badly poisoned) and Fling (if Toxic Orb is held). Badly poison is the main effect of the move Toxic and two layers of Toxic Spikes.

Sleep

Magikarp is asleep
Main article: Sleep (status condition)

The sleep condition (SLP) causes a Pokémon to be unable to use moves, except Snore and Sleep Talk. From Generation V onward, Pokémon close their eyes while sleeping and move more slowly.

Sleep lasts for a randomly chosen duration of 1 to 7 turns in the handheld Generation I games, 1 to 3 turns in Pokémon Stadium, 1 to 5 turns in Generations II to IV (except the Japanese versions of Pokémon Diamond and Pearl), and 1 to 3 turns in Generation V onwards,[2]. In the Japanese versions of Diamond and Pearl, the minimum and maximum sleep count is 1 turn higher, lasting 2 to 6 turns.[3] If a Pokémon puts itself to sleep using Rest, it will sleep for exactly 2 turns.

Plenty of moves are able to put a Pokémon to sleep, most of them are either Normal-type, Psychic-type, or Grass-type. In addition to moves that cause sleep, after contact with Effect Spore or a disobedient Pokémon may also nap during battle. Pokémon with the Vital Spirit or Insomnia Ability cannot normally be put to sleep. Worry Seed changes the target's Ability to Insomnia causing it to be unable to sleep too. A sleeping Pokémon can be awoken by an Awakening or a Chesto Berry (Mint Berry in Generation II). If its target is sleeping, Wake-Up Slap will wake it up in addition to becoming more powerful. In Generation I core series games and Pokémon FireRed and LeafGreen, the Poké Flute can be used in battle to wake up a sleeping Pokémon (without being consumed). In the Generation III and IV core series games and Pokémon Omega Ruby and Alpha Sapphire, the Blue Flute can be used to wake up a sleeping Pokémon (without being consumed).

In Generation I, a Pokémon that wakes up is not able to attack during that same turn; from Generation II onward, a Pokémon can wake up and use a move during the same turn. In Generation V only, a Pokémon's sleep counter is reset to its original amount when switched out; this also applies for self-induced sleep.

Drowsy
Drowsy redirects here. For the Pokémon, see Drowzee.
DrowsyIC LA.png

Drowsy is a status condition exclusive to Pokémon Legends: Arceus, replacing the sleep condition. It works similarly to paralysis, and may cause the afflicted Pokémon to be unable to move. Drowsy Pokémon also take increased damage from direct attacks. When it is snowing, drowsy Pokémon are more likely to fail to act.

Using Spark, Volt Tackle, or Wild Charge will cure the user of drowsiness. Rest inflicts drowsiness on the user lasting four turns.

Games Description
LA The Pokémon is drowsy and may fail to act. Any damage it takes is also increased.

Volatile status

A volatile status condition is a status condition that will wear off when a Pokémon is switched out of battle or when a battle is over. Many volatile status conditions will also wear off after a number of turns have passed. A Pokémon can be affected by multiple volatile status conditions at a time, potentially in addition to a non-volatile status condition. Volatile status conditions are not indicated by an icon in a Pokémon's party screen or summary.

Major

Ability change
Main article: Ability change

A Pokémon's Ability can be temporarily changed into another one during a Pokémon battle.

Ability suppression
Weepinbell suppressing Lickilicky's Ability

A Pokémon's Ability can be temporarily disabled during a Pokémon battle, preventing its effect. Ability suppression can be caused by Gastro Acid and Core Enforcer. Suppressing Abilities fails if the target's Ability is Multitype, Stance Change, Schooling, Comatose, Shields Down, Disguise, RKS System, Battle Bond, Power Construct, Ice Face, or Gulp Missile. This status is similar to Ignoring Abilities.

Type change
Main article: Type change

A Pokémon can have one or more types temporarily changed, added, or removed in battle.

Mimic
Main article: Mimic (move)

If a Pokémon uses Mimic, this move will be temporarily replaced by another move copied from the target. In Generation I, the copied move is selected from a list of the opposing Pokémon's moves. From Generation II onwards, Mimic copies the target's last used move.

Substitute
Accelgor launching a substitute
Main article: Substitute (doll)

The Pokémon that uses Substitute or Shed Tail uses up to ¼ of its total HP (rounded down) to make a substitute which will absorb hits until it "breaks" (damage the substitute has taken is equal to or greater than the HP used to make it).

Transformed
Ditto being Transformed into Pikachu
Main article: Transform (move)

A Pokémon is transformed into the target with the use of Transform. Additionally, Imposter (Ditto's signature Ability) automatically causes the user to transform into the opponent.

Illusion
Main article: Illusion (Ability)

When a Pokémon with the Ability Illusion enters battle, its appearance is changed to that of the last conscious, non-Egg Pokémon in its Trainer's party. Illusion replicates the appearance (including species, form, and Shininess), nickname (or species name if none), Poké Ball, and gender of the Pokémon it is masquerading as; however, it does not replicate the level of the masqueraded Pokémon. The effect is only aesthetic–effects such as Attract still use the Pokémon's actual gender. The illusion disappears if the Pokémon has its Ability changed or suppressed or if it takes damage from a damaging move.

Damaging

Bound
Gastrodon being trapped by Seviper's Wrap
Main article: Bound

A bound Pokémon takes damage at the end of each turn and cannot switch out or flee. A bind caused by a Pokémon using a move other than G-Max Centiferno or G-Max Sandblast will end if the Pokémon that caused the bind is removed from the field.

Curse
Suicune is hurt by the Curse
Main article: Curse (move)

A cursed Pokémon (affected by Curse used by a Ghost-type Pokémon) takes damage equal to ¼ of its maximum HP every turn.

Nightmare
Main article: Nightmare (move)

Nightmare only affects a sleeping Pokémon. The sleeping Pokémon loses ¼ of its maximum hit points every turn. If the sleeping Pokémon awakens, then the nightmare will no longer be in effect. If Baton Pass switches in a Pokémon that is not asleep (via Sleep Talk), then the nightmare will no longer be in effect.

Perish Song
Main article: Perish Song (move)

After three turns, all Pokémon who heard the Perish Song will faint. Pokémon with the Soundproof Ability are exempted and will not faint, except in Gen III-VII. Any Pokémon who heard it can avoid the effect of fainting if it is switched out before the three-turn count finishes. Baton Pass transfers the Perish Song countdown. The effect will also take place when Perish Body is activated.

Seeded
Main article: Seeding

A Pokémon affected by Leech Seed or Sappy Seed loses HP each turn, and the Pokémon in the position of the user of that move has its HP healed. In battles involving multiple Pokémon, if no Pokémon is in that position (for example, if it fainted and could not be replaced), no HP will be deducted from the seeded Pokémon. However, if a Pokémon is later able to occupy that position (if it was revived), HP will once again be sapped from the seeded Pokémon. While a Pokémon is seeded, even if it cannot have its health drained due to there being no Pokémon in the appropriate slot to drain its HP, it cannot be seeded again.

Salt Cure
Main article: Salt Cure (move)

Salt Cure inflicts 1/8 of the target's maximum HP as damage per turn in addition to the damage dealt when it is used. If a Steel and/or Water type is affected by Salt Cure, the amount of damage per turn is ¼ of its maximum HP.

Splinters

Splinters is a status condition exclusive to Pokémon Legends: Arceus. A Pokémon afflicted with splinters take damage equivalent to a 25-power move from the user, factoring in type effectiveness, but not the random damage factor. Splinters damage the target at the end of its turn, and they last three turns for regular moves, two turns for agile style moves, and four turns for strong style moves.

The moves Ceaseless Edge, Pin Missile, Spikes, Stealth Rock, and Stone Axe inflict splinters onto the target.

Effectiveness

Autotomize
Main article: Autotomize (move)

A Pokémon that uses the move Autotomize will have its Speed stat increase by two stages and (if the user successfully changes its Speed) its weight decreased by 220 lbs. (100 kg). If the user successfully changes its weight, the message "<Pokémon> became nimble!" is displayed.

Weight loss from Autotomize stacks, so using it multiple times will continue to decrease the user's weight accordingly until it reaches the minimum weight. Autotomize's weight reduction cannot be transferred by Baton Pass or removed by Haze. A Pokémon's weight is reset if it changes form.

Identified
Noctowl's Foresight identifying Gastly

The opponent's evasion modification will not affect the accuracy of a Pokémon that uses Foresight, Odor Sleuth, or Miracle Eye. In addition, a Normal- or Fighting-type move used by a Pokémon that has used Foresight or Odor Sleuth will affect Ghost-type Pokémon, and Psychic-type moves used by a Pokémon that has used Miracle Eye will affect Dark-type Pokémon.

Minimize
Minimized Chansey
Main article: Minimize (move)

A Pokémon that has used the move Minimize (or had the effect passed to it via Baton Pass) will be affected more harmfully by some moves, including Stomp, Steamroller, Body Slam, Dragon Rush, Flying Press, and Phantom Force. In Generation VI, all of these moves will always hit a target that has used Minimize.

Tar Shot
Main article: Tar Shot (move)

A Pokémon hit by the move Tar Shot has the effectiveness of Fire-type moves used on it doubled. This effect does not stack.

Groundedness

Grounded
Main article: Grounded

If a Pokémon is immune to Ground-type moves due to being a Flying type, having Levitate, holding an Air Balloon, or being under the effect of Magnet Rise or Telekinesis, and it is hit by Smack Down or Thousand Arrows, it becomes grounded and loses its immunity to Ground-type moves.

Magnetic levitation
Metagross levitating on magnetism
Main article: Magnet Rise (move)

A Pokémon levitating on magnetism via Magnet Rise is immune to Ground-type attacks for five turns. Like Flying-type Pokémon and Pokémon with Levitate, the user is immune to the damage of Spikes and Toxic Spikes, and is unaffected by Arena Trap. Magnet Rise is completely negated by Gravity, Ingrain, and holding an Iron Ball.

This effect can be transferred by Baton Pass.

Telekinesis
A group of people being telekinetically levitated
Main article: Telekinesis (move)

A Pokémon levitated by Telekinesis is immune to Ground-type moves, Spikes, Toxic Spikes, and Arena Trap for three turns. In addition, all other moves, except one-hit knockout moves, hit the target regardless of accuracy and evasion; however, it does not allow moves to hit semi-invulnerable Pokémon.

Healing

Aqua Ring
Swanna enveloped in a veil of water
Main article: Aqua Ring (move)

When a Pokémon surrounds itself with a veil of water by using Aqua Ring, it restores 1/16th of its maximum HP every turn. This effect can be transferred by Baton Pass.

Rooting
Cradily after planting its roots
Main article: Ingrain (move)

When a Pokémon plants its roots by using Ingrain, it restores 1/16th of its maximum HP every turn but cannot switch out or flee, even if hit by a move that would force this such as Roar and Dragon Tail. If a Flying-type Pokémon or a Pokémon with Levitate is rooted to the ground, it is susceptible to Ground-type moves, Spikes and Toxic Spikes. The Pokémon cannot be affected by Magnet Rise and Telekinesis and they are removed if active upon rooting. This effect can be transferred by Baton Pass.

Next Turn

Laser Focus
Main article: Laser Focus (move)

Laser Focus causes the user's moves to result in a critical hit until the end of the next turn, unless that move's target has Battle Armor, Shell Armor, or is under the effect of Lucky Chant.

The effect of Laser Focus can be copied by Psych Up or Transform.

Taking aim
Sceptile being targeted

When a Pokémon uses Mind Reader or Lock-On to take aim at a target, the user's next damage-dealing move will hit that target without fail, even if the opponent uses a move that offers a turn of semi-invulnerability, such as Fly. This effect can be Baton Passed.

Drowsy

Yawn and G-Max Snooze makes the target drowsy. At the end of the next turn, the drowsy Pokémon will fall asleep, unless it is already afflicted by a non-volatile status condition. If a drowsy Pokémon switches out, it loses its drowsiness. Drowsiness cannot be passed by Baton Pass.

Priming

Charged
Main article: Charge (move)

A charged Pokémon has the power (damage in Generation III) of its next Electric-type move doubled. Prior to Generation IX, this condition lasts for the next turn. In Generation IX, the effect remains active until the next attempt to use an Electric-type move. Charge does not stack. A Pokémon can become charged by using the move Charge, or by the Abilities Electromorphosis and Wind Power.

Stockpile count
Main article: Stockpile (move)

When the move Stockpile is used, the user will stockpile energy; the user can stockpile energy up to three times. The moves Spit Up and Swallow inflict damage and heal the user based on the number of stockpiles, respectively, but also reset the stockpile count. Both moves fail if the stockpile count is zero.

Defense Curl
Phanpy curls up, ready to use Rollout

Using Defense Curl causes the power of Rollout and Ice Ball to double for the Pokémon. This effect is not transferred by Baton Pass.

Primed

Primed is a status condition exclusive to Pokémon Legends: Arceus that causes the user's attack moves to deal 50% more damage.

The moves Double Hit and Victory Dance prime the user for five and four turns, respectively. Additionally, the item Twice-Spiced Radish primes the Pokémon it is used on.

Prevention

Can't escape
Oshawott failing to return to his Poké Ball after being hit by Mean Look
Main article: Escape prevention

A Pokémon that can't escape can neither switch out nor flee as long as the Pokémon that trapped it is on the field.

No retreat
Main article: No Retreat (move)

A Pokémon that uses the move No Retreat will gain a variant of the Can’t escape condition. The move No Retreat will fail if the user already possesses the No retreat condition, however a Pokémon that already possesses the Can’t escape condition cannot gain the No retreat condition, allowing the move No Retreat to be used multiple times without failing.

Octolock
Main article: Octolock (move)

Octolock inflicts a variant of the Can’t escape condition which additionally lowers the target’s Defense and Special Defense by one stage each at the end of each turn.

Disable
Main article: Disable (move)

A Pokémon under the effect of Disable is unable to use a specific move for 0-7 turns in Generation I, 2-8 turns in Generation II, 2-5 turns in Generation III, 4-7 turns in Generation IV, and 4 turns from Generation V onwards. In Generation I, the disabled move is randomly selected among the target's moves whose current PP is greater than 0. In Generation II onwards, the disabled move is the last move that the target used. Disable fails if one of the target's moves is already disabled. Disable does not affect Pokémon under the protection of Aroma Veil.

Embargo
Spiritomb being prevented from using items
Main article: Embargo (move)

A Pokémon under the effect of Embargo is unable to use its held item and its Trainer cannot use items on it (including Wonder Launcher items) for five turns. A Pokémon under the effect of Embargo cannot use Fling.

Heal Block
Blissey being prevented from healing
Main article: Heal Block (move)
Main article: Psychic Noise (move)

A Pokémon affected by Heal Block or Psychic Noise is prevented from healing for five or two turns, respectively.

Imprison
Main article: Imprison (move)

While a Pokémon is under the effect of Imprison, its opponents cannot use any move which is also known by the user of Imprison. A Pokémon will use Struggle if it has no other available moves with PP remaining besides moves blocked by Imprison.

Taunt
Main article: Taunt (move)

A taunted Pokémon cannot use any status moves for 3 turns (2-4 turns prior to Generation V), including status moves that will always turn into damaging moves like Nature Power. The Taunt status can only be inflicted by the move Taunt.

From Generation V onward, the Mental Herb cures the Pokémon of Taunt. From Generation VI onward, Pokémon with Oblivious are immune to the Taunt condition; if a Pokémon with Oblivious is afflicted by Taunt (such as if it is taunted by a Pokémon with an Ability like Mold Breaker), it will be cured immediately. Pokémon with Aroma Veil and their allies are immune to Taunt.

A taunted Pokémon can still use a status Z-Move.

Throat Chop
Main article: Throat Chop (move)

A Pokémon hit by the move Throat Chop will be unable to use sound-based moves for two turns.

Torment
Bulbasaur being tormented

A tormented Pokémon cannot use the same move twice in a row. If the Pokémon is holding a Choice item or only has one move remaining with PP, it is forced to use Struggle every second turn. A Pokémon can be tormented when struck by the moves Torment and G-Max Meltdown.

Confusion
Main article: Confusion (status condition)
Riolu is confused

The confused condition causes a Pokémon to sometimes hurt itself in its confusion instead of executing a selected move.

Infatuation
Raichu is infatuated
Main article: Infatuation

A Pokémon that is infatuated cannot use moves 50% of the time, even against Pokémon other than the one it is infatuated with. A Pokémon will remain infatuated as long as the Pokémon that infatuated it is on the field.

Stats

Getting pumped
Cranidos getting pumped
Main article: Focus Energy (move)

A Pokémon can become pumped by using the move Focus Energy or if the item Dire Hit is used on it. In Generation I, a pumped Pokémon is 75% less likely to land a critical hit as a result of a bug. In Generation II, a pumped Pokémon has its critical hit rate increased by one stage. In Generation III and in later games, a pumped Pokémon has its critical hit rate increased by two stages.

Guard Split
Main article: Guard Split (move)

The move Guard Split averages the user's Defense and Special Defense stats with those of the target Pokémon. Both the user's and the target's stat changes are ignored when calculating the average.

Power Split
Main article: Power Split (move)

The move Power Split averages the user's Attack and Special Attack stats with those of the target Pokémon. Both the user's and the target's stat changes are ignored when calculating the average.

Speed Swap
Main article: Speed Swap (move)

The move Speed Swap swaps the user's Speed stat with that of the target Pokémon. This move does not swap in-battle speed modifiers, such as Abilities and stat stages.

Power Trick
Shuckle switching its powers
Main article: Power Trick (move)

The move Power Trick swaps the user's base stat of Attack and base stat of Defense. This effect is passed by Baton Pass.

Power Boost

This status condition in Legends: Arceus indicates that a Pokémon's offensive stats are raised, increasing the damage it deals with its moves by 50%. It usually consists of moves that can raise Attack or Special Attack in other core series games.

It lasts four turns for Bulk Up, Calm Mind, and Victory Dance and five turns for Nasty Plot and Swords Dance.

Power Drop

This status condition in Legends: Arceus indicates that a Pokémon's offensive stats are lowered, decreasing the damage it deals by a third. It usually consists of moves that can lower Attack or Special Attack in other core series games.

Draco Meteor and Leaf Storm lower the user's offensive stats for three turns. Mystical Fire, Snarl, and Struggle Bug lower the target's offensive stats for three turns, while it lasts five turns for Baby-Doll Eyes.

Guard Boost

This status condition in Legends: Arceus indicates that a Pokémon's defensive stats are raised, decreasing the damage it takes from attacks by a third. It usually consists of moves that can raise Defense or Special Defense in other core series games.

It lasts four turns for Victory Dance and five turns for Iron Defense.

Guard Drop

This status condition in Legends: Arceus indicates that a Pokémon's defensive stats are lowered, increasing the damage it takes from attacks by 50%. It usually consists of moves that can lower Defense or Special Defense in other core series games.

Close Combat and Headlong Rush lower the user's defensive stats for three turns. Triple Arrows lowers the target's defensive stats for three turns.

Critical Hit Boost

This status condition in Legends: Arceus indicates that a Pokémon's critical hit ratio is increased, increasing the chance to land a critical hit.

It lasts 5 turns for Focus Energy and 3 turns for Triple Arrows.

Obscured

Obscured is a status condition exclusive to Pokémon Legends: Arceus that causes incoming attacks to become more likely to miss. It does not affect sure-hit moves, which will always hit an obscured target regardless. It corresponds to moves that can lower the target's accuracy in other core series games.

Mud Bomb, Mud-Slap, Octazooka, and Shadow Force obscure the user for three turns, while for Lunar Blessing and Shelter, it lasts four turns.

Forced Move

Choice lock
Main article: :Category:Choice items

When a Pokémon holding a Choice Band, Choice Specs, or Choice Scarf first selects a move, it will only be able to use that move until switched out.

Encore
Mamoswine and Cyndaquil being under Encore
Main article: Encore (move)

Encore forces the Pokémon to repeat its last attack for 2-5 turns in Generation II, 4-8 turns in Generations III and IV, and 3 turns in Generation V and VI. In Generation V, if the Pokémon has Magic Coat active, the move will fail.

Rampage
Axew being forced to attack
Main article: Rampage

If a Pokémon uses either Thrash, Outrage, Petal Dance, Rage (Generation I only), or Raging Fury (Generation IX only) it will be forced to use that move for 2-3 turns (3-4 in Generation I) and will become confused at the end.

Rolling
Main article: Rollout (move)
Main article: Ice Ball (move)

If a Pokémon uses either Rollout or Ice Ball, it will be forced to use that move for 5 turns, doubling in power for each consecutive hit.

Making an uproar
Main article: Uproar (move)

If a Pokémon uses Uproar, it will be forced to use that move for 3 turns (2-5 in Generations III and IV). While a Pokémon is making an uproar, other Pokémon will be unable to sleep (except for Pokémon with the Ability Soundproof in Generations III or IV).

Fixated

In Pokémon Legends: Arceus, Pokémon can become fixated on using a move. While fixated, that move deals increased damage, but also causes the user to receive increased damage from direct attacks. Fixation ends when the Pokémon uses a different move.

The moves Petal Dance, Outrage, Rollout, Ice Ball, and Raging Fury cause fixation after they are used; additionally, the item Choice Dumpling can cause fixation on the last move used.

Multi-turn Move

Bide
Main article: Bide (move)

If a Pokémon uses Bide, the user will be unable to select a move for an idling period of 2 turns (2-3 in Generations I and II), though it will still be able to switch out during the move's effect. Afterwards, Bide will do damage equal to twice the damage received during the idling period. If the user is not directly attacked during the biding period, Bide will fail on the turn it would have released.

Recharging
Incineroar recharging after using Blast Burn
Main article: Recharge

A Pokémon that successfully uses certain moves must recharge during the next turn. While recharging, the Pokémon cannot perform an action.

Charging turn
Lurantis charging energy for Solar Blade

Several two-turn moves have a turn where a Pokémon cannot act. The charging can be skipped with a Power Herb, or in the case of Solar Beam and Solar Blade, the presence of harsh sunlight.

Pokémon that are readying Sky Attack become cloaked in light.

Pokémon that are readying Solar Beam or Solar Blade take in sunlight.

Pokémon that are readying Razor Wind whip up a whirlwind.

Moves
Move Type Category Power Accuracy Notes
Bounce Flying Physical 85 85% User becomes semi-invulnerable. 30% chance of paralyzing the target
Dig Ground Physical 80 100% User becomes semi-invulnerable
Dive Water Physical 80 100% User becomes semi-invulnerable
Fly Flying Physical 90 95% User becomes semi-invulnerable
Freeze Shock Ice Physical 140 90% 30% chance of paralyzing the target
Geomancy Fairy Status —% Raises the user's Special Attack, Special Defense, and Speed by two stages
Ice Burn Ice Special 140 90% 30% chance of burning the target
Meteor Beam Rock Special 120 90% Raises the user's Special Attack by one level on the first turn
Phantom Force Ghost Physical 90 100% User becomes semi-invulnerable
Razor Wind Normal Special 80 100% Has an increased critical hit ratio*
Shadow Force Ghost Physical 120 100% User becomes semi-invulnerable
Skull Bash Normal Physical 130 100% Raises the user's Defense by one level on the first turn*
Sky Attack Flying Physical 140 90% Has an increased critical hit ratio*
Has a 30% chance of causing the target to flinch*
Sky Drop Flying Physical 60 100% User and target become semi-invulnerable. Ends early if user or target faints.
Solar Beam Grass Special 120 100% Will not need a turn to charge if used during harsh sunlight*
Solar Blade Grass Physical 125 100% Will not need a turn to charge if used during harsh sunlight
Semi-invulnerable turn
Main article: Semi-invulnerable turn

Several moves with a charging turn will cause a Pokémon to become semi-invulnerable, and most moves will miss regardless of accuracy, even moves that never miss. This condition can be split into four different types based on the moves that can bypass it: the flying type caused by Fly, Bounce, and Sky Drop; the diving type caused by Dive; the digging type caused by Dig; and the phantom type caused by Phantom Force and Shadow Force.

Transient

These status conditions take effect only within the turn they are applied.

Flinch
Magmar flinching

Main article: Flinch

The flinch status prevents a Pokémon from attacking during one turn.

Bracing
Heracross bracing itself
Main article: Endure (move)

When a Pokémon uses Endure, it braces itself so that whenever it takes damage that turn, it will always survive with at least 1 HP. The Focus Sash, Focus Band, and Ability Sturdy all have similar effects.

Center of attention
Clefairy drawing attention to itself
Main article: Center of attention

If a Pokémon is the center of attention, its opponents are forced to target the center of attention rather than their intended target.

Magic Coat
Absol bouncing back an attack
Main article: Magic Coat (move)

A Pokémon shrouded with Magic Coat will reflect most status moves used against it or its side of the field back at the user during the turn it used the move. The Ability Magic Bounce reflects the same moves.

Protection
Main article: Protection

A protected Pokémon will be unaffected by physical, special, and/or status moves during one turn depending on the protection move used.

In the spin-off games

Pokémon Mystery Dungeon series

Main article: Status condition (Mystery Dungeon)

In the Pokémon Mystery Dungeon series, Infatuation prevents the Pokémon from doing anything for 5-6 turns, and causes linked moves to cease.

The Flinch status is known as the Cringe in Pokémon Mystery Dungeon: Red Rescue Team, Blue Rescue Team, Explorers of Time, Explorers of Darkness and Explorers of Sky, and Gates to Infinity. It is renamed as the flinch status condition in Pokémon Super Mystery Dungeon.

Pokémon Conquest

In Pokémon Conquest, all status conditions disappear after battle.

In this game, confusion is a non-volatile status. A confused Pokémon may randomly move and attack other Pokémon, including allies. If a Pokémon moves in its confusion, the Warrior is prevented from using an item or activating a Warrior Skill that turn. Confusion may wear off in the first turn.

In this game, a Pokémon that has flinched is unable to perform any actions (i.e. move around, use moves), along with its partner Warrior (i.e. use Warrior Skills, use items, link). Since battles in this game are turn-based, flinching does not require a first strike via an advantage in Speed or priority, unlike in the main series. The turn-based gameplay and the duration of flinching also makes consecutive flinching impairment impossible, unlike in the main series.

Pokémon Shuffle

Mimikyu is Spooked.

In Pokémon Shuffle, status conditions can be inflicted onto the opponent by skills when matching Pokémon icons at the start of a combo. A foe can only have one status condition at a time.

All status conditions will wear off as moves are made. More specifically, a status condition's duration will tick down after a move is made, but before the second hit onwards of the move's resulting combo. This can result in the status effect being active for the first match of the combo, but being inactive for the subsequent matches in the same combo.

The Skill Relentless will increase the damage of the initial match against a foe that has a status condition. The in-game description states that it increases the damage of the combo as well, but due to a bug, it does not.

The Skills Mind Zap and Prank cannot activate against a foe that has a status condition.

The effects of Shuffle's status conditions are as follows:

  • Asleep - The Pokémon cannot use disruptions, their disruption countdown is paused, and the Pokémon will take 20% more damage. Caused by the Skills Nap Time or Sleep Charm.
  • Burned - The Pokémon takes 50% more damage from Fire-type Pokémon. Caused by the Skills Burn or Burn+.
  • Disruption Delay - The Pokémon cannot use disruptions, and their disruption countdown is paused. This is inflicted by the Disruption Delay.png Disruption Delay item, as well as the Skills Astonish, Chill, Constrict, Crushing Step, Daunt, Fascinate, Flap, Power Hug, Sand Sport, Shadow Shock, or Whirlpool.
  • Frozen - The Pokémon cannot use disruptions, their disruption countdown is paused, and the Pokémon will take 20% more damage from Ice-type Pokémon. Caused by the Skills Freeze or Freeze+.
  • Paralyzed - The Pokémon cannot use disruptions, and their disruption countdown is paused. Caused by the Skills Dragon Shriek, Lightning, Paralyze, Paralyze+, Quake, or Shock Attack.
  • Poisoned - The Pokémon takes 50% more damage from Poison-type Pokémon (However, the activation move only takes 20% more damage). Caused by the Skill Poison.
  • Spooked - The Pokémon takes 50% more damage from Ghost-type Pokémon. Caused by the Skills Spookify or Spookify+.

In this game, most types have immunities to certain status conditions. These listed in the chart below, where an "X" indicates an immunity.

Status condition effectiveness
Condition Defender's type
Normal Fighting Flying Poison Ground Rock Bug Ghost Steel Fire Water Grass Electric Psychic Ice Dragon Dark Fairy
Asleep
Burned
Disruption Delay.png Disruption Delay
Frozen
Paralyzed
Poisoned
Spooked

Pokémon Trading Card Game Live

Pokémon Trading Card Game Live calls effects that occur to players Global Status Conditions, though this term has only appeared in the menus.

Effects that occur to Pokémon are called status effects[4] They are divided into positive effects and negative effects based on if they benefit or hinder the Pokémon. Effects that occur to non-Pokémon entities, such as an attached Pokémon Tool card or a Special Condition a Pokémon is suffering from, are displayed as part of the status effects on the Pokémon.

In the TCG

Main article: Effect (TCG)
Main article: Special Condition (TCG)

In the TCG, many cards are capable of creating effects, namely changes to the game state applied to specific entities. Some effects happen instantaneously, like drawing cards or moving a Benched Pokémon to the Active Spot. Many effects instead persist on a entity for a longer period of time, ending when the turn ends, when the next turn of that player begins, or until the card creating the effect leaves play. Effects can be placed on Pokémon, Pokémon Tool cards, and players. Some cards have effects that can remove the effects affecting a Pokémon or player, or prevent those effects from being applied.

When attacks create effects, those effects can be universally cleared off by having the Pokémon afflicted evolve, devolve, have a Pokémon Level-Up card put on it, or move to the Bench.

One group of effects is the placement of Special Conditions on Pokémon. Those are analogous to Status conditions, impairing a Pokémon's ability to battle. They consist of Burned, Poisoned, Asleep, Paralyzed, and Confused. However, Special Conditions themselves are not effects.[5][6] Special Conditions can be affected by effects, making them more potent.[5] Special Conditions are unable to affect Benched Pokémon. As with the effects of attacks, they are also cleared whenever a Pokémon evolves, devolves, have a Pokémon Level-Up card put on it, or moves to the Bench. Some cards have effects that remove Special Conditions, or prevent them from being applied.

Some effects place counters or markers. These effects are unique because they are not removed when a Pokémon goes to the Bench, but still get removed when Pokémon evolve, devolve, or have a Pokémon Level-Up card put on them. There are effects that remove counters and markers, but those are rare.

In other languages

Language Title
Chinese Cantonese 異常狀態 Yihsèuhng Johngtaai
Mandarin 異常狀態 / 异常状态 Yìcháng Zhuàngtài
The Netherlands Flag.png Dutch Staatusconditie
Finland Flag.png Finnish Statustila
French Canada Flag.png Canada Problème d'état*
France Flag.png Europe Problème de statut
Germany Flag.png German Statusprobleme
Italy Flag.png Italian Problema di stato
South Korea Flag.png Korean 상태 이상 Sangtae Isang
Norway Flag.png Norwegian Statusproblem
Poland Flag.png Polish Zmiana statusu
Portugal Flag.png Portuguese Problema de estado
Russia Flag.png Russian Особый состояние Osobyy sostoyaniye
Spain Flag.png Spanish Problema de estado
Sweden Flag.png Swedish Statusproblem
Vietnam Flag.png Vietnamese Tình trạng bất thường

Trivia

  • In Pokémon Crystal, a Pokémon will not say its cry if asleep, frozen or fainted.
  • In the Switch Pokémon games, Bind, Clamp, Sand Tomb, Fire Spin, Infestation, Magma Storm, Snap Trap, Thunder Cage, Whirlpool and Wrap are all coded as the same status condition, all running for between 5 and 6 turns. However, they vary in animation, PP, Type and Power.

See also

References


Status conditions
BURN FREEZE PARALYSIS POISON
SLEEP CONFUSION FLINCH FAINTING
Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.