User:Tiddlywinks/Volatile battle status
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
- 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
- Run Away
- Smoke Ball, Shed Shell
- Rapid Spin, Substitute, TeleportGen. II, moves that switch the user out
- Have Ghost-type
Can't escape
- 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
- 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
- Moves with a charging turn, Sky Drop, Snipe Shot
- Propeller Tail, Stalwart
- For Rage Powder only: have Grass-type; Overcoat; Safety Goggles
Charging turn
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
- Power Herb
- "Solar" moves only: harsh sunlight
Confusion
- Main article: Confusion (status condition)
A confused Pokémon sometimes hurts itself instead of properly executing a move.
- Causes
- Moves that can confuse, moves that confuse the user due to fatigue
- Berserk Gene, Berries that may cause confusion
- Countermeasures
- Recall Pokémon
- HazeGen. I, Substitute, Safeguard, Misty Terrain
- Own Tempo
- Yellow Flute; Persim Berry, Lum Berry (limited: Bitter Berry, MiracleBerry, Touga Berry); Full Heal, Full Restore, Heal Powder, Lava Cookie, Old Gateau, Casteliacone, Lumiose Galette, Shalour Sable, Big Malasada, Pewter Crunchies, Rage Candy Bar
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
- Recall Pokémon
- Other non-volatile status conditions
- Insomnia, Vital Spirit, Leaf Guard, Sweet Veil, Flower Veil, Shields Down
- Uproar, Electric Terrain, Misty Terrain
Embargo
- 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
- Recall Pokémon
- Magic Bounce
- Magic Coat
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
- Recall Pokémon
- Dynamax
- Magic Bounce, Aroma Veil
- Magic Coat, Shell Trap
Flinch
- 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
- 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
- Magic Bounce, Aroma Veil
- Magic Coat, Z-Moves with healing effects
- Use HP-restoring items
Infatuation
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
- Recall affected Pokémon or force out the Pokémon that caused the infatuation
- Gender unknown Pokémon
- Oblivious, Aroma Veil
- Mental Herb, Red Flute, Eggant BerryGen. III
Recharging
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
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
- Healing effect: Heal Block
- Trapping effect:
- Moves that switch the user out
- Escape items, Smoke Ball, Shed Shell, Eject Button
- Have Ghost-type
- Battle Style Shift/Switch
- Grounded effect: none
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
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
- See confusion
Torment
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
- 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
- Main article: Curse (move)
A cursed Pokémon takes damage equal to ¼ of its maximum HP every turn.
- Causes
- Curse (only when used by a Ghost-type Pokémon)
- Countermeasures
- Crafty Shield
- Recall Pokémon
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
- Magic Bounce
- Substitute, Rapid Spin, Magic Coat
- Heal Block can block healing, but damage still occurs
- Have Grass-type
- Recall seeded Pokémon
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
- Recall Pokémon
- Perish Song:
- Soundproof (prior to Generation VIII, this can also protect Perish Song's user)
- Throat Chop
- Perish Body:
- Long Reach
- Non-contact moves
- Protective Pads
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
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
- Magic Bounce
- Magic Coat
- Recall Pokémon
Telekinesis
- 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
- Magic Bounce
- Magic Coat, Smack Down, Thousand Arrows, Gravity, Ingrain
- Ungrounded effect only: Iron Ball
- Diglett, Dugtrio, Sandygast, and Palossand are immune to the move, but will receive the effect via Baton Pass; Mega Gengar is fully immune
- Recall Pokémon
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
- Remove type:
- Roost (temporary), Burn Up, Double Shock
- Extra type:
- Base type change:
- Countermeasures
- Forest's Curse, Trick-or-Treat: Magic Bounce, Magic Coat
- Magic Powder: Overcoat, Magic Bounce, Magic Coat, Substitute, Safety Goggles, have Grass-type
- Soak: Magic Bounce, Magic Coat, Substitute
- Roost, Camouflage, Conversion: Snatch
- Crafty Shield
- Change form
- Recall Pokémon
Bracing
- 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
- End of turn damage: poison, burn, Nightmare, Curse, Leech Seed, binding moves, sandstorm, hail, Future Sight, Doom Desire
- Perish Song, Perish Body
Defense Curl
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
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
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
- Recall Pokémon
Minimize
- 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
- Recall Pokémon
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
- End of turn damage: poison, burn, Nightmare, Curse, Leech Seed, binding moves, sandstorm, hail, Future Sight, Doom Desire
- Moves that break protection, moves that do damage through protection, Perish Song
- Unseen Fist, Perish Body
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
- 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
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
- 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
- Transform only: Crafty Shield
- Illusion
- Substitute, moves with a semi-invulnerable turn, moves that switch the target out
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.