Status condition: Difference between revisions

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{{redirect|Status|the move category|status move}}{{incomplete|needs=Missing some volatile status conditions}}{{split|Status condition and {{redlink|Volatile status condition}}}}
{{redirect|Status|the move category|status move}}{{incomplete|needs=Missing some volatile status conditions}}{{split|Status condition and {{redlink|Volatile status condition}}}}
'''Status conditions''' (Japanese: '''{{tt|状態異常|じょうたいいじょう}}''' ''abnormal condition''), also referred to as '''status problems''' or '''status ailments''', affect a {{OBP|Pokémon|species}}'s ability to battle. There are three kinds of status. The first are non-volatile, the second are volatile, and the third lasts while a Pokémon is in battle. The [[Pokérus]] is a similar but unrelated concept.
'''Status conditions''' (Japanese: '''{{tt|状態異常|じょうたいいじょう}}''' ''abnormal condition''), also referred to as '''status problems''' or '''status ailments''', affect a {{OBP|Pokémon|species}}'s ability to battle. There are 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 [[fainting|fainted]] are displayed identically to non-volatile status conditions but are not officially considered such.


==In the core series and side series==
==In the core series and side series==
===Non-volatile status===
===Non-volatile status===
{{incomplete|section|needs=What game mechanics, such as facade and heal bell, are affected by all non-volatile statuses?}}
{{incomplete|section|needs=What game mechanics, such as Facade and Heal Bell, are affected by all non-volatile statuses?}}
A non-volatile status condition is a status condition that remains after being [[recall|switched out]]. It's displayed in the [[party]] screen, and the Pokémon's [[summary]]. They can be cured by healing at a [[Pokémon Center]], specific [[status condition healing item|curative item]]s, or other ways. If a Pokémon is affected by a non-volatile status condition, an icon will display the type of status condition (replacing the Pokémon's level in [[Generation]]s [[Generation I|I]] and [[Generation II|II]]).
A non-volatile status condition is a status condition that remains after being [[recall|switched out]]. It's displayed in the [[party]] screen, and the Pokémon's [[summary]]. They can be cured by healing at a [[Pokémon Center]], specific [[status condition healing item|curative item]]s, or other ways. If a Pokémon is affected by a non-volatile status condition, an icon will display the type of status condition (replacing the Pokémon's level in [[Generation]]s [[Generation I|I]] and [[Generation II|II]]). Wild Pokémon that are affected by a status condition are [[Catch rate|easier to catch]].


A Pokémon cannot gain non-volatile status conditions when it is affected by {{m|Safeguard}}, {{a|Leaf Guard}}, {{a|Flower Veil}}, {{a|Shields Down}}, or {{a|Comatose}}. A Pokémon will cure its status condition when affected by {{m|Refresh}}, {{m|Heal Bell}}, {{m|Aromatherapy}}, {{m|Psycho Shift}}, {{m|Jungle Healing}}, {{m|G-Max Sweetness}}, {{a|Natural Cure}}, {{a|Shed Skin}}, {{a|Hydration}}, or [[Lum Berry]].
A Pokémon cannot gain non-volatile status conditions when it is affected by {{m|Safeguard}}, {{a|Leaf Guard}}, {{a|Flower Veil}}, {{a|Shields Down}}, {{a|Comatose}}, or {{m|Misty Terrain}}, nor can a Pokémon behind a {{OBP|substitute|doll}} gain status conditions, except due to {{a|Synchronize}}, {{m|Rest}}, or a held item like [[Flame Orb]] or [[Toxic Orb]]. A Pokémon will cure its status condition when affected by {{m|Haze}} (Generation I only), {{m|Rest}}, {{m|Refresh}}, {{m|Heal Bell}}, {{m|Aromatherapy}}, {{m|Psycho Shift}}, {{m|Jungle Healing}}, {{m|G-Max Sweetness}}, {{a|Natural Cure}}, {{m|Purify}}, {{m|Take Heart}}, {{m|Lunar Blessing}}, {{a|Shed Skin}}, {{a|Healer}}, {{a|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 {{a|Guts}}, {{a|Marvel Scale}}, or {{a|Quick Feet}} will have their {{stat|Attack}}, {{stat|Defense}}, or {{stat|Speed}} increased, respectively, when affected by a status condition. In addition, the base power of {{m|Facade}} is doubled (from 70 to 140) when inflicted with paralysis, a burn, or poison.
 
In the Generation {{gen|II}} [[core series]] games, when an in-game opponent outside of the {{gdis|Battle Tower|II}} 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.<ref>[https://github.com/pret/pokegold/blob/master/engine/battle/effect_commands.asm pret/pokegold/engine/battle/effect_commands.asm]</ref>


In all games except {{g|Legends: Arceus}}, a Pokémon cannot gain a non-volatile status condition if it's already afflicted by another one, and a non-volatile status condition does not wear off automatically when the battle ends. If a Pokémon under a status condition (such as a poisoned {{p|Cascoon}}) evolves, the condition will be kept, even if the Pokémon gains a new [[type]] or [[Ability]] that would normally prevent it.
In all games except {{g|Legends: Arceus}}, a Pokémon cannot gain a non-volatile status condition if it's already afflicted by another one, and a non-volatile status condition does not wear off automatically when the battle ends. If a Pokémon under a status condition (such as a poisoned {{p|Cascoon}}) evolves, the condition will be kept, even if the Pokémon gains a new [[type]] or [[Ability]] that would normally prevent it.
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[[File:Ursaring Burn status.png|thumb|250px|{{TP|Paul|Ursaring}} is burned]]
[[File:Ursaring Burn status.png|thumb|250px|{{TP|Paul|Ursaring}} is burned]]
{{main|Burn (status condition)}}
{{main|Burn (status condition)}}
The burn condition (BRN) inflicts damage every turn and halves damage dealt by a Pokémon's [[physical move]]s (except Pokémon with the {{a|Guts}} Ability). In Generation I and Generation VII, burn inflicts damage equal to 1/16 of its maximum HP every turn; from Generation II to VI, burn inflicts damage equal to 1/8 of its maximum HP every turn. Burn damage is halved if the Pokémon has the Ability {{a|Heatproof}}. In Generation V, Pokémon glow red while afflicted with burn.
The burn condition (BRN) inflicts damage every turn and halves damage dealt by a Pokémon's [[physical move]]s (except Pokémon with the {{a|Guts}} Ability and {{m|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 {{a|Heatproof}}. In Generation V, Pokémon glow red while afflicted with burn.


Most moves which cause burn are {{type|Fire}}. In Generations I and II, {{type|Fire}} Pokémon cannot be burned by Fire-type moves (but they can be burned by {{m|Tri Attack}} in Generation II). From Generation III onward, Fire-type Pokémon and Pokémon with the {{a|Water Veil}} or {{a|Water Bubble}} Ability cannot normally be burned.
Most moves which cause burn are {{type|Fire}} and burning the prime effect of {{m|Will-O-Wisp}}; however, it also can be caused by the ability {{a|Flame Body}} or holding a [[Flame Orb]]. In Generations I and II, {{type|Fire}} Pokémon cannot be burned by Fire-type moves (but they can be burned by {{m|Tri Attack}} in Generation II). From Generation III onward, Fire-type Pokémon and Pokémon with the {{a|Water Veil}} or {{a|Water Bubble}} Ability cannot normally be burned. Pokémon with the Ability {{a|Heatproof}} will only lose half the HP each turn, while Pokémon with {{a|Magic Guard}} are immune to the HP loss (but still suffer from the attack drop). Pokémon with {{a|Flare Boost}} will have their {{stat|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).
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====
====Freeze====
[[File:Frozen Pokémon.png|thumb|left|250px|{{p|Yamper}} is frozen]]
[[File:Frozen Pokémon.png|thumb|left|250px|{{AP|Pikachu}}, {{AP|Oshawott}}, and {{AP|Talonflame}} are frozen]]
{{main|Freeze (status condition)}}
{{main|Freeze (status condition)}}
The freeze condition (FRZ) causes a Pokémon to be unable to use moves. A frozen Pokémon can still use the moves {{m|Fusion Flare}}, {{m|Flame Wheel}}, {{m|Sacred Fire}}, {{m|Flare Blitz}}, {{m|Scald}}, and {{m|Steam Eruption}} while frozen; these moves will thaw the user and be executed normally. In Generation V, Pokémon glow blue and stop moving while afflicted with freeze.
The freeze condition (FRZ) 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 {{weather|harsh sunlight}}.


If a frozen Pokémon is hit by a damaging {{type|Fire}} move, {{m|Scald}} (Generation VI onward) or {{m|Steam Eruption}}, it will be thawed. From [[Generation II]] onward, the frozen Pokémon has a 20% chance to be thawed each turn, possibly even thawing right after being frozen; however, in [[Generation I]], a frozen Pokémon never thaws without external aid. Pokémon cannot be frozen in {{weather|harsh sunlight}}.
All moves which cause freezing are {{type|Ice}}, except {{m|Tri Attack}} ([[Generation II]] onward), {{m|Secret Power}} (when used in snow or ice; [[Generation IV]] onward) and {{m|Freezing Glare}}. In Generations I and II, Ice-type Pokémon cannot be frozen by Ice-type moves (but they can be frozen by Tri Attack in Generation II). From Generation III onward, Ice-type Pokémon and Pokémon with the {{a|Magma Armor}} Ability cannot normally be frozen. Being frozen can be cured with the use of an [[Ice Heal]], a [[Aspear Berry]] ([[Burnt Berry]] in [[Generation II]]) or [[Pumkin Berry]] ([[Generation III]] only).


All moves which cause freezing are {{type|Ice}}, except {{m|Tri Attack}} ([[Generation II]] onward), {{m|Secret Power}} (when used in snow or ice; [[Generation IV]] onward) and {{m|Freezing Glare}}. In Generations I and II, Ice-type Pokémon cannot be frozen by Ice-type moves (but they can be frozen by Tri Attack in Generation II). From Generation III onward, Ice-type Pokémon and Pokémon with the {{a|Magma Armor}} Ability cannot normally be frozen.
A frozen Pokémon can still use the moves {{m|Fusion Flare}}, {{m|Flame Wheel}}, {{m|Sacred Fire}}, {{m|Flare Blitz}}, {{m|Scald}}, and {{m|Steam Eruption}} while frozen; these moves will thaw the user and be executed normally. In Generation V, Pokémon glow blue and stop moving while afflicted with freeze. If a frozen Pokémon is hit by a damaging {{type|Fire}} move (except {{m|Fire Spin}} in Generations I and II or {{m|Hidden Power}} in Generations II and III), {{m|Scald}} (Generation VI onward) or {{m|Steam Eruption}}, it will be thawed.
=====Frostbite=====
[[File:FrostbiteIC LA.png|right]]
Frostbite is a status condition exclusive to {{g|Legends: Arceus}}, replacing the freeze condition. Similar to a burn, frostbite inflicts damage equal to 1/16 of the target's maximum HP every turn, and it reduces damage dealt by its special moves during this time. When it is [[weather|snowing]], moves that may inflict frostbite are more likely to do so. {{type|Ice}} Pokémon cannot get frostbite.


Using {{m|Flame Wheel}} or {{m|Flare Blitz}} will cure the user of frostbite.
{{movedesc|ice}}
{{movedescentry|{{gameabbrev8|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====
====Paralysis====
[[File:Ash Pikachu Static.png|thumb|250px|{{TP|Paul|Ursaring}} is paralyzed]]
[[File:Ash Pikachu Static.png|thumb|250px|{{TP|Paul|Ursaring}} is paralyzed]]
{{main|Paralysis (status condition)}}
{{main|Paralysis (status condition)}}
The paralysis condition (PAR) reduces the Pokémon's {{stat|Speed}} stat and causes it to have a 25% chance of being unable to use a move ("fully paralyzed") when trying to use one. From Generation I to VI, its Speed is reduced to 25% of its normal value; in [[Generation VII]], its Speed is reduced to 50% of its normal value. Pokémon with the {{a|Quick Feet}} Ability instead have their Speed increased by 50% while paralyzed. In [[Generation V]], Pokémon glow yellow while afflicted with paralysis and their animation will be slowed significantly.
The paralysis condition (PAR) reduces the Pokémon's {{stat|Speed}} stat and causes it to have a 25% chance of being unable to use a move ("fully paralyzed") when trying to use one. From Generation I to VI, its Speed is reduced to 25% of its normal value. From [[Generation VII]] onward, its Speed is reduced to 50% of its normal value. Pokémon with the {{a|Quick Feet}} Ability instead have their Speed increased by 50% while paralyzed. In [[Generation V]], Pokémon glow yellow while afflicted with paralysis and their animation will be slowed significantly.


Many moves that cause paralysis are {{type|Electric}} moves. In Generation I, Pokémon cannot be paralyzed by damaging moves of the same type as themselves. From [[Generation VI]] onward, {{type|Electric}} Pokémon cannot be paralyzed. Pokémon with the {{a|Limber}} Ability cannot normally be paralyzed.
Many moves that cause paralysis are {{type|Electric}} moves and paralysis is the main effect of the move {{m|Thunder Wave}}. It can also be caused by {{a|Static}}, {{a|Effect Spore}}, or {{a|Gulp Missile}}. In Generation I, Pokémon cannot be paralyzed by damaging moves of the same type as themselves. From [[Generation VI]] onward, {{type|Electric}} Pokémon cannot be paralyzed. Pokémon with the {{a|Limber}} Ability cannot normally be paralyzed. Furthermore, if its target is paralyzed, {{m|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 {{a|Magic Guard}} will prevent Pokémon from being fully paralyzed; however, it does not prevent the Speed reduction.


====Poison====
====Poison====
[[File:Poisoned Pokémon.png|thumb|left|250px|{{AP|Pikachu}} is poisoned]]
[[File:Poisoned Pokémon.png|thumb|left|250px|{{MTR|Meowth}} is poisoned]]
{{main|Poison (status condition)}}
{{main|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 {{a|Poison Heal}} Ability will restore an equivalent amount of HP instead of taking damage. In Generation V, Pokémon glow purple while afflicted with poison.
The poison condition (PSN) inflicts damage every turn. In Generation I, poison inflicts damage equal to 1/16 of its maximum HP every turn; from Generation II onward, it inflicts damage equal to 1/8 of its maximum HP. A Pokémon with the {{a|Poison Heal}} Ability will restore an equivalent amount of HP instead of taking damage. In Generation V, Pokémon glow purple while afflicted with poison.


All moves which cause poison are {{type|Poison}}, except {{m|Twineedle}}, {{m|Secret Power}} (when used in [[tall grass]]; [[Generation III]] only), {{m|Psycho Shift}} (while poisoned), and {{m|Fling}} (if [[Poison Barb]] or [[Toxic Orb]] is held). Poison-type Pokémon cannot be normally poisoned. In Generation II, {{type|Steel}} Pokémon cannot be poisoned by Poison-type moves (but they can be poisoned by {{m|Twineedle}}); from Generation III onward, Steel-type Pokémon and Pokémon with the {{a|Immunity}} Ability cannot normally be poisoned. Poison- and Steel-type Pokémon can be poisoned by a Pokémon with the {{a|Corrosion}} Ability.
All moves which cause poison are {{type|Poison}}, except {{m|Twineedle}}, {{m|Secret Power}} (when used in [[tall grass]]; [[Generation III]] only), {{m|Psycho Shift}} (while poisoned), and {{m|Fling}} (if [[Poison Barb]] or [[Toxic Orb]] is held). Poison-type Pokémon cannot be normally poisoned. The other causes of poisoning are one layer of {{m|Toxic Spikes}}, {{a|Poison Point}}, {{a|Effect Spore}}, or {{a|Poison Touch}}. In Generation II, {{type|Steel}} Pokémon cannot be poisoned by Poison-type moves (but they can be poisoned by {{m|Twineedle}}); from Generation III onward, Steel-type Pokémon and Pokémon with the {{a|Immunity}} Ability cannot normally be poisoned. Poison- and Steel-type Pokémon can be poisoned by a Pokémon with the {{a|Corrosion}} Ability. 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).
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).
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).


====={{anchor|Badly poisoned|Badly poisoned}}=====
====={{anchor|Badly poisoned|Badly poisoned}}=====
The bad poison condition inflicts damage every turn, with the amount of damage increasing each turn. It initially inflicts damage equal to 1/16 of the Pokémon's maximum HP, with the damage inflicted increasing by 1/16 each turn (2/16 on the second turn, 3/16 on the third turn, etc.). In Generation V, Pokémon glow purple while afflicted with bad poison.
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. 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). After a battle is over, the badly poisoned status will become a regular 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. Bad poison can be cured by the same ways the regular poison is.


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


====Sleep====
====Sleep====
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The sleep condition (SLP) causes a Pokémon to be unable to use moves, except {{m|Snore}} and {{m|Sleep Talk}}. From Generation V onward, Pokémon close their eyes while sleeping and move more slowly.
The sleep condition (SLP) causes a Pokémon to be unable to use moves, except {{m|Snore}} and {{m|Sleep Talk}}. From Generation V onward, Pokémon close their eyes while sleeping and move more slowly.


Sleep lasts for a randomly chosen duration of 1 to 7 turns in the handheld [[Generation I]] games, 1 to 3 turns in {{eng|Pokémon Stadium}}, 1 to 5 turns in Generations II to IV (except the Japanese versions of Pokémon Diamond and Pearl), and 1 to 3 turns in [[Generation V]] onwards,<ref>[http://www.smogon.com/forums/showpost.php?p=3698857&postcount=770 RNG Research: Battle RNG - Sleep Duration]</ref>. In the Japanese versions of {{2v2|Diamond|Pearl}}, the minimum and maximum sleep count is 1 turn higher, lasting 2 to 6 turns.<ref>[http://www.smogon.com/forums/showpost.php?p=648215&postcount=24 DP Battle Tower Records]</ref> If a Pokémon puts itself to sleep using {{m|Rest}}, it will sleep for exactly 2 turns.
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,<ref>[http://www.smogon.com/forums/showpost.php?p=3698857&postcount=770 RNG Research: Battle RNG - Sleep Duration]</ref>. In the Japanese versions of {{2v2|Diamond|Pearl}}, the minimum and maximum sleep count is 1 turn higher, lasting 2 to 6 turns.<ref>[http://www.smogon.com/forums/showpost.php?p=648215&postcount=24 DP Battle Tower Records]</ref> If a Pokémon puts itself to sleep using {{m|Rest}}, it will sleep for exactly 2 turns.


In addition to moves that cause sleep, a [[obedience|disobedient]] Pokémon may also nap during battle. Pokémon with the {{a|Vital Spirit}} or {{a|Insomnia}} Ability cannot normally be put to sleep.
Plenty of moves are able to put a Pokémon to sleep, most of them are either {{type|Normal}}, {{type|Psychic}}, or {{type|Grass}}. In addition to moves that cause sleep, after contact with {{a|Effect Spore}} or a [[obedience|disobedient]] Pokémon may also nap during battle. Pokémon with the {{a|Vital Spirit}} or {{a|Insomnia}} Ability cannot normally be put to sleep. {{m|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, {{m|Wake-Up Slap}} will wake it up in addition to becoming more powerful. In [[Generation I]] core series games and {{game|FireRed and LeafGreen|s}}, the [[Poké Flute]] can be used in battle to wake up a sleeping Pokémon (without being consumed). In the [[Generation III]] and {{gen|IV}} core series games and {{g|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.
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====
=====Drowsy=====
Frostbite is a status condition exclusively in {{g|Legends: Arceus}}, replacing the freeze condition. Similar to burn, frostbite inflicts damage equal to 1/16 of the target's maximum HP every turn, and it reduces its Special Attack during this time. When it is [[weather|snowing]], moves that may inflict frostbite are more likely to do so.
{{redirect|Drowsy|the Pokémon|Drowzee (Pokémon)|Drowzee}}
[[File:DrowsyIC LA.png|right]]
Drowsy is a status condition exclusive to {{g|Legends: Arceus}}, replacing the sleep condition. It works similarly to paralysis, and may cause the afflicted Pokémon to be unable to move. Drowsy Pokémon also take increased damage from direct attacks. When it is [[weather|snowing]], drowsy Pokémon are more likely to fail to act.


Using {{m|Flame Wheel}} or {{m|Flare Blitz}} will cure the user of frostbite.
Using {{m|Spark}}, {{m|Volt Tackle}}, or {{m|Wild Charge}} will cure the user of drowsiness. {{m|Rest}} inflicts drowsiness on the user lasting four turns.


====Drowsy====
{{movedesc|status}}
Drowsy is a status condition exclusively in {{g|Legends: Arceus}}, replacing the sleep condition. It works similarly to paralysis, and may cause the afflicted Pokémon to be unable to move. Drowsy Pokémon also take increased damage from direct attacks. When it is [[weather|snowing]], drowsy Pokémon are more likely to fail to act.
{{movedescentry|{{gameabbrev8|LA}}|The Pokémon is drowsy and may fail to act. Any damage it takes is also increased.}}
 
|}
Using {{m|Spark}}, {{m|Volt Tackle}}, or {{m|Wild Charge}} will cure the user of drowsiness.
|}


===Volatile status===
===Volatile status===
A volatile status is a status condition that is inflicted by a [[move]] or [[Ability]] from another Pokémon and will wear off when a Pokémon is [[Recall|switched]] out of battle or when a battle is over. Many volatile status conditions will also wear off after a number of turns have passed. A Pokémon can be affected by multiple volatile status conditions at a time. A volatile status condition is not indicated by an icon.
A volatile status condition is a status condition that will wear off when a Pokémon is [[Recall|switched]] out of battle or when a battle is over. Many volatile status conditions will also wear off after a number of turns have passed. A Pokémon can be affected by multiple volatile status conditions at a time, potentially in addition to a non-volatile status condition. Volatile status conditions are not indicated by an icon in a Pokémon's [[party]] screen or [[summary]].


===={{anchor|Partially trapped|Bound}}====
====Major====
[[File:Jessie Seviper Wrap.png|thumb|250px|{{p|Gastrodon}} being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
When a Pokémon is hit by a {{cat|Binding moves|binding move}} ({{m|Bind}}, {{m|Clamp}}, {{m|Fire Spin}}, {{m|G-Max Centiferno}}, {{m|G-Max Sandblast}}, {{m|Infestation}}, {{m|Magma Storm}}, {{m|Sand Tomb}}, {{m|Snap Trap}}, {{m|Thunder Cage}}, {{m|Whirlpool}}, or {{m|Wrap}}), it becomes bound. While it is bound, a Pokémon takes damage at the end of each turn and cannot switch out or flee. Prior to Generation V, this lasts 2-5 turns (5 turns if the user of the binding move held a [[Grip Claw]]); from Generation V onward, this lasts 4-5 turns (7 turns if the user of the binding move held a Grip Claw). A Pokémon can only be bound by one binding move at a time.


From Generations II to V, the bound status deals damage equal to 1/16 of the afflicted Pokémon's maximum HP at the end of each turn. If the Pokémon that used the binding move held a [[Binding Band]], the damage was instead equal to 1/8 of the afflicted Pokémon's maximum HP.
=====Ability change=====
{{main|Ability change}}
A Pokémon's [[Ability]] can be temporarily changed into another one during a Pokémon battle.


From Generation VI onward, the bound status deals damage equal to 1/8 of the afflicted Pokémon's maximum HP at the end of each turn. If the Pokémon that used the binding move held a [[Binding Band]], the damage is instead equal to 1/6 of the afflicted Pokémon's maximum HP. Furthermore, {{type|Ghost}} Pokémon can now switch out or flee even if they are trapped by a binding move.
=====Ability suppression=====
[[File:Sebastian Weepinbell Gastro Acid Adventures.png|thumb|200px|{{p|Weepinbell}} suppressing [[Kit|Lickilicky]]'s Ability]]
A Pokémon's [[Ability]] can be temporarily disabled during a Pokémon battle, preventing its effect. Ability suppression can be caused by {{m|Gastro Acid}} and {{m|Core Enforcer}}. Suppressing Abilities fails if the target's Ability is {{a|Multitype}}, {{a|Stance Change}}, {{a|Schooling}}, {{a|Comatose}}, {{a|Shields Down}}, {{a|Disguise}}, {{a|RKS System}}, {{a|Battle Bond}}, {{a|Power Construct}}, {{a|Ice Face}}, or {{a|Gulp Missile}}. This status is similar to [[Ignoring Abilities]].


=====Generation I=====
=====Type change=====
In Generation I, binding moves inflict damage for 2-5 turns. There is a 37.5% chance that the move will last 2 turns, a 37.5% chance that it will last 3 turns, a 12.5% chance that it will last 4 turns, and a 12.5% chance that it will last 5 turns. Although only the first attack can be a [[critical hit]], every attack from the binding will do the same amount of damage. While a Pokémon is bound, it cannot use moves, including on the turn it is hit if it would move second.
{{main|Type change}}


Damage done by a binding move's continuing duration is done after recurrent damage. If the user of the binding move switches out before the target is released, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, the binding move will automatically be used against the incoming Pokémon, deducting an additional [[PP]] from the move. If at such a time the binding move has 0 PP, it will still be used against the incoming Pokémon; in this case, due to {{DL|List of glitches (Generation I)|Struggle bypassing|a glitch}}, the move's PP will roll over to 63 and full [[PP Up]]s will be applied to it.
A Pokémon can have one or more [[type]]s temporarily changed, added, or removed in battle.


Even if the binding move misses, the target will not need to recharge for {{m|Hyper Beam}}. Additionally, if the user of the binding move attacks before the user of Hyper Beam during a recharge turn and the use of the binding move misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, it will still be used; in this case, due to {{DL|List of glitches (Generation I)|Struggle bypassing|the same glitch}}, the move's PP will roll over to 63 and full [[PP Up]]s will be applied to it.
=====Mimic=====
[[File:James Mime Jr Mimic BubbleBeam.png|thumb|left|220px|{{p|Mime Jr.}} mimicking {{m|BubbleBeam}}]]
{{main|Mimic (move)}}


In-game, the target will get to select a move during each turn of the binding move's duration, and will attack the incoming Pokémon with the selected move if the player switches before the duration is over.
If a Pokémon uses {{m|Mimic}}, this [[move]] will be temporarily replaced by another move copied from the target. In [[Generation I]], the copied move is selected from a list of the opposing Pokémon's moves. From [[Generation II]] onwards, Mimic copies the target's last used move.
{{-}}


In {{eng|Pokémon Stadium}}, it is possible to select a move during each turn of the binding move's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. A binding move will negate the recharge turn of Hyper Beam only if successful.
=====Substitute=====
[[File:Juniper Accelgor Substitute.png|thumb|left|250px|{{p|Accelgor}} launching a substitute]]
{{main|Substitute (move)}}
The Pokémon that uses {{m|Substitute}} uses up to ¼ of its total HP (rounded down) to make a substitute which will absorb hits until it "breaks" (damage the substitute has taken is equal to or greater than the HP used to make it).
{{-}}


=====Generations II-IV=====
=====Transformed=====
The target is now able to attack during a binding move's duration, and can act normally. Instead, the afflicted Pokémon takes damage equal to 1/16 of its maximum HP for 2-5 turns, in addition to the damage dealt when it is used. A bound Pokémon is also trapped, preventing it from switching and [[escape]]. A bound Pokémon can still flee (but not switch out) if it has the Ability {{a|Run Away}} or is holding a [[Smoke Ball]]. A bound Pokémon can still switch out (but not flee) if it is holding a [[Shed Shell]].
[[File:Duplica Ditto Pikachu.png|thumb|220px|{{p|Ditto}} being Transformed into {{p|Pikachu}}]]
{{main|Transform}}


If the user of the binding move is holding a [[Grip Claw]], the duration will always be 5 turns.
A Pokémon is transformed into the target with the use of {{m|Transform}}. Additionally, {{a|Imposter}} ({{p|Ditto}}'s [[signature Ability]]) automatically causes the user to transform into the opponent.


If the user of the binding move switches out or is knocked out, all targets bound by that Pokémon's moves will be freed. If a bound Pokémon uses {{m|Rapid Spin}}, it will be freed.
=====Illusion=====
{{main|Illusion (ability)}}
When a Pokémon with the Ability {{a|Illusion}} enters battle, its appearance is changed to that of the last conscious, non-{{pkmn|Egg}} Pokémon in its Trainer's [[party]]. Illusion replicates the appearance (including species, [[List of Pokémon with form differences|form]], and [[Shiny Pokémon|Shininess]]), [[nickname]] (or species name if none), [[Poké Ball]], and [[gender]] of the Pokémon it is masquerading as; however, it does not replicate the level of the masqueraded Pokémon. The effect is only aesthetic–effects such as {{m|Attract}} still use the Pokémon's actual gender. The illusion disappears if the Pokémon has its Ability changed or suppressed or if it takes [[damage]] from a damaging move.


=====Generation V=====
====Damaging====
All binding moves now last 4-5 turns unless a Grip Claw is held, which causes the moves to last 7 turns.


If the user of the binding move held a [[Binding Band]], the bound Pokémon takes 1/8 of its maximum HP as damage each turn (instead of 1/16).
====={{anchor|Partially trapped|Bound}}=====
[[File:Jessie Seviper Wrap.png|thumb|left|250px|{{p|Gastrodon}} being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
{{main|Bound}}
A bound Pokémon takes damage at the end of each turn and cannot switch out or flee. A bind caused by a Pokémon using a move other than {{m|G-Max Centiferno}} or {{m|G-Max Sandblast}} will end if the Pokémon that caused the bind is removed from the field.
{{-}}


=====Generation VI=====
=====Curse=====
A bound Pokémon now takes damage equal to 1/8 of its maximum HP each turn, instead of 1/16; if the user of the binding move held a [[Binding Band]], the bound Pokémon takes damage equal to 1/6 of its maximum HP instead.
[[File:Masked Man Gastly Curse.png|thumb|200px|{{p|Suicune}} is hurt by the Curse]]
{{main|Curse (move)}}
A cursed Pokémon (affected by {{m|Curse}} used by a {{type|Ghost}} Pokémon) takes damage equal to ¼ of its maximum HP every turn.


{{type|Ghost}} Pokémon can no longer be trapped, meaning that they can switch out and flee regardless of being bound. They are still afflicted by all other effects of being bound as normal, however.
=====Nightmare=====
{{main|Nightmare (move)}}
{{m|Nightmare}} only affects a sleeping Pokémon. The sleeping Pokémon loses ¼ of its maximum hit points every turn. If the sleeping Pokémon awakens, then the nightmare will no longer be in effect. If Baton Pass switches in a Pokémon that is not asleep (via {{m|Sleep Talk}}), then the nightmare will no longer be in effect.


======Moves======
=====Perish Song=====
A Pokémon can be bound when struck by any of the following moves.
{{main|Perish Song (move)}}
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
After three turns, all Pokémon who heard the {{m|Perish Song}} will faint. Pokémon with the {{a|Soundproof}} Ability are exempted and will not faint, except in Gen III-VII. Any Pokémon who heard it can avoid the effect of fainting if it is switched out before the three-turn count finishes. {{m|Baton Pass}} transfers the Perish Song countdown. The effect will also take place when {{a|Perish Body}} is activated.
|-
 
|
====={{anchor|Seeding|Seeded}}=====
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
{{main|Seeded}}
|-
A Pokémon affected by {{m|Leech Seed}} or {{m|Sappy Seed}} loses [[HP]] each turn, and the Pokémon in the position of the user of that move has its HP healed. In battles involving multiple Pokémon, if no Pokémon is in that position (for example, if it fainted and could not be replaced), no HP will be deducted from the seeded Pokémon. However, if a Pokémon is later able to occupy that position (if it was revived), HP will once again be sapped from the seeded Pokémon. While a Pokémon is seeded, even if it cannot have its health drained due to there being no Pokémon in the appropriate slot to drain its HP, it cannot be seeded again.
! Move
 
! width="15%" | [[Type]]
=====Salt Cure=====
! width="15%" | [[Damage category|Category]]
{{main|Salt Cure (move)}}
! [[Power]]
{{m|Salt Cure}} inflicts 1/8 of the target's maximum HP as damage per turn in addition to the damage dealt when it is used. If a {{t|Steel}} and/or {{t|Water}} type is affected by Salt Cure, the amount of damage per turn is ¼ of its maximum HP.
! [[Accuracy]]
 
! width="40%" | Notes
=====Splinters=====
|-
Splinters is a status condition exclusive to {{g|Legends: Arceus}}. A Pokémon afflicted with splinters take [[damage]] equivalent to a 25-[[power]] move from the user, factoring in type effectiveness, but not the random damage factor. Splinters damage the target at the end of its turn, and they last three turns for regular moves, two turns for agile style moves, and four turns for strong style moves.
| class="l" | {{m|Bind}}
 
{{typetable|Normal}}
The moves {{m|Ceaseless Edge}}, {{m|Pin Missile}}, {{m|Spikes}}, {{m|Stealth Rock}}, and {{m|Stone Axe}} inflict splinters onto the target.
{{statustable|Physical}}
 
| 15
====Effectiveness====
| {{tt|85%|75% in Generations I-IV}}
 
|
=====Autotomize=====
|-
{{main|Autotomize (move)}}
| class="l" | {{m|Clamp}}
A Pokémon that uses the move {{m|Autotomize}} will have its {{stat|Speed}} stat increase by two stages and (if the user successfully changes its Speed) its [[weight]] decreased by 220&nbsp;lbs. (100&nbsp;kg). If the user successfully changes its weight, the message ''"<Pokémon> became nimble!"'' is displayed.
{{typetable|Water}}
{{statustable|Physical}}
| 35
| {{tt|85%|75% in Generations I-IV}}
|
|-
| class="l" | {{m|Fire Spin}}
{{typetable|Fire}}
{{statustable|Special}}
| {{tt|35|15 in Generations I-IV}}
| {{tt|85%|70% in Generations I-IV}}
|
|-
| class="l" | {{m|G-Max Centiferno}}
{{typetable|Fire}}
{{statustable|???|''Varies''}}
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Centiskorch}}
|-
| class="l" | {{m|G-Max Sandblast}}
{{typetable|Ground}}
{{statustable|???|''Varies''}}
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Sandaconda}}
|-
| class="l" | {{m|Infestation}}
{{typetable|Bug}}
{{statustable|Special}}
| 20
| 100%
|
|-
| class="l" | {{m|Magma Storm}}
{{typetable|Fire}}
{{statustable|Special}}
| {{tt|100|120 in Generations IV-V}}
| {{tt|75%|70% in Generation IV}}
|
|-
| class="l" | {{m|Sand Tomb}}
{{typetable|Ground}}
{{statustable|Physical}}
| {{tt|35|15 in Generations III-IV}}
| {{tt|85%|70% in Generations III-IV}}
|
|-
| class="l" | {{m|Snap Trap}}
{{typetable|Grass}}
{{statustable|Physical}}
| 35
| 100%
|
|-
| class="l" | {{m|Thunder Cage}}
{{typetable|Electric}}
{{statustable|Special}}
| 80
| 90%
|
|-
| class="l" | {{m|Whirlpool}}
{{typetable|Water}}
{{statustable|Special}}
| {{tt|35|15 in Generations II-IV}}
| {{tt|85%|70% in Generations II-IV}}
|
|-
| class="l" | {{m|Wrap}}
{{typetable|Normal}}
{{statustable|Physical}}
| 15
| {{tt|90%|85% in Generations I-IV}}
|
|}
|}


===={{anchor|Trapped|Can't escape}}====
Weight loss from Autotomize stacks, so using it multiple times will continue to decrease the user's weight accordingly until it reaches the minimum weight. Autotomize's weight reduction cannot be transferred by {{m|Baton Pass}} or removed by {{m|Haze}}. A Pokémon's weight is reset if it changes [[List of Pokémon with form differences|form]].
[[File:Lenora Watchog Mean Look effect.png|thumb|250px|{{AP|Oshawott}} failing to return to its Poké Ball after being hit by Mean Look]]
A Pokémon that can't escape is unable to [[recall|switch out]] or [[escape|flee]] as long as the Pokémon that trapped it is on the field.


A Pokémon that can't escape can still switch out if it is holding a [[Shed Shell]]; uses {{m|U-turn}}, {{m|Volt Switch}}, or {{m|Baton Pass}}; or is hit by {{m|Whirlwind}}, {{m|Roar}}, {{m|Dragon Tail}}, or {{m|Circle Throw}}. Prior to [[Generation V]], if a Pokémon that can't escape or the Pokémon that trapped it uses Baton Pass, the Pokémon (or its replacement) still can't escape; from Generation V onward, the effect can be passed only by the Pokémon that can't escape.
====={{anchor|Identification|Identified}}=====
[[File:Ash Noctowl Foresight effect.png|thumb|left|220px|{{AP|Noctowl}}'s Foresight identifying {{p|Gastly}}]]
The opponent's evasion modification will not affect the accuracy of a Pokémon that uses {{m|Foresight}}, {{m|Odor Sleuth}}, or {{m|Miracle Eye}}. In addition, a {{t|Normal}}- or {{type|Fighting}} move used by a Pokémon that has used Foresight or Odor Sleuth will affect {{type|Ghost}} Pokémon, and {{type|Psychic}} moves used by a Pokémon that has used Miracle Eye will affect {{type|Dark}} Pokémon.
{{-}}


From Generation III onward, a Pokémon that can't escape can still flee or {{m|Teleport}} from a wild battle if it is holding a [[Smoke Ball]] or has the Ability {{a|Run Away}}.
=====Minimize=====
[[File:Nurse Joy Chansey Minimize effect.png|thumb|250px|Minimized {{p|Chansey}}]]
{{main|Minimize (move)}}
A Pokémon that has used the move {{m|Minimize}} (or had the effect passed to it via {{m|Baton Pass}}) will be affected more harmfully by some moves, including {{m|Stomp}}, {{m|Steamroller}}, {{m|Body Slam}}, {{m|Dragon Rush}}, {{m|Flying Press}}, and {{m|Phantom Force}}. In Generation VI, all of these moves will always hit a target that has used Minimize.


Starting in Generation VI, {{type|Ghost}} Pokémon can switch out and flee regardless of the can't escape status.
=====Tar Shot=====
{{main|Tar Shot (move)}}
A Pokémon hit by the move {{m|Tar Shot}} has the  [[Type effectiveness|effectiveness]] of {{type|Fire}} moves used on it doubled. This effect does not stack.


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


====Confusion====
=====Grounded=====
{{main|Confusion (status condition)}}
{{main|Grounded}}
[[File:Ash Riolu Confused.png|thumb|250px|{{AP|Riolu}} is confused]]
If a Pokémon is immune to {{type|Ground}} moves due to being a {{t|Flying}} type, having {{a|Levitate}}, holding an [[Air Balloon]], or being under the effect of {{m|Magnet Rise}} or {{m|Telekinesis}}, and it is hit by {{m|Smack Down}} or {{m|Thousand Arrows}}, it becomes grounded and loses its immunity to Ground-type moves.
The confused condition causes a Pokémon to sometimes hurt itself in its confusion instead of executing a selected move. From Generation I to VI, the chance to hurt itself is 50%; from Generation VII onwards, it is 33%. The damage is done as if the Pokémon attacked itself with a 40-power typeless physical attack (without the possibility of a critical hit).


Confusion wears off after 2-5 attacking turns. This means that turns recharging, such as after using {{m|Hyper Beam}}, and turns unable to attack, such as from {{status|paralysis}}, will not lower the remaining number of turns of confusion. However, a sleeping Pokémon may hurt itself in confusion if using a move such as {{m|Snore}} or {{m|Sleep Talk}}. Multi-turn attacks such as {{m|Fly}} and {{m|Dive}} require confusion to be checked both turns, further reducing the chance of a successful attack.
=====Magnetic levitation=====
[[File:Psychic Metagross Magnet Rise.png|thumb|left|220px|{{p|Metagross}} levitating on magnetism]]
{{main|Magnet Rise (move)}}


Pokémon with the {{a|Own Tempo}} Ability are immune to being confused. Confusion can be cured with [[Persim Berry|Persim Berries]], [[Touga Berry|Touga Berries]], the [[Yellow Flute]], and, from [[Generation II]] onwards, items that cure all status conditions such as [[Full Heal]]s and [[Lum Berry|Lum Berries]]; it is the only volatile status condition to be able to be cured by items that heal all status conditions.
A Pokémon levitating on magnetism via {{m|Magnet Rise}} is immune to {{type|Ground}} attacks for five turns. Like {{type|Flying}} Pokémon and Pokémon with {{a|Levitate}}, the user is immune to the damage of {{m|Spikes}} and {{m|Toxic Spikes}}, and is unaffected by {{a|Arena Trap}}. Magnet Rise is completely negated by {{m|Gravity}}, {{m|Ingrain}}, and holding an [[Iron Ball]].


Confusion is transferred by {{m|Baton Pass}}.
This effect can be transferred by {{m|Baton Pass}}.
{{-}}


[[Focus Sash]], [[Focus Band]], and {{a|Sturdy}} can prevent a Pokémon from knocking itself out due to confusion.
====={{anchor|Telekinetic levitation|Telekinesis}}=====
[[File:Christie Gothita Telekinesis.png|thumb|left|250px|A group of people being telekinetically levitated]]
{{main|Telekinesis (move)}}
A Pokémon levitated by {{m|Telekinesis}} is immune to {{type|Ground}} moves, {{m|Spikes}}, {{m|Toxic Spikes}}, and {{a|Arena Trap}} for three turns. In addition, all other moves, except [[one-hit knockout move]]s, hit the target regardless of {{stat|accuracy}} and {{stat|evasion}}; however, it does not allow moves to hit semi-invulnerable Pokémon.
{{-}}
{{-}}


====Curse====
====Healing====
[[File:Masked Man Gastly Curse.png|thumb|200px|{{p|Suicune}} is hurt by the Curse]]
If a {{type|Ghost}} Pokémon uses {{m|Curse}}, its target will be afflicted by the cursed condition. A cursed Pokémon takes damage equal to ¼ of its maximum HP every turn. The cursed condition remains as long as the afflicted Pokémon is on the field. If a cursed Pokémon uses {{m|Baton Pass}}, the cursed condition is passed to its replacement.


In [[Generation II]], if a cursed Pokémon knocks out its opponent, it will not take damage from curse that turn.
=====Aqua Ring=====
[[File:Skyla Swanna Aqua Ring.png|thumb|left|250px|{{TP|Skyla|Swanna}} enveloped in a veil of water]]
{{main|Aqua Ring (move)}}
When a Pokémon surrounds itself with a veil of water by using {{m|Aqua Ring}}, it restores 1/16th of its maximum HP every turn. This effect can be transferred by {{m|Baton Pass}}.
{{-}}
{{-}}


====Drowsy====
=====Rooting=====
[[File:Steven Cradily Ingrain.png|thumb|250px|{{p|Cradily}} after planting its roots]]
{{main|Ingrain (move)}}
 
When a Pokémon plants its roots by using {{m|Ingrain}}, it restores 1/16th of its maximum HP every turn but cannot switch out or [[escape|flee]], even if hit by a move that would force this such as {{m|Roar}} and {{m|Dragon Tail}}. If a {{type|Flying}} Pokémon or a Pokémon with {{a|Levitate}} is rooted to the ground, it is susceptible to {{type|Ground}} moves, {{m|Spikes}} and {{m|Toxic Spikes}}. The Pokémon cannot be affected by {{m|Magnet Rise}} and {{m|Telekinesis}} and they are removed if active upon rooting. This effect can be transferred by {{m|Baton Pass}}.
 
====Next Turn====
 
=====Laser Focus=====
{{main|Laser Focus (move)}}
Laser Focus causes the user's moves to result in a [[critical hit]] until the end of the next turn, unless that move's target has {{a|Battle Armor}}, {{a|Shell Armor}}, or is under the effect of {{m|Lucky Chant}}.
 
The effect of Laser Focus can be copied by {{m|Psych Up}} or {{m|Transform}}.
 
=====Taking aim=====
[[File:Ash Sceptile Lock-On effect.png|thumb|220px|[[Ash's Sceptile|Sceptile]] being targeted]]
When a Pokémon uses {{m|Mind Reader}} or {{m|Lock-On}} to take aim at a target, the user's next damage-dealing move will hit that target without fail, even if the opponent uses a move that offers a turn of semi-invulnerability, such as {{m|Fly}}. This effect can be {{m|Baton Pass}}ed.
 
=====Drowsy=====
{{m|Yawn}} and {{m|G-Max Snooze}} makes the target drowsy. At the end of the next turn, the drowsy Pokémon will fall {{status|sleep|asleep}}, unless it is already afflicted by a non-volatile status condition. If a drowsy Pokémon [[Recall|switches]] out, it loses its drowsiness. Drowsiness cannot be passed by {{m|Baton Pass}}.
{{m|Yawn}} and {{m|G-Max Snooze}} makes the target drowsy. At the end of the next turn, the drowsy Pokémon will fall {{status|sleep|asleep}}, unless it is already afflicted by a non-volatile status condition. If a drowsy Pokémon [[Recall|switches]] out, it loses its drowsiness. Drowsiness cannot be passed by {{m|Baton Pass}}.


{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
====Priming====
|-
 
|  
=====Charged=====
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
{{main|Charge (move)}}
|-
A charged Pokémon has the [[power]] ([[damage]] in Generation III) of its next {{type|Electric}} move doubled. Prior to Generation IX, this condition lasts for the next turn. In Generation IX, the effect remains active until the next attempt to use an Electric-type move. Charge does not stack. A Pokémon can become charged by using the move {{m|Charge}}, or by the Abilities {{a|Electromorphosis}} and {{a|Wind Power}}.
! Move
 
! width="15%" | [[Type]]
=====Stockpile count=====
! width="15%" | [[Damage category|Category]]
{{main|Stockpile (move)}}
! [[Power]]
When the move {{m|Stockpile}} is used, the user will stockpile energy; the user can stockpile energy up to three times. The moves {{m|Spit Up}} and {{m|Swallow}} inflict damage and heal the user based on the number of stockpiles, respectively, but also reset the stockpile count. Both moves fail if the stockpile count is zero.
! [[Accuracy]]
 
! width="40%" | Notes
=====Defense Curl=====
|-
[[File:Ash Phanpy Defense Curl.png|thumb|220px|{{AP|Phanpy}} curls up, ready to use {{m|Rollout}}]]
| class="l" | {{m|Yawn}}
Using {{m|Defense Curl}} causes the power of {{m|Rollout}} and {{m|Ice Ball}} to double for the Pokémon. This effect is not transferred by {{m|Baton Pass}}.
{{typetable|Normal}}
 
{{statustable|Status}}
=====Primed=====
|
Primed is a status condition exclusive to {{g|Legends: Arceus}} that causes the user's attack moves to deal 50% more damage.
| 100%
 
| class="l" |
The moves {{m|Double Hit}} and {{m|Victory Dance}} prime the user for five and four turns, respectively. Additionally, the item [[Twice-Spiced Radish]] primes the Pokémon it is used on.
|-
 
| class="l" | {{m|G-Max Snooze}}
====Prevention====
{{typetable|Dark}}
 
{{statustable|???|''Varies''}}
====={{anchor|Trapped|Can't escape}}=====
| —
[[File:Lenora Watchog Mean Look effect.png|thumb|left|250px|{{AP|Oshawott}} failing to return to his Poké Ball after being hit by {{m|Mean Look}}]]
| —%
{{main|Escape prevention}}
| class="l" |
A Pokémon that can't escape can neither [[recall|switch out]] nor [[escape|flee]] as long as the Pokémon that trapped it is on the field.
|}
 
|}
======No retreat======
{{main|No Retreat (move)}}
A Pokémon that uses the move {{m|No Retreat}} will gain a variant of the Can’t escape condition. The move No Retreat will fail if the user already possesses the No retreat condition, however a Pokémon that already possesses the Can’t escape condition cannot gain the No retreat condition, allowing the move No Retreat to be used multiple times without failing.
 
======Octolock======
{{main|Octolock (move)}}
{{m|Octolock}} inflicts a variant of the Can’t escape condition which additionally lowers the target’s {{stat|Defense}} and {{stat|Special Defense}} by one stage each at the end of each turn.
{{-}}
{{-}}


====Embargo====
=====Disable=====
{{main|Disable (move)}}
A Pokémon under the effect of {{m|Disable}} is unable to use a specific [[move]] for 0-7 turns in Generation I, 2-8 turns in Generation II, 2-5 turns in Generation III, 4-7 turns in Generation IV, and 4 turns from Generation V onwards. In Generation I, the disabled move is randomly selected among the target's moves whose current PP is greater than 0. In Generation II onwards, the disabled move is the last move that the target used. Disable fails if one of the target's moves is already disabled. Disable does not affect Pokémon under the protection of {{a|Aroma Veil}}.
 
=====Embargo=====
[[File:Cyrus Weavile Embargo Adventures.png|thumb|left|150px|{{p|Spiritomb}} being prevented from using items]]
[[File:Cyrus Weavile Embargo Adventures.png|thumb|left|150px|{{p|Spiritomb}} being prevented from using items]]
{{main|Embargo (move)}}
A Pokémon under the effect of {{m|Embargo}} is unable to use its [[held item]] and its Trainer cannot use items on it (including [[Wonder Launcher]] items) for five turns. A Pokémon under the effect of Embargo cannot use {{m|Fling}}.
A Pokémon under the effect of {{m|Embargo}} is unable to use its [[held item]] and its Trainer cannot use items on it (including [[Wonder Launcher]] items) for five turns. A Pokémon under the effect of Embargo cannot use {{m|Fling}}.
{{-}}
{{-}}


====Encore====
=====Heal Block=====
[[File:Ursula Plusle Minun Encore effect.png|thumb|250px|{{p|Mamoswine}} and {{p|Cyndaquil}} being under Encore]]
[[File:Mars Bronzor Heal Block Adventures.png|thumb|200px|{{p|Blissey}} being prevented from healing]]
{{m|Encore}} forces the Pokémon to repeat its last attack for 2-5 turns in Generation II, 4-8 turns in Generations III and IV, and 3 turns in Generation V and VI. In Generation V, if the Pokémon has {{m|Magic Coat}} active, the move will fail.
{{main|Heal Block (move)}}
{{main|Psychic Noise (move)}}
A Pokémon affected by {{m|Heal Block}} or {{m|Psychic Noise}} is prevented from healing for five or two turns, respectively.
 
=====Imprison=====
{{main|Imprison (move)}}
While a Pokémon is under the effect of {{m|Imprison}}, its opponents cannot use any move which is also known by the user of Imprison. A Pokémon will use {{m|Struggle}} if it has no other available moves with [[PP]] remaining besides moves blocked by Imprison.
 
=====Taunt=====
{{main|Taunt (move)}}
A {{m|taunt}}ed Pokémon cannot use any [[status move]]s for 3 turns (2-4 turns prior to Generation V), including status moves that will always {{cat|Moves that call other moves|turn into}} damaging moves like {{m|Nature Power}}. The Taunt status can only be inflicted by the move {{m|Taunt}}.
 
From [[Generation V]] onward, the [[Mental Herb]] cures the Pokémon of Taunt. From [[Generation VI]] onward, Pokémon with {{a|Oblivious}} are immune to the Taunt condition; if a Pokémon with Oblivious is afflicted by Taunt (such as if it is taunted by a Pokémon with an Ability like {{a|Mold Breaker}}), it will be cured immediately. Pokémon with {{a|Aroma Veil}} and their allies are immune to Taunt.
 
A taunted Pokémon can still use a status [[Z-Move]].
 
=====Throat Chop=====
{{main|Throat Chop (move)}}
A Pokémon hit by the move {{m|Throat Chop}} will be unable to use [[sound-based move]]s for two turns.
 
=====Torment=====
[[File:Harley Banette Torment effect.png|thumb|left|220px|{{TP|May|Bulbasaur}} being tormented]]
A {{m|torment}}ed Pokémon cannot use the same move twice in a row. If the Pokémon is holding a {{cat|Choice items|Choice item}} or only has one move remaining with [[PP]], it is forced to use {{m|Struggle}} every second turn. A Pokémon can be tormented when struck by the moves {{m|Torment}} and {{m|G-Max Meltdown}}.
{{-}}
{{-}}


====Flinch====
=====Confusion=====
{{anchor|Cringe}}
{{main|Confusion (status condition)}}
{{main|Flinch}}
[[File:Confused Status JN.png|thumb|left|250px|{{AP|Riolu}} is confused]]
[[File:Paul Magmar flinch.png|thumb|left|250px|{{TP|Paul|Magmar}} flinching]]
The confused condition causes a Pokémon to sometimes hurt itself in its confusion instead of executing a selected move.
The flinch status is a one-turn status that prevents a Pokémon from attacking. A Pokémon can only flinch if it is hit by another Pokémon's move before using its move. A Pokémon who is holding a [[King's Rock]] or [[Razor Fang]] has a 10% (~12% in Generation II) chance of causing a target to flinch when using certain moves; in Generation II, III, and IV, any of several moves on a list exclusive to the items (the list differs between generations); from Generation V onward, any move that deals damage and does not already have a chance to flinch. Most moves that cause flinching are [[physical move]]s. In [[Generation II]] only, {{status|sleep}}ing Pokémon cannot flinch when hit by moves that cause flinching (but can flinch via King's Rock), and are thus able to successfully execute {{m|Sleep Talk}} or {{m|Snore}} regardless.
{{-}}


[[Dynamax]] Pokémon and Pokémon with the {{a|Inner Focus}} Ability are immune to flinching. Pokémon with {{a|Steadfast}} still flinch, but gain {{stat|Speed}} each time they do so.
====={{anchor|attraction|Infatuation}}=====
[[File:Tierno Raichu infatuated.png|thumb|left|250px|{{p|Raichu}} is infatuated]]
{{main|Infatuation}}
A Pokémon that is infatuated cannot use moves 50% of the time, even against Pokémon other than the one it is infatuated with. A Pokémon will remain infatuated as long as the Pokémon that infatuated it is on the field.
{{-}}
{{-}}


====Heal Block====
====Stats====
[[File:Mars Bronzor Heal Block Adventures.png|thumb|200px|{{p|Blissey}} being prevented from healing]]
A Pokémon affected by {{m|Heal Block}} is prevented from healing for five turns. It cannot use {{m|Moonlight}}, {{m|Morning Sun}}, {{m|Roost}}, {{m|Recover}}, {{m|Heal Order}}, {{m|Rest}}, {{m|Soft-Boiled}}, {{m|Wish}}, {{m|Milk Drink}}, {{m|Slack Off}}, {{m|Synthesis}}, or {{m|Heal Pulse}} while it is under effect. It is unaffected by the healing effects of Wish, {{m|Ingrain}}, {{m|Aqua Ring}}, {{m|Leech Seed}}, and Heal Pulse.


In Generation IV and V, a Pokémon affected by Heal Block can use {{cat|HP-draining moves}} and still inflict damage, but will not restore {{stat|HP}}. In Generation VI, a Pokémon affected by Heal Block cannot use HP-draining moves, except {{m|Leech Seed}}.
=====Getting pumped=====
[[File:Roark Cranidos Focus Energy.png|thumb|250px|Cranidos getting pumped]]
{{main|Focus Energy (move)}}
A Pokémon can become pumped by using the move {{m|Focus Energy}} or if the item [[Dire Hit]] is used on it. In Generation I, a pumped Pokémon is 75% less likely to land a critical hit as a result of a bug. In Generation II, a pumped Pokémon has its critical hit rate increased by [[Critical hit#Probability_2|one stage]]. In Generation III and in later games, a pumped Pokémon has its critical hit rate increased by two stages.


Pokémon with the Ability {{a|Volt Absorb}} or {{a|Water Absorb}} will take damage, as opposed to healing, from {{t|Electric}}- or {{type|Water}} attacks respectively while Heal Block is in effect. A {{status|poison}}ed Pokémon with {{a|Poison Heal}} is neither healed nor damaged.
=====Guard Split=====
{{main|Guard Split (move)}}
The move {{m|Guard Split}} averages the user's {{stat|Defense}} and {{stat|Special Defense}} stats with those of the target Pokémon. Both the user's and the target's stat changes are ignored when calculating the average.


From Generation V onward, [[Leftovers]] and [[Shell Bell]] cannot heal Pokémon affected by Heal Block. In Generation VI, [[Black Sludge]] cannot heal Pokémon affected by Heal Block. Items such as [[Potion]]s can still be used to heal the Pokémon.
=====Power Split=====
{{-}}
{{main|Power Split (move)}}
The move {{m|Power Split}} averages the user's {{stat|Attack}} and {{stat|Special Attack}} stats with those of the target Pokémon. Both the user's and the target's stat changes are ignored when calculating the average.


===={{anchor|Identification|Identified}}====
=====Speed Swap=====
[[File:Ash Noctowl Foresight effect.png|thumb|left|220px|{{AP|Noctowl}}'s Foresight identifying {{p|Gastly}}]]
{{main|Speed Swap (move)}}
The opponent's evasion modification will not affect the accuracy of a Pokémon that uses {{m|Foresight}}, {{m|Odor Sleuth}}, or {{m|Miracle Eye}}. In addition, a {{t|Normal}}- or {{type|Fighting}} move used by a Pokémon that has used Foresight or Odor Sleuth will affect {{type|Ghost}} Pokémon, and {{type|Psychic}} moves used by a Pokémon that has used Miracle Eye will affect {{type|Dark}} Pokémon.
The move {{m|Speed Swap}} swaps the user's {{stat|Speed}} stat with that of the target Pokémon. This move does not swap in-battle speed modifiers, such as Abilities and stat stages.


=====Moves=====
=====Power Trick=====
A Pokémon can be identified when struck by any of the following moves.
[[File:Conway Shuckle Power Trick.png|thumb|250px|Shuckle switching its powers]]
{| class="roundy" width="100%" style="background: #{{psychic color}}; border: 5px solid #{{psychic color light}};"
{{main|Power Trick (move)}}
|-
The move {{m|Power Trick}} swaps the user's base stat of {{stat|Attack}} and base stat of {{stat|Defense}}. This effect is passed by {{m|Baton Pass}}.
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{psychic color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Foresight}}
{{typetable|Normal}}
{{statustable|Status}}
| {{tt|—%|100% in Generations II-III}}
| class="l" | Removes {{type|Ghost}} Pokémon's immunity to {{type|Fighting}} and {{type|Normal}} moves
|-
| class="l" | {{m|Odor Sleuth}}
{{typetable|Normal}}
{{statustable|Status}}
| {{tt|—%|100% in Generation III}}
| class="l" | Removes {{type|Ghost}} Pokémon's immunity to {{type|Fighting}} and {{type|Normal}} moves
|-
| class="l" | {{m|Miracle Eye}}
{{typetable|Psychic}}
{{statustable|Status}}
| —%
| class="l" | Removes {{type|Dark}} Pokémon's immunity to {{type|Psychic}} moves
|}
|}


===={{anchor|attraction|Infatuation}}====
=====Power Boost=====
[[File:Tierno Raichu infatuated.png|thumb|250px|{{p|Raichu}} is infatuated]]
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.
A Pokémon that is infatuated cannot use moves 50% of the time, even against Pokémon other than the one it is infatuated with. It is caused when {{m|Attract}} is used on an opponent of the opposite [[gender]], may be caused when a Pokémon makes [[contact]] with a Pokémon of the opposite gender that has {{a|Cute Charm}} as its [[Ability]], and is caused to a Pokémon that infatuates a Pokémon holding a [[Destiny Knot]].


Pokémon with the {{a|Oblivious}} Ability are immune to infatuation. Infatuation cannot be passed with {{m|Baton Pass}}. Infatuation will end as soon as either the affected Pokémon or the Pokémon it is infatuated with is removed from the battle. It can also be ended by consuming a [[Mental Herb]] or an [[Eggant Berry]], or by playing a [[Red Flute]].
It lasts four turns for {{m|Bulk Up}}, {{m|Calm Mind}}, and {{m|Victory Dance}} and five turns for {{m|Nasty Plot}} and {{m|Swords Dance}}.


=====Generation III=====
=====Power Drop=====
If the Pokémon is both paralyzed and infatuated, its infatuation check works after the paralysis check.
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.


=====Moves=====
{{m|Draco Meteor}} and {{m|Leaf Storm}} lower the user's offensive stats for three turns. {{m|Mystical Fire}}, {{m|Snarl}}, and {{m|Struggle Bug}} lower the target's offensive stats for three turns, while it lasts five turns for {{m|Baby-Doll Eyes}}.
A Pokémon can be infatuated when struck by any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! Probability
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Attract}}
{{typetable|Normal}}
{{statustable|Status}}
| 100%
| —
| 100%
| class="l" | Opponent of the opposite gender of the user become infatuated
|-
| class="l" | {{m|G-Max Cuddle}}
{{typetable|Normal}}
{{statustable|???|''Varies''}}
| 100%
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Eevee}}<br>All opponents of the opposite gender of the user become infatuated
|}
|}


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


If a Pokémon afflicted with Leech Seed uses {{m|Baton Pass}}, Leech Seed is transferred to its replacement, even if it is Grass-type. If the Pokémon that used Leech Seed switches out or faints, any Pokémon in the same position as the original user gains the drained HP instead.
It lasts four turns for {{m|Victory Dance}} and five turns for {{m|Iron Defense}}.


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.
=====Guard Drop=====
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.


=====Moves=====
{{m|Close Combat}} and {{m|Headlong Rush}} lower the user's defensive stats for three turns. {{m|Triple Arrows}} lowers the target's defensive stats for three turns.
A Pokémon can be seeded when using any of the following moves.
{| class="roundy" width="100%" style="background: #{{grass color}}; border: 5px solid #{{grass color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{grass color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Leech Seed}}
{{typetable|Grass}}
{{statustable|Status}}
| —
| 90%
|
|-
| class="l" | {{m|Sappy Seed}}
{{typetable|Grass}}
{{statustable|Physical}}
| 90
| 100%
|
|}
|}


====Nightmare====
=====Critical Hit Boost=====
{{m|Nightmare}} only affects a sleeping Pokémon. The sleeping Pokémon loses ¼ of its maximum hit points every turn. If the sleeping Pokémon awakens, then the nightmare will no longer be in effect. If Baton Pass switches in a Pokémon that is not asleep (via {{m|Sleep Talk}}), then the nightmare will no longer be in effect.
This status condition in Legends: Arceus indicates that a Pokémon's critical hit ratio is increased, increasing the chance to land a critical hit.


====Perish Song====
It lasts 5 turns for {{m|Focus Energy}} and 3 turns for {{m|Triple Arrows}}.
After three turns, all Pokémon who heard the {{m|Perish Song}} will faint, excluding Pokémon with the {{a|Soundproof}} Ability. Any Pokémon who heard it can avoid the effect of fainting if it is switched out before the three-turn count finishes. {{m|Baton Pass}} transfers the Perish Song countdown. The effect will also take place when {{a|Perish Body}} is activated.


====Taunt====
=====Obscured=====
A {{m|taunt}}ed Pokémon cannot use any [[status move]]s for 3 turns (2-4 turns prior to Generation V), including status moves that will always {{cat|Moves that call other moves|turn into}} damaging moves like {{m|Nature Power}}. The Taunt status can only be inflicted by the move {{m|Taunt}}.
Obscured is a status condition exclusive to {{g|Legends: Arceus}} that causes incoming attacks to become more likely to miss. It does not affect {{cat|Moves that cannot miss|sure-hit moves}}, which will always hit an obscured target regardless. It corresponds to {{cat|moves that can lower the target's accuracy}} in other core series games.


From [[Generation V]] onward, the [[Mental Herb]] cures the Pokémon of Taunt. From [[Generation VI]] onward, Pokémon with {{a|Oblivious}} are immune to the Taunt condition; if a Pokémon with Oblivious is afflicted by Taunt (such as if it is taunted by a Pokémon with an Ability like {{a|Mold Breaker}}), it will be cured immediately. Pokémon with {{a|Aroma Veil}} and their allies are immune to Taunt.
{{m|Mud Bomb}}, {{m|Mud-Slap}}, {{m|Octazooka}}, and {{m|Shadow Force}} obscure the user for three turns, while for {{m|Lunar Blessing}} and {{m|Shelter}}, it lasts four turns.


A taunted Pokémon can still use a status [[Z-Move]].
====Forced Move====


===={{anchor|Telekinetic levitation|Telekinesis}}====
=====Choice lock=====
[[File:Christie Gothita Telekinesis.png|thumb|250px|A group of people being telekinetically levitated]]
{{main|:Category:Choice items}}
A Pokémon telekinetically levitated by {{m|Telekinesis}} is immune to {{type|Ground}} moves, {{m|Spikes}}, {{m|Toxic Spikes}}, and {{a|Arena Trap}} for three turns. In addition, all other moves, except [[one-hit knockout move]]s, hit the target regardless of {{stat|accuracy}} and {{stat|evasion}}; however, it does not allow moves to hit semi-invulnerable Pokémon.
When a Pokémon holding a [[Choice Band]], [[Choice Specs]], or [[Choice Scarf]] first selects a move, it will only be able to use that [[move]] until [[Recall|switched out]].


The effect of Telekinesis is canceled when {{m|Gravity}} is used, the levitated Pokémon uses {{m|Ingrain}}, or the levitated Pokémon obtains an [[Iron Ball]]; Telekinesis cannot lift targets if Gravity is in effect, and will fail if used on a target that is rooted or holding an Iron Ball.
=====Encore=====
[[File:Ursula Plusle Minun Encore effect.png|thumb|left|250px|{{p|Mamoswine}} and {{p|Cyndaquil}} being under Encore]]
{{main|Encore (move)}}
{{m|Encore}} forces the Pokémon to repeat its last attack for 2-5 turns in Generation II, 4-8 turns in Generations III and IV, and 3 turns in Generation V and VI. In Generation V, if the Pokémon has {{m|Magic Coat}} active, the move will fail.
{{-}}
{{-}}


====Torment====
=====Rampage=====
[[File:Harley Banette Torment effect.png|thumb|left|220px|{{TP|May|Bulbasaur}} being tormented]]
[[File:Iris Axew Outrage.png|thumb|220px|[[Iris's Haxorus|Axew]] being forced to attack]]
A {{m|torment}}ed Pokémon cannot use the same move twice in a row. If the Pokémon is holding a {{cat|Choice items|Choice item}} or only has one move remaining with [[PP]], it is forced to use {{m|Struggle}} every second turn.
{{main|Rampage}}
 
If Pokémon uses either {{m|Thrash}}, {{m|Outrage}}, {{m|Petal Dance}}, {{m|Rage}} ([[Generation I]] only), or {{m|Raging Fury}} ([[Generation IX]] only) it will be forced to use that move for 2 or 3 turns (3 or 4 in [[Generation I]]) and will get [[confused]] at the end.


=====Moves=====
=====Rolling=====
A Pokémon can be tormented when struck by any of the following moves.
{{main|Rollout (move)}}
{| class="roundy" width="100%" style="background: #{{dark color}}; border: 5px solid #{{dark color light}};"
{{main|Ice Ball (move)}}
|-
If a Pokémon uses either {{m|Rollout}} or {{m|Ice Ball}}, it will be forced to use that move for 5 turns, doubling in power for each consecutive hit.
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{dark color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! Probability
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Torment}}
{{typetable|Dark}}
{{statustable|Status}}
| 100%
| —
| 100%
| class="l" |
|-
| class="l" | {{m|G-Max Meltdown}}
{{typetable|Steel}}
{{statustable|???|''Varies''}}
| 100%
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Melmetal}}<br>Affects all opponents on the field
|}
|}


====Type change====
=====Making an uproar=====
User changes target's type.
{{main|Uproar (move)}}
If a Pokémon uses {{m|Uproar}}, it will be forced to use that move for 3 turns (2-5 in Generations III and IV). While a Pokémon is making an uproar, other Pokémon will be unable to {{status|sleep}} (except for Pokémon with the Ability {{a|Soundproof}} in Generations III or IV).


=====Moves=====
=====Fixated=====
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
In {{g|Legends: Arceus}}, Pokémon can become fixated on using a move. While fixated, that move deals increased damage, but also causes the user to receive increased damage from direct attacks. Fixation ends when the Pokémon uses a different move.
|-
|  
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! Probability
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Forest's Curse}}
{{typetable|Grass}}
{{statustable|Status}}
|  —
| 100%
|
| class="l" |
|-
| class="l" | {{m|Trick-or-Treat}}
{{typetable|Ghost}}
{{statustable|Status}}
|  —
| 100%
|
| class="l" |
|-
| class="l" | {{m|Magic Powder}}
{{typetable|Psychic}}
{{statustable|Status}}
|  —
| 100%
|
| class="l" |
|-
| class="l" | {{m|Soak}}
{{typetable|Water}}
{{statustable|Status}}
|  —
| 100%
|
| class="l" |
|}
|}


====Splinters====
The moves {{m|Petal Dance}}, {{m|Outrage}}, {{m|Rollout}}, {{m|Ice Ball}}, and {{m|Raging Fury}} cause fixation after they are used; additionally, the item [[Choice Dumpling]] can cause fixation on the last move used.
Splinters is a status condition exclusive to {{g|Legends: Arceus}}. A Pokémon afflicted with splinters take 25 [[damage]] (factored by type effectiveness, but not the random damage factor) at the end of its turn. Splinters last three turns for regular moves, two turns for agile-style moves, and four turns for strong-style moves.


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


===Volatile battle status===
=====Bide=====
{{split|{{redlink|Battle status}}|section}}
{{main|Bide (move)}}
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.
If a Pokémon uses {{m|Bide}}, the user will be unable to select a move for an idling period of 2 turns (2-3 in Generations I and II), though it will still be able to switch out during the move's effect. Afterwards, Bide will do damage equal to twice the damage received during the idling period. If the user is not directly attacked during the biding period, Bide will fail on the turn it would have released.


====Aqua Ring====
=====Recharging=====
[[File:Skyla Swanna Aqua Ring.png|thumb|250px|{{TP|Skyla|Swanna}} enveloped in a veil of water]]
[[File:Kukui Incineroar Blast Burn recharge.png|thumb|250px|{{TP|Professor Kukui|Incineroar}} recharging after using Blast Burn]]
When a Pokémon surrounds itself with a veil of water by using {{m|Aqua Ring}}, it restores 1/16th of its maximum HP every turn. This effect can be transferred by {{m|Baton Pass}}.
{{main|Recharge}}
{{-}}


====Bracing====
A Pokémon that successfully uses certain moves must [[recharge]] during the next turn. While recharging, the Pokémon cannot perform an action.
[[File:Ash Heracross Endure.png|thumb|left|220px|{{AP|Heracross}} bracing itself]]
When a Pokémon uses {{m|Endure}}, it braces itself so that whenever it takes damage that turn, it will always survive with at least 1 HP. The [[Focus Sash]], [[Focus Band]], and Ability {{a|Sturdy}} all have similar effects.
{{-}}


====Charging turn====
=====Charging turn=====
[[File:Totem Lurantis Solar Blade gathering light.png|thumb|250px|{{p|Lurantis}} charging energy for [[Solar Blade]]]]
[[File:Totem Lurantis Solar Blade gathering light.png|thumb|left|250px|{{p|Lurantis}} charging energy for [[Solar Blade]]]]
Several two-turn moves have a turn where a Pokémon cannot act. The charging can be skipped with a [[Power Herb]], or in the case of {{m|Solar Beam}} and {{m|Solar Blade}}, the presence of [[harsh sunlight]].
Several two-turn moves have a turn where a Pokémon cannot act. The charging can be skipped with a [[Power Herb]], or in the case of {{m|Solar Beam}} and {{m|Solar Blade}}, the presence of [[harsh sunlight]].


Line 662: Line 431:
Pokémon that are readying {{m|Razor Wind}} whip up a whirlwind.
Pokémon that are readying {{m|Razor Wind}} whip up a whirlwind.


=====Moves=====
======Moves======
A Pokémon can be charging when using any of the following moves.
 
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|-
|  
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-  
|-
! Move
! Move
! width="15%" | [[Type]]
! width="15%" | [[Type]]
Line 772: Line 541:
| 60
| 60
| 100%
| 100%
| class="l" | User and target become semi-invulnerable
| class="l" | User and target become semi-invulnerable. Ends early if user or target [[fainting|faints]].
|-
|-
| class="l" | {{m|Solar Beam}}
| class="l" | {{m|Solar Beam}}
Line 790: Line 559:
|}
|}


====Center of attention====
======Semi-invulnerable turn======
[[File:Daisy Clefairy Courtney Vulpix Follow Me Tail Whip Adventures.png|thumb|250px|{{p|Clefairy}} drawing attention to itself]]
{{main|Semi-invulnerable turn}}
{{main|Center of attention}}
Several moves with a charging turn will cause a Pokémon to become semi-invulnerable, and most moves will miss regardless of accuracy, even moves that never miss. This condition can be split into four different types based on the moves that can bypass it: the flying type caused by {{m|Fly}}, {{m|Bounce}}, and {{m|Sky Drop}}; the diving type caused by {{m|Dive}}; the digging type caused by {{m|Dig}}; and the phantom type caused by {{m|Phantom Force}} and {{m|Shadow Force}}.
A Pokémon can become the center of attention by using {{m|Follow Me}} or {{m|Rage Powder}}, or by being affected by {{m|Spotlight}}.


If a Pokémon is the center of attention, its opponents are forced to target the center of attention rather than their intended target for the rest of the turn, if it is a valid target for those moves (even if the move originally targeted an ally, unless it is a move that cannot target an opponent such as {{m|Acupressure}} or {{m|Helping Hand}}). If a move cannot target the center of attention, it will be used on its intended target. Even if a Pokémon becomes the center of attention, its allies will not be forced to target it.
====Transient====
 
These status conditions take effect only within the turn they are applied.
If the center of attention [[Fainting|faints]], [[Recall|switches out]], or is taken into the air by {{m|Sky Drop}}, it no longer draws moves.
=====Flinch=====
 
[[File:Paul Magmar flinch.png|thumb|left|250px|{{TP|Paul|Magmar}} flinching]]
In [[Triple Battle]]s, the center of attention will draw the attacks of all opponents in the field, but it can only draw attacks from non-adjacent opponents if they use a {{cat|Moves that can target non-adjacent Pokémon|move which is able to strike non-adjacent targets}}.
{{anchor|Cringe}}
 
{{main|Flinch}}
The center of attention cannot draw {{cat|moves with a charging turn}} like {{m|Sky Drop}} or {{m|Solar Beam}}, even if they are executed in one turn due to [[Power Herb]].
The flinch status prevents a Pokémon from attacking during one turn.
 
The center of attention draws {{t|Electric}}- and {{type|Water}} moves even if a Pokémon with {{a|Lightning Rod}} or {{a|Storm Drain}} is on the field. If another Pokémon on the same team is already the center of attention, the first user takes priority; if the first user is outside of range or stops being the center of attention, the attack will be drawn to the next center of attention.
 
From [[Generation VI]] onward, {{type|Grass}} Pokémon, Pokémon with {{a|Overcoat}}, and Pokémon holding [[Safety Goggles]] will not have their moves drawn to a Pokémon that becomes the center of attention due to Rage Powder.
 
====Defense Curl====
[[File:Ash Phanpy Defense Curl.png|thumb|220px|{{AP|Phanpy}} curls up, ready to use {{m|Rollout}}]]
Using {{m|Defense Curl}} causes the power of {{m|Rollout}} and {{m|Ice Ball}} to double for the Pokémon. This effect is not transferred by {{m|Baton Pass}}.
{{-}}
{{-}}


====Rooting====
=====Bracing=====
[[File:Amoonguss Ingrain.png|thumb|left|250px|{{p|Amoonguss}} after planting its roots]]
[[File:Ash Heracross Endure.png|thumb|left|220px|{{AP|Heracross}} bracing itself]]
When a Pokémon plants its roots by using {{m|Ingrain}}, it restores 1/16th of its maximum HP every turn but cannot switch out or [[escape|flee]], even if hit by a move that would force this such as {{m|Roar}} and {{m|Dragon Tail}}. If a {{type|Flying}} Pokémon or a Pokémon with {{a|Levitate}} is rooted to the ground, it is susceptible to {{type|Ground}} moves, {{m|Spikes}} and {{m|Toxic Spikes}}. The Pokémon cannot be affected by {{m|Magnet Rise}} and {{m|Telekinesis}} and they are removed if active upon rooting. This effect can be transferred by {{m|Baton Pass}}.
{{main|Endure (move)}}
When a Pokémon uses {{m|Endure}}, it braces itself so that whenever it takes damage that turn, it will always survive with at least 1 HP. The [[Focus Sash]], [[Focus Band]], and Ability {{a|Sturdy}} all have similar effects.
{{-}}
{{-}}


====Magic Coat====
=====Center of attention=====
[[File:Absol Magic Coat Adventures.png|thumb|250px|{{p|Absol}} bouncing back an attack]]
[[File:Daisy Clefairy Courtney Vulpix Follow Me Tail Whip Adventures.png|thumb|left|250px|{{p|Clefairy}} drawing attention to itself]]
A Pokémon shrouded with {{m|Magic Coat}} will reflect most status moves used against it or its side of the field back at the user during the turn it used the move. The Ability {{a|Magic Bounce}} reflects the same moves.
{{main|Center of attention}}
{{-}}


====Magnetic levitation====
If a Pokémon is the center of attention, its opponents are forced to target the center of attention rather than their intended target.
[[File:Psychic Metagross Magnet Rise.png|thumb|left|220px|{{p|Metagross}} levitating on magnetism]]
A Pokémon levitating on magnetism via {{m|Magnet Rise}} is immune to {{type|Ground}} attacks for five turns. Like {{type|Flying}} Pokémon and Pokémon with {{a|Levitate}}, the user is immune to the damage of {{m|Spikes}} and {{m|Toxic Spikes}}, and is unaffected by {{a|Arena Trap}}. Magnet Rise is completely negated by {{m|Gravity}}, {{m|Ingrain}}, and holding an [[Iron Ball]].
 
This effect can be transferred by {{m|Baton Pass}}.
{{-}}
{{-}}


====Mimic====
=====Magic Coat=====
[[File:James Mime Jr Mimic BubbleBeam.png|thumb|220px|{{p|Mime Jr.}} mimicking {{m|BubbleBeam}}]]
[[File:Absol Magic Coat Adventures.png|thumb|left|250px|{{p|Absol}} bouncing back an attack]]
{{main|Mimic (move)}}
{{main|Magic Coat (move)}}


If a Pokémon uses {{m|Mimic}}, this [[move]] will be temporarily replaced by another move copied from the target. In [[Generation I]], the copied move is selected from a list of the opposing Pokémon's moves. From [[Generation II]] onwards, Mimic copies the target's last used move.
A Pokémon shrouded with {{m|Magic Coat}} will reflect most status moves used against it or its side of the field back at the user during the turn it used the move. The Ability {{a|Magic Bounce}} reflects the same moves.
{{-}}


====Minimize====
=====Protection=====
[[File:Nurse Joy Chansey Minimize effect.png|thumb|left|250px|Minimized {{p|Chansey}}]]
{{main|Protection}}
A Pokémon that has used the move {{m|Minimize}} (or had the effect passed to it via {{m|Baton Pass}}) will be affected more harmfully by some moves.


From [[Generation II]] onward, Pokémon that have used Minimize will take double damage from {{m|Stomp}}. From [[Generation V]] onward, Pokémon that have used Minimize will also receive double damage from {{m|Steamroller}}. In [[Generation VI]], Pokémon that have used Minimize will take double damage from {{m|Body Slam}}, {{m|Dragon Rush}}, {{m|Flying Press}}, and {{m|Phantom Force}}; also in Generation VI, all of these moves will always hit a target that has used Minimize.
A protected Pokémon will be unaffected by [[physical move|physical]], [[special move|special]], and/or [[status move]]s during one turn depending on the [[protection]] move used.
{{-}}
{{-}}
====Protection====
A Pokémon that uses {{m|Protect}}, {{m|Detect}}, {{m|Spiky Shield}}, or {{m|Baneful Bunker}} will be unaffected by both damaging moves and [[status move]]s during that turn. A Pokémon that uses {{m|King's Shield}} will be unaffected by damaging moves for the rest of that turn.
If the protected Pokémon is hit by {{m|Feint}}, {{m|Shadow Force}}, {{m|Hyperspace Fury}}, {{m|Hyperspace Hole}}, or {{m|Phantom Force}}—which can all hit regardless of protection—the Pokémon's protection is removed for the rest of the turn.
Some moves cannot be stopped by protection, such as {{m|Future Sight}} and {{m|Curse}}. Damaging [[Z-Move]]s will also strike through protection, but deal only one-quarter of the damage they would otherwise deal.
=====Moves=====
A Pokémon can be protected when using any of the following moves.
{| class="roundy" width="100%" style="background: #{{steel color}}; border: 5px solid #{{steel color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{steel color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Priority]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Baneful Bunker}}
{{typetable|Poison}}
{{statustable|Status}}
| +4
| —%
| class="l" | Will {{status|poison}} a Pokémon that attempts to use a [[contact]] move on the user
|-
| class="l" | {{m|Crafty Shield}}
{{typetable|Fairy}}
{{statustable|Status}}
| +3
| —%
| class="l" | Protects the user's side of the field from [[status move]]s
|-
| class="l" | {{m|Detect}}
{{typetable|Fighting}}
{{statustable|Status}}
| {{tt|+4|+3 in Generations II-IV}}
| —%
|
|-
| class="l" | {{m|King's Shield}}
{{typetable|Steel}}
{{statustable|Status}}
| +4
| —%
| class="l" | Will drop the {{stat|Attack}} stat by 1 stage of a Pokémon that attempts to use a [[contact]] move on the user.{{tt|*|2 stages in Generations VI-VII}}<br>Protects the user from any moves except [[status move]]s
|-
| class="l" | {{m|Mat Block}}
{{typetable|Fighting}}
{{statustable|Status}}
| 0
| —%
| class="l" | Always goes first; only works if it is the user's first turn
|-
| class="l" | {{m|Max Guard}}
{{typetable|Normal}}
{{statustable|Status}}
| +4
| —%
| class="l" | User must be [[Dynamax]]ed and know a [[status move]]<br>Fully protects the user from [[Max Move]]s<br>Protects the user from {{m|Block}}, {{m|Flower Shield}}, {{m|Gear Up}}, {{m|Magnetic Flux}}, {{m|Phantom Force}}, {{m|Psych Up}}, {{m|Teatime}}, and {{m|Transform}}
|-
| class="l" | {{m|Obstruct}}
{{typetable|Dark}}
{{statustable|Status}}
| +4
| —%
| class="l" | Will drop the {{stat|Defense}} stat by 2 stages of a Pokémon that attempts to use a [[contact]] move on the user.
|-
| class="l" | {{m|Protect}}
{{typetable|Normal}}
{{statustable|Status}}
| {{tt|+4|+3 prior to Generation V}}
| —%
|
|-
| class="l" | {{m|Quick Guard}}
{{typetable|Fighting}}
{{statustable|Status}}
| +3
| —%
| class="l" | Protects the user's side of the field from moves that have increased [[priority]]
|-
| class="l" | {{m|Spiky Shield}}
{{typetable|Grass}}
{{statustable|Status}}
| +4
| —%
| class="l" | Will deal damage equal to 1/8 of its maximum HP of a Pokémon that attempts to use a [[contact]] move on the user
|-
| class="l" | {{m|Wide Guard}}
{{typetable|Rock}}
{{statustable|Status}}
| +3
| —%
| class="l" | Protects the user's side of the field from damaging moves that can target multiple Pokémon
|}
|}
{{-}}
<center><gallery>
File:Serena Eevee Protect.png|Eevee protecting itself
File:Tyson Sceptile Detect dodge.png|Sceptile detecting Aggron's attack
File:Millis Chesnaught Spiky Shield.png|Chesnaught protecting itself
File:Sawyer Aegislash Kings Shield.png|Aegislash protecting itself
</gallery></center>
====Recharging====
[[File:Kukui Incineroar Blast Burn recharge.png|thumb|250px|{{TP|Professor Kukui|Incineroar}} recharging after using Blast Burn]]
A Pokémon that successfully uses {{m|Hyper Beam}}, {{m|Frenzy Plant}}, {{m|Blast Burn}}, {{m|Hydro Cannon}}, {{m|Giga Impact}}, {{m|Rock Wrecker}}, or {{m|Roar of Time}} must recharge during the next turn. While recharging, the Pokémon cannot perform an action.
=====Moves=====
A Pokémon will recharge when using any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Blast Burn}}
{{typetable|Fire}}
{{statustable|Special}}
| 150
| 90%
|
|-
| class="l" | {{m|Eternabeam}}
{{typetable|Dragon}}
{{statustable|Special}}
| 160
| 90%
|
|-
| class="l" | {{m|Frenzy Plant}}
{{typetable|Grass}}
{{statustable|Special}}
| 150
| 90%
|
|-
| class="l" | {{m|Giga Impact}}
{{typetable|Normal}}
{{statustable|Physical}}
| 150
| 90%
|
|-
| class="l" | {{m|Hydro Cannon}}
{{typetable|Water}}
{{statustable|Special}}
| 150
| 90%
|
|-
| class="l" | {{m|Hyper Beam}}
{{typetable|Normal}}
{{statustable|Special}}
| 150
| 90%
|
|-
| class="l" | {{m|Meteor Assault}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 150
| 100%
|
|-
| class="l" | {{m|Prismatic Laser}}
{{typetable|Psychic}}
{{statustable|Special}}
| 160
| 100%
|
|-
| class="l" | {{m|Roar of Time}}
{{typetable|Dragon}}
{{statustable|Special}}
| 150
| 90%
|
|-
| class="l" | {{m|Rock Wrecker}}
{{typetable|Rock}}
{{statustable|Physical}}
| 150
| 90%
|
|-
| class="l" | {{m|Shadow Half}}
{{typetable|Shadow}}
{{statustable|Status}}
| —
| 100%
| class="l" | Halves the current HP of all Pokémon in battle
|}
|}
====Semi-invulnerable turn====
{{main|Semi-invulnerable turn}}
Several two-turn moves have a turn where a Pokémon becomes semi-invulnerable, and most moves will miss regardless of accuracy, even moves that never miss. If a Pokémon has been [[#taking aim|taken aim at]], the aimed Pokémon can still hit Pokémon during their semi-invulnerable turn. A Pokémon with {{a|No Guard}} can hit the Pokémon during their semi-invulnerable state, and a Pokémon with No Guard in the semi-invulnerable state can be hit by any Pokémon. With the exception of {{m|Sky Drop}}, the semi-invulnerable turn can be skipped with a [[Power Herb]]. {{a|Magic Bounce}} and {{a|Dancer}} have no effect when their user is semi-invulnerable.
In Generation I, semi-invulnerable Pokémon avoid all moves except {{m|Swift}}, {{m|Transform}}, and {{m|Bide}}, and can exploit the {{dl|List of glitches (Generation I)|Invulnerability glitch}}. In {{eng|Pokémon Stadium}}, they can avoid Bide, and the invulnerability glitch was fixed.
Pokémon that have used {{m|Fly}}, {{m|Bounce}}, or {{m|Sky Drop}} (both the user and target) fly up high. Pokémon that have flown up high are vulnerable to {{m|Gust}}, {{m|Smack Down}}, {{m|Sky Uppercut}}, {{m|Thunder}}, {{m|Twister}}, and {{m|Hurricane}}. If the move {{m|Gravity}} is used, Fly, Bounce, and Sky Drop cannot be used, and any Pokémon in the air return to the ground with their move cancelled; due to [[Sky Drop glitch|a glitch]] in the [[Generation V]] games, if Gravity is used while Sky Drop is in effect, only the user will be returned to the ground—the target will be permanently stuck airborne.
Pokémon that have used {{m|Dig}} burrow underground, and can be hit by {{m|Earthquake}}, {{m|Magnitude}}, and {{m|Fissure}}.
Pokémon that have used {{m|Dive}} dive underwater, and can be hit by {{m|Surf}} and {{m|Whirlpool}}.
Pokémon that have used {{m|Shadow Force}} or {{m|Phantom Force}} suddenly disappear, and there is no move that can hit these Pokémon without aiming or No Guard.
====Substitute====
[[File:Juniper Accelgor Substitute.png|thumb|250px|{{p|Accelgor}} launching a substitute]]
The Pokémon that uses {{m|Substitute}} uses up to ¼ of its total HP (rounded down) to make a substitute which will absorb hits until it "breaks" (damage the substitute has taken is equal to or greater than the HP used to make it).
Substitutes also prevent the opponent from lowering the user's [[stat stages]]. From [[Generation II]] onward, substitutes block the opponent from inflicting all status conditions. In [[Generation I]], a substitute will only block certain status conditions under certain circumstances, and attacks like {{m|Thunder Wave}} and {{m|Spore}} will completely circumvent the substitute.
Substitutes can be transferred by {{m|Baton Pass}}.
{{-}}
====Taking aim====
[[File:Ash Sceptile Lock-On effect.png|thumb|left|220px|[[Ash's Sceptile|Sceptile]] being targeted]]
When a Pokémon uses {{m|Mind Reader}} or {{m|Lock-On}} to take aim at a target, the user's next damage-dealing move will hit that target without fail, even if the opponent uses a move that offers a turn of semi-invulnerability, such as {{m|Fly}}. This effect can be {{m|Baton Pass}}ed.
=====Moves=====
A Pokémon will be taking aim when using any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Mind Reader}}
{{typetable|Normal}}
{{statustable|Status}}
| —
| {{tt|—%|100 in Generations II-III}}
|
|-
| class="l" | {{m|Lock-On}}
{{typetable|Normal}}
{{statustable|Status}}
| —
| {{tt|—%|100 in Generations II-III}}
|
|}
|}
{{-}}
====Thrashing====
[[File:Iris Axew Outrage.png|thumb|right|220px|[[Iris's Haxorus|Axew]] being forced to attack]]
If Pokémon uses either {{m|Thrash}}, {{m|Outrage}} or {{m|Petal Dance}} it will be forced to use that move for 2 or 3 turns (3 or 4 in [[Generation I]]) and will get [[confused]] at the end.
{{m|Rage}} deals damage and it will not be possible for the player to do anything other than let the user continue to use Rage, and it will not stop using Rage until it faints or the battle ends. Every time the user is damaged by an attack or is targeted by Disable, its rage will build, causing its Attack stat to increase by one stage.
=====Moves=====
A Pokémon will be thrashing when using any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Rage}}
{{typetable|Normal}}
{{statustable|Physical}}
| 20
| 100%
| class="l" | Only in [[generation I]]
|-
| class="l" | {{m|Thrash}}
{{typetable|Normal}}
{{statustable|Physical}}
| {{tt|120|90 in generations I-IV}}
| 100%
|
|-
| class="l" | {{m|Outrage}}
{{typetable|Dragon}}
{{statustable|Physical}}
| {{tt|120|90 in generations II-III}}
| 100%
|
|-
| class="l" | {{m|Petal Dance}}
{{typetable|Grass}}
{{statustable|Special}}
| {{tt|120|70 in generations I-III, 90 in generation IV}}
| 100%
|
|}
|}
====Transformed====
[[File:Duplica Ditto Pikachu.png|thumb|220px|{{p|Ditto}} being Transformed into {{p|Pikachu}}]]
{{main|Transform}}
A Pokémon is transformed into the target with the use of {{m|Transform}}. Additionally, {{a|Imposter}} ({{p|Ditto}}'s [[signature Ability]]) automatically causes the user to transform into the opponent.
====Fixated====
In {{g|Legends: Arceus}}, Pokémon can become fixated on using a move. While fixated, that move deals increased damage, but also causes the user to receive increased damage from direct attacks. Fixation ends when the Pokémon uses a different move.
The moves {{m|Petal Dance}}, {{m|Outrage}}, {{m|Rollout}}, {{m|Ice Ball}}, and {{m|Raging Fury}} cause fixation after they are used.


==In the spin-off games==
==In the spin-off games==
Line 1,173: Line 601:
{{main|Status condition (Mystery Dungeon)}}
{{main|Status condition (Mystery Dungeon)}}


In [[Pokémon Mystery Dungeon series]], {{DL|Status condition (Mystery Dungeon)|Volatile status conditions|Infatuation}} prevents the Pokémon from doing anything for 5-6 turns, and causes linked moves to cease.
In the [[Pokémon Mystery Dungeon series]], {{DL|Status condition (Mystery Dungeon)|Volatile status conditions|Infatuation}} prevents the Pokémon from doing anything for 5-6 turns, and causes linked moves to cease.


The Flinch status is known as the {{md|Status condition|Cringe|Cringe}} in [[Pokémon Mystery Dungeon series|Pokémon Mystery Dungeon]]: [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Red Rescue Team, Blue Rescue Team]], [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|Explorers of Time, Explorers of Darkness]] and [[Pokémon Mystery Dungeon: Explorers of Sky|Explorers of Sky]], and [[Pokémon Mystery Dungeon: Gates to Infinity|Gates to Infinity]]. It is renamed as the flinch status condition in {{g|Super Mystery Dungeon}}.
The Flinch status is known as the {{md|Status condition|Cringe|Cringe}} in [[Pokémon Mystery Dungeon series|Pokémon Mystery Dungeon]]: [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Red Rescue Team, Blue Rescue Team]], [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|Explorers of Time, Explorers of Darkness]] and [[Pokémon Mystery Dungeon: Explorers of Sky|Explorers of Sky]], and [[Pokémon Mystery Dungeon: Gates to Infinity|Gates to Infinity]]. It is renamed as the flinch status condition in {{g|Super Mystery Dungeon}}.
Line 1,184: Line 612:
In this game, a Pokémon that has flinched is unable to perform any actions (i.e. move around, use moves), along with its partner [[Warrior]] (i.e. use [[Warrior Skill]]s, use [[List of items (Conquest)|items]], link). Since battles in this game are turn-based, flinching does not require a first strike via an advantage in {{stat|Speed}} or [[priority]], unlike in the main series. The turn-based gameplay and the duration of flinching also makes consecutive flinching impairment impossible, unlike in the main series.
In this game, a Pokémon that has flinched is unable to perform any actions (i.e. move around, use moves), along with its partner [[Warrior]] (i.e. use [[Warrior Skill]]s, use [[List of items (Conquest)|items]], link). Since battles in this game are turn-based, flinching does not require a first strike via an advantage in {{stat|Speed}} or [[priority]], unlike in the main series. The turn-based gameplay and the duration of flinching also makes consecutive flinching impairment impossible, unlike in the main series.


==In the anime==
===Pokémon Shuffle===
===Confusion===
[[File:Shuffle Spooked.png|thumb|right|Mimikyu is Spooked.]]
In the anime, the depiction and symptoms of confusion has varied over the course of the show's long run:
* In the [[original series]] of the anime, Pokémon showed no physical difference when confused. They would often get dizzy and miss their attacks as opposed to attacking themselves.
* In ''[[Pokémon the Series: Ruby and Sapphire]]'', Pokémon would get purple circles around their eyes as a sign of confusion and begin hurting themselves, or attacking their partner if in a [[Double Battle]].
* In ''[[Pokémon the Series: Diamond and Pearl]]'', Pokémon's eyes become swirls and a circle of {{p|Torchic}} run around the confused Pokémon's head, with the confusion causing its attacks to miss.
* In ''[[Pokémon the Series: Black & White]]'', a Pokémon's eyes become stars and multiple stars spin around their head when they are confused.
* In ''[[Pokémon the Series: XY]]'', the Pokémon's eyes become sunken or glassy, and it will begin thrashing around, attacking itself or its allies in Double Battles.
* In ''[[Pokémon the Series: Sun & Moon]]'', yellow birds circle arounds the Pokémon's head.


===Leech Seed===
In [[Pokémon Shuffle]], status conditions can be inflicted onto the opponent by {{OBP|skill|Shuffle}}s when matching Pokémon icons at the start of a combo. A foe can only have one status condition at a time.
Unlike in the games, {{m|Leech Seed}} does not appear to restore the health of the Pokémon that used the attack in the anime. It instead appear to trap and/or immobilize the affected target.


==Trivia==
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.
* All non-volatile status conditions were introduced in [[Generation I]].
 
The Skill {{DL|Skill (Shuffle)|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 {{DL|Skill (Shuffle)|Mind Zap}} and {{DL|Skill (Shuffle)|Prank}} cannot activate against a foe that has a status condition.
 
The effects of Shuffle's status conditions are as follows:
* '''Asleep''' - The Pokémon cannot use [[disruption]]s, their disruption countdown is paused, and the Pokémon will take 20% more damage. Caused by the Skills {{DL|Skill (Shuffle)|Nap Time}} or {{DL|Skill (Shuffle)|Sleep Charm}}.
* '''Burned''' - The Pokémon takes 50% more damage from {{t|Fire}}-type Pokémon. Caused by the Skills {{DL|Skill (Shuffle)|Burn}} or {{DL|Skill (Shuffle)|Burn+}}.
* '''Disruption Delay''' - The Pokémon cannot use disruptions, and their disruption countdown is paused. This is inflicted by the [[File:Disruption Delay.png|20px|link=]] Disruption Delay item, as well as the Skills {{DL|Skill (Shuffle)|Astonish}}, {{DL|Skill (Shuffle)|Chill}}, {{DL|Skill (Shuffle)|Constrict}}, {{DL|Skill (Shuffle)|Crushing Step}}, {{DL|Skill (Shuffle)|Daunt}}, {{DL|Skill (Shuffle)|Fascinate}}, {{DL|Skill (Shuffle)|Flap}}, {{DL|Skill (Shuffle)|Power Hug}}, {{DL|Skill (Shuffle)|Sand Sport}}, {{DL|Skill (Shuffle)|Shadow Shock}}, or {{DL|Skill (Shuffle)|Whirlpool}}.
* '''Frozen''' - The Pokémon cannot use disruptions, their disruption countdown is paused, and the Pokémon will take 20% more damage from {{t|Ice}}-type Pokémon. Caused by the Skills {{DL|Skill (Shuffle)|Freeze}} or {{DL|Skill (Shuffle)|Freeze+}}.
* '''Paralyzed''' -  The Pokémon cannot use disruptions, and their disruption countdown is paused. Caused by the Skills {{DL|Skill (Shuffle)|Dragon Shriek}}, {{DL|Skill (Shuffle)|Lightning}}, {{DL|Skill (Shuffle)|Paralyze}}, {{DL|Skill (Shuffle)|Paralyze+}}, {{DL|Skill (Shuffle)|Quake}}, or {{DL|Skill (Shuffle)|Shock Attack}}.
* '''Poisoned''' - The Pokémon takes 50% more damage from {{t|Poison}}-type Pokémon (However, the activation move only takes 20% more damage). Caused by the Skill {{DL|Skill (Shuffle)|Poison}}.
* '''{{anchor|Spooked|Spooked}}''' - The Pokémon takes 50% more damage from {{t|Ghost}}-type Pokémon. Caused by the Skills {{DL|Skill (Shuffle)|Spookify}} or {{DL|Skill (Shuffle)|Spookify+}}.
 
In this game, most types have immunities to certain status conditions. These listed in the chart below, where an "X" indicates an immunity.
 
{| class="roundtable" style="margin: auto; text-align: center; background: #{{cute color}}; border: 3px solid #{{cute color light}}"
|- style="background:#{{beauty color light}}"
! colspan=19 style="{{roundytop}}" | Status condition effectiveness
|- style="background:#{{beauty color light}}"
! rowspan=2 | Condition
! colspan=18 | Defender's type
|- style="background:#fff"
! style="background:#{{normal color}}" | {{ic|Normal}}
! style="background:#{{fighting color}}" | {{ic|Fighting}}
! style="background:#{{flying color}}" | {{ic|Flying}}
! style="background:#{{poison color}}" | {{ic|Poison}}
! style="background:#{{ground color}}" | {{ic|Ground}}
! style="background:#{{rock color}}" | {{ic|Rock}}
! style="background:#{{bug color}}" | {{ic|Bug}}
! style="background:#{{ghost color}}" | {{ic|Ghost}}
! style="background:#{{steel color}}" | {{ic|Steel}}
! style="background:#{{fire color}}" | {{ic|Fire}}
! style="background:#{{water color}}" | {{ic|Water}}
! style="background:#{{grass color}}" | {{ic|Grass}}
! style="background:#{{electric color}}" | {{ic|Electric}}
! style="background:#{{psychic color}}" | {{ic|Psychic}}
! style="background:#{{ice color}}" | {{ic|Ice}}
! style="background:#{{dragon color}}" | {{ic|Dragon}}
! style="background:#{{dark color}}" | {{ic|Dark}}
! style="background:#{{fairy color}}" | {{ic|Fairy}}
|- style="background:#fff"
! class="l" style="background:#{{flying color}};" | {{color2|FFF|Sleep (status condition)#Pokémon Shuffle|Asleep}}
| || {{no}} || || || || {{no}} || || {{no}} || {{no}} || || || {{no}} || || || {{no}} || {{no}} || {{no}} ||
|- style="background:#fff"
! class="l" style="background:#{{fire color}};" | {{color2|FFF|Burn (status condition)#Pokémon Shuffle|Burned}}
| || || || {{no}} || {{no}} || {{no}} || || {{no}} || || {{no}} || {{no}} || || || || || {{no}} || ||
|- style="background:#fff"
! class="l" style="background:#{{violet color}}; color:#FFFFFF;" | [[File:Disruption Delay.png|20px|link=]] Disruption Delay
|  || || || || || || || || || || || || || || || || ||
|- style="background:#fff"
! class="l" style="background:#{{ice color}};" | {{color2|000|Freeze (status condition)#Pokémon Shuffle|Frozen}}
| || {{no}} || || {{no}} || || || || {{no}} || {{no}} || {{no}} || || || {{no}} || {{no}} || {{no}} || || || {{no}}
|- style="background:#fff"
! class="l" style="background:#{{electric color}};" | {{color2|000|Paralysis (status condition)#Pokémon Shuffle|Paralyzed}}
| || || {{no}} || {{no}} || || || || {{no}} || {{no}} || || || || {{no}} || {{no}} || || {{no}} || || {{no}}
|- style="background:#fff"
! class="l" style="background:#{{poison color}};" | {{color2|FFF|Poison (status condition)#Pokémon Shuffle|Poisoned}}
| || || || {{no}} || {{no}} || {{no}} || || {{no}} || {{no}} || || || || || || || || ||
|- style="background:#fff"
! class="l" style="background:#{{ghost color}}; color:#FFFFFF;" | Spooked
| || {{no}} || || {{no}} || {{no}} || {{no}} || {{no}} || || {{no}} || || || {{no}} || || || {{no}} || {{no}} || {{no}} ||
|- style="background:#{{beauty color light}}"
! colspan=19 style="{{roundybottom}}" |
|}


==In other languages==
==In other languages==
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|vi=Tình trạng bất thường
|vi=Tình trạng bất thường
}}
}}
==Trivia==
*In [[Pokémon Crystal]], a Pokémon will not say its cry if asleep, frozen or fainted.
*In the Switch Pokémon games, Bind, Clamp, Sand Tomb, Fire Spin, Infestation, Magma Storm, Snap Trap, Thunder Cage, Whirlpool and Wrap are all coded as the same status condition, all running for between 5 and 6 turns. However, they vary in animation, PP, Type and Power.


==See also==
==See also==
Line 1,236: Line 724:


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