User:Jump Drive/List of battle states

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A battle effect is some special condition that may affect a Pokémon's capabilities in battle.

Field effects

A field effect 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 effects

These field effects affect every position on the field.

Battle state Image Effect Duration Triggers Gen
Mud Sport The power of Electric-type moves is halved. 5 turns Mud Sport III
Water Sport The power of Fire-type moves is halved. 5 turns Water Sport III
Gravity Moves are more likely to hit. Ground-type moves will hit Flying-type Pokémon and Pokémon with the Levitate Ability. Moves that require action midair can't be used. 5 turns GravityG-Max Gravitas IV
Trick Room Slower Pokémon get to move first. 5 turns Trick Room IV
Magic Room Pokémon can't use their held items. 5 turns Magic Room V
Wonder Room Pokémon's Defense and Sp. Def are swapped. 5 turns Wonder Room V
Fairy Lock No Pokémon can flee or withdraw. 1 turn Fairy Lock VI
Plasma Fists All Normal-type moves will become Electric-type for the remainder of the turn Plasma Fists is used. Transient Plasma Fists VII

Weather

Only a single Weather type can be in effect at once.

Battle state Image Effect Triggers Gen
Harsh Sunlight The harsh sunlight weather condition. It boosts the power of Fire-type moves and lowers the power of Water-type moves. Sunny Day
DroughtOrichalcum Pulse
II
Rain The rain weather condition. It boosts the power of Water-type moves and lowers the power of Fire-type moves. Rain DanceDrizzle II
Sandstorm The sandstorm weather condition. At the end of each turn, it damages all Pokémon that are not Rock, Ground, or Steel types. It boosts the Sp. Def of Rock-type Pokémon. Sandstorm
Sand StreamSand Spit
II
Hail The hail weather condition. At the end of each turn, it damages all Pokémon that are not Ice types. HailSnow Warning II
Snow The snow weather condition. It makes Blizzard more likely to hit and boosts the Defense of Ice-type Pokémon. SnowscapeSnow Warning IX
Fog The Fog weather condition. All moves are less accurate, apart from moves that are always sure to hit. Overworld effect only IX
Extremely Harsh Sunlight The extremely harsh sunlight weather condition. It boosts the power of Fire-type moves and protects Pokémon from Water-type moves. Desolate Land VI
Heavy Rain The heavy rain weather condition. It boosts the power of Water-type moves and protects Pokémon from Fire-type moves. Primordial Sea VI
Strong Winds The strong winds weather condition. The power of moves that are super effective against Flying-type Pokémon is decreased. Delta Stream VI

Terrain

Only a single Terrain type can be in effect at once.

Battle state Image Effect Duration Triggers Gen
Electric Terrain Pokémon on the ground won't fall asleep. The power of Electric-type moves is boosted. 5 turns Electric Terrain
Electric SurgeHadron Engine
VI
Grassy Terrain Pokémon on the ground will have a little HP restored at the end of each turn. The power of Grass-type moves is boosted. 5 turns Grassy Terrain
Grassy SurgeSeed Sower
VI
Misty Terrain Pokémon on the ground won't get any status conditions. Damage from Dragon-type moves is halved. 5 turns Misty TerrainMisty Surge VI
Psychic Terrain Pokémon on the ground won't be hit by priority moves. The power of Psychic-type moves is boosted. 5 turns Psychic TerrainPsychic Surge VII

Side of field effects

These field effects affect every position on one side of the field. All side of field effects other than Team Protections can be swapped using Court Change.

Battle state Image Effect Duration Triggers Gen
Light Screen Light Screen IX.png Damage from special moves is halved. 5 turns Light ScreenGlitzy Glow I
Reflect Reflect IX.png Damage from physical moves is halved. 5 turns ReflectBaddy Bad I
Aurora Veil Aurora Veil IX.png Damage from special and physical moves is halved. 5 turns Aurora VeilG-Max Resonance VII
Tailwind Tailwind IX.png The Speed stats of a Pokémon and its allies are doubled. 4 turns Tailwind IV
Lucky Chant Lucky Chant VII.png The opponent's moves won't result in a critical hit. 5 turns Lucky Chant IV
Mist Mist IX.png The opponent's moves won't result in lowered stats. 5 turns Mist I
Safeguard Safeguard IX.png The opponent's moves won't result in status conditions. 5 turns Safeguard II
Rainbow Water Pledge VIII rainbow.png The additional effects of moves are more likely to occur. 4 turns Fire Pledge + Water Pledge V
Swamp Grass Pledge VIII swamp.png Speed is reduced by 75%. 4 turns Water Pledge + Grass Pledge V
Sea of Fire Fire Pledge VIII sea of fire.png Pokémon that are not Fire types will take 1/8th HP damage every turn. 4 turns Grass Pledge + Fire Pledge V
G-Max Wildfire Pokémon that are not Fire types will take 1/6th HP damage every turn. 4 turns G-Max Wildfire VIII
G-Max Volcalith Pokémon that are not Rock types will take damage every turn. 4 turns G-Max Volcalith VIII
G-Max Vine Lash Pokémon that are not Grass types will take damage every turn. 4 turns G-Max Vine Lash VIII
G-Max Cannonade Pokémon that are not Water types will take damage every turn. 4 turns G-Max Cannonade VIII

Entry Hazards

These take effect when a Pokémon is sent out into an affected position.

Battle state Image Effect Triggers Gen
Spikes Spikes IX 2.png Pokémon that switch into battle will take damage. Flying-type Pokémon or Pokémon with the Levitate Ability will not be affected. Spikes II
Stealth Rock Pokémon that switch into battle will take damage. Stealth Rock IV
Toxic Spikes Pokémon that switch into battle will be poisoned. Flying-type Pokémon or Pokémon with the Levitate Ability will not be affected. Toxic Spikes IV
Sticky Web Pokémon that switch into battle will have their Speed lowered. Sticky Web VI
Sharp Steel Pokémon that switch into battle will take damage. G-Max Steelsurge VIII

Team Protection

Battle state Image Effect Triggers Gen
Quick Guard Protects Pokémon from moves that have increased priority. Quick Guard V
Wide Guard Protects Pokémon from moves that can target multiple Pokémon. Wide Guard V
Crafty Shield Protects Pokémon from status moves. Crafty Shield VI
Mat Block Protects Pokémon from physical or special moves. Mat Block VI

Position on field effects

These field effects affect a single position on the field.

Battle state Image Effect Duration Triggers Gen
Wish Wish IX 2.png The Pokémon occupying the affected position will have its HP restored when this effect ends. 1 turn Wish III
Healing Wish A Pokémon with lost HP or a status condition sent out into the affected position will be have its HP and be cured of any status conditions, at which point the effect will end. N/A (1 turn prior to Gen VIII) Healing WishLunar Dance III
Future Attack The Pokémon occupying the affected position will take damage when this effect ends. 2 turns Future SightDoom Desire II

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.

Temporary table, needs modern version, baton pass info, better effect descriptions, and info on generational variations (eg: duration changes, rage only causing rampage in gen 1, etc). Triggers are also probably incomplete.

Gen. Name Duration Triggers Baton Pass? Effect
III Ability change N/A Doodle • Entrainment • Role Play • Simple Beam • Skill Swap • Worry Seed • Lingering Aroma • Mummy • Power of Alchemy • Receiver • Trace • Wandering Spirit The user mimics the target completely, copying the target's natural Ability.
IV Ability Suppression N/A Gastro Acid • Core Enforcer The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target's Ability.
Disguised N/A Illusion
I Mimic N/A Mimic The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
I Substitute N/A Substitute The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
I Transform N/A Transform The user transforms into a copy of the target right down to having the same move set.
I Type change N/A Burn Up • Camouflage • Conversion • Conversion 2 • Double Shock • Forest's Curse • Magic Powder • Reflect Type • Soak • Trick-or-Treat • Color Change • Libero • Mimicry • Protean Typing can be changed, removed, or added
I Getting Pumped N/A Focus Energy • Dire Hit The user takes a deep breath and focuses so that critical hits land more easily.
V Guard Split N/A Guard Split The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.
V Power Split N/A Power Split The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target.
IV Power Trick N/A Power Trick The user employs its psychic power to switch its Attack stat with its Defense stat.
VII Speed Swap N/A Speed Swap The user exchanges Speed stats with the target.
Automotize N/A Automotize Decreases user's weight
II Foresight N/A Foresight • Odor Sleuth Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
I Minimize N/A Minimize Specific moves will hit with double power (Generation IV) or have their damage doubled (Generations II, III, and V onward) against targets that have used Minimize at least once
IV Miracle Eye N/A Miracle Eye Enables a Dark-type target to be hit by Psychic-type attacks. This also enables an evasive target to be hit.
VIII Tar Shot N/A Tar Shot The target becomes weaker to Fire-type moves.
Grounded N/A Smack Down • Thousand Arrows
IV Magnet Rise 5 Magnet Rise The user levitates using electrically generated magnetism for five turns.
V Telekinesis 3 Telekinesis The user makes the target float with its psychic power. The target is easier to hit for three turns.
Bind 4 to 5 Bind • Clamp • Fire Spin • Infestation • Magma Storm • Sand Tomb • Snap Trap • Thunder Cage • Whirlpool • Wrap • G-Max Centiferno • G-Max Sandblast Causes Trapping so volatility only applies in gen 1 or when forcibly switched. If caused by a move other than G-Max this condition will be linked to the Pokemon that inflicted it.
II Curse N/A Curse A cursed Pokémon will lose ¼ of its maximum HP at the end of each turn.
II Nightmare N/A Nightmare A sleeping target sees a nightmare that inflicts some damage every turn.
II Perish Song 3 Perish Song Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
I Seeding N/A Leech Seed • Sappy Seed A seed is planted on the target. It steals some HP from the target every turn. This condition will be linked to a position (see the Leeching field effect).
Salt Cure
IV Aqua Ring N/A Aqua Ring The user envelops itself in a veil made of water. It regains some HP every turn.
III Ingrain N/A Ingrain The user lays roots that restore its HP on every turn. Because it's rooted, it can't switch out.
I Confusion 1 to 4 Axe Kick • Chatter • Confuse Ray • Confusion • Dizzy Punch • Dynamic Punch • Flatter • G-Max Gold Rush • G-Max Smite • Hurricane • Magical Torque • Psybeam • Rock Climb • Secret Power • Shadow Panic • Signal Beam • Strange Steam • Supersonic • Swagger • Sweet Kiss • Teeter Dance • Water Pulse Chance to hit self.
I Disable 4 Disable For four turns, this move prevents the target from using the move it last used.
IV Embargo 5 Embargo This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.
IV Heal Block 5 Heal Block • Psychic Noise For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
III Imprison N/A Imprison If opposing Pokémon know any move also known by the user, they are prevented from using it.
II Infatuation N/A Attract • G-Max Cuddle If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. This condition will be linked to the Pokemon that inflicted it.
III Taunt 3 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns.
Throat Chop 2 Throat Chop Prevents sound-based attacks
III Torment N/A Torment The user torments and enrages the target, making it incapable of using the same move twice in a row.
II Can't Escape N/A Anchor Shot • Block • G-Max Terror • Jaw Lock • Mean Look • Octolock • Shadow Hold • Spider Web • Spirit Shackle • Thousand Waves Prevents an affected Pokémon from switching or escaping. Since Generation VI, Ghost-type Pokémon are unaffected. This condition will be linked to the Pokemon that inflicted it. Jaw Lock applies this condition to both the user and the target, and both Pokemon's conditions will be linked to each other.
VIII No Retreat N/A No Retreat Prevents an affected Pokémon from switching or escaping. Causes the move No Retreat to fail. Cannot be applied to a Pokemon with the Can't Escape condition.
Octolock
III Charge 1 Charge • Electromorphosis • Wind Power Boosts the power of the Electric move it uses on the next turn.
Defense Curl 1 Defense Curl Increases damage of rolling moves
III Stockpile N/A Stockpile Can be stacked up to 3 times, consumed by spit up and swallow
VII Laser Focus 1 Laser Focus The user concentrates intensely. The attack on the next turn always results in a critical hit.
II Lock-On 1 Lock-On • Mind Reader The user takes sure aim at the target. This ensures the next attack does not miss the target.
III Yawn 1 Yawn • G-Max Snooze The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
Bide 2 Bide Cannot move, next turn attack dealing double damage taken
Charging 1 Electro Shot • Freeze Shock • Geomancy • Ice Burn • Meteor Beam • Razor Wind • Skull Bash • Sky Attack • Solar Beam • Solar Blade Cannot move, next turn attack
Choice Lock N/A Choice Band • Choice Specs • Choice Scarf After using a move when holding a choice item, the Pokemon can only use that move from then on
II Encore 3 Encore Must repeat previous move
Rampage 2 to 3 Rage • Thrash • Outrage • Petal Dance • Raging Fury Must repeat previous move, gain confusion after loss
Recharge 1 Blast Burn • Eternabeam • Frenzy Plant • Giga Impact • Hydro Cannon • Hyper Beam • Meteor Assault • Prismatic Laser • Roar of Time • Rock Wrecker • Shadow Half Cannot move
Rolling (Ice Ball, Rollout) 5 Ice Ball • Rollout Must repeat starting move
Uproar 3 Uproar Must repeat starting move
Semi-Invulnerable (Split into subtypes?) 1 Dig • Dive • Fly • Bounce • Sky Drop • Phantom Force • Shadow Force Cannot move, cannot be harmed except by specific attacks, next turn attack
Digging 1 Dig Cannot move, cannot be harmed except by specific attacks, next turn attack
Diving 1 Dive Cannot move, cannot be harmed except by specific attacks, next turn attack
Flying 1 Fly • Bounce • Sky Drop Cannot move, cannot be harmed except by specific attacks, next turn attack. Sky Drop applies this form of semi-invulnerability to both the user and the target, and both Pokemon's conditions will be linked to each other.
Phantom 1 Phantom Force • Shadow Force Cannot move, cannot be harmed except by specific attacks, next turn attack

Stat Modifiers

Since stat modifiers are lost when a pokemon exits battle, are they a type of volatile state?

Form Changes

Form changes may also count as volatile states, both major Form Changes (Mega Evolution, Dynamax, Terastallize, Primal Reversion, Ultra Burst) and other Form Changes (Forecast, Zen Mode, Battle Bond, Stance Change, Schooling, Shields Down, Disguise, Gulp Missile, Ice Face, Hunger Switch, Zero to Hero, Relic Song)

Transient states

A transient state is a condition that affects a Pokémon only on the turn it is applied.

Another temporary table

Gen. Name Triggers Effect
V After You After You The user helps the target and makes it use its move right after the user. Not sure if this one should count, but since quash is here i've included it.
III Center of attention Follow Me • Rage Powder • Spotlight • Z-Destiny Bond • Z-Grudge All targets take aim only at the holder.
II Destiny Bond Destiny Bond After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.
VI Electrify Electrify If the target is electrified before it uses a move during that turn, the target's move becomes Electric type.
II Endure Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
I Flinch A transient status condition in which a Pokémon becomes unable to execute a move for one turn
III Grudge Grudge If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out.
III Helping Hand Helping Hand The user assists an ally by boosting the power of that ally's attack.
VI Ion Deluge Ion Deluge The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
III Magic Coat Magic Coat Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
VI Powder Powder The user covers the target in a combustible powder. If the target uses a Fire-type move, the powder explodes and damages the target.
V Quash Quash The user suppresses the target and makes its move go last.
IV Roost Roost Flying type is suppressed
III Snatch Snatch The user steals the effects of any attempts to use a healing or stat-changing move.

Focusing

  • Focus Punch
  • Beak Blast
  • Shell Trap

Protection

Last temporary table, i promise

Gen. Name Triggers Effect
VII Baneful Bunker Baneful Bunker In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact.
II Detect Detect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
VI King's Shield King's Shield The user takes a defensive stance while it protects itself from damage. It also harshly lowers the Attack stat of any attacker who makes direct contact.
VIII Max Guard Max Guard This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
VIII Obstruct Obstruct This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. Direct contact harshly lowers the attacker's Defense stat.
II Protect Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
VI Spiky Shield Spiky Shield In addition to protecting the user from attacks, this move also damages any attacker who makes direct contact.