From Bulbapedia, the community-driven Pokémon encyclopedia.
- Status redirects here. For the move category, see status move.
Status conditions affect a Pokémon's ability to battle. There are three kinds of status. The first are non-volatile, the second are volatile, and the third lasts while a Pokémon is in battle. The Pokérus is a similar but unrelated concept.
Non-volatile status conditions, officially called status problems, are status conditions that will remain until a Pokémon is healed at a Pokémon Center, a specific 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 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.
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.
- Main article: Burn (status condition)
The burn condition (BRN) halves damage dealt by a Pokémon's physical moves (except for Pokémon with the 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 Heatproof, the Pokémon loses 1/16 of its maximum hit points). Normally Fire-type Pokémon and Pokémon with the 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 moves which can cause burn are Fire-type except for Tri Attack (Generation II onwards), Fling when the Flame Orb is held, Scald and Ice Burn. In Generation V, Pokémon glow red when afflicted with burn.
- Main article: Freeze (status condition)
The freeze condition (FRZ) causes a Pokémon to be unable to make a move. Damaging Fire-type 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 sunny weather; contrary to popular belief, sunny weather does not cause a quicker thawing.
Ice-type 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 Fusion Flare, Flame Wheel, Sacred Fire, Flare Blitz and Scald while frozen; these moves will thaw the user, thaw the opponent if possible, and deal damage to the opponent. All 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 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.
A frozen Sky Forme Shaymin will revert to its Land Forme.
- Main article: 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 Quick Feet Ability, where this condition raises the Speed by 50%). Many moves that cause paralysis are of the Electric type. Ground-type 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 Pokémon can no longer be paralyzed.
- Main article: 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 Steel- and Poison-type Pokémon and Pokémon with the 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 Twineedle. A Pokémon with the Poison Heal Ability will gradually recover health instead when poisoned.
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 moves which can poison are of the Poison-type except Twineedle, Secret Power, and Fling (which poisons only if Poison Barb is held). In Generation V, Pokémon glow purple when afflicted with poison.
The badly poisoned condition is caused by Toxic and Poison Fang, as well as by 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 moves which can badly poison are of the Poison-type except Fling (which badly poisons only if Toxic Orb is held). In Generation V, Pokémon glow purple when afflicted with bad poison.
- Main article: Sleep (status condition)
A Pokémon that is asleep (SLP) is immobilized and can only use the moves Snore and Sleep Talk.
Sleep lasts for a randomly chosen duration of 1 to 3 turns in Pokémon Black and White and Pokémon Stadium. In all other games, except the Japanese versions of Pokémon Diamond and Pearl, sleep lasts 1 to 5 turns. In the Japanese version of Diamond and Pearl, the minimum and maximum sleep count is 1 turn higher, lasting 2 to 6 turns. A Pokémon can inflict self-induced sleep using the move Rest, which will restore all of the Pokémon's health and remove any other non-volatile status condition. A disobedient Pokémon may also nap during battle. There are eleven moves that cause sleep.
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, a Pokémon's sleep counter is reset to its original amount when switched out; this also applies for self-induced sleep. Also in Generation V, Pokémon close their eyes while sleeping and they move slower as well.
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.
- See also: List of moves that confuse
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 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 that confusion be checked both turns, further reducing the chance of successful attack.
Pokémon with the Own Tempo Ability are immune to being confused. Confusion can be cured with Persim Berries, the Yellow Flute, and, Generation II onwards, items that cure all status conditions such as Full Heals and Lum Berries; it is the only volatile status condition to be able to be cured by items that heal all status conditions.
Confusion is transferred by Baton Pass.
A Ninja Boy on Route 211 erroneously states that confusion only wears off if the Pokémon is switched out.
In the original series of the anime, Pokémon showed no physical difference when confused. They would often get dizzy and miss their attacks as opposed to attacking themselves. In the Advanced Generation series, Pokémon would get purple circles around their eyes as a sign of confusion and begin hurting themselves, or attacking their partner if in a Double Battle. In the Diamond & Pearl series, Pokémon's eyes become swirls and a circle of Torchic run around the confused Pokémon's head, with the confusion causing its attacks to miss. In the Best Wishes series, a Pokémon's eyes become stars and multiple stars spin around their head when they are confused.
Appearance in the games
If a Ghost-type Pokémon uses 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 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.
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 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 Magic Coat active, the move will fail.
- See also: List of moves that cause flinching
The flinch status is a one-turn status that prevents a Pokémon from attacking. A Pokémon can only flinch if its opponent attacks first. A Pokémon who is holding a King's Rock or 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 Inner Focus Ability are also immune to this. Most moves that cause flinching are physical moves. Pokémon with Steadfast still flinch, but gain Speed each time they do so.
It is known as cringing in Pokémon Mystery Dungeon.
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 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.
being prevented from healing
A Pokémon affected by Heal Block is prevented from healing for five turns. It cannot use Ingrain, Aqua Ring, Moonlight, Morning Sun, Roost, Recover, Heal Order, Rest, Soft-Boiled, Wish, Milk Drink, Slack Off, or Synthesis while it is under effect. It is unaffected by Ingrain, Aqua Ring, and Heal Pulse. The player can still use items such as Potions to heal the Pokémon.
The moves Absorb, Mega Drain, Giga Drain, Leech Life, Dream Eater, Drain Punch, Horn Leech, Parabolic Charge, Draining Kiss, Oblivion Wing and Leech Seed will still inflict damage, but will not restore HP when the user is affected by Heal Block. This is not true as of Generation VI, however.
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.
Since Generation V, Leftovers are also negated by Heal Block.
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.
A Pokémon that is infatuated cannot attack 50% of the time, even against Pokémon other than the one it is infatuated with. It is caused when Attract is used on an opponent of the opposite gender, may be caused when a Pokémon makes contact with a Pokémon with Cute Charm of the opposite gender, and is caused to the target of the infatuation when a Pokémon holding a Destiny Knot is infatuated. Pokémon with the Oblivious Ability are immune to infatuation. Infatuation cannot be passed with Baton Pass. Infatuation will end as soon as either the affected Pokémon or the Pokémon it is attracted to is removed from the battle. It can also be removed by consuming a Mental Herb or playing a Red Flute.
In Pokémon Mystery Dungeon games, Infatuation prevents the Pokémon from doing anything for 5-6 turns, and causes linked moves to cease.
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.
When a Pokémon is hit by Magma Storm, Sand Tomb, Whirlpool, Wrap, Bind, Clamp, Infestation, or Fire Spin, it becomes partially trapped. Until Generation V, this lasted 2-5 turns unless a 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 7 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.
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, the current PP of the move will roll over to 63, and full PP ups will be applied to it.
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.
In-game, the target will get to select a move during each turn of the partial trapping move's duration, and will attack the incoming Pokémon with the selected move if the player switches before the duration is over.
In 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.
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 Rapid Spin, it will be freed.
If a wild Pokémon uses a partial trapping move on the player's Pokémon, the player may escape if the affected Pokémon has Run Away or is holding a Smoke Ball. However, these do not allow the player to switch the Pokémon out.
If the user of the partial trapping move is holding a Grip Claw, the duration will always be 5 turns. Also, if an affected Pokémon is holding a Shed Shell, it can switch out.
If the user of the partial trapping move switches out, the move's effects end.
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 Binding Band increases the damage dealt from 1/16 to 1/8 of the target's maximum HP while trapped.
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.
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.
Seeding can only be caused by 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. Grass-type Pokémon cannot be seeded.
If a Pokémon affected by Leech Seed uses Baton Pass, Leech Seed is transferred to its replacement, even if it is Grass-type. If the user of Leech Seed switches out or faints, the health granted by the effect is applied to the new replacement. There is no requirement for the Pokémon to use the move again, or even to know it.
Unlike in the games, Leech Seed does not appear to restore the health of the Pokémon that used the attack in the anime.
A taunted Pokémon cannot use any non-damaging moves for three turns (two to four turns prior to Generation V). Pokémon using Substitute can still be afflicted with this status condition.
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.
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.
failing to return to its Poké Ball after being hit by Mean Look
A Pokémon successfully trapped by Mean Look, Spider Web, Block, Shadow Hold, Shadow Tag, Arena Trap, or 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 Shed Shell; uses U-turn, Volt Switch, or Baton Pass; or is successfully hit with Whirlwind, Roar, Dragon Tail, or Circle Throw. Prior to Generation V, if a Pokémon trapped by a move uses Baton Pass, 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, Ghost-type Pokémon are no longer affected by trapping moves and Abilities.
Volatile battle status
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.
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.
When a Pokémon uses Endure, it braces itself so that whenever it takes damage that turn it will always survive with at least 1HP. The Focus Sash, Focus Band, and Ability Sturdy all have similar effects.
Center of attention
If a Pokémon becomes the center of attention by using Follow Me or Rage Powder, it forces opposing Pokémon to target the user for the rest of the turn during Double Battles and Triple Battles.
Using Defense Curl causes the power of Rollout and Ice Ball to double for the Pokémon. This effect is not transferred by Baton Pass.
A Pokémon readying Sky Attack becomes cloaked in light for one turn, in which it cannot act. This turn can be skipped with a Power Herb.
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.
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.
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.
A Pokémon having used Minimize will take double damage if hit by the moves Steamroller, Stomp, or Flying Press (though this behavior is not present in Generation I). Additionally, Flying Press will never miss against a minimized target.
A Pokémon that uses Protect or Detect will be impervious to attacks and negative status moves targeting them that turn except; if the protected Pokémon is hit by Feint or Shadow Force, which can both hit through protection, the Pokémon's protection is removed for the rest of the turn.
Frillish protecting itself
Sceptile detecting Aggron's attack
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.
Several two-turn moves have a turn where a Pokémon becomes semi-invulnerable, and most moves will miss regardless of accuracy, even moves that never miss. If a Pokémon has been taken aim at, the aimed Pokémon can still hit Pokémon during their semi-invulnerable turn. A Pokémon with No Guard can hit the Pokémon during their semi-invulnerable state, and a Pokémon with No Guard in the semi-invulnerable state can be hit by any Pokémon. In Generation I, semi-invulnerable Pokémon cannot avoid Swift, Transform, or Bide, but can avoid Bide in Pokémon Stadium.
Pokémon that use Fly, Bounce or Sky Drop, or are targeted by Sky Drop fly or are flown up high, and are vulnerable to Gust, Smack Down, Sky Uppercut, Thunder, Twister, and Hurricane. If the move Gravity is used, these moves cannot be used and any Pokémon in the air return to the ground with their move cancelled; due to a glitch in Pokémon Black and White, if Gravity is used while Sky Drop is in effect, only the user will be returned to the ground—the target will be permanently stuck airborne.
Pokémon that have used Dig burrow underground, and can be hit by Earthquake, Magnitude, and Fissure.
Pokémon 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.
Eevee burrowing underground
Relicanth diving underwater
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). 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 Thunder Wave and Spore completely circumvent the substitute. Substitutes can be transferred by Baton Pass.
When a Pokémon uses Mind Reader or Lock-On to take aim at a target, the user's next damage-dealing move will hit that target without fail, even if the opponent uses a move that offers a turn of semi-invulnerability, such as Fly. This effect can be Baton Passed.
Taking in sunlight
A Pokémon readying 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 intense sunlight.
A Pokémon readying Skull Bash withdraws it head for one turn, in which it cannot act. From Generation II onwards, this also boosts the Pokémon's Defense. This turn can be skipped with a Power Herb.
Whipping up a whirlwind
A Pokémon readying Razor Wind whips up a whirlwind for one turn, in which it cannot act. This turn can be skipped with a Power Herb.
- 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.
- ↑ RNG Research: Battle RNG - Sleep Duration
- ↑ DP Battle Tower Records