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

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(added linked as a table category)
(apparently heal block and psychic noise have different durations)
 
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| {{m|Heal Block}} (see also: {{m|Psychic Noise}})
| {{m|Heal Block}} (see also: {{m|Psychic Noise}})
| style="text-align:left;" | The Pokémon is prevented from using any moves, Abilities, or held items that recover HP.
| style="text-align:left;" | The Pokémon is prevented from using any moves, Abilities, or held items that recover HP.
| 5 turns
| {{tt|5 turns|Heal Block}}<br>{{tt|2 turns|Psychic Noise}}
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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