Status condition: Difference between revisions

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[[File:Ursaring Burn status.png|thumb|250px|{{TP|Paul|Ursaring}} is burned]]
[[File:Ursaring Burn status.png|thumb|250px|{{TP|Paul|Ursaring}} is burned]]
{{main|Burn (status condition)}}
{{main|Burn (status condition)}}
The burn condition (BRN) halves damage dealt by a Pokémon's physical moves (except for Pokémon with the {{a|Guts}} Ability, where this condition raises Attack by 50%). Additionally, at the end of a turn, the Pokémon loses 1/8 its maximum hit points (in [[Generation I]] or in the case of Pokémon with the Ability {{a|Heatproof}}, the Pokémon loses 1/16 of its maximum hit points). Normally {{type|Fire}} Pokémon and Pokémon with the {{a|Water Veil}} Ability cannot be burned; however, if a Pokémon is burned then has its type changed to Fire or its Ability changed to Water Veil, the burn will remain. All {{DL|Burn (status condition)|Moves|moves which can cause burn}} are Fire-type except for {{m|Tri Attack}} ([[Generation II]] onwards), {{m|Fling}} when the {{DL|In-battle effect item|Flame Orb}} is held, {{m|Scald}} and {{m|Ice Burn}}. In Generation V, Pokémon glow red when afflicted with burn.
The burn condition (BRN) inflicts damage every turn and halves damage dealt by a Pokémon's [[physical move]]s (except Pokémon with the {{a|Guts}} Ability). In Generation I and Generation VII, burn inflicts damage equal to 1/16 of its maximum HP every turn; from Generation II to VI, burn inflicts damage equal to 1/8 of its maximum HP every turn. Burn damage is halved if the Pokémon has the Ability {{a|Heatproof}}. In Generation V, Pokémon glow red while afflicted with burn.
 
Most moves which cause burn are {{type|Fire}}. In Generations I and II, {{type|Fire}} Pokémon cannot be burned by Fire-type moves (but they can be burned by {{m|Tri Attack}} in Generation II). From Generation III onward, Fire-type Pokémon and Pokémon with the {{a|Water Veil}} or {{a|Water Bubble}} Ability cannot normally be burned.


===Freeze===
===Freeze===
[[File:Frozen Pokémon.png|left|thumb|250px|{{TP|Iris|Excadrill}} is frozen]]
[[File:Frozen Pokémon.png|left|thumb|250px|{{TP|Iris|Excadrill}} is frozen]]
{{main|Freeze (status condition)}}
{{main|Freeze (status condition)}}
The freeze condition (FRZ) causes a Pokémon to be unable to make a move. Damaging {{type|Fire}} moves used on a frozen Pokémon will remove the freeze status. From [[Generation II]] onward, freeze has a random, 20% chance to be cured on its own on the frozen Pokémon's turn. Consequently, the frozen Pokémon may thaw out on the turn of freezing; however, in [[Generation I]], a frozen Pokémon never thaws without external aid. Pokémon cannot be frozen in {{weather|Harsh sunlight|sunny}} weather; contrary to popular belief, sunny weather does not cause a quicker thawing.
The freeze condition (FRZ) causes a Pokémon to be unable to use moves. A frozen Pokémon can still use the moves {{m|Fusion Flare}}, {{m|Flame Wheel}}, {{m|Sacred Fire}}, {{m|Flare Blitz}}, {{m|Scald}}, and {{m|Steam Eruption}} while frozen; these moves will thaw the user and be executed normally. In Generation V, Pokémon glow blue and stop moving while afflicted with freeze.


{{type|Ice}} Pokémon cannot be frozen by Ice-type moves; however, they can be frozen by Tri Attack and Secret Power. In Generation VI onward, Ice-type Pokémon cannot be frozen by any method. A frozen Pokémon can still use the moves {{m|Fusion Flare}}, {{m|Flame Wheel}}, {{m|Sacred Fire}}, {{m|Flare Blitz}} and {{m|Scald}} while frozen; these moves will thaw the user, thaw the opponent if possible, and deal damage to the opponent. All {{DL|Freeze (status condition)|Moves|moves which cause freezing}} are Ice type except Tri Attack (Generation II onwards) and Secret Power (when used in snow or ice; [[Generation IV]] only). It is also the only non-volatile status which has no move that causes it 100% of the time. The only move to provide more than a 10% chance of freezing is {{m|Secret Power}} when used on snow or ice, which provides a 30% chance. In Generation V, Pokémon glow blue and stop moving when afflicted with freeze.
If a frozen Pokémon is hit by a damaging {{type|Fire}} move, {{m|Scald}} (Generation VI onward) or {{m|Steam Eruption}}, it will be thawed. From [[Generation II]] onward, the frozen Pokémon has a 20% chance to be thawed each turn, possibly even thawing right after being frozen; however, in [[Generation I]], a frozen Pokémon never thaws without external aid. Pokémon cannot be frozen in {{weather|harsh sunlight}}.


A frozen {{DL|List of Pokémon with form differences|Shaymin|Sky Forme}} {{p|Shaymin}} will revert to its Land Forme.
All moves which cause freezing are {{type|Ice}}, except {{m|Tri Attack}} ([[Generation II]] onward) and {{m|Secret Power}} (when used in snow or ice; [[Generation IV]] onward). In Generations I and II, Ice-type Pokémon cannot be frozen by Ice-type moves (but they can be frozen by Tri Attack in Generation II). From Generation III onward, Ice-type Pokémon and Pokémon with the {{a|Magma Armor}} Ability cannot normally be frozen.


===Paralysis===
===Paralysis===
[[File:Ash Pikachu Static.png|thumb|250px|{{TP|Paul|Ursaring}} is paralyzed]]
[[File:Ash Pikachu Static.png|thumb|250px|{{TP|Paul|Ursaring}} is paralyzed]]
{{main|Paralysis (status condition)}}
{{main|Paralysis (status condition)}}
The paralysis condition (PAR) causes a Pokémon to be unable to attack ("fully paralyzed") a quarter of the time. Additionally, its Speed is reduced to 25% of its previous value (except for Pokémon with the {{a|Quick Feet}} Ability, where this condition raises the Speed by 50%). Many {{DL|Paralysis (status condition)|Moves|moves that cause paralysis}} are of the {{t|Electric}} type. {{type|Ground}} Pokémon can be paralyzed, but not by Electric-type moves or by the [[Battle Arcade]]. In Generation V, Pokémon glow yellow when afflicted with paralysis and their animation will be slowed significantly. As of Generation VI, {{type|Electric}} Pokémon can no longer be paralyzed.
The paralysis condition (PAR) reduces the Pokémon's {{stat|Speed}} stat and causes it to have a 25% chance of being unable to use a move ("fully paralyzed") when trying to use one. From Generation I to VI, its Speed is reduced to 25% of its normal value; in [[Generation VII]], its Speed is reduced to 50% of its normal value. Pokémon with the {{a|Quick Feet}} Ability instead have their Speed increased by 50% while paralyzed. In [[Generation V]], Pokémon glow yellow while afflicted with paralysis and their animation will be slowed significantly.
 
Many moves that cause paralysis are {{type|Electric}} moves. In Generation I, Pokémon cannot be paralyzed by damaging moves of the same type as themselves. From [[Generation VI]] onward, {{type|Electric}} Pokémon cannot be paralyzed. Pokémon with the {{a|Limber}} Ability cannot normally be paralyzed.


===Poison===
===Poison===
[[File:Poisoned Pokémon.png|left|thumb|250px|{{TP|Ash|Hawlucha}} is poisoned]]
[[File:Poisoned Pokémon.png|left|thumb|250px|{{TP|Ash|Hawlucha}} is poisoned]]
{{main|Poison (status condition)}}
{{main|Poison (status condition)}}
The poison condition (PSN) causes a Pokémon to lose 1/8 of its maximum hit points every turn (in [[Generation I]], it loses 1/16). Normally {{t|Steel}}- and {{type|Poison}} Pokémon and Pokémon with the {{a|Immunity}} Ability cannot be poisoned; however, if a Pokémon is poisoned then has its type changed to Steel or Poison or its Ability changed to Immunity, the poison will remain. In addition, in Generation II, Steel-type Pokémon can be poisoned by {{m|Twineedle}}. A Pokémon with the {{a|Poison Heal}} Ability will gradually recover health instead when poisoned.
The poison condition (PSN) inflicts damage every turn. In Generation I, poison inflicts damage equal to 1/16 of its maximum HP every turn; from Generation II onward, it inflicts damage equal to 1/8 of its maximum HP. A Pokémon with the {{a|Poison Heal}} Ability will restore an equivalent amount of HP instead of taking damage. In Generation V, Pokémon glow purple while afflicted with poison.


Prior to [[Generation V]], a poisoned Pokémon also loses 1 hit point for every four steps taken while not in battle; in [[Generation IV]], a Pokémon whose HP is reduced to 1 via poison outside of battle will have the poison status removed (while in previous generations its HP would reduce to zero, causing it to faint). All {{DL|Poison (status condition)|Moves|moves which can poison}} are of the Poison-type except {{m|Twineedle}}, {{m|Secret Power}}, and {{m|Fling}} (which poisons only if {{DL|Type-enhancing item|Poison Barb}} is held). In Generation V, Pokémon glow purple when afflicted with poison.
All moves which cause poison are {{type|Poison}}, except {{m|Twineedle}}, {{m|Secret Power}} (when used in [[tall grass]]; [[Generation III]] only), {{m|Psycho Shift}} (while poisoned), and {{m|Fling}} (if {{DL|Type-enhancing item|Poison Barb}} or {{DL|In-battle effect item|Toxic Orb}} is held). Poison-type Pokémon cannot be normally poisoned. In Generation II, {{type|Steel}} Pokémon cannot be poisoned by Poison-type moves (but they can be poisoned by {{m|Twineedle}}); from Generation III onward, Steel-type Pokémon and Pokémon with the {{a|Immunity}} Ability cannot normally be poisoned. Poison- and Steel-type Pokémon can be poisoned by a Pokémon with the {{a|Corrosion}} Ability.
 
From Generation I to IV, a poisoned Pokémon loses 1 HP for every four steps taken outside of battle. In [[Generation IV]], a Pokémon whose HP is reduced to 1 via poison outside of battle will have the poison status removed; in Generations I to III, its HP will be reduced to 0 (causing it to faint).


===={{anchor|Badly poisoned|Badly poisoned}}====
===={{anchor|Badly poisoned|Badly poisoned}}====
The badly poisoned condition is caused by {{m|Toxic}} and {{m|Poison Fang}}, as well as by {{m|Toxic Spikes}} after it is used twice. It is the same as Poison except its damage begins at 1/16 and grows an additional 1/16 every turn, taking 2/16 max hit points the second turn, then 3/16 the third turn, and 4/16 the fourth, and so on. In [[Generation I]] and [[Generation II]], switching a Pokémon out of active battle would change the badly poisoned condition to normal poison. In [[Generation III]] and beyond, the "badly poisoned" effect will remain even after switching a Pokémon out of battle and back in, but the damage counter will be reset. After a battle is over, the "badly poisoned" status will become a normal poison. All {{DL|Poison (status condition)|Moves that badly poison|moves which can badly poison}} are of the Poison-type except {{m|Fling}} (which badly poisons only if {{DL|In-battle effect item|Toxic Orb}} is held). In Generation V, Pokémon glow purple when afflicted with bad poison.
The bad poison condition inflicts damage every turn, with the amount of damage increasing each turn. It initially inflicts damage equal to 1/16 of the Pokémon's maximum HP, with the damage inflicted increasing by 1/16 each turn (2/16 on the second turn, 3/16 on the third turn, etc.). In Generation V, Pokémon glow purple while afflicted with bad poison.
 
In Generations I and II, if a badly poisoned Pokémon is switched out, the condition reverts to regular poison. From [[Generation III]] onward, the poison remains bad poison while switched out, but the damage counter will be reset when switched back in (i.e. it always will take 1/16 of its maximum HP as damage after switching in). After a battle is over, the badly poisoned status will become a regular poison.
 
All moves which badly poison are {{type|Poison}}, except {{m|Psycho Shift}} (while badly poisoned) and {{m|Fling}} (if {{DL|In-battle effect item|Toxic Orb}} is held).


===Sleep===
===Sleep===
[[File:Sleeping Pokémon.png|thumb|250px|{{TP|Ash|Heracross}} sleeping]]
[[File:Sleeping Pokémon.png|thumb|250px|{{TP|Ash|Heracross}} sleeping]]
{{main|Sleep (status condition)}}
{{main|Sleep (status condition)}}
A Pokémon that is asleep (SLP) is immobilized and can only use the moves {{m|Snore}} and {{m|Sleep Talk}}.  
The sleep condition (SLP) causes a Pokémon to be unable to use moves, except {{m|Snore}} and {{m|Sleep Talk}}. From Generation V onward, Pokémon close their eyes while sleeping and move more slowly.


Sleep lasts for a randomly chosen duration of 1 to 7 turns in the handheld [[Generation I]] games, 1 to 3 turns in {{eng|Pokémon Stadium}} and [[Generation V]] onwards,<ref>[http://www.smogon.com/forums/showpost.php?p=3698857&postcount=770 RNG Research: Battle RNG - Sleep Duration]</ref> and 1 to 5 turns in Generations II to IV (except the Japanese versions of Pokémon Diamond and Pearl). In the Japanese versions of {{2v2|Diamond|Pearl}}, the minimum and maximum sleep count is 1 turn higher, lasting 2 to 6 turns.<ref>[http://www.smogon.com/forums/showpost.php?p=648215&postcount=24 DP Battle Tower Records]</ref> A Pokémon can inflict self-induced sleep using the move {{m|Rest}}, which will restore all of the Pokémon's health and remove any other non-volatile status condition. A {{DL|Level|Disobedience|disobedient}} Pokémon may also nap during battle. There are eleven moves that cause sleep.
Sleep lasts for a randomly chosen duration of 1 to 7 turns in the handheld [[Generation I]] games, 1 to 3 turns in {{eng|Pokémon Stadium}} and [[Generation V]] onwards,<ref>[http://www.smogon.com/forums/showpost.php?p=3698857&postcount=770 RNG Research: Battle RNG - Sleep Duration]</ref> and 1 to 5 turns in Generations II to IV (except the Japanese versions of Pokémon Diamond and Pearl). In the Japanese versions of {{2v2|Diamond|Pearl}}, the minimum and maximum sleep count is 1 turn higher, lasting 2 to 6 turns.<ref>[http://www.smogon.com/forums/showpost.php?p=648215&postcount=24 DP Battle Tower Records]</ref> If a Pokémon puts itself to sleep using {{m|Rest}}, it will sleep for exactly 2 turns.


In Generation I, a Pokémon that wakes up is not able to attack that same turn, but since Generation II, it is able to attack as soon as the sleep wears off. In Generation V ''only'', a Pokémon's sleep counter is reset to its original amount when switched out; this also applies for self-induced sleep. From Generation V onwards, Pokémon close their eyes while sleeping and they move slower as well.  
In addition to moves that cause sleep, a [[obedience|disobedient]] Pokémon may also nap during battle. Pokémon with the {{a|Vital Spirit}} or {{a|Insomnia}} Ability cannot normally be put to sleep.
 
In Generation I, a Pokémon that wakes up is not able to attack during that same turn; from Generation II onward, a Pokémon can wake up and use a move during the same turn. In Generation V only, a Pokémon's sleep counter is reset to its original amount when switched out; this also applies for self-induced sleep.
{{-}}
{{-}}


==Volatile status==
==Volatile status==
A volatile status is a status condition that will wear off when a Pokémon is [[switch]]ed out of battle or when a battle is over. Many volatile status conditions will also wear off after a number of turns have passed. A Pokémon can be affected by multiple volatile status conditions at a time. A volatile status condition is not indicated by an icon.
A volatile status is a status condition that is inflicted by a [[move]] or [[Ability]] from another Pokémon and will wear off when a Pokémon is [[switch]]ed out of battle or when a battle is over. Many volatile status conditions will also wear off after a number of turns have passed. A Pokémon can be affected by multiple volatile status conditions at a time. A volatile status condition is not indicated by an icon.
 
==={{anchor|Partially trapped|Bound}}===
[[File:Jessie Seviper Wrap.png|thumb|250px|Gastrodon being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
When a Pokémon is hit by a {{cat|Binding moves|binding move}} ({{m|Magma Storm}}, {{m|Sand Tomb}}, {{m|Whirlpool}}, {{m|Wrap}}, {{m|Bind}}, {{m|Clamp}}, {{m|Infestation}}, or {{m|Fire Spin}}), it becomes bound. Prior to Generation V, this lasts 2-5 turns (5 turns if the user of the binding move held a {{DL|In-battle effect item|Grip Claw}}); from Generation V onward, the bound status lasts 4-5 turns (7 turns if the user of the binding move held a Grip Claw). A Pokémon can only be bound by one binding move at a time.
 
From Generation II to V, the bound status deals damage equal to 1/16 of the afflicted Pokémon's maximum HP at the end of each turn. If the Pokémon that used the binding move held a [[Binding Band]], the damage is instead equal to 1/8 of the afflicted Pokémon's maximum HP.
 
From Generation VI onward, the bound status deals damage equal to 1/8 of the afflicted Pokémon's maximum HP at the end of each turn. If the Pokémon that used the binding move held a [[Binding Band]], the damage is instead equal to 1/6 of the afflicted Pokémon's maximum HP. Furthermore, Ghost-type Pokémon can now switch out or flee even if they are trapped by a binding move.
 
====Generation I====
In Generation I, binding moves inflict damage for 2-5 turns. There is a 37.5% chance that the move will last 2 turns, a 37.5% chance that it will last 3 turns, a 12.5% chance that it will last 4 turns, and a 12.5% chance that it will last 5 turns. Although only the first attack can be a [[critical hit]], every attack during the duration will do the same amount of damage. While a Pokémon is bound, it cannot use moves, including on the turn it is hit if it would move second.
 
Damage done by a binding move's continuing duration is done after recurrent damage. If the user of the binding move switches out before the target is released, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, the binding move will automatically be used against the incoming Pokémon, deducting an additional {{PP}} from the move. If at such a time the binding move has 0 PP, it will still be used against the incoming Pokémon; in this case, due to {{DL|List of glitches in Generation I|Struggle bypassing|a glitch}}, the move's PP will roll over to 63 and full {{DL|Vitamin|PP Up}}s will be applied to it.
 
Even if the binding move misses, the target will not need to recharge for {{m|Hyper Beam}}. Additionally, if the user of the binding move attacks before the user of Hyper Beam during a recharge turn and the use of the binding move misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, it will still be used; in this case, due to {{DL|List of glitches in Generation I|Struggle bypassing|the same glitch}}, the move's PP will roll over to 63 and full {{DL|Vitamin|PP Up}}s will be applied to it.
 
In-game, the target will get to select a move during each turn of the binding move's duration, and will attack the incoming Pokémon with the selected move if the player switches before the duration is over.
 
In {{eng|Pokémon Stadium}}, it is possible to select a move during each turn of the binding move's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. A binding move will negate the recharge turn of Hyper Beam only if successful.
 
====Generation II-IV====
The target is now able to attack during a binding move's duration, and can act normally. Instead, the afflicted Pokémon takes damage equal to 1/16 of its maximum HP for 2-5 turns, in addition to the damage dealt when it is used. A bound Pokémon is also trapped, preventing it from switching and [[escape]]. A bound Pokémon can still flee (but not switch out) if it has the Ability {{a|Run Away}} or is holding a [[Smoke Ball]]. A bound Pokémon can still switch out (but not flee) if it is holding a {{DL|In-battle effect item|Shed Shell}}.
 
If the user of the binding move is holding a {{DL|In-battle effect item|Grip Claw}}, the duration will always be 5 turns.
 
If the user of the binding move switches out, all targets bound by that Pokémon's moves will be freed. If a bound Pokémon uses {{m|Rapid Spin}}, it will be freed.
 
====Generation V====
All binding moves now last 4-5 turns unless a Grip Claw is held, which causes the moves to last 7 turns.
 
If the user of the binding move held a [[Binding Band]], the bound Pokémon takes 1/8 of its maximum HP as damage each turn (instead of 1/16).
 
====Generation VI====
A bound Pokémon now takes damage equal to 1/8 of its maximum HP each turn, instead of 1/16; if the user of the binding move held a [[Binding Band]], the bound Pokémon takes damage equal to 1/6 of its maximum HP instead.
 
{{type|Ghost}} Pokémon can no longer be trapped, meaning that they can switch out and flee regardless of being bound. They are still afflicted by all other effects of being bound as normal, however.
 
==={{anchor|Trapped|Can't escape}}===
[[File:Lenora Watchog Mean Look effect.png|thumb|right|160px|[[Ash's Oshawott]] failing to return to its Poké Ball after being hit by Mean Look]]
A Pokémon that can't escape is unable to [[recall|switch out]] or [[escape|flee]] as long as the Pokémon that trapped it is on the field. The moves {{m|Mean Look}}, {{m|Spider Web}}, {{m|Block}}, {{m|Shadow Hold}}, {{m|Spirit Shackle}}, and {{m|Anchor Shot}} can inflict the can't escape condition.
 
A Pokémon that can't escape can still switch out if it is holding a {{DL|In-battle effect item|Shed Shell}}; uses {{m|U-turn}}, {{m|Volt Switch}}, or {{m|Baton Pass}}; or is hit by {{m|Whirlwind}}, {{m|Roar}}, {{m|Dragon Tail}}, or {{m|Circle Throw}}. Prior to Generation V, if a Pokémon that can't escape uses Baton Pass, the Pokémon brought out will be trapped instead; from Generation V onward, the effect disappears.
 
Starting in Generation VI, {{type|Ghost}} Pokémon can switch out and flee regardless of the can't escape status.
 
{{m|Fairy Lock}} is a similar move that instead traps all Pokémon on the field during the next turn, instead of inflicting the can't escape status.


===Confusion===
===Confusion===
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[[File:Lapras confused.png|thumb|250px|A {{pkmn2|wild}} {{p|Lapras}} confused]]
[[File:Lapras confused.png|thumb|250px|A {{pkmn2|wild}} {{p|Lapras}} confused]]
The confused condition causes a Pokémon to hurt itself in its confusion 33% of the time (50% prior to [[Generation VII]]). The damage is done as if the Pokémon attacked itself with a 40-power typeless physical attack (without the possibility of a critical hit).
The confused condition causes a Pokémon to sometimes hurt itself in its confusion instead of executing a selected move. From Generation I to VI, the chance to hurt itself is 50%; in Generation VII, it is 33%. The damage is done as if the Pokémon attacked itself with a 40-power typeless physical attack (without the possibility of a critical hit).


Confusion wears off after 1-4 attacking turns. This means that turns recharging, such as after using {{m|Hyper Beam}}, and turns unable to attack, such as from {{status|paralysis}}, will not lower the remaining number of turns of confusion. However, a sleeping Pokémon may hurt itself in confusion if using a move such as {{m|Snore}} or {{m|Sleep Talk}}. Multi-turn attacks such as {{m|Fly}} and {{m|Dive}} require confusion to be checked both turns, further reducing the chance of a successful attack.
Confusion wears off after 1-4 attacking turns. This means that turns recharging, such as after using {{m|Hyper Beam}}, and turns unable to attack, such as from {{status|paralysis}}, will not lower the remaining number of turns of confusion. However, a sleeping Pokémon may hurt itself in confusion if using a move such as {{m|Snore}} or {{m|Sleep Talk}}. Multi-turn attacks such as {{m|Fly}} and {{m|Dive}} require confusion to be checked both turns, further reducing the chance of a successful attack.
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A {{tc|Ninja Boy}} on {{rt|211|Sinnoh}} erroneously states that confusion only wears off if the Pokémon is switched out.
A {{tc|Ninja Boy}} on {{rt|211|Sinnoh}} erroneously states that confusion only wears off if the Pokémon is switched out.


In Pokémon Conquest, a confused Pokémon may move randomly, and if so, prevents the Pokémon from attacking, the [[Warrior]] using an item or activating a [[Warrior Skill]]. Confusion may wear off in the first turn.
In [[Pokémon Conquest]], a confused Pokémon may move randomly, and if so, prevents the Pokémon from attacking, the [[Warrior]] using an item or activating a [[Warrior Skill]]. Confusion may wear off in the first turn.


In the anime, the depiction and symptoms of confusion has varied over the course of the show's long run:
In the anime, the depiction and symptoms of confusion has varied over the course of the show's long run:
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===Curse===
===Curse===
[[File:Masked Man Gastly Curse.png|175px|thumb|right|{{p|Suicune}} is hurt by the Curse]]
[[File:Masked Man Gastly Curse.png|175px|thumb|right|{{p|Suicune}} is hurt by the Curse]]
If a {{type|Ghost}} Pokémon uses {{m|Curse}}, the Pokémon it is used on loses ¼ of its maximum hit points every turn, and the user immediately loses half of their maximum hit points in exchange. A Pokémon afflicted by Curse cannot be healed except by switching out. If the victim of a Ghost-type Curse uses {{m|Baton Pass}}, the health-sapping effect is transferred to its replacement. Also, in [[Generation II]], defeating the opponent will prevent the Pokémon it is used on taking damage from Curse on that turn.
If a {{type|Ghost}} Pokémon uses {{m|Curse}}, its target will be afflicted by the cursed condition. A cursed Pokémon takes damage equal to ¼ of its maximum HP every turn. The cursed condition remains as long as the afflicted Pokémon is on the field. If a cursed Pokémon uses {{m|Baton Pass}}, the cursed condition is passed to its replacement.
 
In [[Generation II]], if a cursed Pokémon knocks out its opponent, it will not take damage from curse that turn.
[[File:Cyrus Weavile Embargo Adventures.png|150px|thumb|left|{{p|Spiritomb}} being prevented from using items]]
[[File:Cyrus Weavile Embargo Adventures.png|150px|thumb|left|{{p|Spiritomb}} being prevented from using items]]
===Embargo===
===Embargo===
A Pokémon under the effect of {{m|Embargo}} is unable to use its [[held item]] and its Trainer cannot use items on it (including [[Wonder Launcher]] items) for five turns. A Pokémon under the effect of Embargo cannot use {{m|Fling}}.
A Pokémon under the effect of {{m|Embargo}} is unable to use its [[held item]] and its Trainer cannot use items on it (including [[Wonder Launcher]] items) for five turns. A Pokémon under the effect of Embargo cannot use {{m|Fling}}.
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:''See also: [[List of moves that cause flinching]]''
:''See also: [[List of moves that cause flinching]]''
[[File:Paul Magmar flinch.png|thumb|200px|{{TP|Paul|Magmar}} flinching]]
[[File:Paul Magmar flinch.png|thumb|200px|{{TP|Paul|Magmar}} flinching]]
The flinch status is a one-turn status that prevents a Pokémon from attacking. A Pokémon can only flinch if its opponent attacks first. A Pokémon who is holding a {{DL|Evolution-inducing held item|King's Rock}} or {{DL|Evolution-inducing held item|Razor Fang}} has a 10% of causing a target to flinch when using certain moves; in Generation II and III, any move that deals damage but does not have a secondary effect; in Generation IV, one of several moves on a list exclusive to the two items; in Generation V and Generation VI, any move that deals damage and does not already have a chance to flinch. Pokémon with the {{a|Inner Focus}} Ability are also immune to this. Most [[List of moves that cause flinching|moves that cause flinching]] are [[physical move]]s. Pokémon with {{a|Steadfast}} still flinch, but gain {{stat|Speed}} each time they do so.
The flinch status is a one-turn status that prevents a Pokémon from attacking. A Pokémon can only flinch if it is hit by another Pokémon's move before using its move. A Pokémon who is holding a [[King's Rock]] or [[Razor Fang]] has a 10% (~12% in Generation II) chance of causing a target to flinch when using certain moves; in Generation II, III, and IV, any of several moves on a list exclusive to the items (the list differs between generations); from Generation V onward, any move that deals damage and does not already have a chance to flinch. Most [[List of moves that cause flinching|moves that cause flinching]] are [[physical move]]s. In [[Generation II]] only, {{status|sleep}}ing Pokémon cannot flinch when hit by moves that cause flinching (but can flinch via King's Rock), and are thus able to successfully execute {{m|Sleep Talk}} or {{m|Snore}} regardless.
 
Pokémon with the {{a|Inner Focus}} Ability are immune to flinching. Pokémon with {{a|Steadfast}} still flinch, but gain {{stat|Speed}} each time they do so.


It is known as "cringing" in [[Pokémon Mystery Dungeon series|Pokémon Mystery Dungeon]]: [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Red Rescue Team, Blue Rescue Team]], [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|Explorers of Time, Explorers of Darkness]] and [[Pokémon Mystery Dungeon: Explorers of Sky|Explorers of Sky]]. It is known as "flinching" from [[Pokémon Mystery Dungeon: Gates to Infinity]] onward.
It is known as "cringing" in [[Pokémon Mystery Dungeon series|Pokémon Mystery Dungeon]]: [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Red Rescue Team, Blue Rescue Team]], [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|Explorers of Time, Explorers of Darkness]] and [[Pokémon Mystery Dungeon: Explorers of Sky|Explorers of Sky]]. It is known as "flinching" from [[Pokémon Mystery Dungeon: Gates to Infinity]] onward.
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From Generation V onward, {{DL|In-battle effect item|Leftovers}} and [[Shell Bell]] cannot heal Pokémon affected by Heal Block. In Generation VI, [[Black Sludge]] cannot heal Pokémon affected by Heal Block. Items such as [[Potion]]s can still be used to heal the Pokémon.
From Generation V onward, {{DL|In-battle effect item|Leftovers}} and [[Shell Bell]] cannot heal Pokémon affected by Heal Block. In Generation VI, [[Black Sludge]] cannot heal Pokémon affected by Heal Block. Items such as [[Potion]]s can still be used to heal the Pokémon.


===Identification===
==={{anchor|Identification|Identified}}===
[[File:Ash Noctowl Foresight effect.png|left|thumb|150px|{{AP|Noctowl}}'s Foresight identifying {{p|Gastly}}]]
[[File:Ash Noctowl Foresight effect.png|left|thumb|150px|{{AP|Noctowl}}'s Foresight identifying {{p|Gastly}}]]
The opponent's evasion modification will not affect the accuracy of a Pokémon that uses {{m|Foresight}}, {{m|Odor Sleuth}}, or {{m|Miracle Eye}}. In addition, a {{t|Normal}}- or {{type|Fighting}} move used by a Pokémon that has used Foresight or Odor Sleuth will affect {{type|Ghost}} Pokémon, and {{type|Psychic}} moves used by a Pokémon that has used Miracle Eye will affect {{type|Dark}} Pokémon.
The opponent's evasion modification will not affect the accuracy of a Pokémon that uses {{m|Foresight}}, {{m|Odor Sleuth}}, or {{m|Miracle Eye}}. In addition, a {{t|Normal}}- or {{type|Fighting}} move used by a Pokémon that has used Foresight or Odor Sleuth will affect {{type|Ghost}} Pokémon, and {{type|Psychic}} moves used by a Pokémon that has used Miracle Eye will affect {{type|Dark}} Pokémon.
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In [[Pokémon Mystery Dungeon series]], {{DL|Status conditions in Mystery Dungeon|Volatile status conditions|Infatuation}} prevents the Pokémon from doing anything for 5-6 turns, and causes linked moves to cease.
In [[Pokémon Mystery Dungeon series]], {{DL|Status conditions in Mystery Dungeon|Volatile status conditions|Infatuation}} prevents the Pokémon from doing anything for 5-6 turns, and causes linked moves to cease.


===Nightmare===
==={{anchor|Seeding|Leech Seed}}===
{{m|Nightmare}} only affects a sleeping Pokémon. The sleeping Pokémon loses ¼ of its maximum hit points every turn. If the sleeping Pokémon awakens, then the nightmare will no longer be in effect. If Baton Pass switches in a Pokémon that is not asleep (via {{m|Sleep Talk}}), then the nightmare will no longer be in effect.
[[File:Ash Bulbasaur Leech Seed effect.png|thumb|left|200px|A {{p|Solrock}} affected by Leech Seed]]
The Leech Seed status can only be caused by {{m|Leech Seed}}. Each turn, a Pokémon afflicted with Leech Seed loses 1/8 (1/16 in [[Generation I]]) of its maximum hit points. The opponent is healed by the same amount. {{type|Grass}} Pokémon cannot be afflicted with Leech Seed.


===Partially trapped===
If a Pokémon afflicted with Leech Seed uses {{m|Baton Pass}}, Leech Seed is transferred to its replacement, even if it is Grass-type. If the Pokémon that used Leech Seed switches out or faints, any Pokémon in the same position as the original user gains the drained HP instead.
[[File:Jessie Seviper Wrap.png|thumb|250px|Gastrodon being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
When a Pokémon is hit by {{m|Magma Storm}}, {{m|Sand Tomb}}, {{m|Whirlpool}}, {{m|Wrap}}, {{m|Bind}}, {{m|Clamp}}, {{m|Infestation}}, or {{m|Fire Spin}}, it becomes partially trapped. Until Generation V, this lasted 2-5 turns unless a {{DL|In-battle effect item|Grip Claw}} was held; in Generation V, partial trapping lasts 4-5 turns unless a Grip Claw is held. If the user of a partial trapping move is holding a Grip Claw, the move will last for {{tt|7|5 prior to generation V}} turns. A Pokémon can be only be affected by one partial trapping move at a time. If a {{DL|In-battle effect item|Binding Band}} is held by the user, the damage done at the end of each turn will increase from 1/16 of the target's maximum HP to 1/8.


In Generation VI, partial trapping moves now deal 1/8 of the target's maximum HP at the end of each turn. In addition, holding a {{DL|In-battle effect item|Binding Band}} increases this damage to 1/6 of the target's maximum HP. Furthermore, Ghost-type Pokémon are now immune to the trapping effect of these moves.  
Unlike in the games, {{m|Leech Seed}} does not appear to restore the health of the Pokémon that used the attack in the anime.


====Generation I====
===Nightmare===
In Generation I, partial trapping moves inflict damage for 2-5 turns. There is a 37.5% chance that they will last 2 turns, a 37.5% chance that they will last 3 turns, a 12.5% chance that they will last 4 turns, and a 12.5% chance that they will last 5 turns. Though technically only the first attack can be a critical hit, every attack during the duration will do the same amount of damage. During this turn duration, the target will be unable to attack, and if the user of the move attacks before the target when used, the target will be unable to attack during that round as well.
{{m|Nightmare}} only affects a sleeping Pokémon. The sleeping Pokémon loses ¼ of its maximum hit points every turn. If the sleeping Pokémon awakens, then the nightmare will no longer be in effect. If Baton Pass switches in a Pokémon that is not asleep (via {{m|Sleep Talk}}), then the nightmare will no longer be in effect.
 
Damage done by a partial trapping move's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, the partial trapping move will automatically be used against the incoming Pokémon, deducting an additional {{PP}} from the move. If at such a time the partial trapping move has 0 PP, it will still be used against the incoming Pokémon. After that use, due to {{DL|List of glitches in Generation I|Struggle bypassing|a glitch}}, the current PP of the move will roll over to 63, and full {{DL|Vitamin|PP Up}}s will be applied to it.
 
Even if the partial trapping move misses, it will negate the recharge turn normally required for {{m|Hyper Beam}}. Additionally, if the user of the partial trapping move attacks before the user of Hyper Beam during a recharge turn and the use of the partial trapping move misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. As with the glitch above, if at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its current PP will roll over to 63, and full PP Ups will be applied to it.
 
In-game, the target will get to select a move during each turn of the partial trapping move's duration, and will attack the incoming Pokémon with the selected move if the player switches before the duration is over.
 
In {{eng|Pokémon Stadium}}, it is possible to select a move during each turn of the partial trapping move's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. The partial trapping move will negate the recharge turn of Hyper Beam only if successful.
 
====Generation II-IV====
The target is now able to attack during a partial trapping move's duration, and can act normally. Instead, they inflict 1/16 of the target's maximum HP as damage for two to five turns upon use, in addition to the damage dealt when it is used. They also trap the target, preventing switching and [[escape]]. If a trapped Pokémon uses {{m|Rapid Spin}}, it will be freed.
 
If a [[wild Pokémon]] uses a partial trapping move on the player's Pokémon, the player may [[escape]] if the affected Pokémon has {{a|Run Away}} or is holding a {{DL|In-battle effect item|Smoke Ball}}. However, these do not allow the player to switch the Pokémon out.
 
If the user of the partial trapping move is holding a {{DL|In-battle effect item|Grip Claw}}, the duration will always be 5 turns. Also, if an affected Pokémon is holding a {{DL|In-battle effect item|Shed Shell}}, it can switch out.
 
If the user of the partial trapping move switches out, the move's effects end.
 
====Generation V====
All partial trapping moves now last 4-5 turns unless a Grip Claw is held, which causes the moves to last 7 turns. The item {{DL|In-battle effect item|Binding Band}} increases the damage dealt from 1/16 to 1/8 of the target's maximum HP while trapped.
 
====Generation VI====
All partial trapping moves now deal 1/8 damage instead of 1/16. In addition, if a {{DL|In-battle effect item|Binding Band}} is held by the user, they will deal 1/6 instead. Ghost-type Pokémon are now immune to the trapping effect of these moves.


===Perish Song===
===Perish Song===
After three turns, all Pokémon who heard the {{m|Perish Song}} will faint, excluding Pokémon with the {{a|Soundproof}} Ability. Any Pokémon who heard it can avoid the effect of fainting if it is switched out before the three-turn count finishes. {{m|Baton Pass}} transfers the Perish Song countdown.
After three turns, all Pokémon who heard the {{m|Perish Song}} will faint, excluding Pokémon with the {{a|Soundproof}} Ability. Any Pokémon who heard it can avoid the effect of fainting if it is switched out before the three-turn count finishes. {{m|Baton Pass}} transfers the Perish Song countdown.
===Seeding===
[[File:Ash Bulbasaur Leech Seed effect.png|thumb|left|200px|A {{p|Solrock}} affected by Leech Seed]]
Seeding can only be caused by {{m|Leech Seed}}. Each turn, a seeded Pokémon loses 1/8 (1/16 in [[Generation I]]) of its maximum hit points. The opponent is healed by the same amount. {{type|Grass}} Pokémon cannot be seeded.
If a Pokémon affected by Leech Seed uses {{m|Baton Pass}}, Leech Seed is transferred to its replacement, even if it is Grass-type. If the user of Leech Seed switches out or faints, the health granted by the effect is applied to the new replacement. There is no requirement for the Pokémon to use the move again, or even to know it.
Unlike in the games, {{m|Leech Seed}} does not appear to restore the health of the Pokémon that used the attack in the anime.


===Spooked===
===Spooked===
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===Taunt===
===Taunt===
A {{m|taunt}}ed Pokémon cannot use any non-damaging moves for three turns (two to four turns prior to Generation V). Pokémon using {{m|Substitute}} can still be afflicted with this status condition. Pokémon with {{a|Aroma Veil}} (or an ally with it) are also immune.
A {{m|taunt}}ed Pokémon cannot use any [[status move]]s for 3 turns (2-4 turns prior to Generation V), including status moves that will always {{cat|Moves that call other moves|turn into}} damaging moves like {{m|Nature Power}}. The Taunt status can only be inflicted by the move {{m|Taunt}}.
 
From [[Generation V]] onward, the [[Mental Herb]] cures the Pokémon of Taunt. From [[Generation VI]] onward, Pokémon with {{a|Oblivious}} are immune to the Taunt condition; if a Pokémon with Oblivious is afflicted by Taunt (such as if it is taunted by a Pokémon with an Ability like {{a|Mold Breaker}}), it will be cured immediately. Pokémon with {{a|Aroma Veil}} and their allies are immune to Taunt.


===Telekinetic levitation===
A taunted Pokémon can still use a status [[Z-Move]].
 
==={{anchor|Telekinetic levitation|Telekinesis}}===
[[File:Christie Gothita Telekinesis.png|thumb|250px|A group of people being telekinetically levitated]]
[[File:Christie Gothita Telekinesis.png|thumb|250px|A group of people being telekinetically levitated]]
A Pokémon telekinetically levitated by {{m|Telekinesis}} is immune to {{type|Ground}} moves, {{m|Spikes}}, {{m|Toxic Spikes}}, and {{a|Arena Trap}} for three turns. In addition, all other moves, except [[one-hit knockout move]]s, hit the target regardless of {{stat|accuracy}} and {{stat|evasion}}; however, it does not allow moves to hit semi-invulnerable Pokémon.
A Pokémon telekinetically levitated by {{m|Telekinesis}} is immune to {{type|Ground}} moves, {{m|Spikes}}, {{m|Toxic Spikes}}, and {{a|Arena Trap}} for three turns. In addition, all other moves, except [[one-hit knockout move]]s, hit the target regardless of {{stat|accuracy}} and {{stat|evasion}}; however, it does not allow moves to hit semi-invulnerable Pokémon.
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===Torment===
===Torment===
A {{m|torment}}ed Pokémon cannot use the same move twice in a row. If the Pokémon is holding a [[choice item]] or only has one move remaining with {{PP}}, it is forced to use {{m|Struggle}} every second turn.
A {{m|torment}}ed Pokémon cannot use the same move twice in a row. If the Pokémon is holding a [[choice item]] or only has one move remaining with {{PP}}, it is forced to use {{m|Struggle}} every second turn.
===Trapped===
[[File:Lenora Watchog Mean Look effect.png|thumb|right|160px|[[Ash's Oshawott]] failing to return to its Poké Ball after being hit by Mean Look]]
A Pokémon successfully trapped by {{m|Mean Look}}, {{m|Spider Web}}, {{m|Block}}, {{m|Shadow Hold}}, {{a|Shadow Tag}}, {{a|Arena Trap}}, or {{a|Magnet Pull}} cannot switch until the Pokémon that used the move is defeated or switches. A Pokémon hit by {{m|Fairy Lock}} will only be trapped for the turn after its use. The trapped Pokémon can escape if it is holding a {{DL|In-battle effect item|Shed Shell}}; uses {{m|U-turn}}, {{m|Volt Switch}}, or {{m|Baton Pass}}; or is successfully hit with {{m|Whirlwind}}, {{m|Roar}}, {{m|Dragon Tail}}, or {{m|Circle Throw}}. Prior to Generation V, if a Pokémon trapped by a move uses Baton Pass<!--not sure about the Abilities-->, the Pokémon brought out will be trapped instead; the effects of moves that prevent ordinary switching are no longer passed in Generation V. Being trapped also prevents fleeing. As of Generation VI, {{type|Ghost}} Pokémon are no longer affected by trapping moves and Abilities<!--with what exceptions?-->.
{{-}}
{{-}}


==Volatile battle status==
==Volatile battle status==
{{split|{{redlink|Battle status}}|section}}
{{split|{{redlink|Battle status}}|section}}
A volatile battle status will wear off when a Pokémon is taken out of battle or a battle is over. Many of these will also wear off after a number of turns pass. Since they aren't shown in battle as a status condition (having an icon) a Pokémon can be affected with multiple volatile battle statuses, volatile conditions and a non-volatile condition at the same time.
A volatile battle status is usually self-inflicted and will wear off when a Pokémon is taken out of battle or a battle is over. Many of these will also wear off after a number of turns pass. Since they aren't shown in battle as a status condition (having an icon) a Pokémon can be affected with multiple volatile battle statuses, volatile conditions and a non-volatile condition at the same time.


===Aqua Ring===
===Aqua Ring===
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===Center of attention===
===Center of attention===
[[File:Daisy Clefairy Courtney Vulpix Follow Me Tail Whip Adventures.png|thumb|200px|{{p|Clefairy}} drawing attention to itself]]
[[File:Daisy Clefairy Courtney Vulpix Follow Me Tail Whip Adventures.png|thumb|200px|{{p|Clefairy}} drawing attention to itself]]
If a Pokémon becomes the center of attention by using {{m|Follow Me}} or {{m|Rage Powder}}, it forces opposing Pokémon to target the user rather than the intended target for the rest of the turn, if it is a valid target for those moves (even if it was a friendly target, unless it is a move that cannot target an opponent such as {{m|Acupressure}} or {{m|Helping Hand}}). If a move cannot target the center of attention, it will be used on its intended target. It does not affect allies.
A Pokémon can become the center of attention by using {{m|Follow Me}} or {{m|Rage Powder}}, or by being affected by {{m|Spotlight}}.
 
If a Pokémon is the center of attention, its opponents are forced to target the center of attention rather than their intended target for the rest of the turn, if it is a valid target for those moves (even if the move originally targeted an ally, unless it is a move that cannot target an opponent such as {{m|Acupressure}} or {{m|Helping Hand}}). If a move cannot target the center of attention, it will be used on its intended target. Even if a Pokémon becomes the center of attention, its allies will not be forced to target it.


If the center of attention [[Fainting|faints]], [[Recall|switches out]], or is taken into the air by {{m|Sky Drop}}, it no longer draws moves.
If the center of attention [[Fainting|faints]], [[Recall|switches out]], or is taken into the air by {{m|Sky Drop}}, it no longer draws moves.
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In [[Triple Battle]]s, the center of attention will draw the attacks of all opponents in the field, but it can only draw attacks from non-adjacent opponents if they use a {{cat|Moves that can target non-adjacent Pokémon|move which is able to strike non-adjacent targets}}.
In [[Triple Battle]]s, the center of attention will draw the attacks of all opponents in the field, but it can only draw attacks from non-adjacent opponents if they use a {{cat|Moves that can target non-adjacent Pokémon|move which is able to strike non-adjacent targets}}.


The center of attention cannot draw {{cat|moves with a charging turn}} like {{m|Sky Drop}} or {{m|Solar Beam}}.
The center of attention cannot draw {{cat|moves with a charging turn}} like {{m|Sky Drop}} or {{m|Solar Beam}}, even if they are executed in one turn due to {{DL|In-battle effect item|Power Herb}}.


The center of attention draws {{t|Electric}}- and {{type|Water}} moves even if a Pokémon with {{a|Lightning Rod}} or {{a|Storm Drain}} is on the field. If another Pokémon on the same team is already the center of attention, the first user takes priority; if the first user is outside of range or stops being the center of attention, the attack will be drawn to the next center of attention.
The center of attention draws {{t|Electric}}- and {{type|Water}} moves even if a Pokémon with {{a|Lightning Rod}} or {{a|Storm Drain}} is on the field. If another Pokémon on the same team is already the center of attention, the first user takes priority; if the first user is outside of range or stops being the center of attention, the attack will be drawn to the next center of attention.
From [[Generation VI]] onward, {{type|Grass}} Pokémon, Pokémon with {{a|Overcoat}}, and Pokémon holding [[Safety Goggles]] will not have their moves drawn to a Pokémon that becomes the center of attention due to Rage Powder.
{{left clear}}
{{left clear}}


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===Protection===
===Protection===
A Pokémon that uses {{m|Protect}}, {{m|Detect}}, {{m|Spiky Shield}}, or {{m|Baneful Bunker}} will be impervious to attacks and negative status moves targeting them that turn except; if the protected Pokémon is hit by {{m|Feint}}, {{m|Shadow Force}}, {{m|Hyperspace Fury}}, {{m|Hyperspace Hole}}, or {{m|Phantom Force}} which can all hit through protection, the Pokémon's protection is removed for the rest of the turn. Some moves cannot be stopped by Protection, such as {{m|Future Sight}} and {{m|Curse}}.
A Pokémon that uses {{m|Protect}}, {{m|Detect}}, {{m|Spiky Shield}}, or {{m|Baneful Bunker}} will be unaffected by both damaging moves and [[status move]]s during that turn. A Pokémon that uses {{m|King's Shield}} will be unaffected by damaging moves for the rest of that turn.
 
If the protected Pokémon is hit by {{m|Feint}}, {{m|Shadow Force}}, {{m|Hyperspace Fury}}, {{m|Hyperspace Hole}}, or {{m|Phantom Force}}—which can all hit regardless of protection—the Pokémon's protection is removed for the rest of the turn.
 
Some moves cannot be stopped by protection, such as {{m|Future Sight}} and {{m|Curse}}.


<center><gallery>
<center><gallery>
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</gallery></center>
</gallery></center>


===Partial Protection===
====Team protection====
A Pokémon that uses {{m|King's Shield}}, or that uses/is affected by {{m|Mat Block}}, {{m|Wide Guard}}, {{m|Quick Guard}}, {{m|Crafty Shield}}, {{m|Safeguard}}, {{m|Lucky Chant}}, or {{m|Mist}}, will be immune to most direct damage; will be immune to multiple target moves such as {{m|Heat Wave}} and {{m|Earthquake}}; will be immune to increased priority moves such as {{m|Extreme Speed}}; will be immune to most status conditions; will be immune to critical hits; or will be immune to stat changes made by foes, respectively. Moves which remove the effects of {{m|Protect}} and {{m|Detect}} will also remove the effects of these moves from Pokémon under them, additionally, {{m|Defog}} can remove the effects of {{m|Mist}}.
If a Pokémon uses {{m|Mat Block}}, {{m|Wide Guard}}, {{m|Quick Guard}}, or {{m|Crafty Shield}}, that Pokémon and its allies will be unaffected by particular moves for the rest of that turn.
*A Pokémon protected by Mat Block is unaffected by damaging moves.
*A Pokémon protected by Wide Guard is unaffected by moves that can target multiple Pokémon at once (such as {{m|Heat Wave}} and {{m|Earthquake}}).
*A Pokémon protected by Quick Guard is unaffected by increased [[priority]] moves.
*A Pokémon protected by Crafty Shield is unaffected by [[status move]]s.
 
If any protected Pokémon is hit by {{m|Feint}}, {{m|Shadow Force}}, {{m|Hyperspace Fury}}, {{m|Hyperspace Hole}}, or {{m|Phantom Force}}—which can all hit regardless of protection—the effects of all team protection moves will be lifted from that Pokémon and its allies.


===Recharging===
===Recharging===
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===Semi-invulnerable===
===Semi-invulnerable===
Several two-turn moves have a turn where a Pokémon becomes semi-invulnerable, and most moves will miss regardless of accuracy, even moves that never miss. If a Pokémon has been [[#taking aim|taken aim at]], the aimed Pokémon can still hit Pokémon during their semi-invulnerable turn. A Pokémon with {{a|No Guard}} can hit the Pokémon during their semi-invulnerable state, and a Pokémon with No Guard in the semi-invulnerable state can be hit by any Pokémon. In Generation I, semi-invulnerable Pokémon cannot avoid {{m|Swift}}, {{m|Transform}}, or {{m|Bide}}, but can avoid Bide in {{eng|Pokémon Stadium}}.
Several two-turn moves have a turn where a Pokémon becomes semi-invulnerable, and most moves will miss regardless of accuracy, even moves that never miss. If a Pokémon has been [[#taking aim|taken aim at]], the aimed Pokémon can still hit Pokémon during their semi-invulnerable turn. A Pokémon with {{a|No Guard}} can hit the Pokémon during their semi-invulnerable state, and a Pokémon with No Guard in the semi-invulnerable state can be hit by any Pokémon. In Generation I, semi-invulnerable Pokémon cannot avoid {{m|Swift}}, {{m|Transform}}, or {{m|Bide}}, but can avoid Bide in {{eng|Pokémon Stadium}}. With the exception of {{m|Sky Drop}}, the semi-invulnerable turn can be skipped with a {{DL|In-battle effect item|Power Herb}}.


Pokémon that use {{m|Fly}}, {{m|Bounce}}, or {{m|Sky Drop}}, or are targeted by Sky Drop fly or are flown up high, are vulnerable to {{m|Gust}}, {{m|Smack Down}}, {{m|Sky Uppercut}}, {{m|Thunder}}, {{m|Twister}}, and {{m|Hurricane}}. If the move {{m|Gravity}} is used, these moves cannot be used and any Pokémon in the air return to the ground with their move cancelled; due to [[Sky Drop glitch|a glitch]] in {{game|Black and White|s}}, if Gravity is used while Sky Drop is in effect, only the user will be returned to the ground—the target will be permanently stuck airborne.
Pokémon that have used {{m|Fly}}, {{m|Bounce}}, or {{m|Sky Drop}} (both the user and target) fly up high. Pokémon that have flown up high are vulnerable to {{m|Gust}}, {{m|Smack Down}}, {{m|Sky Uppercut}}, {{m|Thunder}}, {{m|Twister}}, and {{m|Hurricane}}. If the move {{m|Gravity}} is used, Fly, Bounce, and Sky Drop cannot be used, and any Pokémon in the air return to the ground with their move cancelled; due to [[Sky Drop glitch|a glitch]] in the [[Generation V]] games, if Gravity is used while Sky Drop is in effect, only the user will be returned to the ground—the target will be permanently stuck airborne.


Pokémon that have used {{m|Dig}} burrow underground, and can be hit by {{m|Earthquake}}, {{m|Magnitude}}, and {{m|Fissure}}.
Pokémon that have used {{m|Dig}} burrow underground, and can be hit by {{m|Earthquake}}, {{m|Magnitude}}, and {{m|Fissure}}.
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Pokémon that have used {{m|Shadow Force}} or {{m|Phantom Force}} suddenly disappear, and there is no move that can hit these Pokémon without aiming or No Guard.
Pokémon that have used {{m|Shadow Force}} or {{m|Phantom Force}} suddenly disappear, and there is no move that can hit these Pokémon without aiming or No Guard.
<center><gallery>
<center><gallery>
File:Juanita Golurk Black Fly.png|Golurk flying up
File:Juanita Golurk Black Fly.png|Golurk flying up
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===Taking in sunlight===
===Taking in sunlight===
A Pokémon readying {{m|Solar Beam}} takes in sunlight for one turn, in which it cannot act. This turn can be skipped with a {{DL|In-battle effect item|Power Herb}} or if used in {{weather|harsh sunlight}}.
A Pokémon readying {{m|Solar Beam}} or {{m|Solar Blade}} takes in sunlight for one turn, in which it cannot act. This turn can be skipped with a {{DL|In-battle effect item|Power Herb}} or if used in {{weather|harsh sunlight}}.


===Withdrawing===
===Withdrawing===
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|it=Problema di stato
|it=Problema di stato
|ko=상태 이상 ''Sangtae isang''
|ko=상태 이상 ''Sangtae isang''
|pt_br=Mudança de estado
|es=Problema de estado
|es=Problema de estado
|vi=Tình trạng bất thường
|vi=Tình trạng bất thường
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|zh_yue=
|zh_yue=
|zh_cmn=
|zh_cmn=
|da=Svimmel{{tt|*|XY056}}<br>Forvirret{{tt|*|XY055}}
|fr_ca=Confus{{tt|*|Diamond manual}}
|fr_ca=Confus{{tt|*|Diamond manual}}
|de=
|de=
|it=
|it=
|ko=
|ko=
|no=Forvirret
|pt_br=Confuso
|es=
|es=
|sv=Förvirrad
|vi=
|vi=
}}
}}

Revision as of 04:08, 27 April 2017

Status redirects here. For the move category, see status move.

Status conditions (Japanese: 状態異常 abnormal condition), also referred to as status problems or status ailments, affect a Pokémon's ability to battle. There are three kinds of status. The first are non-volatile, the second are volatile, and the third lasts while a Pokémon is in battle. The Pokérus is a similar but unrelated concept.

Non-volatile status

A non-volatile status condition is a status condition that remains outside of battle and after being switched out. A Pokémon can only be afflicted by one non-volatile status condition at a time. They can be cured by healing at a Pokémon Center, specific curative items, and other ways. If a Pokémon is affected by a non-volatile status condition, an icon will display the type of status condition (replacing the Pokémon's level in Generations I and II).

In Pokémon Conquest all status conditions disappear after battle. Furthermore, a non-volatile status condition can be replaced with another non-volatile status condition.

Burn

Ursaring is burned
Main article: Burn (status condition)

The burn condition (BRN) inflicts damage every turn and halves damage dealt by a Pokémon's physical moves (except Pokémon with the Guts Ability). In Generation I and Generation VII, burn inflicts damage equal to 1/16 of its maximum HP every turn; from Generation II to VI, burn inflicts damage equal to 1/8 of its maximum HP every turn. Burn damage is halved if the Pokémon has the Ability Heatproof. In Generation V, Pokémon glow red while afflicted with burn.

Most moves which cause burn are Fire-type. In Generations I and II, Fire-type Pokémon cannot be burned by Fire-type moves (but they can be burned by Tri Attack in Generation II). From Generation III onward, Fire-type Pokémon and Pokémon with the Water Veil or Water Bubble Ability cannot normally be burned.

Freeze

Excadrill is frozen
Main article: Freeze (status condition)

The freeze condition (FRZ) causes a Pokémon to be unable to use moves. A frozen Pokémon can still use the moves Fusion Flare, Flame Wheel, Sacred Fire, Flare Blitz, Scald, and Steam Eruption while frozen; these moves will thaw the user and be executed normally. In Generation V, Pokémon glow blue and stop moving while afflicted with freeze.

If a frozen Pokémon is hit by a damaging Fire-type move, Scald (Generation VI onward) or Steam Eruption, it will be thawed. From Generation II onward, the frozen Pokémon has a 20% chance to be thawed each turn, possibly even thawing right after being frozen; however, in Generation I, a frozen Pokémon never thaws without external aid. Pokémon cannot be frozen in harsh sunlight.

All moves which cause freezing are Ice-type, except Tri Attack (Generation II onward) and Secret Power (when used in snow or ice; Generation IV onward). In Generations I and II, Ice-type Pokémon cannot be frozen by Ice-type moves (but they can be frozen by Tri Attack in Generation II). From Generation III onward, Ice-type Pokémon and Pokémon with the Magma Armor Ability cannot normally be frozen.

Paralysis

Ursaring is paralyzed
Main article: Paralysis (status condition)

The paralysis condition (PAR) reduces the Pokémon's Speed stat and causes it to have a 25% chance of being unable to use a move ("fully paralyzed") when trying to use one. From Generation I to VI, its Speed is reduced to 25% of its normal value; in Generation VII, its Speed is reduced to 50% of its normal value. Pokémon with the Quick Feet Ability instead have their Speed increased by 50% while paralyzed. In Generation V, Pokémon glow yellow while afflicted with paralysis and their animation will be slowed significantly.

Many moves that cause paralysis are Electric-type moves. In Generation I, Pokémon cannot be paralyzed by damaging moves of the same type as themselves. From Generation VI onward, Electric-type Pokémon cannot be paralyzed. Pokémon with the Limber Ability cannot normally be paralyzed.

Poison

Hawlucha is poisoned
Main article: Poison (status condition)

The poison condition (PSN) inflicts damage every turn. In Generation I, poison inflicts damage equal to 1/16 of its maximum HP every turn; from Generation II onward, it inflicts damage equal to 1/8 of its maximum HP. A Pokémon with the Poison Heal Ability will restore an equivalent amount of HP instead of taking damage. In Generation V, Pokémon glow purple while afflicted with poison.

All moves which cause poison are Poison-type, except Twineedle, Secret Power (when used in tall grass; Generation III only), Psycho Shift (while poisoned), and Fling (if Poison Barb or Toxic Orb is held). Poison-type Pokémon cannot be normally poisoned. In Generation II, Steel-type Pokémon cannot be poisoned by Poison-type moves (but they can be poisoned by Twineedle); from Generation III onward, Steel-type Pokémon and Pokémon with the Immunity Ability cannot normally be poisoned. Poison- and Steel-type Pokémon can be poisoned by a Pokémon with the Corrosion Ability.

From Generation I to IV, a poisoned Pokémon loses 1 HP for every four steps taken outside of battle. In Generation IV, a Pokémon whose HP is reduced to 1 via poison outside of battle will have the poison status removed; in Generations I to III, its HP will be reduced to 0 (causing it to faint).

Badly poisoned

The bad poison condition inflicts damage every turn, with the amount of damage increasing each turn. It initially inflicts damage equal to 1/16 of the Pokémon's maximum HP, with the damage inflicted increasing by 1/16 each turn (2/16 on the second turn, 3/16 on the third turn, etc.). In Generation V, Pokémon glow purple while afflicted with bad poison.

In Generations I and II, if a badly poisoned Pokémon is switched out, the condition reverts to regular poison. From Generation III onward, the poison remains bad poison while switched out, but the damage counter will be reset when switched back in (i.e. it always will take 1/16 of its maximum HP as damage after switching in). After a battle is over, the badly poisoned status will become a regular poison.

All moves which badly poison are Poison-type, except Psycho Shift (while badly poisoned) and Fling (if Toxic Orb is held).

Sleep

Heracross sleeping
Main article: Sleep (status condition)

The sleep condition (SLP) causes a Pokémon to be unable to use moves, except Snore and Sleep Talk. From Generation V onward, Pokémon close their eyes while sleeping and move more slowly.

Sleep lasts for a randomly chosen duration of 1 to 7 turns in the handheld Generation I games, 1 to 3 turns in Pokémon Stadium and Generation V onwards,[1] and 1 to 5 turns in Generations II to IV (except the Japanese versions of Pokémon Diamond and Pearl). In the Japanese versions of Diamond and Pearl, the minimum and maximum sleep count is 1 turn higher, lasting 2 to 6 turns.[2] If a Pokémon puts itself to sleep using Rest, it will sleep for exactly 2 turns.

In addition to moves that cause sleep, a disobedient Pokémon may also nap during battle. Pokémon with the Vital Spirit or Insomnia Ability cannot normally be put to sleep.

In Generation I, a Pokémon that wakes up is not able to attack during that same turn; from Generation II onward, a Pokémon can wake up and use a move during the same turn. In Generation V only, a Pokémon's sleep counter is reset to its original amount when switched out; this also applies for self-induced sleep.

Volatile status

A volatile status is a status condition that is inflicted by a move or Ability from another Pokémon and will wear off when a Pokémon is switched out of battle or when a battle is over. Many volatile status conditions will also wear off after a number of turns have passed. A Pokémon can be affected by multiple volatile status conditions at a time. A volatile status condition is not indicated by an icon.

Bound

Gastrodon being trapped by Seviper's Wrap

When a Pokémon is hit by a binding move (Magma Storm, Sand Tomb, Whirlpool, Wrap, Bind, Clamp, Infestation, or Fire Spin), it becomes bound. Prior to Generation V, this lasts 2-5 turns (5 turns if the user of the binding move held a Grip Claw); from Generation V onward, the bound status lasts 4-5 turns (7 turns if the user of the binding move held a Grip Claw). A Pokémon can only be bound by one binding move at a time.

From Generation II to V, the bound status deals damage equal to 1/16 of the afflicted Pokémon's maximum HP at the end of each turn. If the Pokémon that used the binding move held a Binding Band, the damage is instead equal to 1/8 of the afflicted Pokémon's maximum HP.

From Generation VI onward, the bound status deals damage equal to 1/8 of the afflicted Pokémon's maximum HP at the end of each turn. If the Pokémon that used the binding move held a Binding Band, the damage is instead equal to 1/6 of the afflicted Pokémon's maximum HP. Furthermore, Ghost-type Pokémon can now switch out or flee even if they are trapped by a binding move.

Generation I

In Generation I, binding moves inflict damage for 2-5 turns. There is a 37.5% chance that the move will last 2 turns, a 37.5% chance that it will last 3 turns, a 12.5% chance that it will last 4 turns, and a 12.5% chance that it will last 5 turns. Although only the first attack can be a critical hit, every attack during the duration will do the same amount of damage. While a Pokémon is bound, it cannot use moves, including on the turn it is hit if it would move second.

Damage done by a binding move's continuing duration is done after recurrent damage. If the user of the binding move switches out before the target is released, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, the binding move will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time the binding move has 0 PP, it will still be used against the incoming Pokémon; in this case, due to a glitch, the move's PP will roll over to 63 and full PP Ups will be applied to it.

Even if the binding move misses, the target will not need to recharge for Hyper Beam. Additionally, if the user of the binding move attacks before the user of Hyper Beam during a recharge turn and the use of the binding move misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, it will still be used; in this case, due to the same glitch, the move's PP will roll over to 63 and full PP Ups will be applied to it.

In-game, the target will get to select a move during each turn of the binding move's duration, and will attack the incoming Pokémon with the selected move if the player switches before the duration is over.

In Pokémon Stadium, it is possible to select a move during each turn of the binding move's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. A binding move will negate the recharge turn of Hyper Beam only if successful.

Generation II-IV

The target is now able to attack during a binding move's duration, and can act normally. Instead, the afflicted Pokémon takes damage equal to 1/16 of its maximum HP for 2-5 turns, in addition to the damage dealt when it is used. A bound Pokémon is also trapped, preventing it from switching and escape. A bound Pokémon can still flee (but not switch out) if it has the Ability Run Away or is holding a Smoke Ball. A bound Pokémon can still switch out (but not flee) if it is holding a Shed Shell.

If the user of the binding move is holding a Grip Claw, the duration will always be 5 turns.

If the user of the binding move switches out, all targets bound by that Pokémon's moves will be freed. If a bound Pokémon uses Rapid Spin, it will be freed.

Generation V

All binding moves now last 4-5 turns unless a Grip Claw is held, which causes the moves to last 7 turns.

If the user of the binding move held a Binding Band, the bound Pokémon takes 1/8 of its maximum HP as damage each turn (instead of 1/16).

Generation VI

A bound Pokémon now takes damage equal to 1/8 of its maximum HP each turn, instead of 1/16; if the user of the binding move held a Binding Band, the bound Pokémon takes damage equal to 1/6 of its maximum HP instead.

Ghost-type Pokémon can no longer be trapped, meaning that they can switch out and flee regardless of being bound. They are still afflicted by all other effects of being bound as normal, however.

Can't escape

Ash's Oshawott failing to return to its Poké Ball after being hit by Mean Look

A Pokémon that can't escape is unable to switch out or flee as long as the Pokémon that trapped it is on the field. The moves Mean Look, Spider Web, Block, Shadow Hold, Spirit Shackle, and Anchor Shot can inflict the can't escape condition.

A Pokémon that can't escape can still switch out if it is holding a Shed Shell; uses U-turn, Volt Switch, or Baton Pass; or is hit by Whirlwind, Roar, Dragon Tail, or Circle Throw. Prior to Generation V, if a Pokémon that can't escape uses Baton Pass, the Pokémon brought out will be trapped instead; from Generation V onward, the effect disappears.

Starting in Generation VI, Ghost-type Pokémon can switch out and flee regardless of the can't escape status.

Fairy Lock is a similar move that instead traps all Pokémon on the field during the next turn, instead of inflicting the can't escape status.

Confusion

See also: List of moves that confuse

The confused condition causes a Pokémon to sometimes hurt itself in its confusion instead of executing a selected move. From Generation I to VI, the chance to hurt itself is 50%; in Generation VII, it is 33%. The damage is done as if the Pokémon attacked itself with a 40-power typeless physical attack (without the possibility of a critical hit).

Confusion wears off after 1-4 attacking turns. This means that turns recharging, such as after using Hyper Beam, and turns unable to attack, such as from paralysis, will not lower the remaining number of turns of confusion. However, a sleeping Pokémon may hurt itself in confusion if using a move such as Snore or Sleep Talk. Multi-turn attacks such as Fly and Dive require confusion to be checked both turns, further reducing the chance of a successful attack.

Pokémon with the Own Tempo Ability are immune to being confused. Confusion can be cured with Persim Berries, Touga Berries, the Yellow Flute, and, Generation II onwards, items that cure all status conditions such as Full Heals and Lum Berries; it is the only volatile status condition to be able to be cured by items that heal all status conditions.

Confusion is transferred by Baton Pass.

Focus Sash, Focus Band, and Sturdy can prevent a Pokémon from knocking itself out due to confusion.

A Ninja Boy on Route 211 erroneously states that confusion only wears off if the Pokémon is switched out.

In Pokémon Conquest, a confused Pokémon may move randomly, and if so, prevents the Pokémon from attacking, the Warrior using an item or activating a Warrior Skill. Confusion may wear off in the first turn.

In the anime, the depiction and symptoms of confusion has varied over the course of the show's long run:

  • In the original series of the anime, Pokémon showed no physical difference when confused. They would often get dizzy and miss their attacks as opposed to attacking themselves.
  • In the Advanced Generation series, Pokémon would get purple circles around their eyes as a sign of confusion and begin hurting themselves, or attacking their partner if in a Double Battle.
  • In the Diamond & Pearl series, Pokémon's eyes become swirls and a circle of Torchic run around the confused Pokémon's head, with the confusion causing its attacks to miss.
  • In the Best Wishes series, a Pokémon's eyes become stars and multiple stars spin around their head when they are confused.
  • In the XY series, the Pokémon's eyes become sunken or glassy, and it will begin thrashing around, attacking itself or its allies in Double Battles.

Appearance in the games

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Generation VI appearance

Curse

Suicune is hurt by the Curse

If a Ghost-type Pokémon uses Curse, its target will be afflicted by the cursed condition. A cursed Pokémon takes damage equal to ¼ of its maximum HP every turn. The cursed condition remains as long as the afflicted Pokémon is on the field. If a cursed Pokémon uses Baton Pass, the cursed condition is passed to its replacement.

In Generation II, if a cursed Pokémon knocks out its opponent, it will not take damage from curse that turn.

Spiritomb being prevented from using items

Embargo

A Pokémon under the effect of Embargo is unable to use its held item and its Trainer cannot use items on it (including Wonder Launcher items) for five turns. A Pokémon under the effect of Embargo cannot use Fling.

Encore

Encore forces the Pokémon to repeat its last attack for 2-5 turns in Generation II, 4-8 turns in Generations III and IV, and 3 turns in Generation V and VI. In Generation V, if the Pokémon has Magic Coat active, the move will fail.

Flinch

See also: List of moves that cause flinching
Magmar flinching

The flinch status is a one-turn status that prevents a Pokémon from attacking. A Pokémon can only flinch if it is hit by another Pokémon's move before using its move. A Pokémon who is holding a King's Rock or Razor Fang has a 10% (~12% in Generation II) chance of causing a target to flinch when using certain moves; in Generation II, III, and IV, any of several moves on a list exclusive to the items (the list differs between generations); from Generation V onward, any move that deals damage and does not already have a chance to flinch. Most moves that cause flinching are physical moves. In Generation II only, sleeping Pokémon cannot flinch when hit by moves that cause flinching (but can flinch via King's Rock), and are thus able to successfully execute Sleep Talk or Snore regardless.

Pokémon with the Inner Focus Ability are immune to flinching. Pokémon with Steadfast still flinch, but gain Speed each time they do so.

It is known as "cringing" in Pokémon Mystery Dungeon: Red Rescue Team, Blue Rescue Team, Explorers of Time, Explorers of Darkness and Explorers of Sky. It is known as "flinching" from Pokémon Mystery Dungeon: Gates to Infinity onward.

In Pokémon Conquest, a Pokémon that has flinched is unable to perform any actions (i.e. move around, use moves), along with its partner Warrior (i.e. use Warrior Skills, use items, link). Since battles in this game are turn-based, flinching does not require a first strike via an advantage in Speed or priority, unlike in the main series. The turn-based gameplay and the duration of flinching also makes consecutive flinching impairment impossible, unlike in the main series.

Heal Block

Blissey being prevented from healing

A Pokémon affected by Heal Block is prevented from healing for five turns. It cannot use Moonlight, Morning Sun, Roost, Recover, Heal Order, Rest, Soft-Boiled, Wish, Milk Drink, Slack Off, Synthesis, or Heal Pulse while it is under effect. It is unaffected by the healing effects of Wish, Ingrain, Aqua Ring, Leech Seed, and Heal Pulse.

In Generation IV and V, a Pokémon affected by Heal Block can use HP-draining moves and still inflict damage, but will not restore HP. In Generation VI, a Pokémon affected by Heal Block cannot use HP-draining moves, except Leech Seed.

Pokémon with the Ability Volt Absorb or Water Absorb will take damage, as opposed to healing, from Electric- or Water-type attacks respectively while Heal Block is in effect. A poisoned Pokémon with Poison Heal is neither healed nor damaged.

From Generation V onward, Leftovers and Shell Bell cannot heal Pokémon affected by Heal Block. In Generation VI, Black Sludge cannot heal Pokémon affected by Heal Block. Items such as Potions can still be used to heal the Pokémon.

Identified

Noctowl's Foresight identifying Gastly

The opponent's evasion modification will not affect the accuracy of a Pokémon that uses Foresight, Odor Sleuth, or Miracle Eye. In addition, a Normal- or Fighting-type move used by a Pokémon that has used Foresight or Odor Sleuth will affect Ghost-type Pokémon, and Psychic-type moves used by a Pokémon that has used Miracle Eye will affect Dark-type Pokémon.

Infatuation

Raichu is infatuated

A Pokémon that is infatuated cannot attack 50% of the time, even against Pokémon other than the one it is infatuated with. It is caused when Attract is used on an opponent of the opposite gender, may be caused when a Pokémon makes contact with a Pokémon of the opposite gender that has Cute Charm as its Ability, and is caused to the target of the infatuation when a Pokémon holding a Destiny Knot is infatuated.

Pokémon with the Oblivious Ability are immune to infatuation. Infatuation cannot be passed with Baton Pass. Infatuation will end as soon as either the affected Pokémon or the Pokémon it is attracted to is removed from the battle. It can also be removed by consuming a Mental Herb or an Eggant Berry, or by playing a Red Flute.

In Pokémon Mystery Dungeon series, Infatuation prevents the Pokémon from doing anything for 5-6 turns, and causes linked moves to cease.

Leech Seed

A Solrock affected by Leech Seed

The Leech Seed status can only be caused by Leech Seed. Each turn, a Pokémon afflicted with Leech Seed loses 1/8 (1/16 in Generation I) of its maximum hit points. The opponent is healed by the same amount. Grass-type Pokémon cannot be afflicted with Leech Seed.

If a Pokémon afflicted with Leech Seed uses Baton Pass, Leech Seed is transferred to its replacement, even if it is Grass-type. If the Pokémon that used Leech Seed switches out or faints, any Pokémon in the same position as the original user gains the drained HP instead.

Unlike in the games, Leech Seed does not appear to restore the health of the Pokémon that used the attack in the anime.

Nightmare

Nightmare only affects a sleeping Pokémon. The sleeping Pokémon loses ¼ of its maximum hit points every turn. If the sleeping Pokémon awakens, then the nightmare will no longer be in effect. If Baton Pass switches in a Pokémon that is not asleep (via Sleep Talk), then the nightmare will no longer be in effect.

Perish Song

After three turns, all Pokémon who heard the Perish Song will faint, excluding Pokémon with the Soundproof Ability. Any Pokémon who heard it can avoid the effect of fainting if it is switched out before the three-turn count finishes. Baton Pass transfers the Perish Song countdown.

Spooked

This status condition is inflicted by Pokémon with the Spookify Skill in Pokémon Shuffle. A spooked Pokémon takes 50% more damage from Ghost-type Pokémon.

Fighting, Poison, Ground, Rock, Bug, Steel, Grass, Ice, Dragon, and Dark-type Pokémon are immune to being spooked.

Taunt

A taunted Pokémon cannot use any status moves for 3 turns (2-4 turns prior to Generation V), including status moves that will always turn into damaging moves like Nature Power. The Taunt status can only be inflicted by the move Taunt.

From Generation V onward, the Mental Herb cures the Pokémon of Taunt. From Generation VI onward, Pokémon with Oblivious are immune to the Taunt condition; if a Pokémon with Oblivious is afflicted by Taunt (such as if it is taunted by a Pokémon with an Ability like Mold Breaker), it will be cured immediately. Pokémon with Aroma Veil and their allies are immune to Taunt.

A taunted Pokémon can still use a status Z-Move.

Telekinesis

A group of people being telekinetically levitated

A Pokémon telekinetically levitated by Telekinesis is immune to Ground-type moves, Spikes, Toxic Spikes, and Arena Trap for three turns. In addition, all other moves, except one-hit knockout moves, hit the target regardless of accuracy and evasion; however, it does not allow moves to hit semi-invulnerable Pokémon.

The effect of Telekinesis is canceled when Gravity is used, the levitated Pokémon uses Ingrain, or the levitated Pokémon obtains an Iron Ball; Telekinesis cannot lift targets if Gravity is in effect, and will fail if used on a target that is rooted or holding an Iron Ball.

Torment

A tormented Pokémon cannot use the same move twice in a row. If the Pokémon is holding a choice item or only has one move remaining with PP, it is forced to use Struggle every second turn.

Volatile battle status

292Shedinja.png The contents of this section have been suggested to be split into Battle status.
Please discuss it on the talk page for this section.

A volatile battle status is usually self-inflicted and will wear off when a Pokémon is taken out of battle or a battle is over. Many of these will also wear off after a number of turns pass. Since they aren't shown in battle as a status condition (having an icon) a Pokémon can be affected with multiple volatile battle statuses, volatile conditions and a non-volatile condition at the same time.

Aqua Ring

Swanna enveloped in a veil of water

When a Pokémon surrounds itself with a veil of water by using Aqua Ring, it restores 1/16th of its maximum HP every turn. This effect can be transferred by Baton Pass.

Bracing

Heracross bracing itself

When a Pokémon uses Endure, it braces itself so that whenever it takes damage that turn it will always survive with at least 1HP. The Focus Sash, Focus Band, and Ability Sturdy all have similar effects.

Center of attention

Clefairy drawing attention to itself

A Pokémon can become the center of attention by using Follow Me or Rage Powder, or by being affected by Spotlight.

If a Pokémon is the center of attention, its opponents are forced to target the center of attention rather than their intended target for the rest of the turn, if it is a valid target for those moves (even if the move originally targeted an ally, unless it is a move that cannot target an opponent such as Acupressure or Helping Hand). If a move cannot target the center of attention, it will be used on its intended target. Even if a Pokémon becomes the center of attention, its allies will not be forced to target it.

If the center of attention faints, switches out, or is taken into the air by Sky Drop, it no longer draws moves.

In Triple Battles, the center of attention will draw the attacks of all opponents in the field, but it can only draw attacks from non-adjacent opponents if they use a move which is able to strike non-adjacent targets.

The center of attention cannot draw moves with a charging turn like Sky Drop or Solar Beam, even if they are executed in one turn due to Power Herb.

The center of attention draws Electric- and Water-type moves even if a Pokémon with Lightning Rod or Storm Drain is on the field. If another Pokémon on the same team is already the center of attention, the first user takes priority; if the first user is outside of range or stops being the center of attention, the attack will be drawn to the next center of attention.

From Generation VI onward, Grass-type Pokémon, Pokémon with Overcoat, and Pokémon holding Safety Goggles will not have their moves drawn to a Pokémon that becomes the center of attention due to Rage Powder.

Defense Curl

Phanpy curls up, ready to use Rollout

Using Defense Curl causes the power of Rollout and Ice Ball to double for the Pokémon. This effect is not transferred by Baton Pass.

Glowing

A Pokémon readying Sky Attack becomes cloaked in light for one turn, in which it cannot act. This turn can be skipped with a Power Herb.

Rooting

Cradily planting its roots

When a Pokémon plants its roots by using Ingrain, it restores 1/16th of its maximum HP every turn but cannot switch out or flee, even if hit by a move that would force this such as Roar and Dragon Tail. If a Flying-type Pokémon or a Pokémon with Levitate is rooted to the ground, it is susceptible to Ground-type moves, Spikes and Toxic Spikes. The Pokémon cannot be affected by Magnet Rise and Telekinesis and they are removed if active upon rooting. This effect can be transferred by Baton Pass.

Magic Coat

Absol bouncing back an attack

A Pokémon shrouded with Magic Coat will reflect most status moves used against it or its side of the field back at the user during the turn it used the move. The Ability Magic Bounce reflects the same moves.

Magnetic levitation

Metagross levitating on magnetism

A Pokémon levitating on magnetism via Magnet Rise is immune to Ground-type attacks for five turns. Like Flying-type Pokémon and Pokémon with Levitate, the user is immune to the damage of Spikes and Toxic Spikes, and is unaffected by Arena Trap. Magnet Rise is completely negated by Gravity, Ingrain, and holding an Iron Ball.

This effect can be transferred by Baton Pass.

Minimize

A Pokémon that has used the move Minimize (or had the effect passed to it via Baton Pass) will be affected more harmfully by some moves.

From Generation II onward, Pokémon that have used Minimize will take double damage from Stomp. From Generation V onward, Pokémon that have used Minimize will also receive double damage from Steamroller. In Generation VI, Pokémon that have used Minimize will take double damage from Body Slam, Dragon Rush, Flying Press, and Phantom Force; also in Generation VI, all of these moves will always hit a target that has used Minimize.

Protection

A Pokémon that uses Protect, Detect, Spiky Shield, or Baneful Bunker will be unaffected by both damaging moves and status moves during that turn. A Pokémon that uses King's Shield will be unaffected by damaging moves for the rest of that turn.

If the protected Pokémon is hit by Feint, Shadow Force, Hyperspace Fury, Hyperspace Hole, or Phantom Force—which can all hit regardless of protection—the Pokémon's protection is removed for the rest of the turn.

Some moves cannot be stopped by protection, such as Future Sight and Curse.

Team protection

If a Pokémon uses Mat Block, Wide Guard, Quick Guard, or Crafty Shield, that Pokémon and its allies will be unaffected by particular moves for the rest of that turn.

  • A Pokémon protected by Mat Block is unaffected by damaging moves.
  • A Pokémon protected by Wide Guard is unaffected by moves that can target multiple Pokémon at once (such as Heat Wave and Earthquake).
  • A Pokémon protected by Quick Guard is unaffected by increased priority moves.
  • A Pokémon protected by Crafty Shield is unaffected by status moves.

If any protected Pokémon is hit by Feint, Shadow Force, Hyperspace Fury, Hyperspace Hole, or Phantom Force—which can all hit regardless of protection—the effects of all team protection moves will be lifted from that Pokémon and its allies.

Recharging

A Pokémon that successfully uses Hyper Beam, Frenzy Plant, Blast Burn, Hydro Cannon, Giga Impact, Rock Wrecker, or Roar of Time must recharge during the next turn. While recharging, the Pokémon cannot perform an action.

Semi-invulnerable

Several two-turn moves have a turn where a Pokémon becomes semi-invulnerable, and most moves will miss regardless of accuracy, even moves that never miss. If a Pokémon has been taken aim at, the aimed Pokémon can still hit Pokémon during their semi-invulnerable turn. A Pokémon with No Guard can hit the Pokémon during their semi-invulnerable state, and a Pokémon with No Guard in the semi-invulnerable state can be hit by any Pokémon. In Generation I, semi-invulnerable Pokémon cannot avoid Swift, Transform, or Bide, but can avoid Bide in Pokémon Stadium. With the exception of Sky Drop, the semi-invulnerable turn can be skipped with a Power Herb.

Pokémon that have used Fly, Bounce, or Sky Drop (both the user and target) fly up high. Pokémon that have flown up high are vulnerable to Gust, Smack Down, Sky Uppercut, Thunder, Twister, and Hurricane. If the move Gravity is used, Fly, Bounce, and Sky Drop cannot be used, and any Pokémon in the air return to the ground with their move cancelled; due to a glitch in the Generation V games, if Gravity is used while Sky Drop is in effect, only the user will be returned to the ground—the target will be permanently stuck airborne.

Pokémon that have used Dig burrow underground, and can be hit by Earthquake, Magnitude, and Fissure.

Pokémon that have used Dive dive underwater, and can be hit by Surf and Whirlpool.

Pokémon that have used Shadow Force or Phantom Force suddenly disappear, and there is no move that can hit these Pokémon without aiming or No Guard.

Substitute

Accelgor launching a substitute

The Pokémon that uses Substitute uses up to ¼ of its total HP (rounded down) to make a substitute which will absorb hits until it "breaks" (damage the substitute has taken is equal to or greater than the HP used to make it).

Substitutes also prevent the opponent from lowering the user's stat stages. From Generation II onward, substitutes block the opponent from inflicting all status conditions. In Generation I, a substitute will only block certain status conditions under certain circumstances, and attacks like Thunder Wave and Spore will completely circumvent the substitute.

Substitutes can be transferred by Baton Pass.

Taking aim

Registeel taking aim at its opponent

When a Pokémon uses Mind Reader or Lock-On to take aim at a target, the user's next damage-dealing move will hit that target without fail, even if the opponent uses a move that offers a turn of semi-invulnerability, such as Fly. This effect can be Baton Passed.

Taking in sunlight

A Pokémon readying Solar Beam or Solar Blade takes in sunlight for one turn, in which it cannot act. This turn can be skipped with a Power Herb or if used in harsh sunlight.

Withdrawing

A Pokémon readying Skull Bash withdraws it head for one turn, in which it cannot act. From Generation II onwards, this also boosts the Pokémon's Defense. This turn can be skipped with a Power Herb.

Whipping up a whirlwind

A Pokémon readying Razor Wind whips up a whirlwind for one turn, in which it cannot act. This turn can be skipped with a Power Herb.

Trivia

  • If a Pokémon under a status condition (such as a poisoned Cascoon) evolves, the condition will be kept even if the Pokémon gains a new type or Ability that would normally prevent it.

In other languages

Status

Language Title
Canada Flag.png Canadian French État*

Status condition

Language Title
Chinese Cantonese 異常狀態 Yihsèuhng Johngtaai
Mandarin 異常狀態 / 异常状态 Yìcháng Zhuàngtài
French Canada Flag.png Canada Problème d'état*
France Flag.png Europe Problème de statut
Germany Flag.png German Statusprobleme
Italy Flag.png Italian Problema di stato
South Korea Flag.png Korean 상태 이상 Sangtae isang
Brazil Flag.png Brazilian Portuguese Mudança de estado
Spain Flag.png Spanish Problema de estado
Vietnam Flag.png Vietnamese Tình trạng bất thường

Confused

Language Title
Denmark Flag.png Danish Svimmel*
Forvirret*
Canada Flag.png Canadian French Confus*
Norway Flag.png Norwegian Forvirret
Brazil Flag.png Brazilian Portuguese Confuso
Sweden Flag.png Swedish Förvirrad

References


Status conditions
BURNED FROZEN PARALYSIS POISONED
ASLEEP CONFUSION FLINCHING FAINTED


Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.