- Status redirects here. For the move category, see status move.
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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
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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.
- 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 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. 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).
- 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.
- 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.
- 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).
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.
- Main article: Sleep (status condition)
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,. In the Japanese versions of Diamond and Pearl, the minimum and maximum sleep count is 1 turn higher, lasting 2 to 6 turns. If a Pokémon puts itself to sleep using Rest, it will sleep for exactly 2 turns.
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 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. Ice-type Pokémon cannot get frostbite.
- Drowsy redirects here. For the Pokémon, see Drowzee.
Drowsy is a status condition exclusive to 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.
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.
- Main article: Bound
A bound Pokémon takes damage at the end of each turn and cannot switch out or flee.
- Main article: Can't escape
- Main article: Confusion (status condition)
The confused condition causes a Pokémon to sometimes hurt itself in its confusion instead of executing a selected move.
- Main article: Curse (move)
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.
- Main article: Embargo (move)
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.
- Main article: Encore (move)
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.
- Main article: Flinch
The flinch status prevents a Pokémon from attacking during one turn.
- Main article: Heal Block (move)
A Pokémon affected by Heal Block is prevented from healing for five turns.
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 can be identified when struck by any of the following moves.
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.
If the Pokémon is both paralyzed and infatuated, its infatuation check works after the paralysis check.
A Pokémon can be infatuated when struck by any of the following moves.
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.
A Pokémon can be seeded when using any of the following moves.
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.
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.
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.
- Main article: Telekinesis (move)
A Pokémon 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.
A Pokémon can be tormented when struck by any of the following moves.
User changes target's type.
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.
This status condition in Legends: Arceus indicates that a Pokémon's offensive stats are raised, increasing the damage it deals with its moves by 50%. It usually consists of moves that can raise Attack or Special Attack in other core series games.
This status condition in Legends: Arceus indicates that a Pokémon's offensive stats are lowered, decreasing the damage it deals by a third. It usually consists of moves that can lower Attack or Special Attack in other core series games.
Draco Meteor and Leaf Storm lower the user's offensive stats for three turns. Mystical Fire, Snarl, and Struggle Bug lower the target's offensive stats for three turns, while it lasts five turns for Baby-Doll Eyes.
This status condition in Legends: Arceus indicates that a Pokémon's defensive stats are raised, decreasing the damage it takes from attacks by a third. It usually consists of moves that can raise Defense or Special Defense in other core series games.
This status condition in Legends: Arceus indicates that a Pokémon's defensive stats are lowered, increasing the damage it takes from attacks by 50%. It usually consists of moves that can lower Defense or Special Defense in other core series games.
Volatile battle status
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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.
- Main article: Aqua Ring (move)
- Main article: Endure (move)
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.
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.
A Pokémon can be charging when using any of the following moves.
Center of attention
- Main article: Center of attention
If a Pokémon is the center of attention, its opponents are forced to target the center of attention rather than their intended target.
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.
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.
- 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.
- Main article: Minimize (move)
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, including Stomp, Steamroller, 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.
- Main article: Protection
A protected Pokémon will be unaffected by both damaging moves and status moves during one turn.
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.
A Pokémon will recharge when using any of the following moves.
- 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.
- Main article: Substitute (move)
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).
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.
A Pokémon will be taking aim when using any of the following moves.
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.
A Pokémon will be thrashing when using any of the following moves.
- Main article: Transform
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.
Primed is a status condition exclusive to Pokémon Legends: Arceus that causes the user's attack moves to deal 50% more damage.
Obscured is a status condition exclusive to Pokémon Legends: Arceus that causes incoming attacks to become more likely to miss. It does not affect sure-hit moves, which will always hit an obscured target regardless. It corresponds to moves that can lower the target's accuracy in other core series games.
In the spin-off games
Pokémon Mystery Dungeon series
- Main article: Status condition (Mystery Dungeon)
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.
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
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.
- All non-volatile status conditions were introduced in Generation I.
In other languages
|This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.|