User:Jump Drive/List of battle states

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Revision as of 13:46, 5 October 2023 by Jump Drive (talk | contribs) (Fixed Ion Deluge)
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Please feel free to edit this article to add missing information and complete it.
Reason: Missing official names. Missing information on changes between generations. Missing baton pass info. Potentially missing volatile statuses, need to check through Physical move, Special move, and Ability

A Pokémon's battle status describes a set of conditions that affect its capabilities in battles. There are two kinds of battle states: those that affect one or both sides of the battlefield, and those that affect individual Pokémon.

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 the field as a whole, impacting every Pokémon currently in battle.

Weather and terrain effects are unique, only one of each can be in effect simultaneously.

Terrain effects only impact grounded Pokémon.

Category Field effect Effect Duration Gen
Mud Sport The power of Electric-type moves is halved. 5 turns III
Water Sport The power of Fire-type moves is halved. 5 turns III
Gravity (see also: G-Max Gravitas) Moves are more likely to hit. Pokémon are grounded. Prevents specific Moves. 5 turns IV
Trick Room Slower Pokémon get to move first. 5 turns IV
Magic Room Pokémon can't use their held items. 5 turns V
Wonder Room Pokémon's Defense and Sp. Def are swapped. 5 turns V
Fairy Lock Pokémon can’t flee or withdraw. 1 turn VI
Ion Deluge (see also: Plasma Fists) Normal-type moves will become Electric-type. Transient VI
Weather Harsh Sunlight The power of Fire-type moves is boosted. The power of Water-type moves is halved. Prevents Freezing. Variable II
Rain The power of Water-type moves is boosted. The power of Fire-type moves is halved. II
Sandstorm Pokémon that are not certain types will take damage every turn. Boosts the Sp. Def of Rock-type Pokémon. II
Hail Pokémon that are not Ice types will take damage every turn. II
Snow Blizzard is more likely to hit. Boosts the Defense of Ice-type Pokémon. IX
Fog Moves are less likely to hit. IX
Extremely Harsh Sunlight The power of Fire-type moves is boosted. Prevents Water-type moves. Prevents freezing. VI
Heavy Rain The power of Water-type moves is boosted. Prevents Fire-type moves. VI
Strong Winds Removes Flying-type Pokémon’s weaknesses. VI
Terrain Electric Terrain The power of Electric-type moves is boosted. Prevents sleep. 5 turns VI
Grassy Terrain The power of Grass-type moves is boosted. Heals Pokémon at the end of each turn. VI
Misty Terrain Damage from Dragon-type moves is halved. Prevents all status conditions. VI
Psychic Terrain The power of Psychic-type moves is boosted. Protects Pokémon from moves that have increased priority. VII

Side of field effects

These field effects affect one side of the field, impacting every Pokémon currently in battle on that side.

All side of field effects other than Protections can be swapped using Court Change.

Entry hazards only impact a Pokémon when it is first sent out.

Category Side effect Effect Duration Gen
Light Screen Damage from special moves is halved. 5 turns I
Reflect Damage from physical moves is halved. 5 turns I
Aurora Veil Damage from special and physical moves is halved. 5 turns VII
Tailwind Pokémon’s Speed is doubled. 4 turns IV
Lucky Chant Prevents receiving critical hits. 5 turns IV
Mist (see also: Guard Spec.) Prevents lowered stats. 5 turns I
Safeguard Prevents all status conditions. 5 turns II
Rainbow The additional effects of moves are more likely to occur. 4 turns V
Swamp Speed is reduced by 75%. 4 turns V
Sea of Fire Pokémon that are not Fire types will take damage every turn. 4 turns V
G-Max Wildfire Pokémon that are not Fire types will take damage every turn. 4 turns VIII
G-Max Volcalith Pokémon that are not Rock types will take damage every turn. 4 turns VIII
G-Max Vine Lash Pokémon that are not Grass types will take damage every turn. 4 turns VIII
G-Max Cannonade Pokémon that are not Water types will take damage every turn. 4 turns VIII
Entry hazards Spikes Grounded Pokémon that switch into battle will take damage. N/A II
Pointed stones Pokémon that switch into battle will take Rock-type damage. IV
Poison spikes Grounded Pokémon that switch into battle will be poisoned. IV
Sticky Web Grounded Pokémon that switch into battle will have their Speed lowered. VI
Sharp Steel Pokémon that switch into battle will take Steel-type damage. VIII
Protection Quick Guard Protects Pokémon from moves that have increased priority. Transient V
Wide Guard Protects Pokémon from moves that can target multiple Pokémon. V
Crafty Shield Protects Pokémon from status moves. VI
Mat Block Protects Pokémon from physical or special moves. VI

Position on field effects

These field effects affect a single position on the field, impacting the Pokémon currently in that position.

Position effect Effect Duration Gen
Wish A Pokémon will have its HP restored when this effect ends. 1 turn III
Healing Wish (see also: Lunar Dance) A damaged Pokémon that switches into battle will be fully restored. This ends the effect. N/A (1 turn prior to Gen VIII) III
Future Sight (see also: Doom Desire) A Pokémon will take damage when this effect ends. 2 turns II

Pokémon effects

Non-Volatile statuses

Main article: Status condition

Volatile statuses

A volatile status 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.

Volatile status Effect Duration Baton Pass? Gen
Ability change The affected Pokémon has its ability changed. N/A III
Gastro Acid (see also: Core Enforcer The effect of the affected Pokémon's Ability is disabled. N/A IV
Illusion Changes the appearance of the Pokémon to that of the last conscious, non-Egg Pokémon in its Trainer's party. N/A 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 I
Substitute The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. N/A I
Transform (see also: Imposter) The user transforms into a copy of the target right down to having the same move set. N/A I
Type change Typing can be changed, removed, or added N/A I
Getting pumped The user takes a deep breath and focuses so that critical hits land more easily. N/A I
Guard Split The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. N/A V
Power Split The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target. N/A V
Power Trick The user employs its psychic power to switch its Attack stat with its Defense stat. N/A IV
Speed Swap The user exchanges Speed stats with the target. N/A VII
Autotomize Decreases user's weight N/A V
Foresight (see also: 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. N/A II
Miracle Eye Enables a Dark-type target to be hit by Psychic-type attacks. This also enables an evasive target to be hit. N/A 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 I
Tar Shot The target becomes weaker to Fire-type moves. N/A VIII
Smack Down (see also: Thousand Arrows) Ungrounded Pokémon become grounded. N/A V
Magnet Rise The user levitates using electrically generated magnetism for five turns. 5 turns IV
Telekinesis The user makes the target float with its psychic power. The target is easier to hit for three turns. 3 turns V
Bound 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. 4-5 turns I
Curse A cursed Pokémon will lose ¼ of its maximum HP at the end of each turn. N/A II
Nightmare A sleeping target sees a nightmare that inflicts some damage every turn. N/A II
Perish Song Any Pokémon that hears this song faints in three turns, unless it switches out of battle. 3 turns II
Seeded 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 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 IX
Aqua Ring The user envelops itself in a veil made of water. It regains some HP every turn. N/A IV
Ingrain The user lays roots that restore its HP on every turn. Because it's rooted, it can't switch out. N/A III
Confusion Chance to hit self. 1-4 turns I
Disable For four turns, this move prevents the target from using the move it last used. 4 turns 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 turns IV
Heal Block (see also: Psychic Noise) For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. 5 turns IV
Imprison If opposing Pokémon know any move also known by the user, they are prevented from using it. N/A 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 II
Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. 3 turns III
Throat Chop Prevents sound-based attacks 2 turns VII
Torment The user torments and enrages the target, making it incapable of using the same move twice in a row. N/A III
Can't escape Prevents an affected Pokémon from switching or escaping. This condition will be linked to the Pokemon that inflicted it. N/A 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 VIII
Octolock Prevents an affected Pokémon from switching or escaping, lowers Defense and Special Defense at the end of each turn. N/A VIII
Charge (see also: Electromorphosis, Wind Power) Boosts the power of the Electric move it uses on the next turn. 1 turn III
Defense Curl Increases damage of rolling moves 1 turn I
Stockpile Can be stacked up to 3 times, consumed by spit up and swallow N/A III
Laser Focus The user concentrates intensely. The attack on the next turn always results in a critical hit. 1 turn VII
Lock-On (see also: Mind Reader) The user takes sure aim at the target. This ensures the next attack does not miss the target. 1 turn II
Yawn (see also: G-Max Snooze) The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. 1 turn III
Destiny Bond Until the users next move, if the user faints, the Pokémon that landed the knockout hit also faints. 1 turn II
Grudge Until the users next move, if the user faints, the opponent's move that knocked it out is fully depleted of PP. 1 turn III
Bide Cannot move, next turn attack dealing double damage taken 2 turns I
Charging Cannot move, next turn attack 1 turn I
Choice locked After using a move when holding a choice item, the Pokemon can only use that move from then on N/A III
Encore Must repeat previous move 3 turns II
Rampaging Must repeat previous move, gain confusion after loss 2-3 turns I
Recharging Cannot move 1 turn I
Ice Ball (see also: Rollout) Must repeat starting move 5 turns II
Uproar Must repeat starting move, other pokemon cannot sleep 3 turns III
Semi-invulnerable Cannot move, cannot be harmed except by specific attacks, next turn attack 1 turn I
Underground Cannot move, cannot be harmed except by specific attacks, next turn attack 1 turn I
Underwater Cannot move, cannot be harmed except by specific attacks, next turn attack 1 turn III
Up High 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 turn I
Vanished Cannot move, cannot be harmed except by specific attacks, next turn attack 1 turn IV

Stat Modifiers

Main article: Stat modifier

Stat modifiers are lost when a Pokémon exits battle, and as such are a form of volatile status. Stat modifiers have no duration, and modifiers other than Critical Hit Ratio from G-Max Chi Strike can be baton passed.

Form Changes

Major

These effects can only be activated once per battle.

  • Mega Evolution
  • Dynamax
  • Terastallize
  • Ultra Burst
Minor
  • Primal Reversion
  • Forecast
  • Zen Mode
  • Battle Bond
  • Stance Change
  • Schooling
  • Shields Down
  • Disguise
  • Gulp Missile
  • Ice Face
  • Hunger Switch
  • Zero to Hero
  • Relic Song

Transient statuses

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

Category Transient status Effect Gen
After You The user helps the target and makes it use its move right after the user. V
Center of attention All targets take aim only at the holder. III
Electrify If the target is electrified before it uses a move during that turn, the target's move becomes Electric type. VI
Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. II
Flinch A transient status condition in which a Pokémon becomes unable to execute a move for one turn I
Focusing (Focus Punch, Beak Blast, Shell Trap) 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. III
Helping Hand The user assists an ally by boosting the power of that ally's attack. III
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. 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. VI
Quash The user suppresses the target and makes its move go last. V
Roost Flying type is suppressed IV
Snatch The user steals the effects of any attempts to use a healing or stat-changing move. III
Protection Baneful Bunker In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact. VII
Detect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. 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. 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. 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. VIII
Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. II
Spiky Shield In addition to protecting the user from attacks, this move also damages any attacker who makes direct contact. VI