User:Tiddlywinks/Volatile battle status: Difference between revisions

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(Created page with "A '''volatile battle status''' is any effect that changes the battle mechanics beyond the fundamental type matchups, stats (and stat stages), and attacks, and only app...")
 
(Well, that's off my mind at least)
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;Countermeasures
;Countermeasures
* End of turn damage: {{status|Poison}}, {{status|burn}}, {{m|Nightmare}}, {{m|Curse}}, {{m|Leech Seed}}, {{cat|binding moves}}, {{weather|sandstorm}}, {{weather|hail}}, {{m|Future Sight}}, {{m|Doom Desire}}
* End of turn damage: {{status|poison}}, {{status|burn}}, {{m|Nightmare}}, {{m|Curse}}, {{m|Leech Seed}}, {{cat|binding moves}}, {{weather|sandstorm}}, {{weather|hail}}, {{m|Future Sight}}, {{m|Doom Desire}}
* {{m|Perish Song}}, {{a|Perish Body}}
* {{m|Perish Song}}, {{a|Perish Body}}
{{-}}
{{-}}
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===Magic Coat===
===Magic Coat===
[[File:Absol Magic Coat Adventures.png|thumb|250px|{{p|Absol}} bouncing back an attack]]
[[File:Absol Magic Coat Adventures.png|thumb|250px|{{p|Absol}} bouncing back an attack]]
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.
A Pokémon under the effect of {{m|Magic Coat}} will reflect most status moves used against it or its side of the field back at the attacker until the turn ends.
 
The Ability {{a|Magic Bounce}} is a permanent version of this volatile status.


;Causes
;Causes
* ?
* {{m|Magic Coat}}


;Countermeasures
;Countermeasures
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===Magnetic levitation===
===Magnetic levitation===
[[File:Psychic Metagross Magnet Rise.png|thumb|left|220px|{{p|Metagross}} levitating on magnetism]]
[[File:Psychic Metagross Magnet Rise.png|thumb|left|220px|{{p|Metagross}} levitating on magnetism]]
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]].
A Pokémon under this effect is un[[grounded]]: it is immune to {{type|Ground}} attacks and the damage of {{m|Spikes}} and {{m|Toxic Spikes}}, and is unaffected by {{a|Arena Trap}}. The effect lasts for five turns.


This effect can be transferred by {{m|Baton Pass}}.
This effect can be transferred by {{m|Baton Pass}}.


;Causes
;Causes
* ?
* {{m|Magnet Rise}}


;Countermeasures
;Countermeasures
* None
* {{m|Gravity}}, {{m|Ingrain}}, {{m|Smack Down}}, {{m|Thousand Arrows}}, {{m|Snatch}}
* [[Iron Ball]]
{{-}}
{{-}}


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[[File:James Mime Jr Mimic BubbleBeam.png|thumb|220px|{{p|Mime Jr.}} mimicking {{m|BubbleBeam}}]]
[[File:James Mime Jr Mimic BubbleBeam.png|thumb|220px|{{p|Mime Jr.}} mimicking {{m|BubbleBeam}}]]
{{main|Mimic (move)}}
{{main|Mimic (move)}}
 
When a Pokémon {{m|mimic}}s another, Mimic is temporarily replaced with the target's last used move. (In [[Generation I]], the move can be selected, except in [[Link Battle]]s or [[Pokémon Stadium series|Pokémon Stadium games]].)
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.


;Causes
;Causes
* ?
* {{m|Mimic}}


;Countermeasures
;Countermeasures
* None
* [[Recall]] Pokémon
{{-}}
{{-}}


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[[File:Nurse Joy Chansey Minimize effect.png|thumb|left|250px|Minimized {{p|Chansey}}]]
[[File:Nurse Joy Chansey Minimize effect.png|thumb|left|250px|Minimized {{p|Chansey}}]]
{{main|Minimize (move)}}
{{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}}; also in Generation VI, all of these moves will always hit a target that has used Minimize.
A Pokémon that has used {{m|Minimize}} will take double damage from some moves; since [[Generation VI]], those moves also bypass accuracy and evasion checks. (This effect was not present in [[Generation I]].) Only {{m|Stomp}} has always had this interaction with minimized targets.
 
This effect can be transferred by {{m|Baton Pass}}.


;Causes
;Causes
* ?
* {{m|Minimize}}


;Countermeasures
;Countermeasures
* None
* [[Recall]] Pokémon
{{-}}
{{-}}


===Protection===
===Protection===
{{main|Protection}}
{{main|Protection}}
 
A Pokémon under the effect of protection will be unaffected by moves used against them for the turn. The moves that are protected against depend on the move used to create the protection. Some only protect the user, and these at least protect against damaging moves; others protect the whole field and often protect from fewer moves.
A protected Pokémon will be unaffected by both damaging moves and [[status move]]s during one turn.


;Causes
;Causes
* ?
* {{cat|Protection moves}}


;Countermeasures
;Countermeasures
* None
* End of turn damage: {{status|poison}}, {{status|burn}}, {{m|Nightmare}}, {{m|Curse}}, {{m|Leech Seed}}, {{cat|binding moves}}, {{weather|sandstorm}}, {{weather|hail}}, {{m|Future Sight}}, {{m|Doom Desire}}
* {{cat|Moves that break protection}}, {{cat|moves that do damage through protection}}, {{m|Perish Song}}
* {{a|Unseen Fist}}, {{a|Perish Body}}
{{-}}
{{-}}


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;Causes
;Causes
* ?
* {{cat|Moves with a semi-invulnerable turn}}


;Countermeasures
;Countermeasures
* None
* {{a|No Guard}}
* {{m|Lock-On}}, {{m|Mind Reader}}, {{DL|Semi-invulnerable turn|moves that can hit semi-invulnerable Pokémon}}
{{-}}
{{-}}


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[[File:Juniper Accelgor Substitute.png|thumb|250px|{{p|Accelgor}} launching a substitute]]
[[File:Juniper Accelgor Substitute.png|thumb|250px|{{p|Accelgor}} launching a substitute]]
{{main|Substitute (move)}}
{{main|Substitute (move)}}
The Pokémon that uses {{m|Substitute}} 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).
A substitute is a decoy that takes damage in place of its owner. It is created by sacrificing a portion of a Pokémon's total HP to put into the substitute, and can then absorb that much damage. It also prevents some effects such as [[status condition]]s and [[stat]]s being lowered.
 
A substitute can be {{m|Baton Pass}}ed.


;Causes
;Causes
* ?
* {{m|Substitute}}, {{m|Shed Tail}}


;Countermeasures
;Countermeasures
* {{m|Snatch}}
* {{m|Roar}}, {{m|Whirlwind}}, {{m|Snatch}}, {{m|Tidy Up}}
{{-}}
{{-}}


===Taking aim===
===Taking aim===
[[File:Ash Sceptile Lock-On effect.png|thumb|left|220px|[[Ash's Sceptile|Sceptile]] being targeted]]
[[File:Ash Sceptile Lock-On effect.png|thumb|left|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.
A Pokémon that is taking aim on a target will hit that target without fail with its next move. This effect can be {{m|Baton Pass}}ed.


;Causes
;Causes
* ?
* {{m|Lock-On}}, {{m|Mind Reader}}


;Countermeasures
;Countermeasures
* None
* {{m|Substitute}}, {{cat|moves that switch the target out}}
* [[Recall]] Pokémon
{{-}}
{{-}}


===Transformed===
===Transformed===
[[File:Duplica Ditto Pikachu.png|thumb|220px|{{p|Ditto}} being Transformed into {{p|Pikachu}}]]
[[File:Duplica Ditto Pikachu.png|thumb|220px|{{p|Ditto}} being Transformed into {{p|Pikachu}}]]
{{main|Transform}}
{{main|Transform (move)}}
 
A transformed Pokémon has taken on the guise of another, including its appearance, form, [[stat]]s, and [[move]]s; the Pokémon retains its original {{stat|HP}} and [[level]].
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.


;Causes
;Causes
* ?
* {{m|Transform}}, {{a|Imposter}}


;Countermeasures
;Countermeasures
* None
* Transform only: {{m|Crafty Shield}}
* {{a|Illusion}}
* {{m|Substitute}}, {{cat|moves with a semi-invulnerable turn}}, {{cat|moves that switch the target out}}
{{-}}
{{-}}



Revision as of 21:46, 8 January 2023

A volatile battle status is any effect that changes the battle mechanics beyond the fundamental type matchups, stats (and stat stages), and attacks, and only applies within a single battle (as opposed to a nonvolatile status condition, which persists between battles if not treated).

The status effects can be grouped into a few thematic categories: effects that interfere with a target and limit their options, effects that affect HP (damage or recovery), and all other mechanics changes. Some effects may fit into multiple categories, but they will be listed in the first one that applies.

Interference effects

These effects interfere with a Pokémon (usually the target) and limit their options.

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 until the effect fades. In Generation I, a bound Pokémon cannot attack, but it can switch or flee.

This effect is commonly referred to as "partially trapped" by fans.

Causes
Countermeasures


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 is unable to switch out or flee as long as the Pokémon that trapped it is on the field.

This effect is commonly referred to as "trapped" by fans.

Causes
Countermeasures


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.

Causes
Countermeasures


Charging turn

Lurantis charging energy for Solar Blade

This is a built-in requirement for some moves that take two turns to fully execute, where the user must spend a turn readying before attacking the following turn. The charging can be skipped with a Power Herb, or in the case of Solar Beam and Solar Blade, the presence of harsh sunlight.

Causes
Countermeasures


Confusion

Main article: Confusion (status condition)
Riolu is confused

A confused Pokémon sometimes hurts itself instead of properly executing a move.

Causes
Countermeasures


Drowsy

A drowsy Pokémon will fall asleep at the end of the next turn, 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.

Causes
Countermeasures


Embargo

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

A Pokémon under the effect of Embargo generally cannot benefit from items. Its held item has no effect (with some exceptions, usually negative), it cannot use Fling or Natural Gift, and its Trainer cannot use items on it (including Wonder Launcher items). The effect lasts for five turns.

Causes
Countermeasures


Encore

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

A Pokémon under the effect of Encore will repeat its last attack for several turns. In Generation V, if the Pokémon has Magic Coat active, the move will fail.

Causes
Countermeasures


Flinch

Magmar flinching

Main article: Flinch

The flinch effect prevents a Pokémon from acting during its turn. It is a side-effect of some attacks, and can only activate if a Pokémon is attacked before it takes its turn.

Causes
Countermeasures


Heal Block

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

A Pokémon affected by Heal Block is prevented from healing for five turns. This generally includes the effects of all moves, Abilities, and held items.

Causes
Countermeasures


Infatuation

Raichu is infatuated

An infatuated Pokémon will be unable to use moves at a 50% chance. Infatuation can only activate between Pokémon that are opposite genders, meaning gender unknown Pokémon cannot be infatuated. Infatuation will end as soon as either the affected Pokémon or the Pokémon it is infatuated with is removed from the battle, or if Mental Herb, Red Flute, or Eggant Berry is used.

Infatuation cannot be passed with Baton Pass.

Causes
Countermeasures


Recharging

Incineroar recharging after using Blast Burn

This is a built-in requirement for some moves, where, after successfully using the move, the user must spend the next turn recovering. The recovery turn happens automatically—the Trainer is given no chance to choose any battle action and the Pokémon cannot perform any action.

Causes
Countermeasures
  • None


Rooting

Amoonguss after planting its roots

Rooting has a combination of effects: a rooted Pokémon restores 1/16th of its maximum HP every turn; cannot switch out or flee; and is grounded. A rooted Pokémon cannot be forced out by moves that switch the target out, such as Roar. Rooting can be transferred by Baton Pass.

Causes
Countermeasures


Taunt

A taunted Pokémon cannot use any status moves for several turns (including status moves that become damaging moves like Nature Power).

Causes
Countermeasures


Rampaging

Axew being forced to attack

A rampaging Pokémon uses the same move for several turns and then becomes confused. The Pokémon only becomes confused if the move reaches the end of its duration; if it is disrupted before the final turn, it will not become confused. Before Generation V, only paralysis and confusion can disrupt a rampage, but since then, most other reasons for failing to use the move also count.

Causes
Countermeasures


Torment

Bulbasaur being tormented

A tormented Pokémon cannot select the same move twice in a row. If the Pokémon can only use one move, it will be forced to use Struggle every other turn.

Causes
Countermeasures


Health effects

These effects may do damage or recover HP.

Aqua Ring

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

A Pokémon with this status restores 1/16th of its maximum HP every turn. This effect can be transferred by Baton Pass.

Causes
Countermeasures


Curse

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

A cursed Pokémon takes damage equal to ¼ of its maximum HP every turn.

Causes
Countermeasures


Leech Seed

A Solrock affected by Leech Seed

A Pokémon afflicted with Leech Seed has its HP stolen to heal the Pokémon that used Leech Seed. If the Pokémon that inflicted Leech Seed is replaced, Leech Seed heals its replacement; if there is no Pokémon in that position (such as in Double Battles), Leech Seed will not damage the seeded Pokémon, but the effect remains and will activate again if a Pokémon later occupies that position (if a Pokémon is revived).

If there is someone to heal, a seeded Pokémon loses 1/8 of its maximum HP (1/16 in Generation I) at the end of the turn and the heal target heals by the same amount. If the seeded Pokémon has Liquid Ooze, the heal target will be hurt instead.

If a Pokémon afflicted with Leech Seed uses Baton Pass, Leech Seed is transferred to its replacement, even if it is Grass-type.

Causes
Countermeasures


Nightmare

A Pokémon under this effect will lose ¼ of its maximum HP every turn it is asleep. Baton Pass can transfer this effect (via Sleep Talk).

Causes
Countermeasures


Counting Down

Main article: Perish Song (move)

A Pokémon that gains this effect will faint three turns later. The number of turns remaining is stated at the end of each turn. This effect can be transferred with Baton Pass.

Causes
Countermeasures


Splinters

A Pokémon afflicted with splinters takes damage equivalent to a 25-power move from the user, factoring in type effectiveness, but not the random damage factor. This effect is exclusive to Pokémon Legends: Arceus.

Damage occurs at the end of the target's turn. The effect lasts three turns for regular moves, two turns for agile style moves, and four turns for strong style moves.

Causes
Countermeasures
  • None


Other effects

These effects change other rules of battle, such as how types interact or what will happen when a certain move is used.

Identified

Noctowl's Foresight identifying Gastly

An identified Pokémon loses the benefit of boosts to its evasion and may have type immunities removed. Foresight and Odor Sleuth allow Normal- and Fighting-type moves to affect Ghost-type Pokémon, while Miracle Eye allows Psychic-type moves to affect Dark-type Pokémon.

Causes
Countermeasures


Telekinesis

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

A Pokémon under this effect will be hit by most moves without fail: all moves except one-hit knockout moves will bypass accuracy checks. It also becomes ungrounded unless another effect grounds it; Smack Down, Thousand Arrows, and Gravity remove Telekinesis entirely. The effect lasts for three turns.

This effect can be Baton Passed.

Causes
Countermeasures


Type change

There are a variety of ways for a Pokémon's type to change. Most can only be reset by recalling the Pokémon, or altered again by using a different type-changing move.

Some moves make the Pokémon lose a type. For Roost, this only lasts until the end of the turn.

Two moves make the Pokémon gain an extra type. This type is separate from the Pokémon's base types and is usually not affected by other type-changing effects.

Many moves and Abilities change a Pokémon's base types to another type or types. Most only result in the Pokémon having a single type afterwards; only Reflect Type (and Conversion in Generation I) can result in the Pokémon having two types. Also, only Reflect Type affects the Pokémon's extra type. (Transformations from Transform and Imposter also change the user's type, among many other things about the Pokémon.)

Causes
Countermeasures


Bracing

Heracross bracing itself
Main article: Endure (move)

A Pokémon that is bracing itself will survive any attacks that turn with at least 1 HP. It does not protect against damage received at the end of a turn.

Causes
Countermeasures


Defense Curl

Phanpy curls up, ready to use Rollout

If a Pokémon has used Defense Curl, the power of Rollout and Ice Ball will be doubled. This effect lasts until the Pokémon leaves the field. It cannot transferred by Baton Pass.

Causes
Countermeasures


Magic Coat

Absol bouncing back an attack

A Pokémon under the effect of Magic Coat will reflect most status moves used against it or its side of the field back at the attacker until the turn ends.

The Ability Magic Bounce is a permanent version of this volatile status.

Causes
Countermeasures
  • None


Magnetic levitation

Metagross levitating on magnetism

A Pokémon under this effect is ungrounded: it is immune to Ground-type attacks and the damage of Spikes and Toxic Spikes, and is unaffected by Arena Trap. The effect lasts for five turns.

This effect can be transferred by Baton Pass.

Causes
Countermeasures


Mimic

Main article: Mimic (move)

When a Pokémon mimics another, Mimic is temporarily replaced with the target's last used move. (In Generation I, the move can be selected, except in Link Battles or Pokémon Stadium games.)

Causes
Countermeasures


Minimize

Minimized Chansey
Main article: Minimize (move)

A Pokémon that has used Minimize will take double damage from some moves; since Generation VI, those moves also bypass accuracy and evasion checks. (This effect was not present in Generation I.) Only Stomp has always had this interaction with minimized targets.

This effect can be transferred by Baton Pass.

Causes
Countermeasures


Protection

Main article: Protection

A Pokémon under the effect of protection will be unaffected by moves used against them for the turn. The moves that are protected against depend on the move used to create the protection. Some only protect the user, and these at least protect against damaging moves; others protect the whole field and often protect from fewer moves.

Causes
Countermeasures


Semi-invulnerable turn

Main article: Semi-invulnerable turn

Several two-turn moves have a turn where a Pokémon becomes semi-invulnerable, and most moves will miss regardless of accuracy, even moves that never miss.

Causes
Countermeasures


Substitute

Accelgor launching a substitute
Main article: Substitute (move)

A substitute is a decoy that takes damage in place of its owner. It is created by sacrificing a portion of a Pokémon's total HP to put into the substitute, and can then absorb that much damage. It also prevents some effects such as status conditions and stats being lowered.

A substitute can be Baton Passed.

Causes
Countermeasures


Taking aim

Sceptile being targeted

A Pokémon that is taking aim on a target will hit that target without fail with its next move. This effect can be Baton Passed.

Causes
Countermeasures


Transformed

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

A transformed Pokémon has taken on the guise of another, including its appearance, form, stats, and moves; the Pokémon retains its original HP and level.

Causes
Countermeasures


Pokémon Legends: Arceus

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.

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.

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.

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.