User:Sumwun/Sandbox/Field effect

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Field effects affect Pokémon during battle. Unlike status conditions, field effects affect all Pokémon in a specific part of the battlefield instead of a specific Pokémon.

Whole field

Environment

Every battlefield has an environment that depends on where the battle is. The environment can be temporarily changed to one of the terrains listed below, but it will always revert to the initial environment when the terrain wears off. All environments affect moves that vary with environment, and the four terrains listed below have additional effects.

Electric Terrain

Increases the power of Electric-type moves used by Pokémon on the ground by 50%. Prevents Pokémon on the ground from falling asleep and being afflicted by Yawn.

Grassy Terrain

Increases the power of Grass-type moves used by Pokémon on the ground by 50%. Restores 1/16 HP to all Pokémon on the ground each turn. Halves the damage taken from Bulldoze, Earthquake, and Magnitude.

Misty Terrain

Halves the damage taken by Pokémon on the ground from Dragon-type moves. Prevents Pokémon on the ground from being afflicted with status conditions; in Generation VII, also protects from confusion.

Psychic Terrain

Increases the power of Psychic-type moves used by Pokémon on the ground by 50%. Prevents Pokémon on the ground from being hit by moves with increased priority.

Fairy Lock

Main article: Fairy Lock (move)

Gravity

Main article: Gravity (move)

Ion Deluge

Main article: Ion Deluge (move)

Rooms

Room effects last for 5 turns. If a room-setting move is used while its corresponding field effect is already in effect, then the effect ends immediately.

Magic Room

Main article: Magic Room (move)

Trick Room

Main article: Trick Room (move)

Wonder Room

Main article: Wonder Room (move)

Weather

Main article: Weather

Extremely harsh sunlight

Main article: Desolate Land (Ability)

Fog

Main article: Fog

Hail

Main article: Hail (weather condition)

Harsh sunlight

Main article: Harsh sunlight

Heavy rain

Main article: Primordial Sea (Ability)

Mysterious air current

Main article: Delta Stream (Ability)

Rain

Main article: Rain

Sandstorm

Main article: Sandstorm (weather condition)

One side of field

Entry hazards

Entry hazards affect Pokémon when entering battle. Upon success, Rapid Spin clears all entry hazards on the user's side, and Defog clears all entry hazards on both the user's and target's sides.

Spikes

Main article: Spikes (move)

Stealth Rock

Main article: Stealth Rock (move)

Sticky Web

Main article: Sticky Web (move)

Toxic Spikes

Main article: Toxic Spikes (move)

Five-Turn Team Protection

These field effects protect everyone on the user's side of the field from certain effects. They wear off after 5 turns.

Lucky Chant

Main article: Lucky Chant (move)

Mist

Main article: Mist (move)

Safeguard

Main article: Safeguard (move)

Pledges

A pledge effect appears on one side of the field when two allies use pledge moves on the same turn. The effect lasts for 4 turns.

Swamp

This is caused by Water Pledge and Grass Pledge. It quarters the Speed of all opponents.

Sea of Fire

This is caused by Grass Pledge and Fire Pledge. All non-Fire-type opponents lose 1/8 of their maximum HP at the end of each turn.

Rainbow

This is caused by Fire Pledge and Water Pledge. It doubles the probabilities of secondary effects of moves used on the user's side of the field.

Screens

All screens reduce damage done to anyone on the user's side of the field. They do not reduce damage done by self-inflicted confusion damage, critical hits, or moves that deal direct damage. Screens are removed from a Pokémon's side of the field if it is hit by Brick Break, Defog or Psychic Fangs. Pokémon with the Ability Infiltrator ignore the effects of screens when attacking. Screens usually wear off after 5 turns, but the duration is extended to 8 turns if the screen was set by a Pokémon holding a Light Clay.

Aurora Veil

Main article: Aurora Veil (move)

Light Screen

Main article: Light Screen (move)

Reflect

Main article: Reflect (move)

Tailwind

Main article: Tailwind (move)

Team Protection

Team protection protects all Pokémon on the user's side from particular moves for one turn. If any protected Pokémon is hit by Feint, Shadow Force, Hyperspace Fury, Hyperspace Hole, or Phantom Force—all of which ignore protection—then any team protection will be lifted from that Pokémon and its allies.

Crafty Shield

Main article: Crafty Shield (move)

Mat Block

Main article: Mat Block (move)

Quick Guard

Main article: Quick Guard (move)

Wide Guard

Main article: Wide Guard (move)

One Pokémon

Healing Wish

The first Pokémon to enter a spot where Healing Wish or Lunar Dance was used will have its HP and non-volatile status conditions restored.

Leech Seed

Main article: Leech Seed (move)

When a Pokémon is seeded by Leech Seed, it loses 1/8 of its maximum HP each turn. Half of that loss is used to heal the Pokémon occupying the spot where Leech Seed was used. If that spot is empty (because the Pokémon there fainted earlier that turn), then the seeded Pokémon does not lose HP that turn. If the user seeded itself because its target used Magic Coat or had Magic Bounce, then the seeded Pokémon heals whichever Pokémon occupies the spot where the Magic Coat or Magic Bounce user was when Leech Seed was used.

Wish

Main article: Wish (move)

One turn after a Pokémon uses Wish, the Pokémon occupying the spot where Wish was used gets healed. Until then, Wish fails when used by that Pokémon.