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A battle status is a volatile condition inflicted by the user upon itself that will wear off when a Pokémon is taken out of battle or the battle finishes. Many of these only last for the duration of the turn used, while others wear off after a certain number of turns or a certain action is performed. Since they aren't shown in battle as a status aliment (having an icon) a Pokémon can be affected with multiple battle statuses, volatile status ailments and a status problem at the same time.
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
If a Pokémon becomes the center of attention by using Follow Me or Rage Powder, it forces opposing Pokémon to target the user for the rest of the turn during Double Battles and Triple Battles.
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.
A Pokémon that uses Protect or Detect will be impervious to attacks and negative status moves targeting them that turn except; if the protected Pokémon is hit by Feint or Shadow Force, which can both hit through protection, the Pokémon's protection is removed for the rest of the turn.
A Pokémon that successfully uses Hyper Beam, Frenzy Plant, Blast Burn, Hydro Cannon, Giga Impact, Rock Wrecker, Roar of Time must recharge during the next turn. While recharging, the Pokémon cannot perform an action.
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.
Taking in sunlight
A Pokémon readying SolarBeam takes in sunlight for one turn, in which it cannot act. This turn can be skipped with a Power Herb or if used in intense sunlight.
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.
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 and Bide, but can avoid Bide in Pokémon Stadium.
Pokémon that use Fly, Bounce or Sky Drop, or are targeted by Sky Drop fly or are flown up high, and are vulnerable to Gust, Smack Down, Sky Uppercut, Thunder, Twister, and Hurricane. If the move Gravity is used, these moves cannot be used and any Pokémon in the air return to the ground with their move cancelled; due to a glitch in Pokémon Black and White, 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 do not take damage from hail, sandstorm, or Shadow Sky while underground.
Pokémon that have used Dive dive underwater, and can be hit by Surf and Whirlpool. Pokémon do not take damage from hail, sandstorm, or Shadow Sky while underwater.
Pokémon that have used Shadow Force suddenly disappear and there is no move that can hit these Pokémon without aiming or No Guard.
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.
Using Defense Curl causes the power of Rollout and Ice Ball to double for the Pokémon. This effect is not transferred by Baton Pass.
A Pokémon with the Ability Illusion will disguise itself as the last Pokémon in the party when sent into battle, provided that they are different species and are not fainted.
Illusion will change the appearance of the Pokémon to a different species. Illusion will replicate the type of Poké Ball, species name, Shininess (if any), and gender of the Pokémon it is masquerading as; however, it does not replicate the level of the masqueraded Pokémon. The effect is only aesthetic: it does not have any other effect on the Pokémon.
Illusion is broken—causing the user to appear as their true species—when the user is damaged directly by an attack. As such, it is not broken by secondary effects such as the HP loss caused by Life Orb, weather conditions, status ailments, entry hazards, or recoil.
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 be 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.
A Pokémon having used Minimize will take double damage if hit by the moves Steamroller or Stomp (though this behavior is not present in Generation I).
A Pokémon that is pumped has an elevated critical hit ratio.
Using Focus Energy in Generation II or III, using a Dire Hit, or Lansat Berry will increase the critical hit ratio by 1 stage. Using Focus Energy in Generation IV and on, or using a Dire Hit 2 will increase the critical hit ratio by 2 stages. Using a Dire Hit 3 will increase the critical hit ratio by 3 stages. The different methods of pumping up the Pokémon are mutually exclusive and the old one will be retained if a new one is attempted, even though they boost by different amounts.
In Generation I, while intended to quadruple the critical hit rate, a glitch causes the pumped status to have no effect if the pumped Pokémon is faster than the opponent, or prevent the pumped Pokémon from getting a critical hit (0/511 chance) if the user is slower than the opponent. This was fixed in Pokémon Stadium to quadruple the chance of a critical hit.
This effect can be transferred by Baton Pass.
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.
The Pokémon that uses Substitute uses up ¼ of its total HP (rounded down) to make a substitute which will absorb hits until it "breaks" (damage the Substitute has taken is greater than the HP used to make it). From Generation II onward, substitutes block all status ailments and will immediately break if a one-hit knockout attack connects with them. In Generation I, however, a substitute only blocks primary status problems; attacks like Thunder Wave and Spore completely circumvent the substitute. Substitutes can be transferred by Baton Pass.
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.
When a Pokémon uses Transform, or upon being sent into battle if it has the Ability Imposter, it transforms into the opponent.
The user's current type, current stats, current stat levels, current moves, current species, and current cry are changed to that of the target. Until Generation V, it also copies the target's catch rate. Each move copied will have 5 PP.
Transformation does not copy the target's status ailments, level, current or maximum HP, base experience, palette colors, or the generic minimize image. The current stat changes due to the transformation will be ignored by critical hits if it is advantageous for the Pokémon that made the critical hit to do so.
In Generation II and III, the user does not copy Shininess, and instead retains its own Shininess. However, from Generation IV onwards it does.
Transformation copies the form of the target. In Generation IV, if the alternate form requires holding an item, such as with Origin Forme Giratina or Arceus, and the Pokémon who used Transform is not holding the required item, the Pokémon will first transform to its target's current form, then immediately revert to the form dictated by the transformed Pokémon's held item. From Generation V onwards, a Pokémon will transform into and remain in the form of the target, even if it lacks the correct item.
A Pokémon cannot transform into a Pokémon behind an illusion. From Generation II onwards, a Pokémon cannot transform into a target that is already transformed. From Generation V onwards, a Pokémon cannot tranform into a Pokémon that is behind a substitute.
This effect cannot be Baton Passed.