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

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(Formatting and some info taken from User:TehPerson/Battle state)
 
(apparently heal block and psychic noise have different durations)
 
(18 intermediate revisions by the same user not shown)
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A '''battle effect''' is some special condition that may affect a Pokémon's capabilities in battle.
{{incomplete|needs=Missing official names (If single cause (eg: Laser Focus) use official name and link to cause page. If multiple cause, if a main page exists for that state (eg: Center of attention) use official name and link to main page, otherwise use official name and include causes in brackets (see Focusing for example).


==Field effects==
Before Mainspacing: Missing links in effect descriptions. Missing information on changes between generations. Missing baton pass info.
A field effect is a condition that affects some or all of the positions of the field and persists between turns, impacting any Pokémon occupying the affected positions.


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


{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
A Pokémon's [[Battle status#Battle states|battle state]] describes a set of conditions that affect its capabilities in battles. There are two kinds of battle states: those that affect one or both sides of the battlefield, and those that affect individual Pokémon.
|- style="text-align:center;"
 
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Battle state
A battle state's duration is based on complete turns and includes the initial turn. States that take effect each turn are applied at the end of the turn.
! class="unsortable" style="background-color:#{{Battle items color light}}; width:200px;" | Image
 
! class="unsortable" style="background-color:#{{Battle items color light}}; width:350px;" | Effect
==Field states==
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
A field state is a condition that affects some or all of the positions of the field and persists between turns, impacting any Pokémon occupying the affected positions.
! class="unsortable" style="background-color:#{{Battle items color light}}; width:300px;" | Triggers
 
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
===Whole field states===
These field states affect the field as a whole, impacting every Pokémon currently in battle.
 
[[Weather]] and [[terrain]] effects are unique, only one of each can be in effect simultaneously.
 
Terrain effects only impact grounded Pokémon.
 
{| class="roundy sortable" style="margin:auto; text-align:center; background: #999; border: 5px solid #cdcdcd"; padding:2px; cellspacing="1"
|-style="text-align:center; background-color:#ccc"
! style="{{roundytl|3px}}" | Category
! style="width:110px;" | Field state
! class="unsortable" | Effect
! Duration
! style="{{roundytr|3px}}" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
|-style='background:#fff'
| Mud Sport
| colspan="2" | {{m|Mud Sport}}
|
| style='text-align:left' | The power of Electric-type moves is halved.
| style='text-align:left' | The power of Electric-type moves is halved.
| 5 turns
| 5 turns
| {{m|Mud Sport}}
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| Water Sport
| colspan="2" | {{m|Water Sport}}
|
| style='text-align:left' | The power of Fire-type moves is halved.
| style='text-align:left' | The power of Fire-type moves is halved.
| 5 turns
| 5 turns
| {{m|Water Sport}}
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| Gravity
| colspan="2" | {{m|Gravity}} (see also: {{m|G-Max Gravitas}})
|  
| style='text-align:left' | Moves are more likely to hit. Pokémon are grounded. Prevents specific Moves.
| style='text-align:left' | Moves are more likely to hit. Ground-type moves will hit Flying-type Pokémon and Pokémon with the Levitate Ability. Moves that require action midair can't be used.
| 5 turns
| 5 turns
| {{m|Gravity}} • {{m|G-Max Gravitas}}
| {{gen|IV}}
| {{gen|IV}}
|-style='background:#fff'
|-style='background:#fff'
| Trick Room
| colspan="2" | {{m|Trick Room}}
|
| style='text-align:left' | Reverses move order.
| style='text-align:left' | Slower Pokémon get to move first.
| 5 turns
| 5 turns
| {{m|Trick Room}}
| {{gen|IV}}
| {{gen|IV}}
|-style='background:#fff'
|-style='background:#fff'
| Magic Room
| colspan="2" | {{m|Magic Room}}
|
| style='text-align:left' | Pokémon can't use their held items.
| style='text-align:left' | Pokémon can't use their held items.
| 5 turns
| 5 turns
| {{m|Magic Room}}
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
| Wonder Room
| colspan="2" | {{m|Wonder Room}}
|
| style='text-align:left' | Pokémon's Defense and Sp. Def stats are swapped.
| style='text-align:left' | Pokémon's Defense and Sp. Def are swapped.
| 5 turns
| 5 turns
| {{m|Wonder Room}}
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
| Fairy Lock
| colspan="2" | {{m|Fairy Lock}}
|
| style='text-align:left' | Pokémon can’t flee or withdraw during the next turn.
| style='text-align:left' | No Pokémon can flee or withdraw.
| {{tt|2 turns|Effect is only applied during the second turn}}
| {{gen|VI}}
|-style='background:#fff'
| colspan="2" | {{m|Ion Deluge}} (see also: {{m|Plasma Fists}})
| style='text-align:left' | Normal-type moves become Electric-type.
| 1 turn
| 1 turn
| {{m|Fairy Lock}}
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| Plasma Fists
| rowspan="9" | [[Weather]]
|
| style='text-align:left' | All Normal-type moves will become Electric-type for the remainder of the turn Plasma Fists is used.
| Transient
| {{m|Plasma Fists}}
| {{gen|VII}}
|}
 
====Weather====
Only a single Weather type can be in effect at once.
 
{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
|- style="text-align:center;"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Battle state
! class="unsortable" style="background-color:#{{Battle items color light}}; width:200px;" | Image
! class="unsortable" style="background-color:#{{Battle items color light}}; width:350px;" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:300px;" | Triggers
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
| [[Harsh sunlight|Harsh Sunlight]]
| [[Harsh sunlight|Harsh Sunlight]]
|
| style='text-align:left' | The power of Fire-type moves is increased by 50%. The power of Water-type moves is halved. Prevents Freezing.
| style='text-align:left' | The harsh sunlight weather condition. It boosts the power of Fire-type moves and lowers the power of Water-type moves.
| rowspan="9" | Varies
| {{m|Sunny Day}}<br>{{a|Drought}} • {{a|Orichalcum Pulse}}
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| {{weather|Rain}}
| {{weather|Rain}}
|
| style='text-align:left' | The power of Water-type moves is increased by 50%. The power of Fire-type moves is halved.
| style='text-align:left' | The rain weather condition. It boosts the power of Water-type moves and lowers the power of Fire-type moves.
| {{m|Rain Dance}} • {{a|Drizzle}}
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| {{weather|Sandstorm}}
| {{weather|Sandstorm}}
|
| style='text-align:left' | Pokémon that are not Rock-, Ground-, or Steel-type lose 1/16 of their maximum HP each turn. Increases the Sp. Def stat of Rock-type Pokémon by 50%.
| style='text-align:left' | The sandstorm weather condition. At the end of each turn, it damages all Pokémon that are not Rock, Ground, or Steel types. It boosts the Sp. Def of Rock-type Pokémon.
| {{m|Sandstorm}}<br>{{a|Sand Stream}} • {{a|Sand Spit}}
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| {{weather|Hail}}
| {{weather|Hail}}
|
| style='text-align:left' | Pokémon that are not Ice-types lose 1/16 of their maximum HP each turn.
| style='text-align:left' | The hail weather condition. At the end of each turn, it damages all Pokémon that are not Ice types.
| {{m|Hail}} • {{a|Snow Warning}}
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| {{weather|Snow}}
| [[Snow]]
|
| style='text-align:left' | Increases the Defense stat of Ice-type Pokémon by 50%.
| style='text-align:left' | The snow weather condition. It makes Blizzard more likely to hit and boosts the Defense of Ice-type Pokémon.
| {{m|Snowscape}} • {{a|Snow Warning}}
| {{gen|IX}}
| {{gen|IX}}
|-style='background:#fff'
|-style='background:#fff'
| {{weather|Fog}}
| {{weather|Fog}}
|
| style='text-align:left' | The accuracy of moves is decreased by 40%.
| style='text-align:left' | The Fog weather condition. All moves are less accurate, apart from moves that are always sure to hit.
| Overworld effect only
| {{gen|IX}}
| {{gen|IX}}
|-style='background:#fff'
|-style='background:#fff'
| Extremely Harsh Sunlight
| [[Harsh sunlight|Extremely Harsh Sunlight]]
|
| style='text-align:left' | The power of Fire-type moves is increased by 50%. Prevents Water-type attacks. Prevents freezing.
| style='text-align:left' | The extremely harsh sunlight weather condition. It boosts the power of Fire-type moves and protects Pokémon from Water-type moves.
| {{a|Desolate Land}}
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| Heavy Rain
| [[Rain|Heavy Rain]]
|
| style='text-align:left' | The power of Water-type moves is increased by 50%. Prevents Fire-type attacks.
| style='text-align:left' | The heavy rain weather condition. It boosts the power of Water-type moves and protects Pokémon from Fire-type moves.
| {{a|Primordial Sea}}
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| Strong Winds
| [[Strong winds|Strong Winds]]
|
| style='text-align:left' | Electric-, Ice-, and Rock-type moves deal neutral damage to Flying-type Pokémon.
| style='text-align:left' | The strong winds weather condition. The power of moves that are super effective against Flying-type Pokémon is decreased.
| {{a|Delta Stream}}
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
|}
| rowspan="4" | [[Terrain]]
 
| [[Terrain|Electric Terrain]]
====Terrain====
| style='text-align:left' | The power of Electric-type moves is increased by 30%. Prevents Pokémon from sleeping or being drowsy.
Only a single Terrain type can be in effect at once.
| rowspan="4" | 5 turns
 
{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
|- style="text-align:center;"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Battle state
! class="unsortable" style="background-color:#{{Battle items color light}}; width:200px;" | Image
! class="unsortable" style="background-color:#{{Battle items color light}}; width:350px;" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! class="unsortable" style="background-color:#{{Battle items color light}}; width:300px;" | Triggers
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
| Electric Terrain
|
| style='text-align:left' | Pokémon on the ground won't fall asleep. The power of Electric-type moves is boosted.
| 5 turns
| {{m|Electric Terrain}}<br>{{a|Electric Surge}} • {{a|Hadron Engine}}
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| Grassy Terrain
| [[Terrain|Grassy Terrain]]
|
| style='text-align:left' | The power of Grass-type moves is increased by 30%. Pokémon heal 1/16 of their maximum HP each turn.
| style='text-align:left' | Pokémon on the ground will have a little HP restored at the end of each turn. The power of Grass-type moves is boosted.
| 5 turns
| {{m|Grassy Terrain}}<br>{{a|Grassy Surge}} • {{a|Seed Sower}}
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| Misty Terrain
| [[Terrain|Misty Terrain]]
|
| style='text-align:left' | Damage from Dragon-type moves is halved. Prevents all status conditions and confusion.
| style='text-align:left' | Pokémon on the ground won't get any status conditions. Damage from Dragon-type moves is halved.
| 5 turns
| {{m|Misty Terrain}} • {{a|Misty Surge}}
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| Psychic Terrain
| [[Terrain|Psychic Terrain]]
|
| style='text-align:left' | The power of Psychic-type moves is increased by 30%. Protects Pokémon from moves that have increased priority.
| style='text-align:left' | Pokémon on the ground won't be hit by priority moves. The power of Psychic-type moves is boosted.
| 5 turns
| {{m|Psychic Terrain}} • {{a|Psychic Surge}}
| {{gen|VII}}
| {{gen|VII}}
|}
|}


===Side of field effects===
===Side of field state===
These field effects affect every position on one side of the field.
These field states affect one side of the field, impacting every Pokémon currently in battle on that side.
All side of field effects other than Team Protections can be swapped using {{m|Court Change}}.
 
All side of field states other than [[Protection]]s can be swapped using {{m|Court Change}}.
 
[[Entry hazards]] only impact grounded Pokémon and only take effect when a Pokémon is first sent out.
 


{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
{| class="roundy sortable" style="margin:auto; text-align:center; background: #999; border: 5px solid #cdcdcd"; padding:2px; cellspacing="1"
|- style="text-align:center;"
|-style="text-align:center; background-color:#ccc"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Battle state
! style="{{roundytl|3px}}" | Category
! class="unsortable" style="background-color:#{{Battle items color light}}; width:200px;" | Image
! style="width:110px;" | Side state
! class="unsortable" style="background-color:#{{Battle items color light}}; width:350px;" | Effect
! class="unsortable" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! Duration
! class="unsortable" style="background-color:#{{Battle items color light}}; width:300px;" | Triggers
! style="{{roundytr|3px}}" | {{color2|000|Generation|Gen}}
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
|-style='background:#fff'
| Light Screen
| colspan="2" | {{cat|Screen-creating moves|Light Screen}}
| [[File:Light_Screen_IX.png|200px]]
| style='text-align:left' | Damage from special moves is halved.
| style='text-align:left' | Damage from special moves is halved.
| 5 turns
| 5 turns
| {{m|Light Screen}} • {{m|Glitzy Glow}}
| {{gen|I}}
| {{gen|I}}
|-style='background:#fff'
|-style='background:#fff'
| Reflect
| colspan="2" | {{cat|Screen-creating moves|Reflect}}
| [[File:Reflect_IX.png|200px]]
| style='text-align:left' | Damage from physical moves is halved.
| style='text-align:left' | Damage from physical moves is halved.
| 5 turns
| 5 turns
| {{m|Reflect}} • {{m|Baddy Bad}}
| {{gen|I}}
| {{gen|I}}
|-style='background:#fff'
|-style='background:#fff'
| Aurora Veil
| colspan="2" | {{cat|Screen-creating moves|Aurora Veil}}
| [[File:Aurora Veil IX.png|200px]]
| style='text-align:left' | Damage from special and physical moves is halved.
| style='text-align:left' | Damage from special and physical moves is halved.
| 5 turns
| 5 turns
| {{m|Aurora Veil}} • {{m|G-Max Resonance}}
| {{gen|VII}}
| {{gen|VII}}
|-style='background:#fff'
|-style='background:#fff'
| Tailwind
| colspan="2" | {{m|Tailwind}}
| [[File:Tailwind IX.png|200px]]
| style='text-align:left' | Pokémon’s Speed is doubled.
| style='text-align:left' | The Speed stats of a Pokémon and its allies are doubled.
| 4 turns
| 4 turns
| {{m|Tailwind}}
| {{gen|IV}}
| {{gen|IV}}
|-style='background:#fff'
|-style='background:#fff'
| Lucky Chant
| colspan="2" | {{m|Lucky Chant}}
| [[File:Lucky Chant VII.png|200px]]
| style='text-align:left' | Prevents receiving critical hits.
| style='text-align:left' | The opponent's moves won't result in a critical hit.
| 5 turns
| 5 turns
| {{m|Lucky Chant}}
| {{gen|IV}}
| {{gen|IV}}
|-style='background:#fff'
|-style='background:#fff'
| Mist
| colspan="2" | {{m|Mist}} (see also: [[Guard Spec.]])
| [[File:Mist IX.png|200px]]
| style='text-align:left' | Prevents lowered stats.
| style='text-align:left' | The opponent's moves won't result in lowered stats.
| 5 turns
| 5 turns
| {{m|Mist}}
| {{gen|I}}
| {{gen|I}}
|-style='background:#fff'
|-style='background:#fff'
| Safeguard
| colspan="2" | {{m|Safeguard}}
| [[File:Safeguard_IX.png|200px]]
| style='text-align:left' | Prevents all status conditions and confusion.
| style='text-align:left' | The opponent's moves won't result in status conditions.
| 5 turns
| 5 turns
| {{m|Safeguard}}
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| Rainbow
| colspan="2" | [[Move variations#Pledge moves|Rainbow]]
| [[File:Water Pledge VIII rainbow.png|200px]]
| style='text-align:left' | The additional effects of moves are more likely to occur.
| style='text-align:left' | The additional effects of moves are more likely to occur.
| 4 turns
| 4 turns
| {{m|Fire Pledge}} + {{m|Water Pledge}}
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
| Swamp
| colspan="2" | [[Move variations#Pledge moves|Swamp]]
| [[File:Grass Pledge VIII swamp.png|200px]]
| style='text-align:left' | Speed stat is reduced by 75%.
| style='text-align:left' | Speed is reduced by 75%.
| 4 turns
| 4 turns
| {{m|Water Pledge}} + {{m|Grass Pledge}}
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
| Sea of Fire
| colspan="2" | [[Move variations#Pledge moves|Sea of Fire]]
| [[File:Fire Pledge VIII sea of fire.png|200px]]
| style='text-align:left' | Pokémon that are not Fire-types lose 1/8 of their maximum HP each turn.
| style='text-align:left' | Pokémon that are not Fire types will take 1/8th HP damage every turn.
| 4 turns
| 4 turns
| {{m|Grass Pledge}} + {{m|Fire Pledge}}
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
| G-Max Wildfire
| colspan="2" | {{m|G-Max Wildfire}}
|
| style='text-align:left' | Pokémon that are not Fire-types lose 1/6 of their maximum HP each turn.
| style='text-align:left' | Pokémon that are not Fire types will take 1/6th HP damage every turn.
| 4 turns
| 4 turns
| {{m|G-Max Wildfire}}
| {{gen|VIII}}
| {{gen|VIII}}
|-style='background:#fff'
|-style='background:#fff'
| G-Max Volcalith
| colspan="2" | {{m|G-Max Volcalith}}
|
| style='text-align:left' | Pokémon that are not Rock-types lose 1/6 of their maximum HP each turn.
| style='text-align:left' | Pokémon that are not Rock types will take damage every turn.
| 4 turns
| 4 turns
| {{m|G-Max Volcalith}}
| {{gen|VIII}}
| {{gen|VIII}}
|-style='background:#fff'
|-style='background:#fff'
| G-Max Vine Lash
| colspan="2" | {{m|G-Max Vine Lash}}
|
| style='text-align:left' | Pokémon that are not Grass-types lose 1/6 of their maximum HP each turn.
| style='text-align:left' | Pokémon that are not Grass types will take damage every turn.
| 4 turns
| 4 turns
| {{m|G-Max Vine Lash}}
| {{gen|VIII}}
| {{gen|VIII}}
|-style='background:#fff'
|-style='background:#fff'
| G-Max Cannonade
| colspan="2" | {{m|G-Max Cannonade}}
|
| style='text-align:left' | Pokémon that are not Water-types lose 1/6 of their maximum HP each turn.
| style='text-align:left' | Pokémon that are not Water types will take damage every turn.
| 4 turns
| 4 turns
| {{m|G-Max Cannonade}}
| {{gen|VIII}}
| {{gen|VIII}}
|}
====Entry Hazards====
These take effect when a Pokémon is sent out into an affected position.
{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
|- style="text-align:center;"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Battle state
! class="unsortable" style="background-color:#{{Battle items color light}}; width:200px;" | Image
! class="unsortable" style="background-color:#{{Battle items color light}}; width:350px;" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:300px;" | Triggers
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
|-style='background:#fff'
| Spikes
| rowspan="5" | [[Entry hazards]]
| [[File:Spikes IX 2.png|200px]]
| [[Entry hazards|Spikes]]
| style='text-align:left' | Pokémon that switch into battle will take damage. Flying-type Pokémon or Pokémon with the Levitate Ability will not be affected.
| style='text-align:left' | The Pokémon loses 1/8 of its maximum HP at 1 stack, 1/6 at 2 stacks, and 1/4 at 3 stacks.
| {{m|Spikes}}
| rowspan="5" | N/A
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| Stealth Rock
| [[Entry hazards|Pointed stones]]
|  
| style='text-align:left' | The Pokémon loses 1/6 of its maximum HP multiplied by Rock-type effectiveness.
| style='text-align:left' | Pokémon that switch into battle will take damage.
| {{m|Stealth Rock}}
| {{gen|IV}}
| {{gen|IV}}
|-style='background:#fff'
|-style='background:#fff'
| Toxic Spikes
| [[Entry hazards|Poison spikes]]
|  
| style='text-align:left' | The Pokémon is poisoned at 1 stack, badly poisoned at 2 stacks.
| style='text-align:left' | Pokémon that switch into battle will be poisoned. Flying-type Pokémon or Pokémon with the Levitate Ability will not be affected.
| {{m|Toxic Spikes}}
| {{gen|IV}}
| {{gen|IV}}
|-style='background:#fff'
|-style='background:#fff'
| Sticky Web
| [[Entry hazards|Sticky Web]]
|
| style='text-align:left' | Lowers the Pokémon's Speed stat.
| style='text-align:left' | Pokémon that switch into battle will have their Speed lowered.
| {{m|Sticky Web}}
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| Sharp Steel
| [[Entry hazards|Sharp Steel]]
|
| style='text-align:left' | The Pokémon loses 1/6 of its maximum HP multiplied by Steel-type effectiveness.
| style='text-align:left' | Pokémon that switch into battle will take damage.
| {{m|G-Max Steelsurge}}
| {{gen|VIII}}
| {{gen|VIII}}
|}
====Team Protection====
{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
|- style="text-align:center;"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Battle state
! class="unsortable" style="background-color:#{{Battle items color light}}; width:200px;" | Image
! class="unsortable" style="background-color:#{{Battle items color light}}; width:350px;" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:300px;" | Triggers
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
|-style='background:#fff'
| Quick Guard
| rowspan="4" | [[Protection]]
|
| {{m|Quick Guard}}
| style='text-align:left' | Protects Pokémon from moves that have increased priority.
| style='text-align:left' | Protects Pokémon from moves that have increased priority.
| {{m|Quick Guard}}
| rowspan="4" | 1 turn
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
| Wide Guard
| {{m|Wide Guard}}
|
| style='text-align:left' | Protects Pokémon from moves that can target multiple Pokémon.
| style='text-align:left' | Protects Pokémon from moves that can target multiple Pokémon.
| {{m|Wide Guard}}
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
| Crafty Shield
| {{m|Crafty Shield}}
|
| style='text-align:left' | Protects Pokémon from status moves.
| style='text-align:left' | Protects Pokémon from status moves.
| {{m|Crafty Shield}}
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| Mat Block
|
| style='text-align:left' | Protects Pokémon from physical or special moves.
| {{m|Mat Block}}
| {{m|Mat Block}}
| style='text-align:left' | Protects Pokémon from all attacks.
| {{gen|VI}}
| {{gen|VI}}
|}
|}


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


{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
{| class="roundy sortable" style="margin:auto; text-align:center; background: #999; border: 5px solid #cdcdcd"; padding:2px; cellspacing="1"
|- style="text-align:center;"
|-style="text-align:center; background-color:#ccc"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Battle state
! style="{{roundytl|3px}}; width:110px;" | Position state
! class="unsortable" style="background-color:#{{Battle items color light}}; width:200px;" | Image
! class="unsortable" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:350px;" | Effect
! Duration
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! style="{{roundytr|3px}}" | {{color2|000|Generation|Gen}}
! class="unsortable" style="background-color:#{{Battle items color light}}; width:300px;" | Triggers
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
|-style='background:#fff'
| Wish
| {{m|Wish}}
| [[File:Wish IX 2.png|200px]]
| style='text-align:left' | The Pokémon in this position will recover half of the user's maximum HP when this effect ends.
| style='text-align:left' | The Pokémon occupying the affected position will have its HP restored when this effect ends.
| 1 turn
| 1 turn
| {{m|Wish}}
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| Healing Wish
| {{m|Healing Wish}} (see also: {{m|Lunar Dance}})
|  
| style='text-align:left' | A damaged Pokémon that is sent out into this position is fully restored. This ends the effect.
| style='text-align:left' | A Pokémon with lost HP or a status condition sent out into the affected position will be have its HP and be cured of any status conditions, at which point the effect will end.
| N/A
| N/A (1 turn prior to Gen VIII)
| {{m|Healing Wish}} • {{m|Lunar Dance}}
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| Future Attack
| {{m|Future Sight}} (see also: {{m|Doom Desire}})
|  
| style='text-align:left' | The Pokémon in this position will take damage when this effect ends.
| style='text-align:left' | The Pokémon occupying the affected position will take damage when this effect ends.
| 2 turns
| 2 turns
| {{m|Future Sight}} • {{m|Doom Desire}}
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|}
|}


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


Temporary table, needs modern version, baton pass info, better effect descriptions, and info on generational variations (eg: duration changes, rage only causing rampage in gen 1, etc). Triggers are also probably incomplete.
Some Pokémon battle states have an effect and duration bound to the affected Pokémon's actions rather than the general turn count, these are denoted with a duration measured in actions rather than turns. On the action when the state would expire the state will end directly before the affected Pokémon takes their turn (excluding disable, taunt, and encore) Using an {{m|Instruct|instructed move}} will count as performing an additional action that turn and reduces the duration accordingly.


{| class="wikitable"
{| class="roundy sortable" style="margin:auto; text-align:center; background: #999; border: 5px solid #cdcdcd"; padding:2px; cellspacing="1"
|-
|-style="text-align:center; background-color:#ccc"
! Gen.
! style="{{roundytl|3px}}" rowspan="2" | Category
! Name
! style="width:110px;" rowspan="2" | Pokémon state
! Duration
! class="unsortable" rowspan="2" | Effect
! Triggers
! rowspan="2" | Duration
! Baton Pass?
! rowspan="2" | Linked?
! Effect
! colspan="9" | Baton Pass?
|-
! style="{{roundytr|3px}}" rowspan="2" | {{color2|000|Generation|Gen}}
| III
|-style="text-align:center; background-color:#ccc"
| Ability change
! class="unsortable" style="min-width:20px"|{{color2|000|Generation I|I}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation II|II}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation III|III}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation IV|IV}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation V|V}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation VI|VI}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation VII|VII}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation VIII|VIII}}
! class="unsortable" style="min-width:20px"|{{color2|000|Generation IX|IX}}
|-style='background:#fff'
| rowspan="8" | Major
| {{m|Mimic}}
| style="text-align:left;" | Replaces the move Mimic with a target's last move for the Pokémon.
| N/A
| {{null}}
| || || || || || || || || {{no}}
| {{gen|I}}
|-style='background:#fff'
| {{m|Substitute}} (see also: {{m|Shed Tail}})
| style="text-align:left;" | Shields the Pokémon with a decoy until the decoy faints.
| N/A
| {{null}}
| || || || || || || || || {{yes}}
| {{gen|I}}
|-style='background:#fff'
| {{m|Transform}} (see also: {{a|Imposter}})
| style="text-align:left;" | Transforms the Pokémon into a target right down to having the same move set.
| N/A
| {{null}}
| || || || || || || || || {{no}}
| {{gen|I}}
|-style='background:#fff'
| [[Type change]]
| style="text-align:left;" | The Pokémon's typing is changed, with a type either replaced, removed, or added.
| N/A
| {{no}}
| || || || || || || || || {{no}}
| {{gen|I}}
|-style='background:#fff'
| [[Ability change]]
| style="text-align:left;" | The Pokémon has its ability changed.
| N/A
| {{no}}
| || || || || || || || || {{no}}
| {{gen|III}}
|-style='background:#fff'
| {{m|Yawn}} (see also: {{m|G-Max Snooze}})
| style="text-align:left;" | The Pokémon will fall asleep when this effect ends.
| 2 turns
| {{no}}
| || || || || || || || || {{no}}
| {{gen|III}}
|-style='background:#fff'
| {{m|Gastro Acid}} (see also: {{m|Core Enforcer}}
| style="text-align:left;" | The effect of the Pokémon's Ability is disabled.
| N/A
| N/A
| Doodle • Entrainment • Role Play • Simple Beam • Skill Swap • Worry Seed • Lingering Aroma • Mummy • Power of Alchemy • Receiver • Trace • Wandering Spirit
| {{no}}
|
| || || || || || || || || {{yes}}
| The user mimics the target completely, copying the target's natural Ability.
| {{gen|IV}}
|-
|-style='background:#fff'
| IV
| {{a|Illusion}}
| Ability Suppression
| style="text-align:left;" | Changes the appearance of the Pokémon to that of the last conscious, non-Egg Pokémon in its Trainer's party.
| N/A
| N/A
| Gastro Acid • Core Enforcer
| {{null}}
|
| || || || || || || || || {{no}}
| The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target's Ability.
| {{gen|V}}
|-
|-style='background:#fff'
|
| rowspan="7" | Stats
| Disguised
| [[Critical hit#Stage modifiers|Getting pumped]]
| style="text-align:left;" | The Pokémon's critical hit ratio is increased by 2 stages.
| N/A
| N/A
| Illusion
| {{null}}
|
| || || || || || || || || {{yes}}
|
| {{gen|I}}
|-
|-style='background:#fff'
| I
| {{m|G-Max Chi Strike}}
| Mimic
| style="text-align:left;" | The Pokémon's critical hit ratio is increased by 1 stage. This state can be stacked.
| N/A
| N/A
| Mimic
| {{null}}
|
| || || || || || || || || {{no}}
| The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
| {{gen|I}}
|-
|-style='background:#fff'
| I
| {{m|Power Trick}}
| Substitute
| style="text-align:left;" | The Pokémon's Attack and Defense stats are swapped.
| N/A
| N/A
| Substitute
| {{null}}
|
| || || || || || || || || {{yes}}
| The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
| {{gen|IV}}
|-
|-style='background:#fff'
| I
| {{m|Guard Split}}
| Transform
| style="text-align:left;" | The Pokémon's Defense and Sp. Def stats are averaged with those of a target.
| N/A
| N/A
| Transform
|
|
| The user transforms into a copy of the target right down to having the same move set.
| || || || || || || || ||
|-
| {{gen|V}}
| I
|-style='background:#fff'
| Type change
| {{m|Power Split}}
| style="text-align:left;" | The Pokémon's Attack and Sp. Atk stats are averaged with those of a target.
| N/A
| N/A
| Burn Up • Camouflage • Conversion • Conversion 2 • Double Shock • Forest's Curse • Magic Powder • Reflect Type • Soak • Trick-or-Treat • Color Change • Libero • Mimicry • Protean
|
|
| Typing can be changed, removed, or added
| || || || || || || || ||
|-
| {{gen|V}}
| I
|-style='background:#fff'
| Getting Pumped
| {{m|Speed Swap}}
| style="text-align:left;" | The Pokémon's Speed stat is swapped with a target's.
| N/A
| N/A
| Focus Energy • Dire Hit
|
|
| The user takes a deep breath and focuses so that critical hits land more easily.
| || || || || || || || ||
|-
| {{gen|VII}}
| V
|-style='background:#fff'
| Guard Split
| {{m|Syrup Bomb}}
| style="text-align:left;" | The Pokémon's Speed stat is lowered each turn for three turns.
| 3 turns
| {{no}}
| || || || || || || || ||
| {{gen|IX}}
|-style='background:#fff'
| rowspan="10" | Effectiveness
| {{m|Foresight}} (see also: {{m|Odor Sleuth}})
| style="text-align:left;" | Causes a Ghost-type Pokémon to lose its immunity to Normal- and Fighting-type attacks.<br>The Pokémon that inflicted this state ignores increased evasion stat stages when making accuracy checks against the affected Pokémon.
| N/A
| N/A
| Guard Split
| {{no}}
|
| || || || || || || || || {{no}}
| The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.
| {{gen|II}}
|-
|-style='background:#fff'
| V
| {{m|Miracle Eye}}
| Power Split
| style="text-align:left;" | Causes a Dark-type Pokémon to lose its immunity to Psychic-type attacks.<br>The Pokémon that inflicted this state ignores increased evasion stat stages when making accuracy checks against the affected Pokémon.
| N/A
| N/A
| Power Split
| {{no}}
|
| || || || || || || || || {{no}}
| The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target.
| {{gen|IV}}
|-
|-style='background:#fff'
| IV
| {{m|Minimize}}
| Power Trick
| style="text-align:left;" | The Pokémon receives double damage from certain moves (see main page for list).
| N/A
| N/A
| Power Trick
| {{null}}
|
| || || || || || || || || {{no}}
| The user employs its psychic power to switch its Attack stat with its Defense stat.
| {{gen|I}}
|-
|-style='background:#fff'
| VII
| {{m|Autotomize}}
| Speed Swap
| style="text-align:left;" | The Pokémon's weight is decreased by 220&nbsp;lbs (100&nbsp;kg). This state can be stacked to a minimum weight of 0.2&nbsp;lbs (0.1&nbsp;kg).
| N/A
| N/A
| Speed Swap
| {{null}}
|
| || || || || || || || || {{no}}
| The user exchanges Speed stats with the target.
| {{gen|V}}
|-
|-style='background:#fff'
|
| {{m|Tar Shot}}
| Automotize
| style="text-align:left;" | The Pokémon gains a weakness to Fire-type moves. This stacks normally with existing weaknesses and resistances.
| N/A
| N/A
| Automotize
| {{no}}
|
| || || || || || || || ||
| Decreases user's weight
| {{gen|VIII}}
|-
|-style='background:#fff'
| II
| {{m|Lock-On}} (see also: {{m|Mind Reader}})
| Foresight
| style="text-align:left;" | The Pokémon that inflicted this state can't miss when attacking the affected Pokémon.
| 2 turns
| {{yes}}
| || || || || || || || || {{no}}
| {{gen|II}}
|-style='background:#fff'
| {{m|Glaive Rush}}
| style="text-align:left;" | The Pokémon can't evade moves and receives double damage.
| 1 action
| {{null}}
| || || || || || || || ||
| {{gen|IX}}
|-style='background:#fff'
| {{m|Magnet Rise}}
| style="text-align:left;" | The Pokémon becomes ungrounded if it is not already.
| 5 turns
| {{null}}
| || || || || || || || || {{yes}}
| {{gen|IV}}
|-style='background:#fff'
| {{m|Telekinesis}}
| style="text-align:left;" | The Pokémon becomes ungrounded if it is not already and moves against the affected Pokémon bypass accuracy checks to always hit.
| 3 turns
| {{no}}
| || || || || || || || || {{yes}}
| {{gen|V}}
|-style='background:#fff'
| {{m|Smack Down}} (see also: {{m|Thousand Arrows}})
| style="text-align:left;" | The Pokémon becomes grounded if it is not already.
| N/A
| N/A
| Foresight • Odor Sleuth
| {{no}}
|
| || || || || || || || ||
| Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
| {{gen|V}}
|-
|-style='background:#fff'
| I
| rowspan="8" | Damaging
| Minimize
| {{m|Perish Song}}
| style="text-align:left;" | The Pokémon will faint when this effect ends.
| 3 turns
| {{no}}
| || || || || || || || || {{yes}}
| {{gen|I}}
|-style='background:#fff'
| {{m|Destiny Bond}}
| style="text-align:left;" | If the Pokémon faints, the Pokémon that landed the knockout hit also faints.
| 1 action
| {{null}}
| || || || || || || || ||
| {{gen|II}}
|-style='background:#fff'
| {{m|Grudge}}
| style="text-align:left;" | If the Pokémon faints, the opponent's move that knocked it out is fully depleted of PP.
| 1 action
| {{null}}
| || || || || || || || ||
| {{gen|III}}
|-style='background:#fff'
| [[Bound]]
| style="text-align:left;" | The Pokémon loses 1/8 of its maximum HP each turn.
| 4-5 turns
| {{tt|{{yes}}|Unless inflicted by a G-Max move}}
| || || || || || || || ||
| {{gen|I}}
|-style='background:#fff'
| {{m|Curse}}
| style="text-align:left;" | The Pokémon loses 1/4 of its maximum HP each turn.
| N/A
| N/A
| Minimize
| {{no}}
|
| || || || || || || || || {{yes}}
| Specific moves will hit with double power (Generation IV) or have their damage doubled (Generations II, III, and V onward) against targets that have used Minimize at least once
| {{gen|II}}
|-
|-style='background:#fff'
| IV
| {{m|Nightmare}}
| Miracle Eye
| style="text-align:left;" | The Pokémon loses 1/4 of its maximum HP each turn.
| N/A
| N/A
| Miracle Eye
| {{no}}
|
| || || || || || || || ||
| Enables a Dark-type target to be hit by Psychic-type attacks. This also enables an evasive target to be hit.
| {{gen|II}}
|-
|-style='background:#fff'
| VIII
| {{m|Salt Cure}}
| Tar Shot
| style="text-align:left;" | The Pokémon loses 1/8 of its maximum HP each turn. Steel- and Water-types lose 1/4 instead.
| N/A
| N/A
| Tar Shot
| {{no}}
|
| || || || || || || || || {{no}}
| The target becomes weaker to Fire-type moves.
| {{gen|IX}}
|-
|-style='background:#fff'
|
| [[Seeded]]
| Grounded
| style="text-align:left;" | The Pokémon loses 1/8 of its maximum HP each turn and the Pokémon in the position it was inflicted from is healed by the same amount.<br>If no Pokémon is in that position then no HP is lost that turn.
| N/A
| N/A
| Smack Down • Thousand Arrows
| {{no}}
|
| || || || || || || || || {{yes}}
|
| {{gen|II}}
|-
|-style='background:#fff'
| IV
| rowspan="2" | Healing
| Magnet Rise
| {{m|Aqua Ring}}
| style="text-align:right;" | 5
| style="text-align:left;" | The Pokémon heals 1/16 of its maximum HP each turn.
| Magnet Rise
|
| The user levitates using electrically generated magnetism for five turns.
|-
| V
| Telekinesis
| style="text-align:right;" | 3
| Telekinesis
|
| The user makes the target float with its psychic power. The target is easier to hit for three turns.
|-
|
| Bind
| 4 to 5
| Bind • Clamp • Fire Spin • Infestation • Magma Storm • Sand Tomb • Snap Trap • Thunder Cage • Whirlpool • Wrap • G-Max Centiferno • G-Max Sandblast
|
| Causes Trapping so volatility only applies in gen 1 or when forcibly switched. If caused by a move other than G-Max this condition will be linked to the Pokemon that inflicted it.
|-
| II
| Curse
| N/A
| N/A
| Curse
| {{null}}
|
| || || || || || || || || {{yes}}
| A cursed Pokémon will lose ¼ of its maximum HP at the end of each turn.
| {{gen|IV}}
|-
|-style='background:#fff'
| II
| {{m|Ingrain}}
| Nightmare
| style="text-align:left;" | The Pokémon heals 1/16 of its maximum HP each turn and becomes grounded if it is not already.<br>The affected Pokémon is unable to switch out and is immune to the effects of Red Card and moves that switch the target out.
| N/A
| N/A
| Nightmare
| {{null}}
|
| || || || || || || || || {{yes}}
| A sleeping target sees a nightmare that inflicts some damage every turn.
| {{gen|III}}
|-
|-style='background:#fff'
| II
| rowspan="13" | Prevention
| Perish Song
| [[Confusion (status condition)|Confusion]]
| style="text-align:right;" | 3
| style="text-align:left;" | The Pokémon has a 33% chance of failing to use a move and attacking themselves instead with a typeless physical move with a power of 40.
| Perish Song
| 2-4 actions
|
| {{no}}
| Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
| || || || || || || || || {{yes}}
|-
| {{gen|I}}
| I
|-style='background:#fff'
| Seeding
| [[Infatuation]]
| style="text-align:left;" | The Pokémon has a 50% chance of failing to use a move.
| N/A
| N/A
| Leech Seed • Sappy Seed
| {{tt|{{yes}}|If the affected Pokémon is holding a [[Destiny Knot]] infatuation is additionally applied to Pokemon that inflicted it}}
|
| || || || || || || || || {{no}}
| A seed is planted on the target. It steals some HP from the target every turn. This condition will be linked to a position (see the Leeching field effect).
| {{gen|II}}
|-
|-style='background:#fff'
|
| {{m|Imprison}}
| Salt Cure
| style="text-align:left;" | The Pokémon prevents the opposing team's Pokémon from using any move also known by the affected Pokémon.
|
|
|
|
|-
| IV
| Aqua Ring
| N/A
| N/A
| Aqua Ring
| {{null}}
|
| || || || || || || || || {{no}}
| The user envelops itself in a veil made of water. It regains some HP every turn.
| {{gen|III}}
|-
|-style='background:#fff'
| III
| {{m|Disable}}
| Ingrain
| style="text-align:left;" | The Pokémon is prevented from using the move it last used.
| {{tt|4 actions|State expires at the end of the turn instead of before using move}}
| {{no}}
| || || || || || || || || {{no}}
| {{gen|I}}
|-style='background:#fff'
| {{m|Taunt}}
| style="text-align:left;" | The Pokémon is prevented from using status moves.
| {{tt|3 actions|State expires at the end of the turn instead of before using move}}
| {{no}}
| || || || || || || || ||
| {{gen|III}}
|-style='background:#fff'
| {{m|Torment}}
| style="text-align:left;" | The Pokémon is prevented from using the same move twice in a row.
| N/A
| N/A
| Ingrain
| {{no}}
|
| || || || || || || || ||
| The user lays roots that restore its HP on every turn. Because it's rooted, it can't switch out.
| {{gen|III}}
|-
|-style='background:#fff'
| I
| {{m|Embargo}}
| Confusion
| style="text-align:left;" | The Pokémon is prevented from using its held item. Its Trainer is also prevented from using items on it.
| 1 to 4
| 5 turns
| Axe Kick • Chatter • Confuse Ray • Confusion • Dizzy Punch • Dynamic Punch • Flatter • G-Max Gold Rush • G-Max Smite • Hurricane • Magical Torque • Psybeam • Rock Climb • Secret Power • Shadow Panic • Signal Beam • Strange Steam • Supersonic • Swagger • Sweet Kiss • Teeter Dance • Water Pulse
| {{no}}
|
| || || || || || || || || {{yes}}
| Chance to hit self.
| {{gen|IV}}
|-
|-style='background:#fff'
| I
| {{m|Heal Block}} (see also: {{m|Psychic Noise}})
| Disable
| style="text-align:left;" | The Pokémon is prevented from using any moves, Abilities, or held items that recover HP.
| style="text-align:right;" | 4
| {{tt|5 turns|Heal Block}}<br>{{tt|2 turns|Psychic Noise}}
| Disable
| {{no}}
|
| || || || || || || || || {{yes}}
| For four turns, this move prevents the target from using the move it last used.
| {{gen|IV}}
|-
|-style='background:#fff'
| IV
| {{m|Throat Chop}}
| Embargo
| style="text-align:left;" | The Pokémon is prevented from using sound-based moves.
| style="text-align:right;" | 5
| 2 turns
| Embargo
| {{no}}
|
| || || || || || || || ||
| This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.
| {{gen|VII}}
|-
|-style='background:#fff'
| IV
| {{m|Gigaton Hammer}} (see also: {{m|Blood Moon}})
| Heal Block
| style="text-align:left;" | The Pokémon is prevented from using the move it last used.
| style="text-align:right;" | 5
| 2 turns
| Heal Block • Psychic Noise
| {{null}}
|
| || || || || || || || ||
| For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
| {{gen|IX}}
|-
|-style='background:#fff'
| III
| [[Can't escape]]
| Imprison
| style="text-align:left;" | The Pokémon is prevented from switching or escaping.
| N/A
| N/A
| Imprison
| {{yes}}
|
| || || || || || || || || {{yes}}
| If opposing Pokémon know any move also known by the user, they are prevented from using it.
| {{gen|II}}
|-
|-style='background:#fff'
| II
| {{m|No Retreat}}
| Infatuation
| style="text-align:left;" | The Pokémon is prevented from switching or escaping. Causes the move No Retreat to fail.<br>If the Pokémon is already affected by the Can't escape state this state won't be applied.
| N/A
| N/A
| Attract • G-Max Cuddle
| {{null}}
|
| || || || || || || || ||
| If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. This condition will be linked to the Pokemon that inflicted it.
| {{gen|VIII}}
|-
|-style='background:#fff'
| III
| {{m|Octolock}}
| Taunt
| style="text-align:left;" | The Pokémon is prevented from switching or escaping and the Pokémon's Defense and Sp. Def stats are lowered each turn.
| style="text-align:right;" | 3
| Taunt
|
| The target is taunted into a rage that allows it to use only attack moves for three turns.
|-
|
| Throat Chop
| style="text-align:right;" | 2
| Throat Chop
|
| Prevents sound-based attacks
|-
| III
| Torment
| N/A
| N/A
| Torment
| {{yes}}
|
| || || || || || || || ||
| The user torments and enrages the target, making it incapable of using the same move twice in a row.
| {{gen|VIII}}
|-
|-style='background:#fff'
| II
| rowspan="5" | Priming
| Can't Escape
| {{m|Defense Curl}}
| style="text-align:left;" | The power of the Pokémon's Rollout and Ice Ball is doubled.
| N/A
| N/A
| Anchor Shot • Block • G-Max Terror • Jaw Lock • Mean Look • Octolock • Shadow Hold • Spider Web • Spirit Shackle • Thousand Waves
| {{null}}
|
| || || || || || || || || {{no}}
| Prevents an affected Pokémon from switching or escaping. Since Generation VI, Ghost-type Pokémon are unaffected. This condition will be linked to the Pokemon that inflicted it. Jaw Lock applies this condition to both the user and the target, and both Pokemon's conditions will be linked to each other.
| {{gen|I}}
|-
|-style='background:#fff'
| VIII
| {{m|Charge}} (see also: {{a|Electromorphosis}}, {{a|Wind Power}})
| No Retreat
| style="text-align:left;" | The power of the Pokémon's next Electric-type move is doubled. This ends the effect.
| N/A
| N/A
| No Retreat
| {{null}}
|
| || || || || || || || ||
| Prevents an affected Pokémon from switching or escaping. Causes the move No Retreat to fail. Cannot be applied to a Pokemon with the Can't Escape condition.
| {{gen|III}}
|-
|-style='background:#fff'
|
| {{m|Stockpile}}
| Octolock
| style="text-align:left;" | Determines the strength of the moves Spit Up and Swallow when used by the Pokémon. This ends the effect. This state can be stacked up to 3 times.
|
|
|
|
|-
| III
| Charge
| style="text-align:right;" | 1
| Charge • Electromorphosis • Wind Power
|
| Boosts the power of the Electric move it uses on the next turn.
|-
|
| Defense Curl
| style="text-align:right;" | 1
| Defense Curl
|
| Increases damage of rolling moves
|-
| III
| Stockpile
| N/A
| N/A
| Stockpile
| {{null}}
| || || || || || || || ||
| {{gen|III}}
|-style='background:#fff'
| [[Micle Berry]]
| style="text-align:left;" | The accuracy of the Pokémon's next move is increased by 20%.
| 1 action
| {{null}}
| || || || || || || || ||
| {{gen|IV}}
|-style='background:#fff'
| {{m|Laser Focus}}
| style="text-align:left;" | The Pokémon's attacks always result in a critical hit.
| 2 turns
| {{null}}
| || || || || || || || ||
| {{gen|VII}}
|-style='background:#fff'
| rowspan="11" | Within Turn
| [[Flinch]]
| style="text-align:left;" | The Pokémon is prevented from using moves.
| 1 turn
| {{no}}
| || || || || || || || ||
| {{gen|I}}
|-style='background:#fff'
| [[Center of attention]]
| style="text-align:left;" | The opposing team's Pokémon's moves are forced to target the affected Pokémon.
| 1 turn
| {{no}}
| || || || || || || || ||
| {{gen|III}}
|-style='background:#fff'
| {{m|Helping Hand}}
| style="text-align:left;" | The power of the Pokémon's moves are increased by 50%.
| 1 turn
|
|
| Can be stacked up to 3 times, consumed by spit up and swallow
| || || || || || || || ||
|-
| {{gen|III}}
| VII
|-style='background:#fff'
| Laser Focus
| {{m|Quash}}
| style="text-align:right;" | 1
| style="text-align:left;" | The Pokémon executes its move last in the turn ignoring priority.
| Laser Focus
| 1 turn
|
| {{no}}
| The user concentrates intensely. The attack on the next turn always results in a critical hit.
| || || || || || || || ||
|-
| {{gen|V}}
| II
|-style='background:#fff'
| Lock-On
| {{m|Roost}}
| style="text-align:right;" | 1
| style="text-align:left;" | The Pokémon's Flying-type is lost. If Roost is used by a Pokémon of a pure Flying-type species they also gain the Normal-type.
| Lock-On • Mind Reader
| 1 turn
|
| {{null}}
| The user takes sure aim at the target. This ensures the next attack does not miss the target.
| || || || || || || || ||
|-
| {{gen|IV}}
| III
|-style='background:#fff'
| Yawn
| {{m|Electrify}}
| style="text-align:right;" | 1
| style="text-align:left;" | The Pokémon's moves become Electric type.
| Yawn • G-Max Snooze
| 1 turn
|
| {{no}}
| The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
| || || || || || || || ||
|-
| {{gen|VI}}
|
|-style='background:#fff'
| Bide
| {{m|Powder}}
| style="text-align:right;" | 2
| style="text-align:left;" | When using a Fire-type move the move will fail and the Pokémon loses 1/4 of its maximum HP.
| Bide
| 1 turn
|
| {{no}}
| Cannot move, next turn attack dealing double damage taken
| || || || || || || || ||
|-
| {{gen|VI}}
|
|-style='background:#fff'
| Charging
| Focusing ({{m|Focus Punch}}, {{m|Beak Blast}}, {{m|Shell Trap}})
| style="text-align:right;" | 1
| style="text-align:left;" | The Pokémon will perform the chosen move at -3 priority. This ends the effect. <br>If the Pokémon takes damage this effect will end without performing the move.
| Electro Shot • Freeze Shock • Geomancy • Ice Burn • Meteor Beam • Razor Wind • Skull Bash • Sky Attack • Solar Beam • Solar Blade
| 1 turn
|
| {{null}}
| Cannot move, next turn attack
| || || || || || || || ||
|-
| {{gen|III}}
|
|-style='background:#fff'
| Choice Lock
| {{m|Snatch}}
| style="text-align:left;" | When any Pokémon attempts to use certain status moves (see main page for list) it is instead used by the affected Pokémon. This ends the effect.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|III}}
|-style='background:#fff'
| {{m|Magic Coat}}
| style="text-align:left;" | Protects the Pokémon from certain status moves (see main page for list). Attempted moves are reflected back to the user.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|III}}
|-style='background:#fff'
| {{m|Endure}}
| style="text-align:left;" | The Pokémon endures all attacks with at least 1 HP.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|II}}
|-style='background:#fff'
| rowspan="8" | Protection
| {{m|Protect}} (see also: {{m|Detect}})
| style="text-align:left;" | Protects the Pokémon from all moves.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|II}}
|-style='background:#fff'
| {{m|Max Guard}}
| style="text-align:left;" | Protects the Pokémon from all moves and max moves.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|VIII}}
|-style='background:#fff'
| {{m|Spiky Shield}}
| style="text-align:left;" | Protects the Pokémon from all moves, and damages any attacker that makes direct contact.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|VI}}
|-style='background:#fff'
| {{m|Baneful Bunker}}
| style="text-align:left;" | Protects the Pokémon from all moves, and poisons any attacker that makes direct contact.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|VII}}
|-style='background:#fff'
| {{m|Burning Bulwark}}
| style="text-align:left;" | Protects the Pokémon from all moves, and burns any attacker that makes direct contact.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|IX}}
|-style='background:#fff'
| {{m|King's Shield}}
| style="text-align:left;" | Protects the Pokémon from all attacks, and lowers the Attack stat of any attacker who makes direct contact.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|VI}}
|-style='background:#fff'
| {{m|Obstruct}}
| style="text-align:left;" | Protects the Pokémon from all attacks, and harshly lowers the Defense stat of any attacker who makes direct contact.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|VIII}}
|-style='background:#fff'
| {{m|Silk Trap}}
| style="text-align:left;" | Protects the Pokémon from all attacks, and lowers the Speed stat of any attacker who makes direct contact.
| 1 turn
| {{null}}
| || || || || || || || ||
| {{gen|IX}}
|-style='background:#fff'
| rowspan="13" | Fixation
| [[Rampage|Rampaging]]
| style="text-align:left;" | The Pokémon is forced into using the chosen move. The Pokémon will become confused when this effect ends.
| 2-3 actions
| {{null}}
| || || || || || || || ||
| {{gen|I}}
|-style='background:#fff'
| {{m|Ice Ball}} (see also: {{m|Rollout}})
| style="text-align:left;" | The Pokémon is forced into using the chosen move.
| 5 actions
| {{null}}
| || || || || || || || ||
| {{gen|II}}
|-style='background:#fff'
| {{m|Uproar}}
| style="text-align:left;" | The Pokémon is forced into using Uproar and prevents all Pokémon on the field from sleeping.
| 3 actions
| {{null}}
| || || || || || || || ||
| {{gen|III}}
|-style='background:#fff'
| {{m|Encore}}
| style="text-align:left;" | The Pokémon is forced into using the same move it previously used.
| {{tt|3 actions|State expires at the end of the turn instead of before using move}}
| {{no}}
| || || || || || || || ||
| {{gen|II}}
|-style='background:#fff'
| {{cat|Choice items|Choice locked}}
| style="text-align:left;" | The Pokémon is forced into using the same move it previously used.
| N/A
| N/A
| Choice Band • Choice Specs • Choice Scarf
| {{null}}
|
| || || || || || || || ||
| After using a move when holding a choice item, the Pokemon can only use that move from then on
| {{gen|III}}
|-
|-style='background:#fff'
| II
| [[Recharge|Recharging]]
| Encore
| style="text-align:left;" | The Pokémon can't act and will end their turn without using a move when this state ends.
| style="text-align:right;" | 3
| 1 action
| Encore
| {{null}}
|
| || || || || || || || ||
| Must repeat previous move
| {{gen|I}}
|-
|-style='background:#fff'
|
| {{m|Bide}}
| Rampage
| style="text-align:left;" | The Pokémon can't act and will attack a target dealing damage equal to that taken over the duration of this state when this effect ends.
| 2 to 3
| 2 actions
| Rage • Thrash • Outrage • Petal Dance • Raging Fury
| {{null}}
|
| || || || || || || || ||
| Must repeat previous move, gain confusion after loss
| {{gen|I}}
|-
|-style='background:#fff'
|
| {{cat|Moves with a charging turn|Charging}}
| Recharge
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends.
| style="text-align:right;" | 1
| 1 action
| Blast Burn • Eternabeam • Frenzy Plant • Giga Impact • Hydro Cannon • Hyper Beam • Meteor Assault • Prismatic Laser • Roar of Time • Rock Wrecker • Shadow Half
| {{null}}
|
| || || || || || || || ||
| Cannot move
| {{gen|I}}
|-
|-style='background:#fff'
|
| [[Semi-invulnerable|Up High]]
| Rolling (Ice Ball, Rollout)
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list).
| style="text-align:right;" | 5
| 1 action
| Ice Ball • Rollout
| {{tt|{{yes}}|Sky Drop applies this form of semi-invulnerability to both the user and the target, and both Pokemon's states are linked to each other}}
|
| || || || || || || || ||
| Must repeat starting move
| {{gen|I}}
|-
|-style='background:#fff'
|
| [[Semi-invulnerable|Underground]]
| Uproar
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list).
| style="text-align:right;" | 3
| 1 action
| Uproar
| {{null}}
|
| || || || || || || || ||
| Must repeat starting move
| {{gen|I}}
|-
|-style='background:#fff'
|
| [[Semi-invulnerable|Underwater]]
| Semi-Invulnerable (Split into subtypes?)
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list).
| style="text-align:right;" | 1
| 1 action
| Dig • Dive • Fly • Bounce • Sky Drop • Phantom Force • Shadow Force
| {{null}}
|
| || || || || || || || ||
| Cannot move, cannot be harmed except by specific attacks, next turn attack
| {{gen|III}}
|-
|-style='background:#fff'
|
| [[Semi-invulnerable|Vanished]]
| Digging
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from all moves.
| style="text-align:right;" | 1
| 1 action
| Dig
| {{null}}
|
| || || || || || || || ||
| Cannot move, cannot be harmed except by specific attacks, next turn attack
| {{gen|IV}}
|-
|
| Diving
| style="text-align:right;" | 1
| Dive
|
| Cannot move, cannot be harmed except by specific attacks, next turn attack
|-
|
| Flying
| style="text-align:right;" | 1
| Fly • Bounce • Sky Drop
|
| Cannot move, cannot be harmed except by specific attacks, next turn attack. Sky Drop applies this form of semi-invulnerability to both the user and the target, and both Pokemon's conditions will be linked to each other.
|-
|
| Phantom
| style="text-align:right;" | 1
| Phantom Force • Shadow Force
|
| Cannot move, cannot be harmed except by specific attacks, next turn attack
|}
 
===Stat Modifiers===
Since stat modifiers are lost when a pokemon exits battle, are they a type of volatile state?
 
===Form Changes===
Form changes may also count as volatile states, both major Form Changes (Mega Evolution, Dynamax, Terastallize, Primal Reversion, Ultra Burst) and other Form Changes (Forecast, Zen Mode, Battle Bond, Stance Change, Schooling, Shields Down, Disguise, Gulp Missile, Ice Face, Hunger Switch, Zero to Hero, Relic Song)
 
==Transient states==
A transient state is a condition that affects a Pokémon only on the turn it is applied.
 
Another temporary table
{| class="wikitable"
|-
! Gen.
! Name
! Triggers
! style="vertical-align:bottom;" | Effect
|-
| V
| After You
| After You
| The user helps the target and makes it use its move right after the user. Not sure if this one should count, but since quash is here i've included it.
|-
| III
| Center of attention
| Follow Me • Rage Powder • Spotlight • Z-Destiny Bond • Z-Grudge
| All targets take aim only at the holder.
|-
| II
| Destiny Bond
| Destiny Bond
| After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.
|-
| VI
| Electrify
| Electrify
| If the target is electrified before it uses a move during that turn, the target's move becomes Electric type.
|-
| II
| Endure
| Endure
| The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
|-
| I
| Flinch
|  
| A transient status condition in which a Pokémon becomes unable to execute a move for one turn
|-
| III
| Grudge
| Grudge
| If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out.
|-
| III
| Helping Hand
| Helping Hand
| The user assists an ally by boosting the power of that ally's attack.
|-
| VI
| Ion Deluge
| Ion Deluge
| The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
|-
| III
| Magic Coat
| Magic Coat
| Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
|-
| VI
| Powder
| Powder
| The user covers the target in a combustible powder. If the target uses a Fire-type move, the powder explodes and damages the target.
|-
| V
| Quash
| Quash
| The user suppresses the target and makes its move go last.
|-
| IV
| Roost
| Roost
| Flying type is suppressed
|-
| III
| Snatch
| Snatch
| The user steals the effects of any attempts to use a healing or stat-changing move.
|}
|}


===Focusing===
===Form changes===
* Focus Punch
====Major====
* Beak Blast
These effects can only be activated once per battle.
* Shell Trap


===Protection===
*Mega Evolution
Last temporary table, i promise
*Dynamax
*Terastallize
*Ultra Burst


{| class="wikitable"
====Minor====
|-
*Primal Reversion
! Gen.
*Forecast
! Name
*Zen Mode
! Triggers
*Battle Bond
! style="vertical-align:bottom;" | Effect
*Stance Change
|-
*Schooling
| VII
*Shields Down
| Baneful Bunker
*Disguise
| Baneful Bunker
*Gulp Missile
| In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact.
*Ice Face
|-
*Hunger Switch
| II
*Zero to Hero
| Detect
*Relic Song
| Detect
| Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
|-
| VI
| King's Shield
| King's Shield
| The user takes a defensive stance while it protects itself from damage. It also harshly lowers the Attack stat of any attacker who makes direct contact.
|-
| VIII
| Max Guard
| Max Guard
| This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
|-
| VIII
| Obstruct
| Obstruct
| This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. Direct contact harshly lowers the attacker's Defense stat.
|-
| II
| Protect
| Protect
| Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
|-
| VI
| Spiky Shield
| Spiky Shield
| In addition to protecting the user from attacks, this move also damages any attacker who makes direct contact.
|}

Latest revision as of 00:53, 27 April 2024

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

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

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


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

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

Field states

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

Whole field states

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

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

Terrain effects only impact grounded Pokémon.

Category Field state Effect Duration Gen
Mud Sport The power of Electric-type moves is halved. 5 turns III
Water Sport The power of Fire-type moves is halved. 5 turns III
Gravity (see also: G-Max Gravitas) Moves are more likely to hit. Pokémon are grounded. Prevents specific Moves. 5 turns IV
Trick Room Reverses move order. 5 turns IV
Magic Room Pokémon can't use their held items. 5 turns V
Wonder Room Pokémon's Defense and Sp. Def stats are swapped. 5 turns V
Fairy Lock Pokémon can’t flee or withdraw during the next turn. 2 turns VI
Ion Deluge (see also: Plasma Fists) Normal-type moves become Electric-type. 1 turn VI
Weather Harsh Sunlight The power of Fire-type moves is increased by 50%. The power of Water-type moves is halved. Prevents Freezing. Varies II
Rain The power of Water-type moves is increased by 50%. The power of Fire-type moves is halved. II
Sandstorm Pokémon that are not Rock-, Ground-, or Steel-type lose 1/16 of their maximum HP each turn. Increases the Sp. Def stat of Rock-type Pokémon by 50%. II
Hail Pokémon that are not Ice-types lose 1/16 of their maximum HP each turn. II
Snow Increases the Defense stat of Ice-type Pokémon by 50%. IX
Fog The accuracy of moves is decreased by 40%. IX
Extremely Harsh Sunlight The power of Fire-type moves is increased by 50%. Prevents Water-type attacks. Prevents freezing. VI
Heavy Rain The power of Water-type moves is increased by 50%. Prevents Fire-type attacks. VI
Strong Winds Electric-, Ice-, and Rock-type moves deal neutral damage to Flying-type Pokémon. VI
Terrain Electric Terrain The power of Electric-type moves is increased by 30%. Prevents Pokémon from sleeping or being drowsy. 5 turns VI
Grassy Terrain The power of Grass-type moves is increased by 30%. Pokémon heal 1/16 of their maximum HP each turn. VI
Misty Terrain Damage from Dragon-type moves is halved. Prevents all status conditions and confusion. VI
Psychic Terrain The power of Psychic-type moves is increased by 30%. Protects Pokémon from moves that have increased priority. VII

Side of field state

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

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

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


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

Position on field states

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

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

Pokémon states

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

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

Category Pokémon state Effect Duration Linked? Baton Pass? Gen
I II III IV V VI VII VIII IX
Major Mimic Replaces the move Mimic with a target's last move for the Pokémon. N/A   I
Substitute (see also: Shed Tail) Shields the Pokémon with a decoy until the decoy faints. N/A   I
Transform (see also: Imposter) Transforms the Pokémon into a target right down to having the same move set. N/A   I
Type change The Pokémon's typing is changed, with a type either replaced, removed, or added. N/A I
Ability change The Pokémon has its ability changed. N/A III
Yawn (see also: G-Max Snooze) The Pokémon will fall asleep when this effect ends. 2 turns III
Gastro Acid (see also: Core Enforcer The effect of the Pokémon's Ability is disabled. N/A IV
Illusion Changes the appearance of the Pokémon to that of the last conscious, non-Egg Pokémon in its Trainer's party. N/A   V
Stats Getting pumped The Pokémon's critical hit ratio is increased by 2 stages. N/A   I
G-Max Chi Strike The Pokémon's critical hit ratio is increased by 1 stage. This state can be stacked. N/A   I
Power Trick The Pokémon's Attack and Defense stats are swapped. N/A   IV
Guard Split The Pokémon's Defense and Sp. Def stats are averaged with those of a target. N/A V
Power Split The Pokémon's Attack and Sp. Atk stats are averaged with those of a target. N/A V
Speed Swap The Pokémon's Speed stat is swapped with a target's. N/A VII
Syrup Bomb The Pokémon's Speed stat is lowered each turn for three turns. 3 turns IX
Effectiveness Foresight (see also: Odor Sleuth) Causes a Ghost-type Pokémon to lose its immunity to Normal- and Fighting-type attacks.
The Pokémon that inflicted this state ignores increased evasion stat stages when making accuracy checks against the affected Pokémon.
N/A II
Miracle Eye Causes a Dark-type Pokémon to lose its immunity to Psychic-type attacks.
The Pokémon that inflicted this state ignores increased evasion stat stages when making accuracy checks against the affected Pokémon.
N/A IV
Minimize The Pokémon receives double damage from certain moves (see main page for list). N/A   I
Autotomize The Pokémon's weight is decreased by 220 lbs (100 kg). This state can be stacked to a minimum weight of 0.2 lbs (0.1 kg). N/A   V
Tar Shot The Pokémon gains a weakness to Fire-type moves. This stacks normally with existing weaknesses and resistances. N/A VIII
Lock-On (see also: Mind Reader) The Pokémon that inflicted this state can't miss when attacking the affected Pokémon. 2 turns II
Glaive Rush The Pokémon can't evade moves and receives double damage. 1 action   IX
Magnet Rise The Pokémon becomes ungrounded if it is not already. 5 turns   IV
Telekinesis The Pokémon becomes ungrounded if it is not already and moves against the affected Pokémon bypass accuracy checks to always hit. 3 turns V
Smack Down (see also: Thousand Arrows) The Pokémon becomes grounded if it is not already. N/A V
Damaging Perish Song The Pokémon will faint when this effect ends. 3 turns I
Destiny Bond If the Pokémon faints, the Pokémon that landed the knockout hit also faints. 1 action   II
Grudge If the Pokémon faints, the opponent's move that knocked it out is fully depleted of PP. 1 action   III
Bound The Pokémon loses 1/8 of its maximum HP each turn. 4-5 turns I
Curse The Pokémon loses 1/4 of its maximum HP each turn. N/A II
Nightmare The Pokémon loses 1/4 of its maximum HP each turn. N/A II
Salt Cure The Pokémon loses 1/8 of its maximum HP each turn. Steel- and Water-types lose 1/4 instead. N/A IX
Seeded The Pokémon loses 1/8 of its maximum HP each turn and the Pokémon in the position it was inflicted from is healed by the same amount.
If no Pokémon is in that position then no HP is lost that turn.
N/A II
Healing Aqua Ring The Pokémon heals 1/16 of its maximum HP each turn. N/A   IV
Ingrain The Pokémon heals 1/16 of its maximum HP each turn and becomes grounded if it is not already.
The affected Pokémon is unable to switch out and is immune to the effects of Red Card and moves that switch the target out.
N/A   III
Prevention Confusion The Pokémon has a 33% chance of failing to use a move and attacking themselves instead with a typeless physical move with a power of 40. 2-4 actions I
Infatuation The Pokémon has a 50% chance of failing to use a move. N/A II
Imprison The Pokémon prevents the opposing team's Pokémon from using any move also known by the affected Pokémon. N/A   III
Disable The Pokémon is prevented from using the move it last used. 4 actions I
Taunt The Pokémon is prevented from using status moves. 3 actions III
Torment The Pokémon is prevented from using the same move twice in a row. N/A III
Embargo The Pokémon is prevented from using its held item. Its Trainer is also prevented from using items on it. 5 turns IV
Heal Block (see also: Psychic Noise) The Pokémon is prevented from using any moves, Abilities, or held items that recover HP. 5 turns
2 turns
IV
Throat Chop The Pokémon is prevented from using sound-based moves. 2 turns VII
Gigaton Hammer (see also: Blood Moon) The Pokémon is prevented from using the move it last used. 2 turns   IX
Can't escape The Pokémon is prevented from switching or escaping. N/A II
No Retreat The Pokémon is prevented from switching or escaping. Causes the move No Retreat to fail.
If the Pokémon is already affected by the Can't escape state this state won't be applied.
N/A   VIII
Octolock The Pokémon is prevented from switching or escaping and the Pokémon's Defense and Sp. Def stats are lowered each turn. N/A VIII
Priming Defense Curl The power of the Pokémon's Rollout and Ice Ball is doubled. N/A   I
Charge (see also: Electromorphosis, Wind Power) The power of the Pokémon's next Electric-type move is doubled. This ends the effect. N/A   III
Stockpile Determines the strength of the moves Spit Up and Swallow when used by the Pokémon. This ends the effect. This state can be stacked up to 3 times. N/A   III
Micle Berry The accuracy of the Pokémon's next move is increased by 20%. 1 action   IV
Laser Focus The Pokémon's attacks always result in a critical hit. 2 turns   VII
Within Turn Flinch The Pokémon is prevented from using moves. 1 turn I
Center of attention The opposing team's Pokémon's moves are forced to target the affected Pokémon. 1 turn III
Helping Hand The power of the Pokémon's moves are increased by 50%. 1 turn III
Quash The Pokémon executes its move last in the turn ignoring priority. 1 turn V
Roost The Pokémon's Flying-type is lost. If Roost is used by a Pokémon of a pure Flying-type species they also gain the Normal-type. 1 turn   IV
Electrify The Pokémon's moves become Electric type. 1 turn VI
Powder When using a Fire-type move the move will fail and the Pokémon loses 1/4 of its maximum HP. 1 turn VI
Focusing (Focus Punch, Beak Blast, Shell Trap) The Pokémon will perform the chosen move at -3 priority. This ends the effect.
If the Pokémon takes damage this effect will end without performing the move.
1 turn   III
Snatch When any Pokémon attempts to use certain status moves (see main page for list) it is instead used by the affected Pokémon. This ends the effect. 1 turn   III
Magic Coat Protects the Pokémon from certain status moves (see main page for list). Attempted moves are reflected back to the user. 1 turn   III
Endure The Pokémon endures all attacks with at least 1 HP. 1 turn   II
Protection Protect (see also: Detect) Protects the Pokémon from all moves. 1 turn   II
Max Guard Protects the Pokémon from all moves and max moves. 1 turn   VIII
Spiky Shield Protects the Pokémon from all moves, and damages any attacker that makes direct contact. 1 turn   VI
Baneful Bunker Protects the Pokémon from all moves, and poisons any attacker that makes direct contact. 1 turn   VII
Burning Bulwark Protects the Pokémon from all moves, and burns any attacker that makes direct contact. 1 turn   IX
King's Shield Protects the Pokémon from all attacks, and lowers the Attack stat of any attacker who makes direct contact. 1 turn   VI
Obstruct Protects the Pokémon from all attacks, and harshly lowers the Defense stat of any attacker who makes direct contact. 1 turn   VIII
Silk Trap Protects the Pokémon from all attacks, and lowers the Speed stat of any attacker who makes direct contact. 1 turn   IX
Fixation Rampaging The Pokémon is forced into using the chosen move. The Pokémon will become confused when this effect ends. 2-3 actions   I
Ice Ball (see also: Rollout) The Pokémon is forced into using the chosen move. 5 actions   II
Uproar The Pokémon is forced into using Uproar and prevents all Pokémon on the field from sleeping. 3 actions   III
Encore The Pokémon is forced into using the same move it previously used. 3 actions II
Choice locked The Pokémon is forced into using the same move it previously used. N/A   III
Recharging The Pokémon can't act and will end their turn without using a move when this state ends. 1 action   I
Bide The Pokémon can't act and will attack a target dealing damage equal to that taken over the duration of this state when this effect ends. 2 actions   I
Charging The Pokémon can't act and will execute the chosen move when this state ends. 1 action   I
Up High The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list). 1 action I
Underground The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list). 1 action   I
Underwater The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list). 1 action   III
Vanished The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from all moves. 1 action   IV

Form changes

Major

These effects can only be activated once per battle.

  • Mega Evolution
  • Dynamax
  • Terastallize
  • Ultra Burst

Minor

  • Primal Reversion
  • Forecast
  • Zen Mode
  • Battle Bond
  • Stance Change
  • Schooling
  • Shields Down
  • Disguise
  • Gulp Missile
  • Ice Face
  • Hunger Switch
  • Zero to Hero
  • Relic Song