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

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 two kinds of status conditions, non-volatile which last until healed, and volatile which last while a Pokémon is in battle. Having Pokérus and being fainted are displayed identically to non-volatile status conditions but are not officially considered such.

In the core series and side series

Non-volatile status

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. They can be cured by healing at a Pokémon Center, specific curative items, or other ways. Wild Pokémon that are affected by a status condition are easier to catch.

A Pokémon cannot gain non-volatile status conditions when it is affected by Safeguard, Leaf Guard, Flower Veil, Shields Down, Comatose, or Misty Terrain, nor can a Pokémon behind a substitute gain status conditions, except due to Synchronize, Rest, or a held item like Flame Orb or Toxic Orb. A Pokémon will cure its status condition when affected by Haze (Generation I only), Rest, Refresh, Heal Bell, Aromatherapy, Psycho Shift, Jungle Healing, G-Max Sweetness, Natural Cure, Purify, Take Heart, Lunar Blessing, Shed Skin, Healer, Hydration, or Lum Berry. Player can cure any status condition of their Pokémon by using on it any of the following items: Full Heal, Full Restore, Heal Powder, Pewter Crunchies, Rage Candy Bar, Lava Cookie, Old Gateau, Jubilife Muffin, Casteliacone, Lumiose Galette, Shalour Sable, Big Malasada, Sacred Ash, or Lum Berry (MiracleBerry in Generation II).

Pokémon with Guts, Marvel Scale, or Quick Feet will have their Attack, Defense, or Speed increased, respectively, when affected by a status condition. Pokémon with Magic Guard can be afflicted by status conditions and receive their additional effects but do not take damage. In addition, the base power of Facade is doubled (from 70 to 140) when inflicted with paralysis, a burn, or poison.

In the Generation II core series games, when an in-game opponent outside of the Battle Tower uses a status move that would inflict a non-volatile status condition upon the target, that move has a 25% chance to fail in addition to its normal chance to miss.[1]

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 inflicts damage every turn and halves damage dealt by a Pokémon's physical moves (except Pokémon with the Guts Ability and Facade from Generation VI onward).

In Generation I and from Generation VII onward, 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 and burning is the prime effect of Will-O-Wisp; however, it also can be caused by the abilities Flame Body and Spicy Spray or by holding a Flame Orb. 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. Pokémon with the Ability Heatproof will only lose half the HP each turn, while Pokémon with Magic Guard are immune to the HP loss (but still suffer from the attack drop). Pokémon with Flare Boost will have their Special Attack increased when burned. A burn can be cured with the use of a Burn Heal, Yago Berry (Generation III only), or a Rawst Berry (Ice Berry in Generation II).

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

Pikachu, Oshawott, and Talonflame are frozen
Main article: Freeze (status condition)

The freeze condition causes a Pokémon to be unable to use moves. From Generation II onward, the frozen Pokémon has a chance to be thawed each turn (10% in Generation II or 20% in Generation III onwards), 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. Being frozen can be cured with the use of an Ice Heal, an Aspear Berry (Burnt Berry in Generation II) or Pumkin Berry (Generation III only).

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 (except Fire Spin in Generations I and II or Hidden Power in Generations II and III), Scald (Generation VI onward) or Steam Eruption, it will be thawed.

Frostbite

Frostbite is a status condition exclusive to 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. Similar to freeze, frostbite will also revert a Sky Forme Shaymin to its Land Forme. Ice-type Pokémon cannot get frostbite.

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

Games Description
LA At the end of each turn, the Pokémon is hurt by its frostbite. Any damage it deals with special moves will also be reduced.

Paralysis

Mega Lucario is paralyzed
Main article: Paralysis (status condition)

The paralysis condition 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. From Generation VII onward, 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 and paralysis is the main effect of the move Thunder Wave. It can also be caused by Static, Effect Spore, or Gulp Missile. 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. Furthermore, if its target is paralyzed, Smelling Salts will cure the paralysis in addition to becoming more powerful. Paralysis can be cured with the use of a Paralyze Heal or a Cheri Berry (PRZCureBerry in Generation II). In Generation IV only, the Ability Magic Guard will prevent Pokémon from being fully paralyzed; however, it does not prevent the Speed reduction.

Poison

Meowth is poisoned
Main article: Poison (status condition)

The poison condition 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. The other causes of poisoning are one layer of Toxic Spikes, Poison Point, Effect Spore, or Poison Touch. 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. Pokémon with Magic Guard can be poisoned but do not lose HP, though the badly poisoned counter will still increase. Poison- and Steel-type Pokémon can be poisoned by a Pokémon with the Corrosion Ability. Poison (including bad poison) can be cured with the use of an Antidote, Drash Berry (Generation III only) and Pecha Berry (PSNCureBerry in Generation II).

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).

Prior to Generation V, 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, II, and III, its HP will be reduced to 0 (causing it to faint).

Badly poisoned
Leavanny is badly poisoned

The badly poisoned 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. Starting from Generation V bad poison is also marked by darker status flag in the battle and Pokémon summary.

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. Bad poison can be cured by the same ways the regular poison is.

All moves which badly poison are Poison-type, except Psycho Shift (while badly poisoned) and Fling (if Toxic Orb is held). Badly poison is the main effect of the move Toxic and two layers of Toxic Spikes.

Sleep

Magikarp is asleep
Main article: Sleep (status condition)

The sleep condition 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 1-7 turns in the handheld Generation I games, 1-3 turns in Pokémon Stadium, 2-8 turns in the handheld Generation II games, 2-4 turns in Pokémon Stadium 2, 2-5 turns in Generations III and IV, and 2-4 turns in Generation V onwards[2]. If a Pokémon puts itself to sleep using Rest, it will sleep for exactly 3 turns (not counting the turn in which Rest is used).

Plenty of moves are able to put a Pokémon to sleep, most of them are either Normal-type, Psychic-type, or Grass-type. In addition to moves that cause sleep, after contact with Effect Spore or a disobedient Pokémon may also nap during battle. Pokémon with the Vital Spirit or Insomnia Ability cannot normally be put to sleep. Worry Seed changes the target's Ability to Insomnia causing it to be unable to sleep too. A sleeping Pokémon can be awoken by an Awakening or a Chesto Berry (Mint Berry in Generation II). If its target is sleeping, Wake-Up Slap will wake it up in addition to becoming more powerful. In Generation I core series games and Pokémon FireRed and LeafGreen, the Poké Flute can be used in battle to wake up a sleeping Pokémon (without being consumed). In the Generation III and IV core series games and Pokémon Omega Ruby and Alpha Sapphire, the Blue Flute can be used to wake up a sleeping Pokémon (without being consumed).

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.

Drowsy
Drowsy redirects here. For the Pokémon, see Drowzee.

Drowsy is a status condition exclusive to Pokémon Legends: Arceus and Pokémon Legends: Z-A, replacing the sleep condition. In Legends: Arceus, 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. In Legends: Z-A, it instead doubles the length of the Pokémon's attack cooldowns.

Using Spark, Volt Tackle, or Wild Charge will cure the user of drowsiness. Rest inflicts drowsiness on the user lasting four turns.

Games Description
LA The Pokémon is drowsy and may fail to act. Any damage it takes is also increased.

Volatile status

A volatile status condition is a status condition that will wear off after a given amount of turns, by switching out the affected Pokémon, or once the battle is over. A Pokémon can be affected by multiple volatile status conditions at a time, potentially in addition to a non-volatile status condition.

List of volatile statuses

This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Missing Autotomize and Laser Focus's descriptions from BDSP, and lacking confirmation on whether Bide appears on the battle status screen

The names and descriptions listed below are from their most recent video game appearances. For more information regarding the specifics of each status, please refer to the associated move or Ability page.

Statuses that affect the user
Status Associated moves and Abilities Description
Autotomize Autotomize The Pokémon's weight is reduced, and its Speed is sharply increased.
Aqua Ring Aqua Ring The Pokémon has 1/16 of its max HP restored at the end of every turn.
Atk/Def Swapped Power Trick The Pokémon's Attack and Defense stats are swapped.
Charging Moves with a charging turn The Pokémon spends 1 turn charging before using a move
Concealed Shadow Force and Phantom Force The Pokémon cannot be hit by moves and is unaffected by the terrain.
Critical-Hit Ratio Boost Moves that can raise the user's critical-hit ratio The Pokémon's attacks are more likely to be critical hits.
Destiny Bound Destiny Bond If the Pokémon is knocked out by an opponent, that opponent will also be knocked out.
Electric Boost Charge, Electromorphosis, and Wind Power The power of the next Electric-type move used by the Pokémon will be doubled.
Flash Fire Flash Fire Boosts the power of the Pokémon's Fire-type moves by 50%.
Ingrained Ingrain The Pokémon has 1/16 of its max HP restored at the end of every turn. It also becomes grounded and cannot be switched out of battle.
Laser Focus Laser Focus The next move used will always result in a critical hit.
Magnet Rise Magnet Rise The Pokémon floats off the ground, making it immune to Ground-type moves, as well as the Spikes, Toxic Spikes, and Sticky Web statuses.
Minimized Minimize Moves such as Supercell Slam, Body Slam, Dragon Rush, Flying Press, Heat Crash, and Heavy Slam will not miss the Pokémon and will deal double damage.
Rampaging Thrash, Petal Dance, Outrage, and Raging Fury For 2-3 turns, the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Recharging Moves that require recharging The Pokémon cannot take any actions for 1 turn.
Sealing Off Imprison Any moves known by the Pokémon that caused this status cannot be used by its opponents.
Sky-High Fly and Bounce The Pokémon cannot be hit by most moves, excluding moves such as Thunder, Hurricane, and Smack Down. The Pokémon is also unaffected by the terrain.
Stockpiling Stockpile, Spit Up, and Swallow The Pokémon's Defense and Sp. Def stats are boosted by 1 stage for each time it has used Stockpile.
Submerged Dive The Pokémon cannot be hit by most moves, but Surf and Whirlpool will hit and will deal double damage. The Pokémon is also unaffected by the terrain.
Underground Dig The Pokémon cannot be hit by most moves, but Earthquake will hit and will deal double damage. The Pokémon is also unaffected by the terrain.
Uproar Uproar For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.
Wish Wish At the end of the next turn after the Wish status is activated, the HP of the Pokémon in the affected spot will be restored by 1/2 of the max HP of the Pokémon that caused the status.
Statuses that affect the user's side
Status Associated moves and Abilities Description
Aurora Veil Aurora Veil Halves the damage taken from physical and special moves. In Double Battles, this damage is reduced by 1/3 instead.
Light Screen Light Screen Halves the damage taken from special moves. In Double Battles, this damage is reduced by 1/3 instead.
Reflect Reflect Halves the damage taken from physical moves. In Double Battles, this damage is reduced by 1/3 instead.
Safeguard Safeguard The Pokémon is immune to status conditions and cannot become confused.
Tailwind Tailwind Doubles the Pokémon's Speed stat.
Statuses that affect the opponent
Status Associated moves and Abilities Description
Bound Binding moves For 4-5 turns, the Pokémon takes damage equal to 1/8 of its max HP at the end of every turn. It cannot be switched out of battle.
Can't Escape Moves and Abilities that prevent escaping The Pokémon cannot be switched out of battle.
Confused Moves that can confuse and Poison Puppeteer For 1-4 turns, the Pokémon has a 1-in-3 chance of hurting itself.
Cursed Curse (used by a Ghost type) The Pokémon loses 1/4 of its max HP at the end of every turn.
Drowsy Yawn and G-Max Snooze The Pokémon will fall asleep at the end of the next turn after becoming drowsy.
Embargo Embargo For five turns, the Pokémon cannot use its held item and no items can be used on it.
Encore Encore The Pokémon can only use whichever move it last used before gaining the Encore status.
Flinch Moves that can cause flinching and Stench
Forest Cursed Forest's Curse The Pokémon gains the Grass type.
Future Attack Future Sight The Pokémon in the targeted spot will take damage 2 turns after the Future Attack status is activated.
Healing Prevented Heal Block and Psychic Noise The Pokémon is unable to restore HP through moves, Abilities, or held items.
Identified Foresight, Odor Sleuth, and Miracle Eye The Pokémon will be hit by certain moves that usually don't have any effect on it. The effect of the Pokémon's boosted evasiveness will be ignored when attacked.
Infatuated Attract, G-Max Cuddle, and Cute Charm The Pokémon has a 50% chance of being unable to use its moves while the Pokémon that gave it the Infatuated status is on the field.
Landed Smack Down and Thousand Arrows The Pokémon is now grounded and can be affected by Ground-type moves.
Leech Seeded Leech Seed and Sappy Seed The Pokémon takes damage equal to 1/8 of its max HP at the end of every turn. Whichever Pokémon is in the spot of the Pokémon that caused the Leech Seeded status has its HP restored by the same amount.
Locked On Mind Reader and Lock-On On the next turn after gaining the Locked On status, the Pokémon's move will not miss if targeting the Pokémon that was locked onto.
Move Disabled Disable and Cursed Body The Pokémon cannot use whichever move it last used before gaining the Move Disabled status.
Nightmare Nightmare It reduces the HP of the Pokémon every turn while sleeping.
No Ability Gastro Acid, Core Enforcer, and Neutralizing Gas The Pokémon's Ability loses its effect.
Octolock Octolock The Pokémon's Defense and Sp. Def are both lowered with each passing turn.
Salt Cured Salt Cure The Pokémon takes damage equal to 1/16 of its max HP at the end of every turn. If the Pokémon is a Steel type or a Water type, it takes damage equal to 1/8 of its max HP instead.
Syrupy Syrup Bomb The Pokémon's Speed stat is lowered by 1 stage at the end of every turn.
Tar Shot Tar Shot The Pokémon has been made weaker to Fire-type moves.
Taunted Taunt The Pokémon can use only attacks.
Telekinesis Telekinesis Moves, except for one-hit KO moves, will hit the Pokémon without fail for three turns. Ground-type moves won't hit the Pokémon.
Throat Chopped Throat Chop The Pokémon cannot use any sound-based moves for 2 turns.
Trick-or-Treating Trick-or-Treat The Pokémon gains the Ghost type.
Unable to Repeat Torment and G-Max Meltdown The Pokémon cannot use the same move twice in a row.
Statuses that affect the opposing side
Status Associated moves and Abilities Description
Spikes Spikes Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage will increase if 2 layers of Spikes are set, and again if 3 layers are set. Pokémon such as Flying types or ones with the Levitate Ability are unaffected.
Stealth Rock Stealth Rock Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type.
Sticky Web Sticky Web Pokémon that switch into battle will have their Speed stats lowered by 1 stage. Pokémon such as Flying types or ones with the Levitate Ability are unaffected.
Toxic Spikes Toxic Spikes Pokémon that switch into battle will be poisoned or, if 2 layers of Toxic Spikes are set, badly poisoned. Pokémon such as Flying types or ones with the Levitate Ability are unaffected.
Statuses that affect all Pokémon
Status Associated moves and Abilities Description
Gravity Gravity and G-Max Gravitas Boosts the accuracy of moves by 67%. Pokémon such as Flying types or ones with the Levitate Ability become grounded. Moves that involve flying or leaping cannot be used.
Magic Room Magic Room Most held items do not work.
Perishing (Champs onward)
Counting Down (previously)
Perish Song and Perish Body* The Pokémon will faint 3 turns after gaining the Perishing status.
Trick Room Trick Room Pokémon with lower Speed stats move first.
Wonder Room Wonder Room Pokémon's Defense and Sp. Def stats are swapped.

Pokémon Legends: Arceus

There are some volatile status conditions exclusive to Pokémon Legends: Arceus.

Status Associated moves and items Description
Critical Hit Boost Focus Energy and Triple Arrows The Pokémon is more likely to land critical hits.
Fixated Petal Dance, Outrage, Rollout, Ice Ball, Raging Fury, and Choice Dumpling The Pokémon is fixated on the last move it used. This move will deal increased damage while the fixation lasts, but any damage dealt to the fixated Pokémon is also increased.
Guard Boost Iron Defense and Victory Dance The Pokémon's defensive stats are raised, boosting its Defense and Sp. Def stats.
Guard Drop Close Combat, Headlong Rush, and Triple Arrows The Pokémon's defensive stats are lowered, reducing its Defense and Sp. Def stats.
Obscured Mud-Slap, Octazooka, Mud Bomb, Shadow Force, Shelter, and Lunar Blessing The Pokémon is concealed in mud or the like, raising the chance that the Pokémon will evade opponents' moves.
Power Boost Swords Dance, Bulk Up, Calm Mind, Nasty Plot, and Victory Dance The Pokémon's offensive stats are raised, boosting its Attack and Sp. Atk stats.
Power Drop Draco Meteor, Leaf Storm, Struggle Bug, Snarl, Mystical Fire, and Baby-Doll Eyes The Pokémon's offensive stats are lowered, reducing its Attack and Sp. Atk stats.
Primed Double Hit, Victory Dance, and Twice-Spiced Radish The Pokémon has adopted a hard-hitting stance, increasing the damage it deals with its moves.
Splinters Pin Missile, Spikes, Stealth Rock, Stone Axe, and Ceaseless Edge At the end of each turn, the Pokémon is hurt by the jagged splinters digging into it.
Splinters

A Pokémon with the Splinters status will take damage equivalent to a 25-base 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 last three turns for regular moves, two turns for agile style moves, and four turns for strong style moves.

Might
An alpha Spiritomb filled with wild might

Additionally, Pokémon Legends: Arceus feature two unique conditions, named wild might (Japanese: 野性の力 wild strength) and terrible might (Japanese: すさまじい力 tremendous strength). Unlike other statuses, however, they cannot be inflicted by any means.

Wild might is a status condition that is permanent on wild alpha Pokémon. All the Pokémon's stats are boosted and take reduced damage from other status conditions, including poison and splinters. These boosted stats are independent from those raised by moves and getting enraged, being able to be stacked with them. The terrible might status is exclusive to the Giratina fight with Volo atop the Temple of Sinnoh, and behaves identical to wild might. Neither condition can be used by Trainers (with exception of a single fight with Ingo that treats the fights as if they were wild), and there is no way to inflict the conditions with the use of a move, item or ability.

There are also two other similar, but unused conditions, terrific might (Japanese: 偉大な力) and frenzied might (Japanese: 荒ぶる力).

Both are completely unused in terms of battle, but behave like the two used conditions without the Pokémon stats' being boosted. Frenzied might, however, is mentioned by both Palina and Lian that their noble have learned to control their "frenzied might" upon rematching them in battle, implying the condition may have been used at one point for noble Pokémon as well as the Origin Forme Dialga or Palkia atop the Temple of Sinnoh.

Display

A Pokémon's status is shown in several places, including in battle, on the party screen, and on the summary screen. If a Pokémon is affected by a non-volatile status condition or has fainted, an icon will display the type of status condition (replacing the Pokémon's level in battle in Generations I and II). Prior to Generation VIII, if a Pokémon is infected with the Pokérus and has no other status condition, its summary will display Pokérus in the same location. Volatile status conditions are not indicated by an icon, but can be viewed on the battle status screen starting in Generation VII.

When a Pokémon has no other status condition, its status is displayed as OK (Japanese: ふつう normal) on the summary screen in Generation I and II. In the Pokémon Stadium series, a healthy Pokémon's status is also displayed in battle, and is abbreviated as Nm in Pokémon Stadium 2. Starting in Generation III, no status is displayed on the summary screen for healthy Pokémon. However, unused icons for OK are present in the internal data of Pokémon Colosseum and XD, though they were not properly localized into English.

In Generations I and II, a Pokémon's status is almost always displayed as regular text, either as a three-letter abbreviation in the core series games or as the full name of the status in the Pokémon Stadium series games; the only icons are used in battle in Pokémon Stadium 2. Starting in Generation III, a Pokémon's status is displayed as an icon consisting of white or black text on a colored background.

Stad Stad2 RS FRLG E Colo XD DPPtHGSS DP Pt HGSS PBR

Starting in Generation V, differently colored icons are used for Pokémon that are poisoned and badly poisoned. Starting in Generation VIII, the icons now include a pictorial representation of the status condition, with the icons for paralysis, frozen, burned, and poisoned matching the type icons for the Electric, Ice, Fire, and Poison types, respectively.

BWB2W2 XYORAS SMUSUM PE SwSh BDSP LA SV ZA

In the spin-off games

Pokémon Mystery Dungeon series

Main article: Status condition (Mystery Dungeon)

Certain status conditions work differently in Pokémon Mystery Dungeon spin-offs. This can range from simple tweak in function to account for difference in battle environment (such as confusion causing Pokémon's movement and actions to be performed in a random direction, rather than interrupting execution of a move by having the user damage itself, or flinching being always possible due to player and opposing Pokémon acting interchangeably), to more noticeable ones (such as paralysis always preventing most actions from being taken but wearing off naturally after few turns, or frozen Pokémon being unable to take any action at all, but being immune to most forms of damage).

Some status conditions might not be present in a given game due to difference in how moves function (such as Disable inflicting paralysis in earlier games instead of sealing away a move). Conversely, certain moves in specific games self-inflict a status condition that they do not in core series (such as Counter or Magic Coat, now lasting multiple turns and being able to counter multiple moves in a single use).

Additionally, the series features completely new and unique status conditions, such as Petrified or Blinker.

All status conditions are automatically cured when the player uses the stairs and enters a new floor, both positive and negative ones.

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.

Pokémon Shuffle

Mimikyu is Spooked

In Pokémon Shuffle, status conditions can be inflicted onto the opponent by skills when matching Pokémon icons at the start of a combo. A foe can only have one status condition at a time.

All status conditions will wear off as moves are made. More specifically, a status condition's duration will tick down after a move is made, but before the second hit onwards of the move's resulting combo. This can result in the status effect being active for the first match of the combo, but being inactive for the subsequent matches in the same combo.

The Skill Relentless will increase the damage of the initial match against a foe that has a status condition. The in-game description states that it increases the damage of the combo as well, but due to a bug, it does not.

The Skills Mind Zap and Prank cannot activate against a foe that has a status condition.

The effects of Shuffle's status conditions are as follows:

In this game, most types have immunities to certain status conditions. These are listed in the chart below, where an "X" indicates an immunity.

Status condition effectiveness
Condition Defender's type
Normal Fighting Flying Poison Ground Rock Bug Ghost Steel Fire Water Grass Electric Psychic Ice Dragon Dark Fairy
Asleep
Burned
Disruption Delay
Frozen
Paralyzed
Poisoned
Spooked

Pokémon Trading Card Game Live

Pokémon Trading Card Game Live calls effects that occur to players Global Status Conditions, though this term has only appeared in the menus.

Effects that occur to Pokémon are called status effects[3] They are divided into positive effects and negative effects based on if they benefit or hinder the Pokémon. Effects that occur to non-Pokémon entities, such as an attached Pokémon Tool card or a Special Condition a Pokémon is suffering from, are displayed as part of the status effects on the Pokémon.

In the TCG

Main article: Effect (TCG)
Main article: Special Condition (TCG)

In the TCG, many cards are capable of creating effects, namely changes to the game state applied to specific entities. Some effects happen instantaneously, like drawing cards or moving a Benched Pokémon to the Active Spot. Many effects instead persist on a entity for a longer period of time, ending when the turn ends, when the next turn of that player begins, or until the card creating the effect leaves play. Effects can be placed on Pokémon, Pokémon Tool cards, and players. Some cards have effects that can remove the effects affecting a Pokémon or player, or prevent those effects from being applied.

When attacks create effects, those effects can be universally cleared off by having the Pokémon afflicted evolve, devolve, have a Pokémon Level-Up card put on it, or move to the Bench.

One group of effects is the placement of Special Conditions on Pokémon. Those are analogous to Status conditions, impairing a Pokémon's ability to battle. They consist of Burned, Poisoned, Asleep, Paralyzed, and Confused. However, Special Conditions themselves are not effects.[4][5] Special Conditions can be affected by effects, making them more potent.[4] Special Conditions are unable to affect Benched Pokémon. As with the effects of attacks, they are also cleared whenever a Pokémon evolves, devolves, have a Pokémon Level-Up card put on it, or moves to the Bench. Some cards have effects that remove Special Conditions, or prevent them from being applied.

Some effects place counters or markers. These effects are unique because they are not removed when a Pokémon goes to the Bench, but still get removed when Pokémon evolve, devolve, or have a Pokémon Level-Up card put on them. There are effects that remove counters and markers, but those are rare.

In other languages

Language Title
Chinese Cantonese 異常狀態 Yihsèuhng Johngtaai
Mandarin 異常狀態 / 异常状态 Yìcháng Zhuàngtài
Dutch Staatusconditie
Finnish Statustila
French Canada Problème d'état*
Europe Problème de statut
German Statusprobleme
Italian Problema di stato
Korean 상태 이상 Sangtae Isang
Norwegian Statusproblem
Polish Zmiana statusu
Portuguese Brazil Condição de status
Portugal Condição de estado
Russian Особый состояние Osobyy sostoyaniye
Spanish Problema de estado
Swedish Statusproblem
Vietnamese Tình trạng bất thường

Trivia

References

Related articles

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