Status condition: Difference between revisions

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==={{anchor|Partially trapped|Bound}}===
==={{anchor|Partially trapped|Bound}}===
[[File:Jessie Seviper Wrap.png|thumb|250px|Gastrodon being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
[[File:Jessie Seviper Wrap.png|thumb|250px|Gastrodon being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
When a Pokémon is hit by a binding move ({{m|Magma Storm}}, {{m|Sand Tomb}}, {{m|Whirlpool}}, {{m|Wrap}}, {{m|Bind}}, {{m|Clamp}}, {{m|Infestation}}, or {{m|Fire Spin}}), it becomes bound. Prior to Generation V, this lasts 2-5 turns (5 turns if the user of the binding move held a {{DL|In-battle effect item|Grip Claw}}); from Generation V onward, the bound status 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. If a {{DL|In-battle effect item|Binding Band}} is held by the user of the binding move, the damage done at the end of each turn will increase from 1/16 of the target's maximum HP to 1/8.
When a Pokémon is hit by a {{cat|Binding moves|binding move}} ({{m|Magma Storm}}, {{m|Sand Tomb}}, {{m|Whirlpool}}, {{m|Wrap}}, {{m|Bind}}, {{m|Clamp}}, {{m|Infestation}}, or {{m|Fire Spin}}), it becomes bound. Prior to Generation V, this lasts 2-5 turns (5 turns if the user of the binding move held a {{DL|In-battle effect item|Grip Claw}}); from Generation V onward, the bound status 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.


In Generation VI, the bound status deals 1/8 of the afflicted Pokémon's maximum HP at the end of each turn. In addition, holding a {{DL|In-battle effect item|Binding Band}} increases this damage to 1/6 of the target's maximum HP. Furthermore, Ghost-type Pokémon are now immune to the trapping effect of these moves.  
From Generation 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 {{DL|In-battle effect item|Binding Band}}, the damage is instead equal to 1/8 of the afflicted Pokémon's maximum HP.
 
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 {{DL|In-battle effect item|Binding Band}}, the damage is instead equal to 1/6 of the afflicted Pokémon's maximum HP. Furthermore, Ghost-type Pokémon can now switch out or flee even if they are trapped by a binding move.  


====Generation I====
====Generation I====
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Confusion wears off after 1-4 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.
Confusion wears off after 1-4 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.
[[File:Confusion anime DP.png|thumb|left|200px|[[Dawn's Piplup]] confused]]
[[File:Confusion anime DP.png|thumb|left|200px|[[Dawn's Piplup]] confused]]
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 {{DL|Flute|Yellow Flute}}, and, [[Generation II]] onwards, items that cure all status conditions such as {{DL|Status condition healing item|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.
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 {{DL|Flute|Yellow Flute}}, and, [[Generation II]] onwards, items that cure all status conditions such as {{DL|Status condition healing item|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.


Confusion is transferred by {{m|Baton Pass}}.
Confusion is transferred by {{m|Baton Pass}}.
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===Curse===
===Curse===
[[File:Masked Man Gastly Curse.png|175px|thumb|right|{{p|Suicune}} is hurt by the Curse]]
[[File:Masked Man Gastly Curse.png|175px|thumb|right|{{p|Suicune}} is hurt by the Curse]]
If a {{type|Ghost}} Pokémon uses {{m|Curse}}, the Pokémon it is used on loses ¼ of its maximum hit points every turn, and the user immediately loses half of their maximum hit points in exchange. A Pokémon afflicted by Curse cannot be healed except by switching out. If the victim of a Ghost-type Curse uses {{m|Baton Pass}}, the health-sapping effect is transferred to its replacement. Also, in [[Generation II]], defeating the opponent will prevent the Pokémon it is used on taking damage from Curse on that turn.
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.
[[File:Cyrus Weavile Embargo Adventures.png|150px|thumb|left|{{p|Spiritomb}} being prevented from using items]]
[[File:Cyrus Weavile Embargo Adventures.png|150px|thumb|left|{{p|Spiritomb}} being prevented from using items]]
===Embargo===
===Embargo===
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}}.
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:''See also: [[List of moves that cause flinching]]''
:''See also: [[List of moves that cause flinching]]''
[[File:Paul Magmar flinch.png|thumb|200px|{{TP|Paul|Magmar}} flinching]]
[[File:Paul Magmar flinch.png|thumb|200px|{{TP|Paul|Magmar}} flinching]]
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 {{DL|Evolution-inducing held item|King's Rock}} or {{DL|Evolution-inducing held item|Razor Fang}} has a 10% of causing a target to flinch when using certain moves; in Generation II and III, any move that deals damage but does not have a secondary effect; in Generation IV, one of several moves on a list exclusive to the two items; in Generation V and Generation VI, any move that deals damage and does not already have a chance to flinch. Pokémon with the {{a|Inner Focus}} Ability are also immune to this. Most [[List of moves that cause flinching|moves that cause flinching]] are [[physical move]]s. Pokémon with {{a|Steadfast}} still flinch, but gain {{stat|Speed}} each time they do so.
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 [[List of moves that cause flinching|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.
 
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.


It is known as "cringing" 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]]. It is known as "flinching" from [[Pokémon Mystery Dungeon: Gates to Infinity]] onward.
It is known as "cringing" 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]]. It is known as "flinching" from [[Pokémon Mystery Dungeon: Gates to Infinity]] onward.