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

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m (Jump Drive moved page User:Jump Drive/List of battle statuses to User:Jump Drive/List of battle states: returning to original position, realised that was more accurate to the Battle status page)
(removed stat modifiers and status conditions to align with Battle status. removed transient category and replaced with action-bound category.)
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{{incomplete|needs=Missing official names (for those with multiple causes (eg: taking aim) don't add until there is a main page for that state). Missing links in effect descriptions. Missing information on changes between generations. Missing baton pass info. Need to test whether duration is tied to user, target, or field turns. Need to investigate Imprison, Uproar, and Center of attention data structure (how are their effects applied to other pokemon on the field?). Need to investigate Choice Item data structure (is choice lock applied by status condition or tracker?). Need to investigate Micle Berry (used on HP drop or before next move?). Need to investigate After You data structure (just an instant effect or boosted priority?). Potentially missing volatile states, need to check through [[Ability]], maybe recheck [[Special move]] as well.}}
{{incomplete|needs=Missing official names (for those with multiple causes (eg: taking aim) don't add until there is a main page for that state). Missing links in effect descriptions. Missing information on changes between generations. Missing baton pass info. Need to investigate Imprison, Uproar, and Center of attention data structure (how are their effects applied to other pokemon on the field?). Need to investigate Choice Item data structure (is choice lock applied by status condition or tracker?). Need to investigate Micle Berry (used on HP drop or before next move?). Need to investigate After You data structure (just an instant effect or boosted priority?). Potentially missing volatile states, need to check through [[Ability]], maybe recheck [[Special move]] as well.}}


A Pokémon's [[Battle status#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.
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.
 
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==
==Field states==
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! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Field state
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Field state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! class="unsortable" style="background-color:#{{Battle items color light}}; width:70px;" | Duration
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
|-style='background:#fff'
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|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Fairy Lock}}
| colspan="2" | {{m|Fairy Lock}}
| style='text-align:left' | Pokémon can’t flee or withdraw.
| style='text-align:left' | Pokémon can’t flee or withdraw during the next turn.
| 1 turn
| {{tt|2 turns|Effect is only applied during the second turn}}
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
| colspan="2" | {{m|Ion Deluge}} (see also: {{m|Plasma Fists}})
| colspan="2" | {{m|Ion Deluge}} (see also: {{m|Plasma Fists}})
| style='text-align:left' | Normal-type moves become Electric-type.
| style='text-align:left' | Normal-type moves become Electric-type.
| Transient
| 1 turn
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
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| [[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 power of Fire-type moves is increased by 50%. The power of Water-type moves is halved. Prevents Freezing.
| rowspan="9" | Variable
| rowspan="9" | Varies
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
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|-style='background:#fff'
|-style='background:#fff'
| [[Terrain|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 at the end of each turn.
| style='text-align:left' | The power of Grass-type moves is increased by 30%. Pokémon heal 1/16 of their maximum HP each turn.
| {{gen|VI}}
| {{gen|VI}}
|-style='background:#fff'
|-style='background:#fff'
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! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Side state
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Side state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! class="unsortable" style="background-color:#{{Battle items color light}}; width:70px;" | Duration
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
|-style='background:#fff'
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| {{m|Quick Guard}}
| {{m|Quick Guard}}
| style='text-align:left' | Protects Pokémon from moves that have increased priority.
| style='text-align:left' | Protects Pokémon from moves that have increased priority.
| rowspan="4" | Transient
| rowspan="4" | 1 turn
| {{gen|V}}
| {{gen|V}}
|-style='background:#fff'
|-style='background:#fff'
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! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Position state
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Position state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! class="unsortable" style="background-color:#{{Battle items color light}}; width:70px;" | Duration
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
|-style='background:#fff'
Line 271: Line 273:


==Pokémon states==
==Pokémon states==
===Status conditions===
A Pokémon battle state 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 another Pokémon, usually the one that inflicted it. In this case, the state will be lost if the linked Pokémon is removed from battle.
{{main|Status condition}}


{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
|- style="text-align:center;"
|- style="text-align:center;"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Status condition
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Pokémon state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! class="unsortable" style="background-color:#{{Battle items color light}}; width:70px;" | Duration
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
| [[Burn]]
| style='text-align:left' | The Pokémon loses 1/8 of its maximum HP each turn and has its Attack stat halved.
| N/A
| {{gen|I}}
|-style='background:#fff'
| [[Freeze]]
| style='text-align:left' | The Pokémon can't use moves. This condition has a 20% chance of wearing off each turn.
| N/A
| {{gen|I}}
|-style='background:#fff'
| [[Paralysis]]
| style='text-align:left' | The Pokémon has a 25% chance of failing to use a move and has its Speed stat halved.
| N/A
| {{gen|I}}
|-style='background:#fff'
| [[Poison]]
| style='text-align:left' | The Pokémon loses 1/8 of its maximum HP each turn.
| N/A
| {{gen|I}}
|-style='background:#fff'
| [[Badly poisoned]]
| style='text-align:left' | The Pokémon loses 1/16 of its maximum HP each turn, this increases by 1/16 each turn.
| N/A
| {{gen|I}}
|-style='background:#fff'
| [[Sleep]]
| style='text-align:left' | The Pokémon can't use moves.
| 1-3 turns
| {{gen|I}}
|}
 
===Volatile states===
A volatile state is a condition that affects a Pokémon and persists between turns. Unlike status conditions however, volatile states are lost once the affected Pokémon is switched out of battle or when the battle ends. Some volatile states are linked to another Pokémon, usually the one that inflicted it. In this case, the state will be lost if the linked Pokémon is removed from battle.
 
{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
|- style="text-align:center;"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Volatile state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Duration
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Baton Pass?
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Baton Pass?
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
Line 450: Line 410:
|-style='background:#fff'
|-style='background:#fff'
| [[Bound]]
| [[Bound]]
| style="text-align:left;" | The Pokémon loses 1/8 of its maximum HP at the end of each turn. This state is linked to the Pokemon that inflicted it.<br>If inflicted by a G-Max move it won't be linked.
| style="text-align:left;" | The Pokémon loses 1/8 of its maximum HP each turn. This state is linked to the Pokemon that inflicted it.<br>If inflicted by a G-Max move it won't be linked.
| 4-5 turns
| 4-5 turns
|
|
Line 456: Line 416:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Curse}}
| {{m|Curse}}
| style="text-align:left;" | The Pokémon loses 1/4 of its maximum HP at the end of each turn.
| style="text-align:left;" | The Pokémon loses 1/4 of its maximum HP each turn.
| N/A
| N/A
|
|
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|-style='background:#fff'
|-style='background:#fff'
| {{m|Nightmare}}
| {{m|Nightmare}}
| style="text-align:left;" | The Pokémon loses 1/4 of its maximum HP at the end of each turn. This state is linked to the Pokemon that inflicted it.
| style="text-align:left;" | The Pokémon loses 1/4 of its maximum HP each turn. This state is linked to the Pokemon that inflicted it.
| N/A
| N/A
|
|
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|-style='background:#fff'
|-style='background:#fff'
| {{m|Salt Cure}}
| {{m|Salt Cure}}
| style="text-align:left;" | The Pokémon loses 1/8 of its maximum HP at the end of each turn. Steel- and Water-types lose 1/4 instead.
| 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
|
|
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|-style='background:#fff'
|-style='background:#fff'
| [[Seeded]]
| [[Seeded]]
| style="text-align:left;" | The Pokémon loses 1/8 of its maximum HP at the end of each turn and the Pokémon in the position it was inflicted from is healed by the same amount.<br>If no Pokémon is in that position then no HP is lost that turn.
| 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
|
|
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|-style='background:#fff'
|-style='background:#fff'
| {{m|Aqua Ring}}
| {{m|Aqua Ring}}
| style="text-align:left;" | The Pokémon heals 1/16 of its maximum HP at the end of each turn.  
| style="text-align:left;" | The Pokémon heals 1/16 of its maximum HP each turn.  
| N/A
| N/A
| {{yes}}
| {{yes}}
Line 492: Line 452:
|-style='background:#fff'
|-style='background:#fff'
| {{m|Ingrain}}
| {{m|Ingrain}}
| style="text-align:left;" | The Pokémon heals 1/16 of its maximum HP at the end of each turn and becomes grounded if it is not already.<br>The affected Pokémon is unable to switch out and is immune to the effects of Red Card and moves that switch the target out.
| 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
| {{yes}}
| {{yes}}
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| [[Confusion (status condition)|Confusion]]
| {{cat|Choice items|Choice locked}}
| 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.
| style="text-align:left;" | The Pokémon is forced into using the same move it previously used.
| 1-4 turns
| N/A
|
|
| {{gen|I}}
| {{gen|III}}
|-style='background:#fff'
| {{m|Disable}}
| style="text-align:left;" | The Pokémon is prevented from using the move it last used.
| 4 turns
|
| {{gen|I}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Gigaton Hammer}} (see also: {{m|Blood Moon}})
| {{m|Gigaton Hammer}} (see also: {{m|Blood Moon}})
| style="text-align:left;" | The Pokémon is prevented from using the move it last used.
| style="text-align:left;" | The Pokémon is prevented from using the move it last used.
| 1 turn
| 2 turns
|
|
| {{gen|IX}}
| {{gen|IX}}
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|
|
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
| {{m|Taunt}}
| style="text-align:left;" | The Pokémon is prevented from using status moves.
| 3 turns
|
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Throat Chop}}
| {{m|Throat Chop}}
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|-style='background:#fff'
|-style='background:#fff'
| {{m|Octolock}}
| {{m|Octolock}}
| style="text-align:left;" | The Pokémon is prevented from switching or escaping, lowers Defense and Sp. Def at the end of each turn.
| style="text-align:left;" | The Pokémon is prevented from switching or escaping and the Pokémon's Defense and Sp. Def stats are lowered each turn.
| N/A
| N/A
|
|
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|-style='background:#fff'
|-style='background:#fff'
| {{m|Laser Focus}}
| {{m|Laser Focus}}
| style="text-align:left;" | The Pokémon's attack always result in a critical hit.
| style="text-align:left;" | The Pokémon's attacks always result in a critical hit.
| 1 turn
| 2 turns
|
|
| {{gen|VII}}
| {{gen|VII}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Lock-On}} (see also: {{m|Mind Reader}})
| {{m|Lock-On}} (see also: {{m|Mind Reader}})
| style="text-align:left;" | The Pokémon's attack cannot miss.
| style="text-align:left;" | The Pokémon that inflicted this state can't miss when attacking the affected Pokémon.
| 1 turn
| 2 turns
|
|
| {{gen|II}}
| {{gen|II}}
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| {{m|Yawn}} (see also: {{m|G-Max Snooze}})
| {{m|Yawn}} (see also: {{m|G-Max Snooze}})
| style="text-align:left;" | The Pokémon will fall asleep when this effect ends.
| style="text-align:left;" | The Pokémon will fall asleep when this effect ends.
| 2 turns
|
| {{gen|III}}
|-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
| 1 turn
|
|
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Destiny Bond}}
| {{m|Electrify}}
| style="text-align:left;" | Until the Pokémon's next move, if the Pokémon faints, the Pokémon that landed the knockout hit also faints.
| style="text-align:left;" | The Pokémon's moves become Electric type.
| 1 turn
|
| {{gen|VI}}
|-style='background:#fff'
| {{m|Endure}}
| style="text-align:left;" | The Pokémon endures all attacks with at least 1 HP.
| 1 turn
| 1 turn
|
|
| {{gen|II}}
| {{gen|II}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Grudge}}
| [[Flinch]]
| style="text-align:left;" | Until the Pokémon's next move, if the Pokémon faints, the opponent's move that knocked it out is fully depleted of PP.
| style="text-align:left;" | The Pokémon is prevented from using moves.
| 1 turn
|
| {{gen|I}}
|-style='background:#fff'
| Focusing ({{m|Focus Punch}}, {{m|Beak Blast}}, {{m|Shell Trap}})
| style="text-align:left;" | The Pokémon will perform the chosen move at -3 priority. This effect will end without using the move if the Pokémon takes damage.
| 1 turn
|
| {{gen|III}}
|-style='background:#fff'
| {{m|Helping Hand}}
| style="text-align:left;" | The power of the Pokémon's next move is increased by 50%. This ends the effect.
| 1 turn
|
| {{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
|
| {{gen|III}}
|-style='background:#fff'
| {{m|Powder}}
| style="text-align:left;" | When using a Fire-type move the move will fail and the Pokémon loses 1/4 of its maximum HP.
| 1 turn
|
| {{gen|VI}}
|-style='background:#fff'
| {{m|Quash}}
| style="text-align:left;" | The Pokémon executes its move last in the turn ignoring priority.
| 1 turn
|
| {{gen|V}}
|-style='background:#fff'
| {{m|Roost}}
| style="text-align:left;" | The Pokémon's Flying-type is lost. If Roost is used by a Pokémon of a pure Flying-type species they also gain the Normal-type.
| 1 turn
|
| {{gen|IV}}
|-style='background:#fff'
| {{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
| 1 turn
|
|
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Glaive Rush}}
| {{m|Protect}} (see also: {{m|Detect}})
| style="text-align:left;" | The Pokémon can't evade moves and receives double damage.
| style="text-align:left;" | Protects the Pokémon from all moves.
| 1 turn
|
| {{gen|II}}
|-style='background:#fff'
| {{m|Max Guard}}
| style="text-align:left;" | Protects the Pokémon from all moves and max moves.
| 1 turn
|
| {{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
|
| {{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
|
| {{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
|
| {{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
|
| {{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
|
| {{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
| 1 turn
|
|
| {{gen|IX}}
| {{gen|IX}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Bide}}
| [[Micle Berry]]
| style="text-align:left;" | The Pokémon can't use moves and will attack a target dealing damage equal to that taken over the duration of this state when this effect ends.
| style="text-align:left;" | The accuracy of the Pokémon's next move is increased by 20%. This ends the effect.
| 2 turns
| N/A
|
| {{gen|IV}}
|}
 
 
===Action-bound states===
Unlike other battle states action-bound states have an effect and duration bound to the affected Pokémon's actions. On the action when the state would expire the state will end directly before the affected Pokémon takes their turn (excluding disable and taunt which end either after the Pokémon takes their turn or at the end of the turn (needs testing using instruct)). Using an {{m|Instruct|instructed move}} will count as performing an additional action that turn and reduces the duration accordingly.
 
{| 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;" | Action-bound Pokémon state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! class="unsortable" style="background-color:#{{Battle items color light}}; width:70px;" | Duration
! class="unsortable" style="background-color:#{{Battle items color light}}; width:50px;" | Baton Pass?
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
| [[Confusion (status condition)|Confusion]]
| style="text-align:left;" | The Pokémon has a 33% chance of failing to use a move and attacking themselves instead with a typeless physical move with a power of 40.
| 2-4 actions
|
|
| {{gen|I}}
| {{gen|I}}
|-style='background:#fff'
|-style='background:#fff'
| {{cat|Moves with a charging turn|Charging}}
| {{m|Disable}}
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends.
| style="text-align:left;" | The Pokémon is prevented from using the move it last used.
| 1 turn
| 4 actions
|
|
| {{gen|I}}
| {{gen|I}}
|-style='background:#fff'
|-style='background:#fff'
| {{cat|Choice items|Choice locked}}
| {{m|Taunt}}
| style="text-align:left;" | The Pokémon is forced into using the same move it previously used.
| style="text-align:left;" | The Pokémon is prevented from using status moves.
| N/A
| 3 actions
|
|
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
|-style='background:#fff'
| {{m|Encore}}
| {{m|Destiny Bond}}
| style="text-align:left;" | The Pokémon is forced into using the same move it previously used.
| style="text-align:left;" | If the Pokémon faints, the Pokémon that landed the knockout hit also faints.
| 3 turns
| 1 action
|
|
| {{gen|II}}
| {{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
|
| {{gen|III}}
|-style='background:#fff'
| {{m|Glaive Rush}}
| style="text-align:left;" | The Pokémon can't evade moves and receives double damage.
| 1 action
|
| {{gen|IX}}
|-style='background:#fff'
|-style='background:#fff'
| [[Rampage|Rampaging]]
| [[Rampage|Rampaging]]
| style="text-align:left;" | The Pokémon is forced into using the chosen move. The Pokémon will become confused when this effect ends.
| style="text-align:left;" | The Pokémon is forced into using the chosen move. The Pokémon will become confused when this effect ends.
| 2-3 turns
| 2-3 actions
|
| {{gen|I}}
|-style='background:#fff'
| [[Recharge|Recharging]]
| style="text-align:left;" | The Pokémon can't act.
| 1 turn
|
|
| {{gen|I}}
| {{gen|I}}
Line 667: Line 736:
| {{m|Ice Ball}} (see also: {{m|Rollout}})
| {{m|Ice Ball}} (see also: {{m|Rollout}})
| style="text-align:left;" | The Pokémon is forced into using the chosen move.
| style="text-align:left;" | The Pokémon is forced into using the chosen move.
| 5 turns
| 5 actions
|
|
| {{gen|II}}
| {{gen|II}}
Line 673: Line 742:
| {{m|Uproar}}
| {{m|Uproar}}
| style="text-align:left;" | The Pokémon is forced into using Uproar and prevents all Pokémon on the field from sleeping.
| style="text-align:left;" | The Pokémon is forced into using Uproar and prevents all Pokémon on the field from sleeping.
| 3 turns
| 3 actions
|
|
| {{gen|III}}
| {{gen|III}}
|-style='background:#fff'
| {{m|Encore}}
| style="text-align:left;" | The Pokémon is forced into using the same move it previously used.
| 3 actions
|
| {{gen|II}}
|-style='background:#fff'
| [[Recharge|Recharging]]
| style="text-align:left;" | The Pokémon can't act and will end their turn without using a move when this state ends.
| 1 action
|
| {{gen|I}}
|-style='background:#fff'
| {{m|Bide}}
| style="text-align:left;" | The Pokémon can't act and will attack a target dealing damage equal to that taken over the duration of this state when this effect ends.
| 2 actions
|
| {{gen|I}}
|-style='background:#fff'
| {{cat|Moves with a charging turn|Charging}}
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends.
| 1 action
|
| {{gen|I}}
|-style='background:#fff'
|-style='background:#fff'
| [[Semi-invulnerable|Underground]]
| [[Semi-invulnerable|Underground]]
| 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:left;" | The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list).  
| 1 turn
| 1 action
|
|
| {{gen|I}}
| {{gen|I}}
Line 685: Line 778:
| [[Semi-invulnerable|Underwater]]
| [[Semi-invulnerable|Underwater]]
| 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:left;" | The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list).  
| 1 turn
| 1 action
|
|
| {{gen|III}}
| {{gen|III}}
Line 691: Line 784:
| [[Semi-invulnerable|Up High]]
| [[Semi-invulnerable|Up High]]
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list). <br>Sky Drop applies this form of semi-invulnerability to both the user and the target, and both Pokemon's states are linked to each other.
| style="text-align:left;" | The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list). <br>Sky Drop applies this form of semi-invulnerability to both the user and the target, and both Pokemon's states are linked to each other.
| 1 turn
| 1 action
|
|
| {{gen|I}}
| {{gen|I}}
Line 697: Line 790:
| [[Semi-invulnerable|Vanished]]
| [[Semi-invulnerable|Vanished]]
| 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:left;" | The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from all moves.
| 1 turn
| 1 action
|
|
| {{gen|IV}}
| {{gen|IV}}
|-style='background:#fff'
| [[Micle Berry]]
| style="text-align:left;" | The accuracy of the Pokémon's next move is increased by 20%. This ends the effect.
| N/A
|
| {{gen|IV}}
|}
====Stat modifiers====
{{main|Stat modifier}}
Stat modifiers are lost when a Pokémon exits battle, and as such are a form of volatile state. Stat modifiers have no duration, and modifiers other than Critical Hit Ratio from G-Max Chi Strike can be baton passed.
{| class="roundy" style="margin:auto; text-align:center; background: #999; border: 5px solid #cdcdcd"
|-
! rowspan="2" style="background:#ccc" | Stat modifier
! rowspan="2" style="background:#ccc" | Effect
! colspan="13" style="background:#ccc" | Stage modifier
|- style="background: #ccc"
| -6 || -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6
|-
! style="background:#{{attack color}}" | {{color2|{{attack color dark}}|Stats#Attack|Attack}}
! style="background:#{{attack color light}}; color:#{{attack color dark}}; margin:auto"| Multiplies the Attack stat by stage modifier.
! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>8</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>7</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>6</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>5</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>4</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>3</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>2</sup>/<sub>2</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>3</sup>/<sub>2</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>4</sup>/<sub>2</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>5</sup>/<sub>2</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>6</sup>/<sub>2</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>7</sup>/<sub>2</sub> || ! rowspan="5" style="background: #FAFAD2" | <sup>8</sup>/<sub>2</sub>
|-
! style="background:#{{defense color}}" | {{color2|{{defense color dark}}|Stats#Defense|Defense}}
! style="background:#{{defense color light}}; color:#{{defense color dark}}; margin:auto"| Multiplies the Defense stat by stage modifier.
|-
! style="background:#{{special attack color}}" | {{color2|{{special attack color dark}}|Stats#Special Attack|Special Attack}}
! style="background:#{{special attack color light}}; color:#{{special attack color dark}}; margin:auto"| Multiplies the Sp. Atk stat by stage modifier.
|-
! style="background:#{{special defense color}}" | {{color2|{{special defense color dark}}|Stats#Special Defense|Special Defense}}
! style="background:#{{special defense color light}}; color:#{{special defense color dark}}; margin:auto"| Multiplies the Sp. Def stat by stage modifier.
|-
! style="background:#{{speed color}}" | {{color2|{{speed color dark}}|Stats#Speed|Speed}}
! style="background:#{{speed color light}}; color:#{{speed color dark}}; margin:auto"| Multiplies the Speed stat by stage modifier.
|-
! style="background:#ae58f8" | {{color2|542b77|Stats#Evasion|Evasion}}
! style="background:#d099ff; margin:auto"| {{color|542b77|Multiplies the chance of incoming moves missing by stage modifier.|}}
! rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>9</sub> || rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>8</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>7</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>6</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>5</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>4</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>3</sup>/<sub>3</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>4</sup>/<sub>3</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>5</sup>/<sub>3</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>6</sup>/<sub>3</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>7</sup>/<sub>3</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>8</sup>/<sub>3</sub> || ! rowspan="2" style="background: #FAFAD2" | <sup>9</sup>/<sub>3</sub>
|-
! style="background:#58f8f6" | {{color2|2a6f6e|Stats#Accuracy|Accuracy}}
! style="background:#aefffe; margin:auto"| {{color|2a6f6e|Multiplies the chance of outgoing moves hitting by stage modifier.}}
|-
! style="background:#DDDDDD" | {{color2|555555|Critical Hit#Probability_2|Critical Hit Ratio}}
! style="background:#EEEEEE; margin:auto"| {{color|444444|Determines the probability of landing a critical hit.}}
||||||||||||| ! style="background: #FAFAD2" | <b><sup>1</sup>/<sub>24</sub></b> || ! style="background: #FAFAD2" | <b><sup>1</sup>/<sub>8</sub></b> || ! style="background: #FAFAD2" | <b><sup>1</sup>/<sub>2</sub></b> || ! style="background: #FAFAD2" | <b><sup>1</sup>/<sub>1</sub></b>
|}
|}


====Form changes====
===Form changes===
=====Major=====
====Major====
These effects can only be activated once per battle.
These effects can only be activated once per battle.


Line 756: Line 804:
*Ultra Burst
*Ultra Burst


=====Minor=====
====Minor====
*Primal Reversion
*Primal Reversion
*Forecast
*Forecast
Line 770: Line 818:
*Zero to Hero
*Zero to Hero
*Relic Song
*Relic Song
===Transient states===
A transient state is a condition that affects a Pokémon only on the turn it is applied.
{| class="roundy sortable" style="margin:auto; margin-bottom:2em; text-align:center; background:#{{Battle items color}}; border:3px solid #{{Battle items color dark}}; padding:2px;" cellspacing="1"
|- style="text-align:center;"
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Category
! style="background-color:#{{Battle items color light}}; {{roundytl|5px}}; width:110px;" | Transient state
! class="unsortable" style="background-color:#{{Battle items color light}};" | Effect
! style="background-color:#{{Battle items color light}}; {{roundytr|5px}}; width:40px;" | {{color2|000|Generation|Gen}}
|-style='background:#fff'
| colspan="2" | {{m|After You}}
| style="text-align:left;" | The Pokémon immediately executes its move.
| {{gen|V}}
|-style='background:#fff'
| colspan="2" | [[Center of attention]]
| style="text-align:left;" | The opposing team's Pokémon's move's are forced to target the affected Pokémon.
| {{gen|III}}
|-style='background:#fff'
| colspan="2" | {{m|Electrify}}
| style="text-align:left;" | The Pokémon's move becomes Electric type.
| {{gen|VI}}
|-style='background:#fff'
| colspan="2" | {{m|Endure}}
| style="text-align:left;" | The Pokémon endures all attacks with at least 1 HP.
| {{gen|II}}
|-style='background:#fff'
| colspan="2" | [[Flinch]]
| style="text-align:left;" | The Pokémon is unable to execute its move.
| {{gen|I}}
|-style='background:#fff'
| colspan="2" | Focusing ({{m|Focus Punch}}, {{m|Beak Blast}}, {{m|Shell Trap}})
| style="text-align:left;" | The Pokémon will perform the chosen move at -3 priority. This effect will end without using the move if the Pokémon takes damage.
| {{gen|III}}
|-style='background:#fff'
| colspan="2" | {{m|Helping Hand}}
| style="text-align:left;" | The power of the Pokémon's move is increased by 50%. This ends the effect.
| {{gen|III}}
|-style='background:#fff'
| colspan="2" | {{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.
| {{gen|III}}
|-style='background:#fff'
| colspan="2" | {{m|Powder}}
| style="text-align:left;" | When using a Fire-type move the move will fail and the Pokémon loses 1/4 of its maximum HP.
| {{gen|VI}}
|-style='background:#fff'
| colspan="2" | {{m|Quash}}
| style="text-align:left;" | The Pokémon executes its move last in the turn ignoring priority.
| {{gen|V}}
|-style='background:#fff'
| colspan="2" | {{m|Roost}}
| style="text-align:left;" | The Pokémon Flying-type is lost. If Roost is used by a pure Flying-type Pokémon they also gain the Normal-type.
| {{gen|IV}}
|-style='background:#fff'
| colspan="2" | {{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.
| {{gen|III}}
|-style='background:#fff'
| rowspan="9" | [[Protection]]
| {{m|Protect}}
| style="text-align:left;" | Protects the Pokémon from all moves.
| {{gen|II}}
|-style='background:#fff'
| {{m|Detect}}
| style="text-align:left;" | Protects the Pokémon from all moves.
| {{gen|II}}
|-style='background:#fff'
| {{m|Max Guard}}
| style="text-align:left;" | Protects the Pokémon from all moves and max moves.
| {{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.
| {{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.
| {{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.
| {{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.
| {{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.
| {{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.
| {{gen|IX}}
|}

Revision as of 03:40, 26 December 2023

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

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

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 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 another Pokémon, usually the one that inflicted it. In this case, the state will be lost if the linked Pokémon is removed from battle.

Pokémon state Effect Duration Baton Pass? Gen
Ability change The Pokémon has its ability changed. N/A III
Gastro Acid (see also: Core Enforcer The effect of the Pokémon's Ability is disabled. N/A IV
Illusion Changes the appearance of the Pokémon to that of the last conscious, non-Egg Pokémon in its Trainer's party. N/A V
Mimic Replaces the move Mimic with a target's last move for the Pokémon. N/A I
Substitute (see also: Shed Tail) Shields the Pokémon with a decoy until the decoy faints. N/A I
Transform (see also: Imposter) Transforms the Pokémon into a target right down to having the same move set. N/A I
Type change The Pokémon's typing is changed, with a type either replaced, removed, or added. N/A I
Getting pumped The Pokémon's critical hit ratio is increased by 2 stages. N/A I
Guard Split The Pokémon's Defense and Sp. Def stats are averaged with those of a target. N/A V
Power Split The Pokémon's Attack and Sp. Atk stats are averaged with those of a target. N/A V
Power Trick The Pokémon's Attack and Defense stats are swapped. N/A IV
Speed Swap The Pokémon's Speed stat is swapped with a target's. N/A VII
Syrup Bomb The Pokémon's Speed stat is lowered each turn for three turns. 3 turns IX
Autotomize The Pokémon's weight is decreased by 220 lbs (100 kg). This state can be stacked to a minimum weight of 0.2 lbs (0.1 kg). N/A V
Foresight (see also: Odor Sleuth) Causes a Ghost-type Pokémon to lose its immunity to Normal- and Fighting-type attacks.
The Pokémon that inflicted this state ignores increased evasion stat stages when making accuracy checks against the affected Pokémon.
N/A II
Miracle Eye Causes a Dark-type Pokémon to lose its immunity to Psychic-type attacks.
The Pokémon that inflicted this state ignores increased evasion stat stages when making accuracy checks against the affected Pokémon.
N/A IV
Minimize The Pokémon becomes weaker to certain moves (see main page for list). N/A I
Tar Shot The Pokémon becomes weaker to Fire-type moves. N/A VIII
Smack Down (see also: Thousand Arrows) The Pokémon becomes grounded if it is not already. N/A V
Magnet Rise The Pokémon becomes ungrounded if it is not already. 5 turns IV
Telekinesis The Pokémon becomes ungrounded if it is not already and moves against the affected Pokémon bypass accuracy checks to always hit. 3 turns V
Bound The Pokémon loses 1/8 of its maximum HP each turn. This state is linked to the Pokemon that inflicted it.
If inflicted by a G-Max move it won't be linked.
4-5 turns I
Curse The Pokémon loses 1/4 of its maximum HP each turn. N/A II
Nightmare The Pokémon loses 1/4 of its maximum HP each turn. This state is linked to the Pokemon that inflicted it. N/A II
Perish Song The Pokémon will faint when this effect ends. 3 turns I
Salt Cure The Pokémon loses 1/8 of its maximum HP 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
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
Choice locked The Pokémon is forced into using the same move it previously used. N/A III
Gigaton Hammer (see also: Blood Moon) The Pokémon is prevented from using the move it last used. 2 turns IX
Embargo The Pokémon is prevented from using its held item. Its Trainer is also prevented from using items on it. 5 turns IV
Heal Block (see also: Psychic Noise) The Pokémon is prevented from using any moves, Abilities, or held items that recover HP. 5 turns IV
Imprison The Pokémon prevents the opposing team's Pokémon from using any move also known by the affected Pokémon. N/A III
Infatuation The Pokémon has a 50% chance of failing to use a move. This state is linked to the Pokemon that inflicted it.
If the affected Pokémon is holding a Destiny Knot infatuation is additionally applied to Pokemon that inflicted it.
N/A II
Throat Chop The Pokémon is prevented from using sound-based moves. 2 turns VII
Torment The Pokémon is prevented from using the same move twice in a row. N/A III
Can't escape The Pokémon is prevented from switching or escaping. This state is linked to the Pokemon that inflicted it. N/A II
No Retreat The Pokémon is prevented from switching or escaping. Causes the move No Retreat to fail.
If the Pokémon is already affected by the Can't escape state this state won't be applied.
N/A VIII
Octolock The Pokémon is prevented from switching or escaping and the Pokémon's Defense and Sp. Def stats are lowered each turn. N/A VIII
Charge (see also: Electromorphosis, Wind Power) The power of the Pokémon's next Electric-type move is doubled. This ends the effect. N/A III
Defense Curl The power of the Pokémon's Rollout and Ice Ball is doubled. N/A I
Stockpile Determines the strength of the moves Spit Up and Swallow when used by the Pokémon. This ends the effect. This state can be stacked up to 3 times. N/A III
Laser Focus The Pokémon's attacks always result in a critical hit. 2 turns VII
Lock-On (see also: Mind Reader) The Pokémon that inflicted this state can't miss when attacking the affected Pokémon. 2 turns II
Yawn (see also: G-Max Snooze) The Pokémon will fall asleep when this effect ends. 2 turns III
Center of attention The opposing team's Pokémon's moves are forced to target the affected Pokémon. 1 turn III
Electrify The Pokémon's moves become Electric type. 1 turn VI
Endure The Pokémon endures all attacks with at least 1 HP. 1 turn II
Flinch The Pokémon is prevented from using moves. 1 turn I
Focusing (Focus Punch, Beak Blast, Shell Trap) The Pokémon will perform the chosen move at -3 priority. This effect will end without using the move if the Pokémon takes damage. 1 turn III
Helping Hand The power of the Pokémon's next move is increased by 50%. 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
Powder When using a Fire-type move the move will fail and the Pokémon loses 1/4 of its maximum HP. 1 turn VI
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
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
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
Micle Berry The accuracy of the Pokémon's next move is increased by 20%. This ends the effect. N/A IV


Action-bound states

Unlike other battle states action-bound states have an effect and duration bound to the affected Pokémon's actions. On the action when the state would expire the state will end directly before the affected Pokémon takes their turn (excluding disable and taunt which end either after the Pokémon takes their turn or at the end of the turn (needs testing using instruct)). Using an instructed move will count as performing an additional action that turn and reduces the duration accordingly.

Action-bound Pokémon state Effect Duration Baton Pass? Gen
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
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
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
Glaive Rush The Pokémon can't evade moves and receives double damage. 1 action IX
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
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
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
Up High The Pokémon can't act and will execute the chosen move when this state ends. Protects the Pokémon from most moves (see main page for list).
Sky Drop applies this form of semi-invulnerability to both the user and the target, and both Pokemon's states are linked to each other.
1 action I
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