Draft:Status condition (Masters)
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There a variety of different status conditions and other similar conditions in Pokémon Masters EX.
Status conditions
Sync pairs can be afflicted with status conditions by moves or other means during battle. Status conditions are not removed when a sync pair switches out, but once afflicted with one status condition, a sync pair can't be afflicted with another. Status conditions are removed when the battle ends or when a move designed to remove status conditions is used.
The following is a list of status conditions:
Status changes
Sync pairs can be temporarily affected by several different conditions and effects during battle. Status changes include positive changes that give the target an advantage, and negative changes that put the target at a disadvantage. The duration of status changes may vary, but all status changes will be removed when the sync pair is switched out.
Positive status changes
| Status change | Icon | Description |
|---|---|---|
| Type Resistance | Temporarily grants resistance to attack moves of one of the 18 types. The damage the target takes from attack moves of the specified type is reduced. If a sync pair with an existing type resistance is given a new one, the previous type resistance will be replaced. | |
| Enduring | After being hit by an attack move that would otherwise cause it to faint, the Pokémon endures with 1 HP remaining. However, being hit by a unity attack, a sync move, a max move, or certain other moves can nullify this effect. This works once. | |
| Gradual Healing | HP gradually recovers with every action performed by the Pokémon. This works until the Pokémon uses a certain number of moves. | |
| Condition Nullification | Prevents status conditions and other interferences inflicted by the opponent. This lasts for a fixed amount of time. | |
| Sure Hit Next | The next move always hits (except in certain circumstances). This works until the Pokémon uses a move. | |
| Critical Hit Next | The next attack is always a critical hit (except in certain circumstances). The attack itself may miss, however. This works until the Pokémon uses an attack move, sync move that deals damage, or a max move that deals damage. | |
| Free Move Next | The next move will not consume the move gauge (except in certain circumstances). This works until the Pokémon uses a move that consumes the move gauge. | |
| Supereffective ↑ Next | The next supereffective attack move, sync move, or ma move will be more powerful (except in certain circumstances). This works until the Pokémon uses a supereffective attack move, sync move, or max move. | |
| Damage Guard Next | Reduces all damage taken from the next attack move to zero (except in certain circumstances). Damage is halved for certain attacks, such as sync moves. When a Pokémon with this is hit by a move that has the Multistrike effect tag, damage will only be reduced to zero for the first strike. A Pokémon with the Damage Guard Next effect that hits itself due to the confused status change will also have that damage reduced to zero. This lasts until damage is halved or reduced to zero. | |
| Physical Moves ↑ Next | The power of the next physical attack move will be increased (except in certain circumstances). The Physical Moves ↑ Next effect can be increased by up to 10 ranks, and each rank increase raises the move's power by 40% of its original power (maximum of 400%). This lasts until a physical attack move is successful or a successful physical attack move is guarded by an opponent in a defensive posture. | |
| Special Moves ↑ Next | The power of the next special attack move will be increased (except in certain circumstances). The Special Moves ↑ Next effect can be increased by up to 10 ranks, and each rank increase raises the move's power by 40% of its original power (maximum of 400%). This lasts until a special attack move is successful or a successful special attack move is guarded by an opponent in a defensive posture. | |
| Sync Move ↑ Next | Except in certain circumstances, the power of the next sync move will be increased. The Sync Move ↑ Next can be increased by up to 10 ranks, and each rank increases the sync move's power by 10% of its original power (maximum of 100%). This lasts until the sync move is successful. | |
| Take Next "All" Move | Except in certain circumstances, causes the next attack move or sync move that targets all allies to miss all allies except the user and inflict more damage on the user. This effect only activates for attacks that target all allies and does not activate for attacks tha target only a single ally. The effect will not activate when there are no allies present other than the user. This lasts until its effect activates once. |
Negative status changes
| Status change | Icon | Description |
|---|---|---|
| No Evasion | Moves against the target always hit (except in certain circumstances). This lasts for a fixed amount of time. | |
| Restrained | Sync pairs cannot be switched out. This works until the Pokémon uses a certain number of moves or the Pokémon's HP reaches 0. As an exception, unity attacks, moves, or passive skills that force a switch will also end the effect. |
Interference conditions
| Status change | Icon | Description |
|---|---|---|
| Confused | The Pokémon can potentially hit itself instead of an opponent when performing a move. This lasts until the Pokémon uses a certain number of attack moves. | |
| Flinching | Causes the Pokémon to flinch, making it unable to perform a move. While the Pokémon is flinching, the move gauge fills more slowly. This ends after a fixed amount of time. It also ends if the sync pair uses a sync move or max move, the allied team performs a unity attack, or the Pokémon is put to sleep or frozen. | |
| Trapped | The affected sync pair can no longer be switched out, and the Pokémon takes damage after every action. This lasts until the Pokémon uses a certain number of moves. This will also end if the sync pair is switched out by the effects of unity attacks, moves, or passive skills. |
Type Rebuff
Type Rebuff can be a positive or negative status change depending on its rank. This status change increases or decreases the damage taken from the specified type. The Type Rebuff status change is available for each of the 18 types. A Type Rebuff can be raised or lowered by three ranks, and the higher the rank is, the less damage taken. Conversely, the lower the rank is, the more damage is taken. The status change is positive when its rank is higher than zero, and negative when its rank is lower than zero. Unlike the Type Resistance status change, a Type Rebuff will not be overwritten even when a different type of Type Rebuff is applied. Also, unlike the Damage Reduction field effect, the damage reduction from this status change is not ignored when receiving a critical hit.
| Negative Type Rebuff icons | |||||
|---|---|---|---|---|---|
Other
passive skills that inflict status conditions/changes
passive skills affected by status conditions/changes
moves that inflict status conditions/changes
moves affected by status conditions/changes
preventing status conditions/changes