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{{redirect|Status|the move category|status move}}
{{redirect|Status|the move category|status move}}{{incomplete|needs=Missing some volatile status conditions}}{{split|Status condition and {{redlink|Volatile status condition}}}}
'''Status conditions''' affect a {{OBP|Pokémon|species}}'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.
'''Status conditions''' (Japanese: '''{{tt|状態異常|じょうたいいじょう}}''' ''abnormal condition''), also referred to as '''status problems''' or '''status ailments''', affect a {{OBP|Pokémon|species}}'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==
==In the core series and side series==
Non-volatile status conditions, officially called status problems, are status conditions that will remain until a Pokémon is healed at a [[Pokémon Center]], a specific [[status condition healing item|curative item]] is used, or, in case of freeze and sleep, after a certain number of turns during the battle. A Pokémon inflicted with a non-volatile status will still be affected after being pulled out of battle (unless they have the {{a|Natural Cure}} Ability), and after a battle is over. It is only possible for a Pokémon to be afflicted by one of these at a time. In [[Generation III]] and beyond, certain {{Abilities}} will cause or prevent them, as well as benefit from them.
===Non-volatile status===
{{incomplete|section|needs=What game mechanics, such as Facade and Heal Bell, are affected by all non-volatile statuses?}}
A non-volatile status condition is a status condition that remains after being [[recall|switched out]]. It's displayed in the [[party]] screen, and the Pokémon's [[summary]]. They can be cured by healing at a [[Pokémon Center]], specific [[status condition healing item|curative item]]s, or 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 [[Generation]]s [[Generation I|I]] and [[Generation II|II]]).


In battle, in the first two generations the status problem icon will replace the level, whereas from [[Generation III]] onwards it is shown to the left of the HP bar.
A Pokémon cannot gain non-volatile status conditions when it is affected by {{m|Safeguard}}, {{a|Leaf Guard}}, {{a|Flower Veil}}, {{a|Shields Down}}, or {{a|Comatose}}. A Pokémon will cure its status condition when affected by {{m|Refresh}}, {{m|Heal Bell}}, {{m|Aromatherapy}}, {{m|Psycho Shift}}, {{m|Jungle Healing}}, {{m|G-Max Sweetness}}, {{a|Natural Cure}}, {{a|Shed Skin}}, {{a|Hydration}}, or [[Lum Berry]].


===Burn===
In all games except {{g|Legends: Arceus}}, a Pokémon cannot gain a non-volatile status condition if it's already afflicted by another one, and a non-volatile status condition does not wear off automatically when the battle ends. If a Pokémon under a status condition (such as a poisoned {{p|Cascoon}}) evolves, the condition will be kept, even if the Pokémon gains a new [[type]] or [[Ability]] that would normally prevent it.
 
In {{g|Legends: Arceus}}, all non-volatile status conditions have a set turn count and wear off after battle. If a Pokémon already has a non-volatile status condition, inflicting it with another one can override it.
 
====Burn====
[[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===
In Generations I and II, burn damage is applied after the Pokémon takes its turn, but is skipped if the opponent faints during that turn. From Generation III onward, burn damage is applied after all Pokémon on the field have taken their turns (and there is no skipping).
[[File:Frozen Pokémon.png|left|thumb|250px|{{TP|Iris|Excadrill}} is frozen]]
 
====Freeze====
[[File:Frozen Pokémon.png|thumb|left|250px|{{p|Yamper}} 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|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|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), {{m|Secret Power}} (when used in snow or ice; [[Generation IV]] onward) and {{m|Freezing Glare}}. 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, [[Electric (type)|Electric]]-type 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.


===Poison===
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.
[[File:Poisoned Pokémon.png|left|thumb|250px|{{TP|Ash|Gliscor}} is poisoned]]
 
====Poison====
[[File:Poisoned Pokémon.png|thumb|left|250px|{{AP|Pikachu}} 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.
 
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 [[Poison Barb]] or [[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.
 
In Generations I and II, poison damage is applied after the Pokémon takes its turn, but is skipped if the opponent faints during that turn. From Generation III onward, poison damage is applied after all Pokémon on the field have taken their turns (and there is no skipping).
 
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}}=====
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.


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.
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). In Generations I, II, and from [[Generation V]] onwards, after a battle is over, the badly poisoned status will become a regular poison.


===={{anchor|Badly poisoned|Badly poisoned}}====
All moves which badly poison are {{type|Poison}}, except {{m|Psycho Shift}} (while badly poisoned) and {{m|Fling}} (if [[Toxic Orb]] is held).
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.


===Sleep===
====Sleep====
[[File:Sleeping Pokémon.png|thumb|250px|{{TP|Ash|Heracross}} sleeping]]
[[File:Sleeping Pokémon.png|thumb|250px|{{p|Magikarp}} is asleep]]
{{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}}, 1 to 5 turns in Generations II to IV (except the Japanese versions of Pokémon Diamond and Pearl), and 1 to 3 turns in [[Generation V]] onwards,<ref>[http://www.smogon.com/forums/showpost.php?p=3698857&postcount=770 RNG Research: Battle RNG - Sleep Duration]</ref>. 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 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.
 
====Frostbite====
[[File:FrostbiteIC LA.png|right]]
Frostbite is a status condition exclusively in {{g|Legends: Arceus}}, replacing the freeze condition. Similar to a burn, frostbite inflicts damage equal to 1/16 of the target's maximum HP every turn, and it reduces damage dealt by its special moves during this time. When it is [[weather|snowing]], moves that may inflict frostbite are more likely to do so.
 
Using {{m|Flame Wheel}} or {{m|Flare Blitz}} will cure the user of frostbite.
 
====Drowsy====
[[File:DrowsyIC LA.png|right]]
Drowsy is a status condition exclusively in {{g|Legends: Arceus}}, replacing the sleep condition. It works similarly to paralysis, and may cause the afflicted Pokémon to be unable to move. Drowsy Pokémon also take increased damage from direct attacks. When it is [[weather|snowing]], drowsy Pokémon are more likely to fail to act.
 
Using {{m|Spark}}, {{m|Volt Tackle}}, or {{m|Wild Charge}} will cure the user of drowsiness.
 
===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 [[Recall|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.
 
===={{anchor|Partially trapped|Bound}}====
[[File:Jessie Seviper Wrap.png|thumb|250px|{{p|Gastrodon}} being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
When a Pokémon is hit by a {{cat|Binding moves|binding move}} ({{m|Bind}}, {{m|Clamp}}, {{m|Fire Spin}}, {{m|G-Max Centiferno}}, {{m|G-Max Sandblast}}, {{m|Infestation}}, {{m|Magma Storm}}, {{m|Sand Tomb}}, {{m|Snap Trap}}, {{m|Thunder Cage}}, {{m|Whirlpool}}, or {{m|Wrap}}), it becomes bound. While it is bound, a Pokémon takes damage at the end of each turn and cannot switch out or flee. 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, this 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 Generations 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 was 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, {{type|Ghost}} 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 from the binding 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 (Generation I)|Struggle bypassing|a glitch}}, the move's PP will roll over to 63 and full [[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 (Generation I)|Struggle bypassing|the same glitch}}, the move's PP will roll over to 63 and full [[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.
 
=====Generations 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 [[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 or is knocked 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.
 
======Moves======
A Pokémon can be bound when struck by any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Bind}}
{{typetable|Normal}}
{{statustable|Physical}}
| 15
| {{tt|85%|75% in Generations I-IV}}
|
|-
| class="l" | {{m|Clamp}}
{{typetable|Water}}
{{statustable|Physical}}
| 35
| {{tt|85%|75% in Generations I-IV}}
|
|-
| class="l" | {{m|Fire Spin}}
{{typetable|Fire}}
{{statustable|Special}}
| {{tt|35|15 in Generations I-IV}}
| {{tt|85%|70% in Generations I-IV}}
|
|-
| class="l" | {{m|G-Max Centiferno}}
{{typetable|Fire}}
{{statustable|???|''Varies''}}
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Centiskorch}}
|-
| class="l" | {{m|G-Max Sandblast}}
{{typetable|Ground}}
{{statustable|???|''Varies''}}
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Sandaconda}}
|-
| class="l" | {{m|Infestation}}
{{typetable|Bug}}
{{statustable|Special}}
| 20
| 100%
|
|-
| class="l" | {{m|Magma Storm}}
{{typetable|Fire}}
{{statustable|Special}}
| {{tt|100|120 in Generations IV-V}}
| {{tt|75%|70% in Generation IV}}
|
|-
| class="l" | {{m|Sand Tomb}}
{{typetable|Ground}}
{{statustable|Physical}}
| {{tt|35|15 in Generations III-IV}}
| {{tt|85%|70% in Generations III-IV}}
|
|-
| class="l" | {{m|Snap Trap}}
{{typetable|Grass}}
{{statustable|Physical}}
| 35
| 100%
|
|-
| class="l" | {{m|Thunder Cage}}
{{typetable|Electric}}
{{statustable|Special}}
| 80
| 90%
|
|-
| class="l" | {{m|Whirlpool}}
{{typetable|Water}}
{{statustable|Special}}
| {{tt|35|15 in Generations II-IV}}
| {{tt|85%|70% in Generations II-IV}}
|
|-
| class="l" | {{m|Wrap}}
{{typetable|Normal}}
{{statustable|Physical}}
| 15
| {{tt|90%|85% in Generations I-IV}}
|
|}
|}
 
===={{anchor|Trapped|Can't escape}}====
[[File:Lenora Watchog Mean Look effect.png|thumb|250px|{{AP|Oshawott}} failing to return to his 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.
 
A Pokémon that can't escape can still switch out if it is holding a [[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 or the Pokémon that trapped it uses Baton Pass, the Pokémon (or its replacement) still can't escape; from Generation V onward, the effect can be passed only by the Pokémon that can't escape.


Sleep lasts for a randomly chosen duration of 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> In all other games from Generations I - IV, except the Japanese versions of Pokémon Diamond and Pearl, sleep lasts 1 to 5 turns. In the Japanese version 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.
From Generation III onward, a Pokémon that can't escape can still flee or {{m|Teleport}} from a wild battle if it is holding a [[Smoke Ball]] or has the Ability {{a|Run Away}}.


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


==Volatile status==
=====Moves=====
A volatile 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 conditions, volatile battle statuses and a non-volatile condition at the same time.
A Pokémon can be trapped when struck by any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Anchor Shot}}
{{typetable|Steel}}
{{statustable|Physical}}
| 80
| 100%
|
|-
| class="l" | {{m|Block}}
{{typetable|Normal}}
{{statustable|Status}}
| —
| —%
|
|-
| class="l" | {{m|Fairy Lock}}
{{typetable|Fairy}}
{{statustable|Status}}
| —
| —%
| class="l" | Prevents all Pokémon on the field from [[switching out]] or [[escape|fleeing]] during their next turn
|-
| class="l" | {{m|G-Max Terror}}
{{typetable|Ghost}}
{{statustable|???|''Varies''}}
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Gengar}}
|-
| class="l" | {{m|Jaw Lock}}
{{typetable|Dark}}
{{statustable|Physical}}
| 80
| 100%
| class="l" | Prevents the user and the target from [[switching out]] or [[escape|fleeing]]
|-
| class="l" | {{m|Mean Look}}
{{typetable|Normal}}
{{statustable|Status}}
| —
| —%
|
|-
| class="l" | {{m|No Retreat}}
{{typetable|Fighting}}
{{statustable|Status}}
| —
| —%
| class="l" | Raises the user's {{stat|Attack}}, {{stat|Defense}}, {{stat|Special Attack}}, {{stat|Special Defense}}, and {{stat|Speed}} by one stage each. Prevents the user from [[switching out]] or [[escape|fleeing]]
|-
| class="l" | {{m|Octolock}}
{{typetable|Fighting}}
{{statustable|Status}}
| —
| 100%
| class="l" | At the end of each turn, the target's {{stat|Defense}} and {{stat|Special Defense}} are lowered by one stage each
|-
| class="l" | {{m|Shadow Hold}}
{{typetable|Shadow}}
{{statustable|Status}}
| —
| 80%
|
|-
| class="l" | {{m|Spider Web}}
{{typetable|Bug}}
{{statustable|Status}}
| —
| —%
|
|-
| class="l" | {{m|Spirit Shackle}}
{{typetable|Ghost}}
{{statustable|Physical}}
| 80
| 100%
|
|-
| class="l" | {{m|Thousand Waves}}
{{typetable|Ground}}
{{statustable|Physical}}
| 90
| 100%
|}
|}


===Confusion===
====Confusion====
:''See also: [[List of moves that confuse]]''
{{main|Confusion (status condition)}}
[[File:Confused Status JN.png|thumb|250px|{{AP|Riolu}} is confused]]
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%; from Generation VII onwards, 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).


[[File:Snivy Confused Status.png|thumb|250px|{{TP|Ash|Snivy}} confused]]
Confusion wears off after 2-5 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.
The confused condition causes a Pokémon to hurt itself in its confusion 50% of the time. The damage is done as if the Pokémon attacked itself with a 40-power typeless physical 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 that confusion be checked both turns, further reducing the chance of successful attack.
Pokémon with the {{a|Own Tempo}} Ability are immune to being confused. Confusion can be cured with [[Persim Berry|Persim Berries]], [[Touga Berry|Touga Berries]], the [[Yellow Flute]], and, from [[Generation II]] onwards, items that cure all status conditions such as [[Full Heal]]s and [[Lum Berry|Lum Berries]]; it is the only volatile status condition to be able to be cured by items that heal all status conditions.
[[File:Confusion anime DP.png|thumb|left|{{TP|Dawn|Piplup}} confused]]
Pokémon with the {{a|Own Tempo}} Ability are immune to being confused. Confusion can be cured with [[Persim Berry|Persim Berries]], the {{DL|Flute|Yellow Flute}}, and, [[Generation II]] onwards, items that cure all status conditions such as [[Status condition healing item#Full Heal|Full Heal]]s and [[Lum Berry|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 {{m|Baton Pass}}.
Confusion is transferred by {{m|Baton Pass}}.


A {{tc|Ninja Boy}} on {{rt|211|Sinnoh}} erroneously states that confusion only wears off if the Pokémon is switched out.
[[Focus Sash]], [[Focus Band]], and {{a|Sturdy}} can prevent a Pokémon from knocking itself out due to confusion.
{{-}}


In the {{series|original}} 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 {{series|Advanced Generation}}, 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 {{series|Diamond & Pearl}}, Pokémon's eyes become swirls and a circle of {{p|Torchic}} run around the confused Pokémon's head, with the confusion causing its attacks to miss. In the {{series|Best Wishes}}, a Pokémon's eyes become stars and multiple stars spin around their head when they are confused.
====Curse====
[[File:Masked Man Gastly Curse.png|thumb|200px|{{p|Suicune}} is hurt by the Curse]]
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.


====Appearance in the games====
In [[Generation II]], if a cursed Pokémon knocks out its opponent, it will not take damage from curse that turn.
{{movegen
{{-}}
|type=psychic
 
|genI=Confusion status I
====Drowsy====
|genII=Confusion status II
{{m|Yawn}} and {{m|G-Max Snooze}} makes the target drowsy. At the end of the next turn, the drowsy Pokémon will fall {{status|sleep|asleep}}, unless it is already afflicted by a non-volatile status condition. If a drowsy Pokémon [[Recall|switches]] out, it loses its drowsiness. Drowsiness cannot be passed by {{m|Baton Pass}}.
|genIII=Confusion status III
 
}}
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
{{movegen
|-
|type=psychic
|
|genIV=Confusion status DP
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|PtHGSS=Confusion status PtHGSS
|-
|genV=Confusion status V
! Move
}}
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Yawn}}
{{typetable|Normal}}
{{statustable|Status}}
| —
| 100%
| class="l" |
|-
| class="l" | {{m|G-Max Snooze}}
{{typetable|Dark}}
{{statustable|???|''Varies''}}
| —
| —%
| class="l" |
|}
|}
{{-}}


===Curse===
====Embargo====
[[File:Masked Man Gastly Curse.png|175px|thumb|right|{{p|Suicune}} is hurt by the Curse]]
[[File:Cyrus Weavile Embargo Adventures.png|thumb|left|150px|{{p|Spiritomb}} being prevented from using items]]
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.
[[File:Cyrus Weavile Embargo Adventures.png|150px|thumb|left|{{p|Spiritomb}} being prevented from using items]]
===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}}.
{{-}}
====Encore====
[[File:Ursula Plusle Minun Encore effect.png|thumb|250px|{{p|Mamoswine}} and {{p|Cyndaquil}} being under Encore]]
{{m|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 {{m|Magic Coat}} active, the move will fail.
{{-}}
====Flinch====
{{anchor|Cringe}}
{{main|Flinch}}
[[File:Paul Magmar flinch.png|thumb|left|250px|{{TP|Paul|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 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.
[[Dynamax]] Pokémon and 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.
{{-}}
====Heal Block====
[[File:Mars Bronzor Heal Block Adventures.png|thumb|200px|{{p|Blissey}} being prevented from healing]]
A Pokémon affected by {{m|Heal Block}} is prevented from healing for five turns. It cannot use {{m|Moonlight}}, {{m|Morning Sun}}, {{m|Roost}}, {{m|Recover}}, {{m|Heal Order}}, {{m|Rest}}, {{m|Soft-Boiled}}, {{m|Wish}}, {{m|Milk Drink}}, {{m|Slack Off}}, {{m|Synthesis}}, or {{m|Heal Pulse}} while it is under effect. It is unaffected by the healing effects of Wish, {{m|Ingrain}}, {{m|Aqua Ring}}, {{m|Leech Seed}}, and Heal Pulse.


===Encore===
In Generation IV and V, a Pokémon affected by Heal Block can use {{cat|HP-draining moves}} and still inflict damage, but will not restore {{stat|HP}}. In Generation VI, a Pokémon affected by Heal Block cannot use HP-draining moves, except {{m|Leech Seed}}.
{{m|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. In Generation V, if the Pokémon has {{m|Magic Coat}} active, the move will fail.


===Flinch===
Pokémon with the Ability {{a|Volt Absorb}} or {{a|Water Absorb}} will take damage, as opposed to healing, from {{t|Electric}}- or {{type|Water}} attacks respectively while Heal Block is in effect. A {{status|poison}}ed Pokémon with {{a|Poison Heal}} is neither healed nor damaged.
:''See also: [[List of moves that cause flinching]]''


[[File:Ash Chimchar flinch.png|thumb|{{AP|Chimchar}} flinching in fear]]
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 [[Potion]]s can still be used to heal the Pokémon.
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 flinching 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, 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.
{{-}}


It is known as cringing in [[Pokémon Mystery Dungeon]].
===={{anchor|Identification|Identified}}====
[[File:Ash Noctowl Foresight effect.png|thumb|left|220px|{{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.


In [[Pokémon Conquest]], a flinching Pokémon is unable to perform any actions (i.e. move, use moves), as is its partner [[Warrior]] (i.e. use [[Warrior Skill]]s, use [[List of Pokémon Conquest items|items]], link). Since battles in this game are turn-based, flinching does not require a first strike via an advantage in {{stat|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.
=====Moves=====
A Pokémon can be identified when struck by any of the following moves.
{| class="roundy" width="100%" style="background: #{{psychic color}}; border: 5px solid #{{psychic color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{psychic color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Foresight}}
{{typetable|Normal}}
{{statustable|Status}}
| {{tt|—%|100% in Generations II-III}}
| class="l" | Removes {{type|Ghost}} Pokémon's immunity to {{type|Fighting}} and {{type|Normal}} moves
|-
| class="l" | {{m|Odor Sleuth}}
{{typetable|Normal}}
{{statustable|Status}}
| {{tt|—%|100% in Generation III}}
| class="l" | Removes {{type|Ghost}} Pokémon's immunity to {{type|Fighting}} and {{type|Normal}} moves
|-
| class="l" | {{m|Miracle Eye}}
{{typetable|Psychic}}
{{statustable|Status}}
| —%
| class="l" | Removes {{type|Dark}} Pokémon's immunity to {{type|Psychic}} moves
|}
|}


===Heal Block===
===={{anchor|attraction|Infatuation}}====
[[File:Mars Bronzor Heal Block Adventures.png|thumb|{{p|Blissey}} being prevented from healing]]
[[File:Tierno Raichu infatuated.png|thumb|250px|{{p|Raichu}} is infatuated]]
A Pokémon affected by {{m|Heal Block}} is prevented from healing for five turns. It cannot use {{m|Ingrain}}, {{m|Aqua Ring}}, {{m|Moonlight}}, {{m|Morning Sun}}, {{m|Roost}}, {{m|Recover}}, {{m|Heal Order}}, {{m|Rest}}, {{m|Soft-Boiled}}, {{m|Wish}}, {{m|Milk Drink}}, {{m|Slack Off}}, or {{m|Synthesis}} while it is under effect. It is unaffected by {{m|Ingrain}}, {{m|Aqua Ring}}, and {{m|Heal Pulse}}. The player can still use items such as [[Potion]]s to heal the Pokémon.
A Pokémon that is infatuated cannot use moves 50% of the time, even against Pokémon other than the one it is infatuated with. It is caused when {{m|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 {{a|Cute Charm}} as its [[Ability]], and is caused to a Pokémon that infatuates a Pokémon holding a [[Destiny Knot]].


The moves {{m|Absorb}}, {{m|Mega Drain}}, {{m|Giga Drain}}, {{m|Leech Life}}, {{m|Dream Eater}}, {{m|Drain Punch}}, {{m|Horn Leech}}, {{m|Parabolic Charge}}, {{m|Draining Kiss}}, {{m|Oblivion Wing}} and {{m|Leech Seed}} will still inflict damage, but will not restore {{stat|HP}} when the user is affected by Heal Block. This is not true as of Generation VI, however.
Pokémon with the {{a|Oblivious}} Ability are immune to infatuation. Infatuation cannot be passed with {{m|Baton Pass}}. Infatuation will end as soon as either the affected Pokémon or the Pokémon it is infatuated with is removed from the battle. It can also be ended by consuming a [[Mental Herb]] or an [[Eggant Berry]], or by playing a [[Red Flute]].


Pokémon with the Ability {{a|Volt Absorb}} or {{a|Water Absorb}} will take damage, as opposed to healing, from {{t|Electric}}- or {{type|Water}} attacks respectively while Heal Block is in effect. A {{status|poisoned}} Pokémon with {{a|Poison Heal}} is neither healed nor damaged.
=====Generation III=====
If the Pokémon is both paralyzed and infatuated, its infatuation check works after the paralysis check.


Since Generation V, [[Leftovers]] are also negated by Heal Block.
=====Moves=====
A Pokémon can be infatuated when struck by any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! Probability
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Attract}}
{{typetable|Normal}}
{{statustable|Status}}
| 100%
| —
| 100%
| class="l" | Opponent of the opposite gender of the user become infatuated
|-
| class="l" | {{m|G-Max Cuddle}}
{{typetable|Normal}}
{{statustable|???|''Varies''}}
| 100%
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Eevee}}<br>All opponents of the opposite gender of the user become infatuated
|}
|}


===Identification===
===={{anchor|Seeding|Leech Seed}}====
[[File:Ash Noctowl Foresight effect.png|left|thumb|150px|{{AP|Noctowl}}'s Foresight identifying {{p|Gastly}}]]
[[File:Ash Bulbasaur Leech Seed effect.png|thumb|left|220px|A {{p|Solrock}} affected by Leech Seed]]
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 Leech Seed status can be caused by {{m|Leech Seed}} or {{m|Sappy Seed}}. Each turn, a Pokémon afflicted with Leech Seed loses 1/8 (1/16 in [[Generation I]]) of its maximum hit points. The Pokémon that used Leech Seed is healed by the same amount, unless the seeded Pokémon has {{a|Liquid Ooze}}, in which case the user will be hurt instead. {{type|Grass}} Pokémon cannot be afflicted with Leech Seed.
 
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.


==={{anchor|attraction|Infatuation}}===
In Generations I and II, the effect of Leech Seed is applied after the afflicted Pokémon takes its turn. From Generation III onward, it is applied after all Pokémon on the field have taken their turns.
[[File:Ash Snivy Attract effect.png|thumb|{{AP|Oshawott}} 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 {{m|Attract}} is used on an opponent of the opposite [[gender]], may be caused when a Pokémon makes [[contact]] with a Pokémon with {{a|Cute Charm}} of the opposite gender, and is caused to the target of the infatuation when a Pokémon holding a {{DL|In-battle effect item|Destiny Knot}} is infatuated. Pokémon with the {{a|Oblivious}} Ability are immune to infatuation. Infatuation cannot be passed with {{m|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 {{DL|In-battle effect item|Mental Herb}} or playing a {{DL|Flute|Red Flute}}.


In [[Pokémon Mystery Dungeon]] games, {{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.
=====Moves=====
A Pokémon can be seeded when using any of the following moves.
{| class="roundy" width="100%" style="background: #{{grass color}}; border: 5px solid #{{grass color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{grass color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Leech Seed}}
{{typetable|Grass}}
{{statustable|Status}}
| —
| 90%
|  
|-
| class="l" | {{m|Sappy Seed}}
{{typetable|Grass}}
{{statustable|Physical}}
| 90
| 100%
|
|}
|}


===Nightmare===
====Nightmare====
{{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.
{{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.


===Partially trapped===
====Perish Song====
[[File:Jessie Seviper Wrap.png|thumb|Gastrodon being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
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. The effect will also take place when {{a|Perish Body}} is activated.
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 affected by any number of partial trapping moves at a time. If a [[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 [[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.  
====Taunt====
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}}.


====Generation I====
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.
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.  


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, {{DL|List of glitches in Generation I|0 PP glitch|the current PP of the move will roll over to 63, and full PP ups will be applied to it}}.
A taunted Pokémon can still use a status [[Z-Move]].


Even if the partial trapping move misses, it will negate the recharge turn normally required for 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. 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.  
===={{anchor|Telekinetic levitation|Telekinesis}}====
[[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.


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.
The effect of Telekinesis is canceled when {{m|Gravity}} is used, the levitated Pokémon uses {{m|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====
[[File:Harley Banette Torment effect.png|thumb|left|220px|{{TP|May|Bulbasaur}} being tormented]]
A {{m|torment}}ed Pokémon cannot use the same move twice in a row. If the Pokémon is holding a {{cat|Choice items|Choice item}} or only has one move remaining with [[PP]], it is forced to use {{m|Struggle}} every second turn.
 
=====Moves=====
A Pokémon can be tormented when struck by any of the following moves.
{| class="roundy" width="100%" style="background: #{{dark color}}; border: 5px solid #{{dark color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{dark color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! Probability
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Torment}}
{{typetable|Dark}}
{{statustable|Status}}
| 100%
| —
| 100%
| class="l" |
|-
| class="l" | {{m|G-Max Meltdown}}
{{typetable|Steel}}
{{statustable|???|''Varies''}}
| 100%
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Melmetal}}<br>Affects all opponents on the field
|}
|}


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.
====Type change====
User changes target's type.


====Generation II-IV====
=====Moves=====
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.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! Probability
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Forest's Curse}}
{{typetable|Grass}}
{{statustable|Status}}
|  —
| 100%
|
| class="l" |
|-
| class="l" | {{m|Trick-or-Treat}}
{{typetable|Ghost}}
{{statustable|Status}}
|  —
| 100%
|
| class="l" |
|-
| class="l" | {{m|Magic Powder}}
{{typetable|Psychic}}
{{statustable|Status}}
|  —
| 100%
|
| class="l" |
|-
| class="l" | {{m|Soak}}
{{typetable|Water}}
{{statustable|Status}}
|  —
| 100%
|
| class="l" |
|}
|}


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.
====Splinters====
Splinters is a status condition exclusive to {{g|Legends: Arceus}}. A Pokémon afflicted with splinters take [[damage]] equivalent to a 25-[[power]] move from the user, factoring in type effectiveness, but not the random damage factor. Splinters damage the target at the end of its turn, and they last three turns for regular moves, two turns for agile-style moves, and four turns for strong-style moves.


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.  
The moves {{m|Ceaseless Edge}}, {{m|Pin Missile}}, {{m|Spikes}}, {{m|Stealth Rock}}, and {{m|Stone Axe}} inflict splinters onto the target.


If the user of the partial trapping move switches out, the move's effects end.
===Volatile battle status===
{{split|{{redlink|Battle status}}|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====
[[File:Skyla Swanna Aqua Ring.png|thumb|250px|{{TP|Skyla|Swanna}} enveloped in a veil of water]]
When a Pokémon surrounds itself with a veil of water by using {{m|Aqua Ring}}, it restores 1/16th of its maximum HP every turn. This effect can be transferred by {{m|Baton Pass}}.
{{-}}


====Generation V====
====Bracing====
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.
[[File:Ash Heracross Endure.png|thumb|left|220px|{{AP|Heracross}} bracing itself]]
When a Pokémon uses {{m|Endure}}, it braces itself so that whenever it takes damage that turn, it will always survive with at least 1 HP. The [[Focus Sash]], [[Focus Band]], and Ability {{a|Sturdy}} all have similar effects.
{{-}}


====Generation VI====
====Charging turn====
All partial trapping moves now deal 1/8 damage instead of 1/16. In addition, if a [[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.
[[File:Totem Lurantis Solar Blade gathering light.png|thumb|250px|{{p|Lurantis}} charging energy for [[Solar Blade]]]]
Several two-turn moves have a turn where a Pokémon cannot act. The charging can be skipped with a [[Power Herb]], or in the case of {{m|Solar Beam}} and {{m|Solar Blade}}, the presence of [[harsh sunlight]].


===Perish Song===
Pokémon that are readying {{m|Sky Attack}} become cloaked in light.
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===
Pokémon that are readying Solar Beam or Solar Blade take in sunlight.
[[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.
Pokémon that are readying {{m|Razor Wind}} whip up a whirlwind.


Unlike in the games, {{m|Leech Seed}} does not appear to restore the health of the Pokémon that used the attack in the anime.
=====Moves=====
A Pokémon can be charging when using any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Bounce}}
{{typetable|Flying}}
{{statustable|Physical}}
| 85
| 85%
| class="l" | User becomes semi-invulnerable. 30% chance of {{status|paralyzing}} the target
|-
| class="l" | {{m|Dig}}
{{typetable|Ground}}
{{statustable|Physical}}
| {{tt|80|100 in Generation I; 60 in Generations II-III}}
| 100%
| class="l" | User becomes semi-invulnerable
|-
| class="l" | {{m|Dive}}
{{typetable|Water}}
{{statustable|Physical}}
| {{tt|80|60 in Generation III}}
| 100%
| class="l" | User becomes semi-invulnerable
|-
| class="l" | {{m|Fly}}
{{typetable|Flying}}
{{statustable|Physical}}
| {{tt|90|70 in Generations I-III}}
| 95%
| class="l" | User becomes semi-invulnerable
|-
| class="l" | {{m|Freeze Shock}}
{{typetable|Ice}}
{{statustable|Physical}}
| 140
| 90%
| class="l" | 30% chance of {{status|paralyzing}} the target
|-
| class="l" | {{m|Geomancy}}
{{typetable|Fairy}}
{{statustable|Status}}
| —
| —%
| class="l" | Raises the user's {{stat|Special Attack}}, {{stat|Special Defense}}, and {{stat|Speed}} by two stages
|-
| class="l" | {{m|Ice Burn}}
{{typetable|Ice}}
{{statustable|Special}}
| 140
| 90%
| class="l" | 30% chance of {{status|burning}} the target
|-
| class="l" | {{m|Meteor Beam}}
{{typetable|Rock}}
{{statustable|Special}}
| 120
| 90%
| class="l" | Raises the user's {{stat|Special Attack}} by one level on the first turn
|-
| class="l" | {{m|Phantom Force}}
{{typetable|Ghost}}
{{statustable|Physical}}
| 90
| 100%
| class="l" | User becomes semi-invulnerable
|-
| class="l" | {{m|Razor Wind}}
{{typetable|Normal}}
{{statustable|Special}}
| 80
| {{tt|100%|75% in Generations I-II}}
| class="l" | Has an increased [[critical hit]] ratio{{tt|*|Generation II onwards only}}
|-
| class="l" | {{m|Shadow Force}}
{{typetable|Ghost}}
{{statustable|Physical}}
| 120
| 100%
| class="l" | User becomes semi-invulnerable
|-
| class="l" | {{m|Skull Bash}}
{{typetable|Normal}}
{{statustable|Physical}}
| {{tt|130|100 in Generations I-V}}
| 100%
| class="l" | Raises the user's {{stat|Defense}} by one level on the first turn{{tt|*|Generation II onwards only}}
|-
| class="l" | {{m|Sky Attack}}
{{typetable|Flying}}
{{statustable|Physical}}
| {{tt|140|200 in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!}}
| 90%
| class="l" | Has an increased [[critical hit]] ratio{{tt|*|Generation III onwards only}}<br>Has a 30% chance of causing the target to [[flinch]]{{tt|*|Generation III onwards only}}
|-
| class="l" | {{m|Sky Drop}}
{{typetable|Flying}}
{{statustable|Physical}}
| 60
| 100%
| class="l" | User and target become semi-invulnerable
|-
| class="l" | {{m|Solar Beam}}
{{typetable|Grass}}
{{statustable|Special}}
| {{tt|120|200 in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!}}
| 100%
| class="l" | Will not need a turn to charge if used during [[harsh sunlight]]{{tt|*|Generation II onwards only}}
|-
| class="l" | {{m|Solar Blade}}
{{typetable|Grass}}
{{statustable|Physical}}
| 125
| 100%
| class="l" | Will not need a turn to charge if used during [[harsh sunlight]]
|}
|}


===Taunt===
====Center of attention====
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.
[[File:Daisy Clefairy Courtney Vulpix Follow Me Tail Whip Adventures.png|thumb|250px|{{p|Clefairy}} drawing attention to itself]]
{{main|Center of attention}}
A Pokémon can become the center of attention by using {{m|Follow Me}} or {{m|Rage Powder}}, or by being affected by {{m|Spotlight}}.


===Telekinetic levitation===
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.
[[File:Christie Gothita Telekinesis.png|thumb|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 moves]], hit the target regardless of {{stat|accuracy}} and {{stat|evasion}}; however, it does not allow moves to hit semi-invulnerable Pokémon.


The effect of Telekinesis is canceled when {{m|Gravity}} is used, the levitated Pokémon uses {{m|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.
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.


===Torment===
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}}.
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===
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 [[Power Herb]].
[[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. 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==
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.
{{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.


===Aqua Ring===
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.
[[File:Skyla Swanna Aqua Ring.png|thumb|{{p|Swanna}} enveloped in a veil of water]]
When a Pokémon surrounds itself with a veil of water by using {{m|Aqua Ring}}, it restores 1/16th of its maximum HP every turn. This effect can be transferred by {{m|Baton Pass}}.


===Bracing===
====Defense Curl====
[[File:Ash Heracross Endure.png|thumb|left|{{AP|Heracross}} bracing itself]]
[[File:Ash Phanpy Defense Curl.png|thumb|220px|{{AP|Phanpy}} curls up, ready to use {{m|Rollout}}]]
When a Pokémon uses {{m|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 {{a|Sturdy}} all have similar effects.
{{right clear}}
===Center of attention===
[[File:Daisy Clefairy Courtney Vulpix Follow Me Tail Whip Adventures.png|thumb|{{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 for the rest of the turn during [[Double Battle]]s and [[Triple Battle]]s.
{{left clear}}
===Defense Curl===
[[File:Ash Phanpy Defense Curl.png|thumb|left|{{AP|Phanpy}} curls up, ready to use {{m|Rollout}}]]
Using {{m|Defense Curl}} causes the power of {{m|Rollout}} and {{m|Ice Ball}} to double for the Pokémon. This effect is not transferred by {{m|Baton Pass}}.
Using {{m|Defense Curl}} causes the power of {{m|Rollout}} and {{m|Ice Ball}} to double for the Pokémon. This effect is not transferred by {{m|Baton Pass}}.
{{right clear}}
{{-}}


===Glowing===
====Rooting====
A Pokémon readying {{m|Sky Attack}} becomes cloaked in light for one turn, in which it cannot act. This turn can be skipped with a [[Power Herb]].
[[File:Amoonguss Ingrain.png|thumb|left|250px|{{p|Amoonguss}} after planting its roots]]
{{left clear}}
===Rooting===
[[File:Roxanne Cradily Ingrain Adventures.png|thumb|left|{{p|Cradily}} planting its roots]]
When a Pokémon plants its roots by using {{m|Ingrain}}, it restores 1/16th of its maximum HP every turn but cannot switch out or [[escape|flee]], even if hit by a move that would force this such as {{m|Roar}} and {{m|Dragon Tail}}. If a {{type|Flying}} Pokémon or a Pokémon with {{a|Levitate}} is rooted to the ground, it is susceptible to {{type|Ground}} moves, {{m|Spikes}} and {{m|Toxic Spikes}}. The Pokémon cannot be affected by {{m|Magnet Rise}} and {{m|Telekinesis}} and they are removed if active upon rooting. This effect can be transferred by {{m|Baton Pass}}.
When a Pokémon plants its roots by using {{m|Ingrain}}, it restores 1/16th of its maximum HP every turn but cannot switch out or [[escape|flee]], even if hit by a move that would force this such as {{m|Roar}} and {{m|Dragon Tail}}. If a {{type|Flying}} Pokémon or a Pokémon with {{a|Levitate}} is rooted to the ground, it is susceptible to {{type|Ground}} moves, {{m|Spikes}} and {{m|Toxic Spikes}}. The Pokémon cannot be affected by {{m|Magnet Rise}} and {{m|Telekinesis}} and they are removed if active upon rooting. This effect can be transferred by {{m|Baton Pass}}.
{{-}}


===Magic Coat===
====Magic Coat====
[[File:Absol Magic Coat Adventures.png|thumb|{{p|Absol}} bouncing back an attack]]
[[File:Absol Magic Coat Adventures.png|thumb|250px|{{p|Absol}} bouncing back an attack]]
A Pokémon shrouded with {{m|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 {{a|Magic Bounce}} reflects the same moves.
A Pokémon shrouded with {{m|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 {{a|Magic Bounce}} reflects the same moves.
{{-}}


===Magnetic levitation===
====Magnetic levitation====
[[File:Psychic Metagross Magnet Rise.png|thumb|left|{{p|Metagross}} levitating on magnetism]]
[[File:Psychic Metagross Magnet Rise.png|thumb|left|220px|{{p|Metagross}} levitating on magnetism]]
A Pokémon levitating on magnetism via {{m|Magnet Rise}} is immune to {{type|Ground}} attacks for five turns. Like {{type|Flying}} Pokémon and Pokémon with {{a|Levitate}}, the user is immune to the damage of {{m|Spikes}} and {{m|Toxic Spikes}}, and is unaffected by {{a|Arena Trap}}. Magnet Rise is completely negated by {{m|Gravity}}, {{m|Ingrain}}, and holding an [[Iron Ball]].
A Pokémon levitating on magnetism via {{m|Magnet Rise}} is immune to {{type|Ground}} attacks for five turns. Like {{type|Flying}} Pokémon and Pokémon with {{a|Levitate}}, the user is immune to the damage of {{m|Spikes}} and {{m|Toxic Spikes}}, and is unaffected by {{a|Arena Trap}}. Magnet Rise is completely negated by {{m|Gravity}}, {{m|Ingrain}}, and holding an [[Iron Ball]].


This effect can be transferred by {{m|Baton Pass}}.
This effect can be transferred by {{m|Baton Pass}}.
{{-}}
====Mimic====
[[File:James Mime Jr Mimic BubbleBeam.png|thumb|220px|{{p|Mime Jr.}} mimicking {{m|BubbleBeam}}]]
{{main|Mimic (move)}}
If a Pokémon uses {{m|Mimic}}, this [[move]] will be temporarily replaced by another move copied from the target. In [[Generation I]], the copied move is selected from a list of the opposing Pokémon's moves. From [[Generation II]] onwards, Mimic copies the target's last used move.
{{-}}
====Minimize====
[[File:Nurse Joy Chansey Minimize effect.png|thumb|left|250px|Minimized {{p|Chansey}}]]
A Pokémon that has used the move {{m|Minimize}} (or had the effect passed to it via {{m|Baton Pass}}) will be affected more harmfully by some moves.
From [[Generation II]] onward, Pokémon that have used Minimize will take double damage from {{m|Stomp}}. From [[Generation V]] onward, Pokémon that have used Minimize will also receive double damage from {{m|Steamroller}}. In [[Generation VI]], Pokémon that have used Minimize will take double damage from {{m|Body Slam}}, {{m|Dragon Rush}}, {{m|Flying Press}}, and {{m|Phantom Force}}; also in Generation VI, all of these moves will always hit a target that has used Minimize.
{{-}}
====Protection====
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.


===Minimize===
Some moves cannot be stopped by protection, such as {{m|Future Sight}} and {{m|Curse}}. Damaging [[Z-Move]]s will also strike through protection, but deal only one-quarter of the damage they would otherwise deal.
A Pokémon having used {{m|Minimize}} will take double damage if hit by the moves {{m|Steamroller}}, {{m|Stomp}}, or {{m|Flying Press}} (though this behavior is not present in [[Generation I]]). Additionally, Flying Press will never miss against a minimized target.


===Protection===
=====Moves=====
A Pokémon that uses {{m|Protect}} or {{m|Detect}} will be impervious to attacks and negative status moves targeting them that turn except; if the protected Pokémon is hit by {{m|Feint}} or {{m|Shadow Force}}, which can both hit through protection, the Pokémon's protection is removed for the rest of the turn.
A Pokémon can be protected when using any of the following moves.
{| class="roundy" width="100%" style="background: #{{steel color}}; border: 5px solid #{{steel color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{steel color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Priority]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Baneful Bunker}}
{{typetable|Poison}}
{{statustable|Status}}
| +4
| —%
| class="l" | Will {{status|poison}} a Pokémon that attempts to use a [[contact]] move on the user
|-
| class="l" | {{m|Crafty Shield}}
{{typetable|Fairy}}
{{statustable|Status}}
| +3
| —%
| class="l" | Protects the user's side of the field from [[status move]]s
|-
| class="l" | {{m|Detect}}
{{typetable|Fighting}}
{{statustable|Status}}
| {{tt|+4|+3 in Generations II-IV}}
| —%
|
|-
| class="l" | {{m|King's Shield}}
{{typetable|Steel}}
{{statustable|Status}}
| +4
| —%
| class="l" | Will drop the {{stat|Attack}} stat by 1 stage of a Pokémon that attempts to use a [[contact]] move on the user.{{tt|*|2 stages in Generations VI-VII}}<br>Protects the user from any moves except [[status move]]s
|-
| class="l" | {{m|Mat Block}}
{{typetable|Fighting}}
{{statustable|Status}}
| 0
| —%
| class="l" | Always goes first; only works if it is the user's first turn
|-
| class="l" | {{m|Max Guard}}
{{typetable|Normal}}
{{statustable|Status}}
| +4
| —%
| class="l" | User must be [[Dynamax]]ed and know a [[status move]]<br>Fully protects the user from [[Max Move]]s<br>Protects the user from {{m|Block}}, {{m|Flower Shield}}, {{m|Gear Up}}, {{m|Magnetic Flux}}, {{m|Phantom Force}}, {{m|Psych Up}}, {{m|Teatime}}, and {{m|Transform}}
|-
| class="l" | {{m|Obstruct}}
{{typetable|Dark}}
{{statustable|Status}}
| +4
| —%
| class="l" | Will drop the {{stat|Defense}} stat by 2 stages of a Pokémon that attempts to use a [[contact]] move on the user.
|-
| class="l" | {{m|Protect}}
{{typetable|Normal}}
{{statustable|Status}}
| {{tt|+4|+3 prior to Generation V}}
| —%
|
|-
| class="l" | {{m|Quick Guard}}
{{typetable|Fighting}}
{{statustable|Status}}
| +3
| —%
| class="l" | Protects the user's side of the field from moves that have increased [[priority]]
|-
| class="l" | {{m|Spiky Shield}}
{{typetable|Grass}}
{{statustable|Status}}
| +4
| —%
| class="l" | Will deal damage equal to 1/8 of its maximum HP of a Pokémon that attempts to use a [[contact]] move on the user
|-
| class="l" | {{m|Wide Guard}}
{{typetable|Rock}}
{{statustable|Status}}
| +3
| —%
| class="l" | Protects the user's side of the field from damaging moves that can target multiple Pokémon
|}
|}
{{-}}


<center><gallery>
<center><gallery>
File:Trip Frillish Protect.png|Frillish protecting itself
File:Serena Eevee Protect.png|Eevee protecting itself
File:Tyson Sceptile Detect dodge.png|Sceptile detecting Aggron's attack
File:Tyson Sceptile Detect dodge.png|Sceptile detecting Aggron's attack
File:Millis Chesnaught Spiky Shield.png|Chesnaught protecting itself
File:Sawyer Aegislash Kings Shield.png|Aegislash protecting itself
</gallery></center>
</gallery></center>


===Recharging===
====Recharging====
[[File:Kukui Incineroar Blast Burn recharge.png|thumb|250px|{{TP|Professor Kukui|Incineroar}} recharging after using Blast Burn]]
A Pokémon that successfully uses {{m|Hyper Beam}}, {{m|Frenzy Plant}}, {{m|Blast Burn}}, {{m|Hydro Cannon}}, {{m|Giga Impact}}, {{m|Rock Wrecker}}, or {{m|Roar of Time}} must recharge during the next turn. While recharging, the Pokémon cannot perform an action.
A Pokémon that successfully uses {{m|Hyper Beam}}, {{m|Frenzy Plant}}, {{m|Blast Burn}}, {{m|Hydro Cannon}}, {{m|Giga Impact}}, {{m|Rock Wrecker}}, or {{m|Roar of Time}} must recharge during the next turn. While recharging, the Pokémon cannot perform an action.


===Semi-invulnerable===
=====Moves=====
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}}.
A Pokémon will recharge when using any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Blast Burn}}
{{typetable|Fire}}
{{statustable|Special}}
| 150
| 90%
|
|-
| class="l" | {{m|Eternabeam}}
{{typetable|Dragon}}
{{statustable|Special}}
| 160
| 90%
|
|-
| class="l" | {{m|Frenzy Plant}}
{{typetable|Grass}}
{{statustable|Special}}
| 150
| 90%
|
|-
| class="l" | {{m|Giga Impact}}
{{typetable|Normal}}
{{statustable|Physical}}
| 150
| 90%
|
|-
| class="l" | {{m|Hydro Cannon}}
{{typetable|Water}}
{{statustable|Special}}
| 150
| 90%
|
|-
| class="l" | {{m|Hyper Beam}}
{{typetable|Normal}}
{{statustable|Special}}
| 150
| 90%
|
|-
| class="l" | {{m|Meteor Assault}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 150
| 100%
|
|-
| class="l" | {{m|Prismatic Laser}}
{{typetable|Psychic}}
{{statustable|Special}}
| 160
| 100%
|
|-
| class="l" | {{m|Roar of Time}}
{{typetable|Dragon}}
{{statustable|Special}}
| 150
| 90%
|
|-
| class="l" | {{m|Rock Wrecker}}
{{typetable|Rock}}
{{statustable|Physical}}
| 150
| 90%
|
|-
| class="l" | {{m|Shadow Half}}
{{typetable|Shadow}}
{{statustable|Status}}
| —
| 100%
| class="l" | Halves the current HP of all Pokémon in battle
|}
|}


Pokémon that use {{m|Fly}}, {{m|Bounce}} or {{m|Sky Drop}}, or are targeted by Sky Drop fly or are flown up high, and 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.
====Semi-invulnerable turn====
{{main|Semi-invulnerable turn}}
 
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. With the exception of {{m|Sky Drop}}, the semi-invulnerable turn can be skipped with a [[Power Herb]]. {{a|Magic Bounce}} and {{a|Dancer}} have no effect when their user is semi-invulnerable.
 
In Generation I, semi-invulnerable Pokémon avoid all moves except {{m|Swift}}, {{m|Transform}}, and {{m|Bide}}, and can exploit the {{dl|List of glitches (Generation I)|Invulnerability glitch}}. In {{eng|Pokémon Stadium}}, they can avoid Bide, and the invulnerability glitch was fixed.
 
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}}.
Line 245: Line 1,065:
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>
====Substitute====
File:Juanita Golurk Black Fly.png|Golurk flying up
[[File:Juniper Accelgor Substitute.png|thumb|250px|{{p|Accelgor}} launching a substitute]]
File:May Eevee Dig.png|{{TP|May|Eevee}} burrowing underground
The Pokémon that uses {{m|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).
File:Relo Dive.png|Relicanth diving underwater
 
File:Giratina Shadow Force 2.png|{{mov|Giratina}} disappearing
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 {{m|Thunder Wave}} and {{m|Spore}} will completely circumvent the substitute.
</gallery></center>


===Substitute===
Substitutes can be transferred by {{m|Baton Pass}}.
[[File:Juniper Accelgor Substitute.png|thumb|{{p|Accelgor}} launching a substitute]]
{{-}}
The Pokémon that uses {{m|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). From [[Generation II]] onward, substitutes block all status conditions and will immediately break if a one-hit knockout attack connects with them. In [[Generation I]], however, a substitute only blocks primary status conditions; attacks like {{m|Thunder Wave}} and {{m|Spore}} completely circumvent the substitute. Substitutes can be transferred by {{m|Baton Pass}}.


===Taking aim===
====Taking aim====
[[File:Brandon Registeel Lock-On.png|thumb|left|[[Brandon's legendary golems|Registeel]] taking aim at its opponent]]
[[File:Ash Sceptile Lock-On effect.png|thumb|left|220px|[[Ash's Sceptile|Sceptile]] being targeted]]
When a Pokémon uses {{m|Mind Reader}} or {{m|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 {{m|Fly}}. This effect can be {{m|Baton Pass}}ed.
When a Pokémon uses {{m|Mind Reader}} or {{m|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 {{m|Fly}}. This effect can be {{m|Baton Pass}}ed.


===Taking in sunlight===
=====Moves=====
A Pokémon readying {{m|Solar Beam}} takes in sunlight for one turn, in which it cannot act. This turn can be skipped with a [[Power Herb]] or if used in {{weather|intense sunlight}}.
A Pokémon will be taking aim when using any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Mind Reader}}
{{typetable|Normal}}
{{statustable|Status}}
| —
| {{tt|—%|100 in Generations II-III}}
|
|-
| class="l" | {{m|Lock-On}}
{{typetable|Normal}}
{{statustable|Status}}
| —
| {{tt|—%|100 in Generations II-III}}
|
|}
|}
{{-}}
 
====Thrashing====
[[File:Iris Axew Outrage.png|thumb|right|220px|[[Iris's Haxorus|Axew]] being forced to attack]]
 
If Pokémon uses either {{m|Thrash}}, {{m|Outrage}} or {{m|Petal Dance}} it will be forced to use that move for 2 or 3 turns (3 or 4 in [[Generation I]]) and will get [[confused]] at the end.
 
{{m|Rage}} deals damage and it will not be possible for the player to do anything other than let the user continue to use Rage, and it will not stop using Rage until it faints or the battle ends. Every time the user is damaged by an attack or is targeted by Disable, its rage will build, causing its Attack stat to increase by one stage.
 
=====Moves=====
A Pokémon will be thrashing when using any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Rage}}
{{typetable|Normal}}
{{statustable|Physical}}
| 20
| 100%
| class="l" | Only in [[generation I]]
|-
| class="l" | {{m|Thrash}}
{{typetable|Normal}}
{{statustable|Physical}}
| {{tt|120|90 in generations I-IV}}
| 100%
|
|-
| class="l" | {{m|Outrage}}
{{typetable|Dragon}}
{{statustable|Physical}}
| {{tt|120|90 in generations II-III}}
| 100%
|
|-
| class="l" | {{m|Petal Dance}}
{{typetable|Grass}}
{{statustable|Special}}
| {{tt|120|70 in generations I-III, 90 in generation IV}}
| 100%
|
|}
|}
 
====Transformed====
[[File:Duplica Ditto Pikachu.png|thumb|220px|{{p|Ditto}} being Transformed into {{p|Pikachu}}]]
{{main|Transform}}


===Withdrawing===
A Pokémon is transformed into the target with the use of {{m|Transform}}. Additionally, {{a|Imposter}} ({{p|Ditto}}'s [[signature Ability]]) automatically causes the user to transform into the opponent.
A Pokémon readying {{m|Skull Bash}} withdraws it head for one turn, in which it cannot act. From Generation II onwards, this also boosts the Pokémon's {{stat|Defense}}. This turn can be skipped with a [[Power Herb]].


===Whipping up a whirlwind===
====Fixated====
A Pokémon readying {{m|Razor Wind}} whips up a whirlwind for one turn, in which it cannot act. This turn can be skipped with a [[Power Herb]].
In {{g|Legends: Arceus}}, Pokémon can become fixated on using a move. While fixated, that move deals increased damage, but also causes the user to receive increased damage from direct attacks. Fixation ends when the Pokémon uses a different move.
 
The moves {{m|Petal Dance}}, {{m|Outrage}}, {{m|Rollout}}, {{m|Ice Ball}}, and {{m|Raging Fury}} cause fixation after they are used; additionally, the item [[Choice Dumpling]] can cause fixation on the last move used.
 
====Primed====
Primed is a status condition exclusive to {{g|Legends: Arceus}} that causes the user's attack moves to deal 50% more damage.
 
The moves {{m|Double Hit}} and {{m|Victory Dance}} prime the user. Additionally, the item [[Twice-Spiced Radish]] primes the Pokémon it is used on.
 
==In the spin-off games==
===Pokémon Mystery Dungeon series===
{{main|Status condition (Mystery Dungeon)}}
 
In [[Pokémon Mystery Dungeon series]], {{DL|Status condition (Mystery Dungeon)|Volatile status conditions|Infatuation}} prevents the Pokémon from doing anything for 5-6 turns, and causes linked moves to cease.
 
The Flinch status is known as the {{md|Status condition|Cringe|Cringe}} 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]], and [[Pokémon Mystery Dungeon: Gates to Infinity|Gates to Infinity]]. It is renamed as the flinch status condition in {{g|Super Mystery Dungeon}}.
 
===Pokémon Conquest===
In [[Pokémon Conquest]], all status conditions disappear after battle.
 
In this game, confusion is a non-volatile status. A confused Pokémon may randomly move and attack other Pokémon, including allies. If a Pokémon moves in its confusion, the [[Warrior]] is prevented from using an item or activating a [[Warrior Skill]] that turn. Confusion may wear off in the first turn.
 
In this game, 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 Skill]]s, use [[List of items (Conquest)|items]], link). Since battles in this game are turn-based, flinching does not require a first strike via an advantage in {{stat|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.
 
==In the anime==
===Confusion===
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 ''[[Pokémon the Series: Ruby and Sapphire]]'', 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 ''[[Pokémon the Series: Diamond and Pearl]]'', Pokémon's eyes become swirls and a circle of {{p|Torchic}} run around the confused Pokémon's head, with the confusion causing its attacks to miss.
* In ''[[Pokémon the Series: Black & White]]'', a Pokémon's eyes become stars and multiple stars spin around their head when they are confused.
* In ''[[Pokémon the Series: XY]]'', the Pokémon's eyes become sunken or glassy, and it will begin thrashing around, attacking itself or its allies in Double Battles.
* In ''[[Pokémon the Series: Sun & Moon]]'', yellow birds circle arounds the Pokémon's head.
 
===Leech Seed===
Unlike in the games, {{m|Leech Seed}} does not appear to restore the health of the Pokémon that used the attack in the anime. It instead appear to trap and/or immobilize the affected target.


==Trivia==
==Trivia==
* If a Pokémon under a status condition (such as a poisoned {{p|Cascoon}}) evolves, the condition will be kept even if the Pokémon gains a new [[type]] or [[Ability]] that would normally prevent it.
* All non-volatile status conditions were introduced in [[Generation I]].
 
==In other languages==
{{langtable|color=ddf|bordercolor=ccf
|zh_yue=異常狀態 ''{{tt|Yihsèuhng Johngtaai|Abnormal Condition}}''
|zh_cmn=異常狀態 / 异常状态 ''{{tt|Yìcháng Zhuàngtài|Abnormal Condition}}''
|da=
|nl=Staatusconditie
|fi=Statustila
|fr_ca=Problème d'état{{tt|*|Diamond manual}}
|fr_eu=Problème de statut
|de=Statusprobleme
|it=Problema di stato
|no=Statusproblem
|pl=Zmiana statusu
|ko=상태 이상 ''{{tt|Sangtae Isang|Abnormal Condition}}''
|pt=Problema de estado
|ru=Особый состояние ''Osobyy sostoyaniye''
|es=Problema de estado
|sv=Statusproblem
|vi=Tình trạng bất thường
}}
 
==See also==
* [[Special Conditions (TFG)]]


==References==
==References==
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[[Category:Terminology]]
[[Category:Terminology]]
[[Category:Status conditions|*]]
[[Category:Status conditions|*]]
[[pt:Efeito de status]]
[[it:Alterazione di stato]]


[[de:Statusveränderungen]]
[[de:Statusveränderungen]]
[[es:Estados]]
[[fr:Statut]]
[[fr:Statut]]
[[it:Effetti in lotta#Problemi di stato]]
[[ja:状態異常]]
[[ja:状態異常]]
[[pl:Zmiana statusu]]
[[zh:异常状态]]
[[zh:异常状态]]

Revision as of 13:42, 16 May 2022

Status redirects here. For the move category, see status move.
050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Missing some volatile status conditions

292Shedinja.png The contents of this article have been suggested to be split into Status condition and Volatile status condition.
Please discuss it on the talk page for this article.

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.

In the core series and side series

Non-volatile status

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: What game mechanics, such as Facade and Heal Bell, are affected by all non-volatile statuses?

A non-volatile status condition is a status condition that remains after being switched out. It's displayed in the party screen, and the Pokémon's summary. They can be cured by healing at a Pokémon Center, specific curative items, or 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).

A Pokémon cannot gain non-volatile status conditions when it is affected by Safeguard, Leaf Guard, Flower Veil, Shields Down, or Comatose. A Pokémon will cure its status condition when affected by Refresh, Heal Bell, Aromatherapy, Psycho Shift, Jungle Healing, G-Max Sweetness, Natural Cure, Shed Skin, Hydration, or Lum Berry.

In all games except Pokémon Legends: Arceus, a Pokémon cannot gain a non-volatile status condition if it's already afflicted by another one, and a non-volatile status condition does not wear off automatically when the battle ends. 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 Pokémon Legends: Arceus, all non-volatile status conditions have a set turn count and wear off after battle. If a Pokémon already has a non-volatile status condition, inflicting it with another one can override it.

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.

In Generations I and II, burn damage is applied after the Pokémon takes its turn, but is skipped if the opponent faints during that turn. From Generation III onward, burn damage is applied after all Pokémon on the field have taken their turns (and there is no skipping).

Freeze

Yamper 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), Secret Power (when used in snow or ice; Generation IV onward) and Freezing Glare. 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

Pikachu 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.

In Generations I and II, poison damage is applied after the Pokémon takes its turn, but is skipped if the opponent faints during that turn. From Generation III onward, poison damage is applied after all Pokémon on the field have taken their turns (and there is no skipping).

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). In Generations I, II, and from Generation V onwards, 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

Magikarp is asleep
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, 1 to 5 turns in Generations II to IV (except the Japanese versions of Pokémon Diamond and Pearl), and 1 to 3 turns in Generation V onwards,[1]. 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.

Frostbite

FrostbiteIC LA.png

Frostbite is a status condition exclusively in Pokémon Legends: Arceus, replacing the freeze condition. Similar to a burn, frostbite inflicts damage equal to 1/16 of the target's maximum HP every turn, and it reduces damage dealt by its special moves during this time. When it is snowing, moves that may inflict frostbite are more likely to do so.

Using Flame Wheel or Flare Blitz will cure the user of frostbite.

Drowsy

DrowsyIC LA.png

Drowsy is a status condition exclusively in Pokémon Legends: Arceus, replacing the sleep condition. It works similarly to paralysis, and may cause the afflicted Pokémon to be unable to move. Drowsy Pokémon also take increased damage from direct attacks. When it is snowing, drowsy Pokémon are more likely to fail to act.

Using Spark, Volt Tackle, or Wild Charge will cure the user of drowsiness.

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 (Bind, Clamp, Fire Spin, G-Max Centiferno, G-Max Sandblast, Infestation, Magma Storm, Sand Tomb, Snap Trap, Thunder Cage, Whirlpool, or Wrap), it becomes bound. While it is bound, a Pokémon takes damage at the end of each turn and cannot switch out or flee. 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, this 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 Generations 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 was 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 from the binding 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.

Generations 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 or is knocked 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.

Moves

A Pokémon can be bound when struck by any of the following moves.

Move Type Category Power Accuracy Notes
Bind Normal Physical 15 85%
Clamp Water Physical 35 85%
Fire Spin Fire Special 35 85%
G-Max Centiferno Fire Varies —% Exclusive G-Max Move of Gigantamax Centiskorch
G-Max Sandblast Ground Varies —% Exclusive G-Max Move of Gigantamax Sandaconda
Infestation Bug Special 20 100%
Magma Storm Fire Special 100 75%
Sand Tomb Ground Physical 35 85%
Snap Trap Grass Physical 35 100%
Thunder Cage Electric Special 80 90%
Whirlpool Water Special 35 85%
Wrap Normal Physical 15 90%

Can't escape

Oshawott failing to return to his 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.

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 or the Pokémon that trapped it uses Baton Pass, the Pokémon (or its replacement) still can't escape; from Generation V onward, the effect can be passed only by the Pokémon that can't escape.

From Generation III onward, a Pokémon that can't escape can still flee or Teleport from a wild battle if it is holding a Smoke Ball or has the Ability Run Away.

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

Moves

A Pokémon can be trapped when struck by any of the following moves.

Move Type Category Power Accuracy Notes
Anchor Shot Steel Physical 80 100%
Block Normal Status —%
Fairy Lock Fairy Status —% Prevents all Pokémon on the field from switching out or fleeing during their next turn
G-Max Terror Ghost Varies —% Exclusive G-Max Move of Gigantamax Gengar
Jaw Lock Dark Physical 80 100% Prevents the user and the target from switching out or fleeing
Mean Look Normal Status —%
No Retreat Fighting Status —% Raises the user's Attack, Defense, Special Attack, Special Defense, and Speed by one stage each. Prevents the user from switching out or fleeing
Octolock Fighting Status 100% At the end of each turn, the target's Defense and Special Defense are lowered by one stage each
Shadow Hold Shadow Status 80%
Spider Web Bug Status —%
Spirit Shackle Ghost Physical 80 100%
Thousand Waves Ground Physical 90 100%

Confusion

Main article: Confusion (status condition)
Riolu is confused

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%; from Generation VII onwards, 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 2-5 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, from 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.

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.

Drowsy

Yawn and G-Max Snooze makes the target drowsy. At the end of the next turn, the drowsy Pokémon will fall asleep, unless it is already afflicted by a non-volatile status condition. If a drowsy Pokémon switches out, it loses its drowsiness. Drowsiness cannot be passed by Baton Pass.

Move Type Category Power Accuracy Notes
Yawn Normal Status 100%
G-Max Snooze Dark Varies —%


Embargo

Spiritomb being prevented from using items

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

Mamoswine and Cyndaquil being under 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

Main article: Flinch
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.

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

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.

Moves

A Pokémon can be identified when struck by any of the following moves.

Move Type Category Accuracy Notes
Foresight Normal Status —% Removes Ghost-type Pokémon's immunity to Fighting-type and Normal-type moves
Odor Sleuth Normal Status —% Removes Ghost-type Pokémon's immunity to Fighting-type and Normal-type moves
Miracle Eye Psychic Status —% Removes Dark-type Pokémon's immunity to Psychic-type moves

Infatuation

Raichu is infatuated

A Pokémon that is infatuated cannot use moves 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 a Pokémon that infatuates a Pokémon holding a Destiny Knot.

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 infatuated with is removed from the battle. It can also be ended by consuming a Mental Herb or an Eggant Berry, or by playing a Red Flute.

Generation III

If the Pokémon is both paralyzed and infatuated, its infatuation check works after the paralysis check.

Moves

A Pokémon can be infatuated when struck by any of the following moves.

Move Type Category Probability Power Accuracy Notes
Attract Normal Status 100% 100% Opponent of the opposite gender of the user become infatuated
G-Max Cuddle Normal Varies 100% —% Exclusive G-Max Move of Gigantamax Eevee
All opponents of the opposite gender of the user become infatuated

Leech Seed

A Solrock affected by Leech Seed

The Leech Seed status can be caused by Leech Seed or Sappy Seed. Each turn, a Pokémon afflicted with Leech Seed loses 1/8 (1/16 in Generation I) of its maximum hit points. The Pokémon that used Leech Seed is healed by the same amount, unless the seeded Pokémon has Liquid Ooze, in which case the user will be hurt instead. 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.

In Generations I and II, the effect of Leech Seed is applied after the afflicted Pokémon takes its turn. From Generation III onward, it is applied after all Pokémon on the field have taken their turns.

Moves

A Pokémon can be seeded when using any of the following moves.

Move Type Category Power Accuracy Notes
Leech Seed Grass Status 90%
Sappy Seed Grass Physical 90 100%

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. The effect will also take place when Perish Body is activated.

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

Bulbasaur being tormented

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.

Moves

A Pokémon can be tormented when struck by any of the following moves.

Move Type Category Probability Power Accuracy Notes
Torment Dark Status 100% 100%
G-Max Meltdown Steel Varies 100% —% Exclusive G-Max Move of Gigantamax Melmetal
Affects all opponents on the field

Type change

User changes target's type.

Moves
Move Type Category Probability Power Accuracy Notes
Forest's Curse Grass Status 100%
Trick-or-Treat Ghost Status 100%
Magic Powder Psychic Status 100%
Soak Water Status 100%

Splinters

Splinters is a status condition exclusive to Pokémon Legends: Arceus. A Pokémon afflicted with splinters take damage equivalent to a 25-power move from the user, factoring in type effectiveness, but not the random damage factor. Splinters damage the target at the end of its turn, and they last three turns for regular moves, two turns for agile-style moves, and four turns for strong-style moves.

The moves Ceaseless Edge, Pin Missile, Spikes, Stealth Rock, and Stone Axe inflict splinters onto the target.

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 1 HP. The Focus Sash, Focus Band, and Ability Sturdy all have similar effects.

Charging turn

Lurantis charging energy for Solar Blade

Several two-turn moves have a turn where a Pokémon cannot act. The charging can be skipped with a Power Herb, or in the case of Solar Beam and Solar Blade, the presence of harsh sunlight.

Pokémon that are readying Sky Attack become cloaked in light.

Pokémon that are readying Solar Beam or Solar Blade take in sunlight.

Pokémon that are readying Razor Wind whip up a whirlwind.

Moves

A Pokémon can be charging when using any of the following moves.

Move Type Category Power Accuracy Notes
Bounce Flying Physical 85 85% User becomes semi-invulnerable. 30% chance of paralyzing the target
Dig Ground Physical 80 100% User becomes semi-invulnerable
Dive Water Physical 80 100% User becomes semi-invulnerable
Fly Flying Physical 90 95% User becomes semi-invulnerable
Freeze Shock Ice Physical 140 90% 30% chance of paralyzing the target
Geomancy Fairy Status —% Raises the user's Special Attack, Special Defense, and Speed by two stages
Ice Burn Ice Special 140 90% 30% chance of burning the target
Meteor Beam Rock Special 120 90% Raises the user's Special Attack by one level on the first turn
Phantom Force Ghost Physical 90 100% User becomes semi-invulnerable
Razor Wind Normal Special 80 100% Has an increased critical hit ratio*
Shadow Force Ghost Physical 120 100% User becomes semi-invulnerable
Skull Bash Normal Physical 130 100% Raises the user's Defense by one level on the first turn*
Sky Attack Flying Physical 140 90% Has an increased critical hit ratio*
Has a 30% chance of causing the target to flinch*
Sky Drop Flying Physical 60 100% User and target become semi-invulnerable
Solar Beam Grass Special 120 100% Will not need a turn to charge if used during harsh sunlight*
Solar Blade Grass Physical 125 100% Will not need a turn to charge if used during harsh sunlight

Center of attention

Clefairy drawing attention to itself
Main article: Center of attention

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.

Rooting

Amoonguss after 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.

Mimic

Main article: Mimic (move)

If a Pokémon uses Mimic, this move will be temporarily replaced by another move copied from the target. In Generation I, the copied move is selected from a list of the opposing Pokémon's moves. From Generation II onwards, Mimic copies the target's last used move.

Minimize

Minimized Chansey

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. Damaging Z-Moves will also strike through protection, but deal only one-quarter of the damage they would otherwise deal.

Moves

A Pokémon can be protected when using any of the following moves.

Move Type Category Priority Accuracy Notes
Baneful Bunker Poison Status +4 —% Will poison a Pokémon that attempts to use a contact move on the user
Crafty Shield Fairy Status +3 —% Protects the user's side of the field from status moves
Detect Fighting Status +4 —%
King's Shield Steel Status +4 —% Will drop the Attack stat by 1 stage of a Pokémon that attempts to use a contact move on the user.*
Protects the user from any moves except status moves
Mat Block Fighting Status 0 —% Always goes first; only works if it is the user's first turn
Max Guard Normal Status +4 —% User must be Dynamaxed and know a status move
Fully protects the user from Max Moves
Protects the user from Block, Flower Shield, Gear Up, Magnetic Flux, Phantom Force, Psych Up, Teatime, and Transform
Obstruct Dark Status +4 —% Will drop the Defense stat by 2 stages of a Pokémon that attempts to use a contact move on the user.
Protect Normal Status +4 —%
Quick Guard Fighting Status +3 —% Protects the user's side of the field from moves that have increased priority
Spiky Shield Grass Status +4 —% Will deal damage equal to 1/8 of its maximum HP of a Pokémon that attempts to use a contact move on the user
Wide Guard Rock Status +3 —% Protects the user's side of the field from damaging moves that can target multiple Pokémon


Recharging

Incineroar recharging after using Blast Burn

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.

Moves

A Pokémon will recharge when using any of the following moves.

Move Type Category Power Accuracy Notes
Blast Burn Fire Special 150 90%
Eternabeam Dragon Special 160 90%
Frenzy Plant Grass Special 150 90%
Giga Impact Normal Physical 150 90%
Hydro Cannon Water Special 150 90%
Hyper Beam Normal Special 150 90%
Meteor Assault Fighting Physical 150 100%
Prismatic Laser Psychic Special 160 100%
Roar of Time Dragon Special 150 90%
Rock Wrecker Rock Physical 150 90%
Shadow Half Shadow Status 100% Halves the current HP of all Pokémon in battle

Semi-invulnerable turn

Main article: Semi-invulnerable turn

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. With the exception of Sky Drop, the semi-invulnerable turn can be skipped with a Power Herb. Magic Bounce and Dancer have no effect when their user is semi-invulnerable.

In Generation I, semi-invulnerable Pokémon avoid all moves except Swift, Transform, and Bide, and can exploit the Invulnerability glitch. In Pokémon Stadium, they can avoid Bide, and the invulnerability glitch was fixed.

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

Sceptile being targeted

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.

Moves

A Pokémon will be taking aim when using any of the following moves.

Move Type Category Power Accuracy Notes
Mind Reader Normal Status —%
Lock-On Normal Status —%


Thrashing

Axew being forced to attack

If Pokémon uses either Thrash, Outrage or Petal Dance it will be forced to use that move for 2 or 3 turns (3 or 4 in Generation I) and will get confused at the end.

Rage deals damage and it will not be possible for the player to do anything other than let the user continue to use Rage, and it will not stop using Rage until it faints or the battle ends. Every time the user is damaged by an attack or is targeted by Disable, its rage will build, causing its Attack stat to increase by one stage.

Moves

A Pokémon will be thrashing when using any of the following moves.

Move Type Category Power Accuracy Notes
Rage Normal Physical 20 100% Only in generation I
Thrash Normal Physical 120 100%
Outrage Dragon Physical 120 100%
Petal Dance Grass Special 120 100%

Transformed

Ditto being Transformed into Pikachu
Main article: Transform

A Pokémon is transformed into the target with the use of Transform. Additionally, Imposter (Ditto's signature Ability) automatically causes the user to transform into the opponent.

Fixated

In Pokémon Legends: Arceus, Pokémon can become fixated on using a move. While fixated, that move deals increased damage, but also causes the user to receive increased damage from direct attacks. Fixation ends when the Pokémon uses a different move.

The moves Petal Dance, Outrage, Rollout, Ice Ball, and Raging Fury cause fixation after they are used; additionally, the item Choice Dumpling can cause fixation on the last move used.

Primed

Primed is a status condition exclusive to Pokémon Legends: Arceus that causes the user's attack moves to deal 50% more damage.

The moves Double Hit and Victory Dance prime the user. Additionally, the item Twice-Spiced Radish primes the Pokémon it is used on.

In the spin-off games

Pokémon Mystery Dungeon series

Main article: Status condition (Mystery Dungeon)

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

The Flinch status is known as the Cringe in Pokémon Mystery Dungeon: Red Rescue Team, Blue Rescue Team, Explorers of Time, Explorers of Darkness and Explorers of Sky, and Gates to Infinity. It is renamed as the flinch status condition in Pokémon Super Mystery Dungeon.

Pokémon Conquest

In Pokémon Conquest, all status conditions disappear after battle.

In this game, confusion is a non-volatile status. A confused Pokémon may randomly move and attack other Pokémon, including allies. If a Pokémon moves in its confusion, the Warrior is prevented from using an item or activating a Warrior Skill that turn. Confusion may wear off in the first turn.

In this game, 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.

In the anime

Confusion

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

Leech Seed

Unlike in the games, Leech Seed does not appear to restore the health of the Pokémon that used the attack in the anime. It instead appear to trap and/or immobilize the affected target.

Trivia

  • All non-volatile status conditions were introduced in Generation I.

In other languages

Language Title
Chinese Cantonese 異常狀態 Yihsèuhng Johngtaai
Mandarin 異常狀態 / 异常状态 Yìcháng Zhuàngtài
The Netherlands Flag.png Dutch Staatusconditie
Finland Flag.png Finnish Statustila
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
Norway Flag.png Norwegian Statusproblem
Poland Flag.png Polish Zmiana statusu
Portugal Flag.png Portuguese Problema de estado
Russia Flag.png Russian Особый состояние Osobyy sostoyaniye
Spain Flag.png Spanish Problema de estado
Sweden Flag.png Swedish Statusproblem
Vietnam Flag.png Vietnamese Tình trạng bất thường

See also

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.