User:Jump Drive/List of battle states

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Revision as of 22:48, 19 September 2023 by Jump Drive (talk | contribs) (Cleaned up some dumb mistakes and tried setting the row height to be consistent based on the images. definitely seems slightly cleaner, but not sure if ill keep it)
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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.

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 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.

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
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.

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 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.

Side effect 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
Guard Spec.
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.

Entry hazard 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

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 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.

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 DoodleEntrainmentRole PlaySimple BeamSkill SwapWorry Seed
Lingering AromaMummyPower of AlchemyReceiverTraceWandering Spirit
III
Ability Suppression The effect of the affected Pokémon's Ability is disabled. N/A Gastro AcidCore 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 UpCamouflageConversionConversion 2Double ShockForest's CurseMagic PowderReflect TypeSoakTrick-or-Treat
Color ChangeLiberoMimicryProtean
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 ForesightOdor 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 DownThousand 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 BindClampFire SpinInfestationMagma StormSand TombSnap TrapThunder CageWhirlpoolWrapG-Max CentifernoG-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 SeedSappy 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 KickChatterConfuse RayConfusionDizzy PunchDynamic PunchFlatterG-Max Gold RushG-Max SmiteHurricaneMagical TorquePsybeamRock ClimbSecret PowerShadow PanicSignal BeamStrange SteamSupersonicSwaggerSweet KissTeeter DanceWater 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 BlockPsychic 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 AttractG-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 ShotBlockG-Max TerrorJaw LockMean LookShadow HoldSpider WebSpirit ShackleThousand 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
ElectromorphosisWind 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-OnMind Reader II
Yawn The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. 1 YawnG-Max Snooze III
Bide Cannot move, next turn attack dealing double damage taken 2 Bide I
Charging Cannot move, next turn attack 1 Electro ShotFreeze ShockGeomancyIce BurnMeteor BeamRazor WindSkull BashSky AttackSolar BeamSolar 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 BandChoice SpecsChoice 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) • ThrashOutragePetal DanceRaging Fury (gen IX) I
Recharge Cannot move 1 Blast BurnEternabeamFrenzy PlantGiga ImpactHydro CannonHyper BeamMeteor AssaultPrismatic LaserRoar of TimeRock WreckerShadow Half I
Rolling (Ice Ball, Rollout) Must repeat starting move 5 Ice BallRollout 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 DigDiveFlyBounceSky DropPhantom ForceShadow 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 FlyBounceSky Drop I
Shadow Cannot move, cannot be harmed except by specific attacks, next turn attack 1 Phantom ForceShadow 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 MeRage PowderSpotlightZ-Destiny BondZ-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 SlashAstonishBiteBone ClubDark PulseDouble Iron BashDragon RushExtrasensoryFake OutFiery WrathFire FangFlingFloaty FallHeadbuttHeart StampHyper FangIce FangIcicle CrashIron HeadLow KickMountain GaleNeedle ArmRock SlideRolling KickSecret PowerSky AttackSnoreSteamrollerStompThunder FangTriple ArrowsTwisterWaterfallZen HeadbuttZing 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 PunchBeak BlastShell 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