User:SnorlaxMonster/StatusInfobox/Team effect

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A team effect is a condition that is applied to all active Pokémon on one side of the field, and does not disappear when a Pokémon switched. Many of these last for a set number of turns, while others only disappear when a certain action is performed. Since they aren't shown in battle as a status aliment (having an icon) a team can be affected by multiple team effects at the same time.

Self-induced

Barriers

Light Screen

Light Screen
Ricky Elgyem Light Screen.png
Introduced Duration Baton Passable
Generation I Five turns N/A
Causes Prevention Removal
None

Light Screen raises the team's Special Defense for five turns (for the duration of the battle in Generation I). This can be extended to eight turns if Light Screen is used while holding the Light Clay.

In Single Battles and Rotation Battles, the team's Special Defense is doubled. In Double Battles, the team's Special Defense is multiplied by 1.5. This boost is ignored for confusion damage and critical hits. Light Screen can stack with Reflect, and is independent of stat stages.

In Generation I, if Light Screen causes the Pokémon's Special Defense to reach 1024 or higher at any time during battle calculations, it will be reduced mod 1024.

Reflect

Reflect
Calista Xatu Reflect.png
Introduced Duration Baton Passable
Generation I Five turns N/A
Causes Prevention Removal
None

Reflect raises the team's Defense for five turns (for the duration of the battle in Generation I). This can be extended to eight turns if Reflect is used while holding the Light Clay.

In Single Battles and Rotation Battles, the team's Defense is doubled. In Double Battles, the team's Defense is multiplied by 1.5. This boost is ignored for confusion damage and critical hits. Reflect can stack with Light Screen, and is independent of stat stages.

In Generation I, if Reflect causes the Pokémon's Defense to reach 1024 or higher at any time during battle calculations, it will be reduced mod 1024.

Lucky Chant

Lucky Chant
Lucky Chant V.png
Introduced Duration Baton Passable
Generation IV Five turns N/A
Causes Prevention Removal
None None

A team under the protection of Lucky Chant is protected from being hit by critical hits for five turns.

Mass protected

Quick Guard

Quick Guard
Cliff Mienfoo Quick Guard.png
Introduced Duration Baton Passable
Generation V Single turn N/A
Causes Prevention Removal
None

If a Pokémon uses Quick Guard, all allied Pokémon including the user receive the protected status whenever targeted by an increased priority move (except Feint). Quick Guard is lifted from all allies if an allied Pokémon is hit by Feint.

Wide Guard

Wide Guard
Wide Guard V.png
Introduced Duration Baton Passable
Generation V Single turn N/A
Causes Prevention Removal
None

If a Pokémon uses Wide Guard in a Double Battle or Triple Battle, all allied Pokémon including the user receive the protected status whenever they are targeted by a move that targets multiple Pokémon, even if the move is used by an ally such as Surf or Explosion. Even if Wide Guard protects the allied field from attacks that target multiple Pokémon, they can still be hit by regular attacks that turn. Wide Guard is lifted from all allies if an allied Pokémon is hit by Feint.

Mist

Mist
Kenny Prinplup Mist effect.png
Introduced Duration Baton Passable
Generation I Five turns N/A
Causes Prevention Removal
None

A team shrouded in mist is protected from stat modifications inflicted by the opponent for five turns. Moves used by the opponent that only cause a stat change, such as Growl or Kinesis, will fail; moves that deal damage and lower an opponent's stat, such as Rock Smash and Psychic, still do damage but do not decrease stats. The team is also protected from Abilities that lower stats such as Intimidate.

Mist does not remove any stat modifiers already in effect, does not prevent the stat modifications associated with burn and paralysis, and does not prevent the user or allied Pokémon from lowering their own stats. The effect of Mist can be removed by Defog or Haze (only in Generation I).

Mist will fail if it is already under effect. Mist does not stack with the effect of Guard Spec.

Safeguard

Safeguard
Conway Slowking Safeguard.png
Introduced Duration Baton Passable
Generation I Five turns N/A
Causes Prevention Removal
None

Safeguard prevents the team from being affected by any status problem or confusion for five turns, except self-inflicted statuses such as from Rest and the Toxic Orb. It also does not block the effect of Yawn if Yawn has already been used, and it does not cure an already existing status.

Tailwind

Tailwind
Tailwind V.png
Introduced Duration Baton Passable
Generation IV Four turns N/A
Causes Prevention Removal
None None

Tailwind doubles the Speed stat of the user and all allied Pokémon for four turns (three turns in Generation IV).

Entry hazards

Spikes

Spikes
Barry Skarmory Spikes effect.png
Introduced Duration Baton Passable
Generation II Permanent N/A
Causes Prevention Removal

Spikes causes grounded Pokémon to be damaged when switched in. From Generation III onwards, multiple layers can be added to increase the damage taken.

With a single layer, Pokémon take damage equal to 12.5% of their maximum HP; with two layers, Pokémon take damage equal to 18.75% of their maximum HP; with three layers, Pokémon take damage equal to 25% of their maximum HP.

Flying-type Pokémon, Pokémon with Levitate, Pokémon under the effect of Magnet Rise or Telekinesis, and Pokémon holding an Air Balloon are unaffected by Spikes, unless they are under the affect of Gravity, holding an Iron Ball, or Baton Passed Ingrain. Pokémon with Magic Guard are also immune.

Toxic Spikes

Toxic Spikes
Paul Drapion Toxic Spikes field.png
Introduced Duration Baton Passable
Generation IV Permanent N/A
Causes Prevention Removal

Toxic Spikes causes grounded Pokémon to become poisoned when switched in. A second layer can be added to cause Pokémon switched in to become badly poisoned instead.

Flying-type Pokémon, Pokémon with Levitate, and Pokémon under the effect of Magnet Rise or Telekinesis are unaffected by Spikes, unless they are under the affect of Gravity, holding an Iron Ball, or Baton Passed Ingrain. Pokémon with Magic Guard are also immune.

Steel- and Poison-type Pokémon are also immune to Toxic Spikes; if a grounded Poison-type Pokémon is switched in while Toxic Spikes are present, they will disappear.

Stealth Rock

Stealth Rock
Roark Onix Stealth Rock attack.png
Introduced Duration Baton Passable
Generation IV Permanent N/A
Causes Prevention Removal

Stealth Rock inflicts damage to Pokémon when they switch in based on their weakness to Rock.

Type effectiveness Damage (Max. HP)
0.25× 3.125%
0.5× 6.25%
12.5%
25%
50%