User:Jump Drive/List of battle states
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.
Field effect | 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 | Gravity • G-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.
Weather | 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 Drought • Orichalcum Pulse |
II | |
Rain | The rain weather condition. It boosts the power of Water-type moves and lowers the power of Fire-type moves. | Rain Dance • Drizzle | 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 Stream • Sand Spit |
II | |
Hail | The hail weather condition. At the end of each turn, it damages all Pokémon that are not Ice types. | Hail • Snow Warning | II | |
Snow | The snow weather condition. It makes Blizzard more likely to hit and boosts the Defense of Ice-type Pokémon. | Snowscape • Snow 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.
Terrain | 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 Surge • Hadron 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 Surge • Seed Sower |
VI | |
Misty Terrain | Pokémon on the ground won't get any status conditions. Damage from Dragon-type moves is halved. | 5 turns | Misty Terrain • Misty 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 Terrain • Psychic 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.
Side effect | Image | Effect | Duration | Triggers | Gen |
---|---|---|---|---|---|
Light Screen | Damage from special moves is halved. | 5 turns | Light Screen • Glitzy Glow | I | |
Reflect | Damage from physical moves is halved. | 5 turns | Reflect • Baddy Bad | I | |
Aurora Veil | Damage from special and physical moves is halved. | 5 turns | Aurora Veil • G-Max Resonance | VII | |
Tailwind | The Speed stats of a Pokémon and its allies are doubled. | 4 turns | Tailwind | IV | |
Lucky Chant | The opponent's moves won't result in a critical hit. | 5 turns | Lucky Chant | IV | |
Mist | The opponent's moves won't result in lowered stats. | 5 turns | Mist Guard Spec. |
I | |
Safeguard | The opponent's moves won't result in status conditions. | 5 turns | Safeguard | II | |
Rainbow | The additional effects of moves are more likely to occur. | 4 turns | Fire Pledge + Water Pledge | V | |
Swamp | Speed is reduced by 75%. | 4 turns | Water Pledge + Grass Pledge | V | |
Sea of Fire | 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.
Entry hazard | Image | Effect | Triggers | Gen |
---|---|---|---|---|
Spikes | 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
Team protection | 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.
Position effect | Image | Effect | Duration | Triggers | Gen |
---|---|---|---|---|---|
Wish | 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 Wish • Lunar Dance | III | |
Future Attack | The Pokémon occupying the affected position will take damage when this effect ends. | 2 turns | Future Sight • Doom 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.
WIP table, needs baton pass info, better effect descriptions, official names, and info on generational variations (eg: duration changes, rage only causing rampage in gen 1, etc). Triggers are also probably incomplete.
Volatile state | Image | Effect | Duration | Baton Pass? | Triggers | Gen |
---|---|---|---|---|---|---|
Ability change | The affected Pokémon has its ability changed. | N/A | Doodle • Entrainment • Role Play • Simple Beam • Skill Swap • Worry Seed Lingering Aroma • Mummy • Power of Alchemy • Receiver • Trace • Wandering Spirit |
III | ||
Ability Suppression | The effect of the affected Pokémon's Ability is disabled. | N/A | Gastro Acid • Core Enforcer | IV | ||
Illusion | N/A | Illusion | V | |||
Mimic | The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. | N/A | Mimic | I | ||
Substitute | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | N/A | Substitute | I | ||
Transform | The user transforms into a copy of the target right down to having the same move set. | N/A | Transform Imposter |
I | ||
Type change | Typing can be changed, removed, or added | 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 |
I | ||
Getting Pumped | The user takes a deep breath and focuses so that critical hits land more easily. | N/A | Focus Energy Dire Hit |
I | ||
Guard Split | The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. | N/A | Guard Split | V | ||
Power Split | The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target. | N/A | Power Split | V | ||
Power Trick | The user employs its psychic power to switch its Attack stat with its Defense stat. | N/A | Power Trick | IV | ||
Speed Swap | The user exchanges Speed stats with the target. | N/A | Speed Swap | VII | ||
Autotomize | Decreases user's weight | N/A | Autotomize | V | ||
Identified (Ghost) | Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit. | N/A | Foresight • Odor Sleuth | II | ||
Identified (Dark) | Enables a Dark-type target to be hit by Psychic-type attacks. This also enables an evasive target to be hit. | N/A | Miracle Eye | IV | ||
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 | N/A | Minimize | I | ||
Tar Shot | The target becomes weaker to Fire-type moves. | N/A | Tar Shot | VIII | ||
Grounded | N/A | Smack Down • Thousand Arrows | V | |||
Magnet Rise | The user levitates using electrically generated magnetism for five turns. | 5 | Magnet Rise | IV | ||
Telekinesis | The user makes the target float with its psychic power. The target is easier to hit for three turns. | 3 | Telekinesis | V | ||
Bind | 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. | 4 to 5 | Bind • Clamp • Fire Spin • Infestation • Magma Storm • Sand Tomb • Snap Trap • Thunder Cage • Whirlpool • Wrap • G-Max Centiferno • G-Max Sandblast | I | ||
Curse | A cursed Pokémon will lose ¼ of its maximum HP at the end of each turn. | N/A | Curse | II | ||
Nightmare | A sleeping target sees a nightmare that inflicts some damage every turn. | N/A | Nightmare | II | ||
Perish Song | Any Pokémon that hears this song faints in three turns, unless it switches out of battle. | 3 | Perish Song | II | ||
Seeding | 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). | N/A | Leech Seed • Sappy Seed | I | ||
Salt Cure | Salt Cure inflicts 1/8 of the target's maximum HP as damage per turn. If a Steel and/or Water type is affected by Salt Cure, the amount of damage per turn is ¼ of its maximum HP. | N/A | Salt Cure | IX | ||
Aqua Ring | The user envelops itself in a veil made of water. It regains some HP every turn. | N/A | Aqua Ring | IV | ||
Ingrain | The user lays roots that restore its HP on every turn. Because it's rooted, it can't switch out. | N/A | Ingrain | III | ||
Confusion | Chance to hit self. | 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 | I | ||
Disable | For four turns, this move prevents the target from using the move it last used. | 4 | Disable | I | ||
Embargo | This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it. | 5 | Embargo | IV | ||
Heal Block | For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. | 5 | Heal Block • Psychic Noise | IV | ||
Imprison | If opposing Pokémon know any move also known by the user, they are prevented from using it. | N/A | Imprison | III | ||
Infatuation | 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. | N/A | Attract • G-Max Cuddle | II | ||
Taunt | The target is taunted into a rage that allows it to use only attack moves for three turns. | 3 | Taunt | III | ||
Throat Chop | Prevents sound-based attacks | 2 | Throat Chop | VII | ||
Torment | The user torments and enrages the target, making it incapable of using the same move twice in a row. | N/A | Torment | III | ||
Can't Escape | 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. | N/A | Anchor Shot • Block • G-Max Terror • Jaw Lock • Mean Look • Shadow Hold • Spider Web • Spirit Shackle • Thousand Waves | II | ||
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. | N/A | No Retreat | VIII | ||
Octolock | Octolock | VIII | ||||
Charge | Boosts the power of the Electric move it uses on the next turn. | 1 | Charge Electromorphosis • Wind Power |
III | ||
Defense Curl | Increases damage of rolling moves | 1 | Defense Curl | I | ||
Stockpile | Can be stacked up to 3 times, consumed by spit up and swallow | N/A | Stockpile | III | ||
Laser Focus | The user concentrates intensely. The attack on the next turn always results in a critical hit. | 1 | Laser Focus | VII | ||
Lock-On | The user takes sure aim at the target. This ensures the next attack does not miss the target. | 1 | Lock-On • Mind Reader | II | ||
Yawn | The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. | 1 | Yawn • G-Max Snooze | III | ||
Bide | Cannot move, next turn attack dealing double damage taken | 2 | Bide | I | ||
Charging | Cannot move, next turn attack | 1 | Electro Shot • Freeze Shock • Geomancy • Ice Burn • Meteor Beam • Razor Wind • Skull Bash • Sky Attack • Solar Beam • Solar Blade | I | ||
Choice Lock | After using a move when holding a choice item, the Pokemon can only use that move from then on | N/A | Choice Band • Choice Specs • Choice Scarf | III | ||
Encore | Must repeat previous move | 3 | Encore | II | ||
Rampage | Must repeat previous move, gain confusion after loss | 2 to 3 | Rage (gen I) • Thrash • Outrage • Petal Dance • Raging Fury (gen IX) | I | ||
Recharge | Cannot move | 1 | Blast Burn • Eternabeam • Frenzy Plant • Giga Impact • Hydro Cannon • Hyper Beam • Meteor Assault • Prismatic Laser • Roar of Time • Rock Wrecker • Shadow Half | I | ||
Rolling (Ice Ball, Rollout) | Must repeat starting move | 5 | Ice Ball • Rollout | II | ||
Uproar | Must repeat starting move, other pokemon cannot sleep | 3 | Uproar | III | ||
Semi-Invulnerable (Fly/Bounce/Sky Drop, Dig, Dive, Phantom Force/Shadow Force) | Cannot move, cannot be harmed except by specific attacks, next turn attack | 1 | Dig • Dive • Fly • Bounce • Sky Drop • Phantom Force • Shadow Force | I | ||
Digging | Cannot move, cannot be harmed except by specific attacks, next turn attack | 1 | Dig | I | ||
Diving | Cannot move, cannot be harmed except by specific attacks, next turn attack | 1 | Dive | III | ||
Flying | 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. | 1 | Fly • Bounce • Sky Drop | I | ||
Shadow | Cannot move, cannot be harmed except by specific attacks, next turn attack | 1 | Phantom Force • Shadow Force | IV |
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.
Transient status | Image | Effect | Triggers | Gen |
---|---|---|---|---|
After You | The user helps the target and makes it use its move right after the user. | After You | V | |
Center of attention | All targets take aim only at the holder. | Follow Me • Rage Powder • Spotlight • Z-Destiny Bond • Z-Grudge | III | |
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. | Destiny Bond | II | |
Electrify | If the target is electrified before it uses a move during that turn, the target's move becomes Electric type. | Electrify | VI | |
Flinch | A transient status condition in which a Pokémon becomes unable to execute a move for one turn | Air Slash • Astonish • Bite • Bone Club • Dark Pulse • Double Iron Bash • Dragon Rush • Extrasensory • Fake Out • Fiery Wrath • Fire Fang • Fling • Floaty Fall • Headbutt • Heart Stamp • Hyper Fang • Ice Fang • Icicle Crash • Iron Head • Low Kick • Mountain Gale • Needle Arm • Rock Slide • Rolling Kick • Secret Power • Sky Attack • Snore • Steamroller • Stomp • Thunder Fang • Triple Arrows • Twister • Waterfall • Zen Headbutt • Zing Zap | II | |
Focusing | Waiting to use a move at -3 priority, if damage is taken before the move is used then this effect will end without using the move. | Focus Punch • Beak Blast • Shell Trap | III | |
Grudge | If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out. | Grudge | III | |
Helping Hand | The user assists an ally by boosting the power of that ally's attack. | Helping Hand | III | |
Ion Deluge | The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves. | Ion Deluge | VI | |
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. | Magic Coat | III | |
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. | Powder | VI | |
Quash | The user suppresses the target and makes its move go last. | Quash | V | |
Roost | Flying type is suppressed | Roost | IV | |
Snatch | The user steals the effects of any attempts to use a healing or stat-changing move. | Snatch | III |
Protection
Transient status | Image | Effect | Triggers | Gen |
---|---|---|---|---|
Baneful Bunker | In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact. | Baneful Bunker | VII | |
Detect | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | Detect | II | |
Endure | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. | Endure | II | |
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. | King's Shield | VI | |
Max Guard | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | Max Guard | VIII | |
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. | Obstruct | VIII | |
Protect | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | Protect | II | |
Spiky Shield | In addition to protecting the user from attacks, this move also damages any attacker who makes direct contact. | Spiky Shield | VI |