Status condition: Difference between revisions

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===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 outside of battle and after being [[recall|switched out]]. It's displayed in the [[party]] screen, and the Pokémon's [[summary]]. A Pokémon cannot gain a non-volatile status condition if it's already afflicted by another one. They can be cured by healing at a [[Pokémon Center]], specific [[status condition healing item|curative item]]s, specific moves, and 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 outside of battle and after being [[recall|switched out]]. It's displayed in the [[party]] screen, and the Pokémon's [[summary]]. A Pokémon cannot gain a non-volatile status condition if it's already afflicted by another one. 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]]).


Any Pokémon with {{a|Comatose}} cannot be affected by non-volatile status conditions nor can any Pokémon with {{a|Leaf Guard}} in [[harsh sunlight]]. Additionally, a Pokémon with {{a|Natural Cure}} will cure its status condition when switching out, any Pokémon with {{a|Hydration}} will be automatically cured of any non-volatile status condition at the end of the turn (during rain), and any Pokémon with {{a|Shed Skin}} has a 33% chance to heal any of these status conditions.
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]].


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.
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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====Freeze====
====Freeze====
[[File:Frozen Pokémon.png|left|thumb|250px|{{p|Yamper}} is frozen]]
[[File:Frozen Pokémon.png|thumb|left|250px|{{p|Yamper}} is 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. 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.
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====Poison====
====Poison====
[[File:Poisoned Pokémon.png|left|thumb|250px|{{AP|Pikachu}} is poisoned]]
[[File:Poisoned Pokémon.png|thumb|left|250px|{{AP|Pikachu}} 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.
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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.
{{-}}


===Volatile status===
===Volatile status===
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===={{anchor|Partially trapped|Bound}}====
===={{anchor|Partially trapped|Bound}}====
[[File:Jessie Seviper Wrap.png|thumb|250px|{{p|Gastrodon}} being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
[[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|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 [[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.
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 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 [[Binding Band]], the damage is instead equal to 1/8 of the afflicted Pokémon's maximum HP.
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.


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, Ghost-type Pokémon can now switch out or flee even if they are trapped by a binding move.
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.


=====Generation I=====
=====Generation I=====
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 during the duration 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.
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.


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 in 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.
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.


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 in 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.
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.


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.
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.
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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.
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.


=====Generation II-IV=====
=====Generations II-IV=====
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]].
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]].


If the user of the binding move is holding a [[Grip Claw]], the duration will always be 5 turns.
If the user of the binding move is holding a [[Grip Claw]], the duration will always be 5 turns.


If the user of the binding move switches out, all targets bound by that Pokémon's moves will be freed. If a bound Pokémon uses {{m|Rapid Spin}}, it will be freed.
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.


=====Generation V=====
=====Generation V=====
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| 15
| 15
| {{tt|85%|75% in Generations I-IV}}
| {{tt|85%|75% in Generations I-IV}}
| class="l" | Traps for 2-5 turns
|
|-
|-
| class="l" | {{m|Clamp}}
| class="l" | {{m|Clamp}}
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| 35
| 35
| {{tt|85%|75% in Generations I-IV}}
| {{tt|85%|75% in Generations I-IV}}
| class="l" | Traps for 2-5 turns
|  
|-
|-
| class="l" | {{m|Fire Spin}}
| class="l" | {{m|Fire Spin}}
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| {{tt|35|15 in Generations I-IV}}
| {{tt|35|15 in Generations I-IV}}
| {{tt|85%|70% in Generations I-IV}}
| {{tt|85%|70% in Generations I-IV}}
| class="l" | Traps for 2-5 turns
|  
|-
|-
| class="l" | {{m|G-Max Centiferno}}
| class="l" | {{m|G-Max Centiferno}}
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| —
| —
| —%
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Centiskorch}}<br>Traps for 4-5 turns
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Centiskorch}}
|-
|-
| class="l" | {{m|G-Max Sandblast}}
| class="l" | {{m|G-Max Sandblast}}
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| —
| —
| —%
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Sandaconda}}<br>Traps for 4-5 turns
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Sandaconda}}
|-
|-
| class="l" | {{m|Infestation}}
| class="l" | {{m|Infestation}}
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| 20
| 20
| 100%
| 100%
| class="l" | Traps for 4-5 turns
|
|-
|-
| class="l" | {{m|Magma Storm}}
| class="l" | {{m|Magma Storm}}
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| {{tt|100|120 in Generations IV-V}}
| {{tt|100|120 in Generations IV-V}}
| {{tt|75%|70% in Generation IV}}
| {{tt|75%|70% in Generation IV}}
| class="l" | Traps for 2-5 turns
|  
|-
|-
| class="l" | {{m|Sand Tomb}}
| class="l" | {{m|Sand Tomb}}
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| {{tt|35|15 in Generations III-IV}}
| {{tt|35|15 in Generations III-IV}}
| {{tt|85%|70% in Generations III-IV}}
| {{tt|85%|70% in Generations III-IV}}
| class="l" | Traps for 2-5 turns
|  
|-
|-
| class="l" | {{m|Snap Trap}}
| class="l" | {{m|Snap Trap}}
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| 35
| 35
| 100%
| 100%
| class="l" | Traps for 4-5 turns
|
|-
| class="l" | {{m|Thunder Cage}}
{{typetable|Electric}}
{{statustable|Special}}
| 80
| 90%
|
|-
|-
| class="l" | {{m|Whirlpool}}
| class="l" | {{m|Whirlpool}}
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| {{tt|35|15 in Generations II-IV}}
| {{tt|35|15 in Generations II-IV}}
| {{tt|85%|70% in Generations II-IV}}
| {{tt|85%|70% in Generations II-IV}}
| class="l" | Traps for 2-5 turns
|  
|-
|-
| class="l" | {{m|Wrap}}
| class="l" | {{m|Wrap}}
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| 15
| 15
| {{tt|90%|85% in Generations I-IV}}
| {{tt|90%|85% in Generations I-IV}}
| class="l" | Traps for 2-5 turns
|  
|}
|}
|}
|}
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===={{anchor|Trapped|Can't escape}}====
===={{anchor|Trapped|Can't escape}}====
[[File:Lenora Watchog Mean Look effect.png|thumb|250px|{{AP|Oshawott}} failing to return to its Poké Ball after being hit by Mean Look]]
[[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. The moves {{m|Mean Look}}, {{m|Spider Web}}, {{m|Block}}, {{m|Shadow Hold}}, {{m|Spirit Shackle}}, and {{m|Anchor Shot}} can inflict the "can't escape" condition.
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 uses Baton Pass, the Pokémon brought out will be trapped instead; from Generation V onward, the effect disappears.
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.


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}}.
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}}.


Starting in Generation VI, {{type|Ghost}} Pokémon can switch out and flee regardless of the can't escape status.
Starting in Generation VI, {{type|Ghost}} Pokémon can switch out and flee regardless of the can't escape status.
{{m|Fairy Lock}} is a similar move that instead traps all Pokémon on the field during the next turn, instead of inflicting the "can't escape" status.
{{m|No Retreat}} self-inflicts the "can't escape" status to the user.


=====Moves=====
=====Moves=====
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| 100%
| 100%
|
|
|-
| class="l" | {{m|Bind}}
{{typetable|Normal}}
{{statustable|Physical}}
| 15
| {{tt|85%|75% in Generations I-IV}}
| class="l" | Traps for 2-5 turns
|-
|-
| class="l" | {{m|Block}}
| class="l" | {{m|Block}}
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| —%
| —%
|
|
|-
| class="l" | {{m|Clamp}}
{{typetable|Water}}
{{statustable|Physical}}
| 35
| {{tt|85%|75% in Generations I-IV}}
| class="l" | Traps for 2-5 turns
|-
|-
| class="l" | {{m|Fairy Lock}}
| class="l" | {{m|Fairy Lock}}
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| —%
| —%
| class="l" | Prevents all Pokémon on the field from [[switching out]] or [[escape|fleeing]] during their next turn
| class="l" | Prevents all Pokémon on the field from [[switching out]] or [[escape|fleeing]] during their next turn
|-
| 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" | Traps for 2-5 turns
|-
| class="l" | {{m|G-Max Centiferno}}
{{typetable|Fire}}
{{statustable|???|''Varies''}}
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Centiskorch}}<br>Traps for 4-5 turns
|-
| class="l" | {{m|G-Max Sandblast}}
{{typetable|Ground}}
{{statustable|???|''Varies''}}
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Sandaconda}}<br>Traps for 4-5 turns
|-
|-
| class="l" | {{m|G-Max Terror}}
| class="l" | {{m|G-Max Terror}}
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| —%
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Gengar}}
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Gengar}}
|-
| class="l" | {{m|Infestation}}
{{typetable|Bug}}
{{statustable|Special}}
| 20
| 100
| class="l" | Traps for 4-5 turns
|-
| class="l" | {{m|Ingrain}}
{{typetable|Grass}}
{{statustable|Status}}
| —
| —%
| class="l" | Prevents the user from [[switching out]] or [[escape|fleeing]] and restores 1/16th of its max HP at the end of every turn
|-
|-
| class="l" | {{m|Jaw Lock}}
| class="l" | {{m|Jaw Lock}}
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| 100%
| 100%
| class="l" | Prevents the user and the target from [[switching out]] or [[escape|fleeing]]
| class="l" | Prevents the user and the target from [[switching out]] or [[escape|fleeing]]
|-
| class="l" | {{m|Magma Storm}}
{{typetable|Fire}}
{{statustable|Special}}
| {{tt|100|120 in Generations IV-V}}
| {{tt|75%|70% in Generation IV}}
| class="l" | Traps for 2-5 turns
|-
|-
| class="l" | {{m|Mean Look}}
| class="l" | {{m|Mean Look}}
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| 100%
| 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" | At the end of each turn, the target's {{stat|Defense}} and {{stat|Special Defense}} are lowered by one stage each
|-
| 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" | Traps for 2-5 turns
|-
|-
| class="l" | {{m|Shadow Hold}}
| class="l" | {{m|Shadow Hold}}
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| 80%
| 80%
|
|
|-
| class="l" | {{m|Snap Trap}}
{{typetable|Grass}}
{{statustable|Physical}}
| 35
| 100%
| class="l" | Traps for 4-5 turns
|-
|-
| class="l" | {{m|Spider Web}}
| class="l" | {{m|Spider Web}}
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| 90
| 90
| 100%
| 100%
|-
| class="l" | {{m|Whirlpool}}
{{typetable|Water}}
{{statustable|Special}}
| {{tt|35|15 in Generations II-IV}}
| {{tt|85%|70% in Generations II-IV}}
| class="l" | Traps for 2-5 turns
|-
| class="l" | {{m|Wrap}}
{{typetable|Normal}}
{{statustable|Physical}}
| 15
| {{tt|90%|85% in Generations I-IV}}
| class="l" | Traps for 2-5 turns
|}
|}
|}
|}
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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).
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 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 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.


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.
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.
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[[Focus Sash]], [[Focus Band]], and {{a|Sturdy}} can prevent a Pokémon from knocking itself out due to confusion.
[[Focus Sash]], [[Focus Band]], and {{a|Sturdy}} can prevent a Pokémon from knocking itself out due to confusion.
{{-}}


====Curse====
====Curse====
[[File:Masked Man Gastly Curse.png|175px|thumb|right|{{p|Suicune}} is hurt by the Curse]]
[[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.
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.
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]]
{{-}}
 
====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}}.
 
{| 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|Yawn}}
{{typetable|Normal}}
{{statustable|Status}}
| —
| 100%
| class="l" |
|-
| class="l" | {{m|G-Max Snooze}}
{{typetable|Dark}}
{{statustable|???|''Varies''}}
| —
| —%
| class="l" |
|}
|}
{{-}}


====Embargo====
====Embargo====
[[File:Cyrus Weavile Embargo Adventures.png|thumb|left|150px|{{p|Spiritomb}} being prevented from using items]]
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====
====Encore====
[[File:Ursula Plusle Minun Encore effect.png|thumb|250px|{{p|Mamoswine}} and {{p|Cyndaquil}} being under Encore]]
{{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.
{{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.
{{-}}


====Flinch====
====Flinch====
{{anchor|Cringe}}
{{main|Flinch}}
{{main|Flinch}}
[[File:Paul Magmar flinch.png|thumb|200px|{{TP|Paul|Magmar}} flinching]]
[[File:Paul Magmar flinch.png|thumb|left|250px|{{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 [[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.
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.
[[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.
{{-}}


====Heal Block====
====Heal Block====
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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.
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.
{{-}}


===={{anchor|Identification|Identified}}====
===={{anchor|Identification|Identified}}====
[[File:Ash Noctowl Foresight effect.png|left|thumb|150px|{{AP|Noctowl}}'s Foresight identifying {{p|Gastly}}]]
[[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.
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.


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===={{anchor|attraction|Infatuation}}====
===={{anchor|attraction|Infatuation}}====
[[File:Tierno Raichu infatuated.png|thumb|250px|{{p|Raichu}} is infatuated]]
[[File:Tierno Raichu infatuated.png|thumb|250px|{{p|Raichu}} is infatuated]]
A Pokémon that is infatuated cannot attack 50% of the time, even against Pokémon other than the one it is infatuated with. It is caused when {{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 the target of the infatuation when a Pokémon holding a [[Destiny Knot]] is infatuated.
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]].


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 attracted to is removed from the battle. It can also be removed by consuming a [[Mental Herb]] or an [[Eggant Berry]], or by playing a [[Red Flute]].
=====Generation III=====
If the Pokémon is both paralyzed and infatuated, its infatuation check works after the paralysis check.


=====Moves=====
=====Moves=====
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===={{anchor|Seeding|Leech Seed}}====
===={{anchor|Seeding|Leech Seed}}====
[[File:Ash Bulbasaur Leech Seed effect.png|thumb|left|200px|A {{p|Solrock}} affected by Leech Seed]]
[[File:Ash Bulbasaur Leech Seed effect.png|thumb|left|220px|A {{p|Solrock}} affected by Leech Seed]]
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 opponent is healed by the same amount. {{type|Grass}} Pokémon cannot be afflicted with Leech Seed.
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.
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.
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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.
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.
{{-}}


====Torment====
====Torment====
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.
[[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.


=====Moves=====
=====Moves=====
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| —%
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Melmetal}}<br>Affects all opponents on the field
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Melmetal}}<br>Affects all opponents on the field
|}
|}
====Type change====
User changes target's type.
=====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|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" |
|}
|}
|}
|}
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[[File:Skyla Swanna Aqua Ring.png|thumb|250px|{{TP|Skyla|Swanna}} enveloped in a veil of water]]
[[File:Skyla Swanna Aqua Ring.png|thumb|250px|{{TP|Skyla|Swanna}} enveloped in a veil of water]]
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}}.
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}}.
{{-}}


====Bracing====
====Bracing====
[[File:Ash Heracross Endure.png|thumb|left|200px|{{AP|Heracross}} bracing itself]]
[[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 1HP. The [[Focus Sash]], [[Focus Band]], and Ability {{a|Sturdy}} all have similar effects.
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.
{{right clear}}
{{-}}
 
====Charging turn====
====Charging turn====
[[File:Totem Lurantis Solar Blade gathering light.png|thumb|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]].


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====Center of attention====
====Center of attention====
[[File:Daisy Clefairy Courtney Vulpix Follow Me Tail Whip Adventures.png|thumb|200px|{{p|Clefairy}} drawing attention to itself]]
[[File:Daisy Clefairy Courtney Vulpix Follow Me Tail Whip Adventures.png|thumb|250px|{{p|Clefairy}} drawing attention to itself]]
{{main|Center of attention}}
A Pokémon can become the center of attention by using {{m|Follow Me}} or {{m|Rage Powder}}, or by being affected by {{m|Spotlight}}.
A Pokémon can become the center of attention by using {{m|Follow Me}} or {{m|Rage Powder}}, or by being affected by {{m|Spotlight}}.


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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.
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.
=====Moves=====
A Pokémon will be the center of attention when using any of the following moves.
{| class="roundy" width="100%" style="background: #{{fairy color}}; border: 5px solid #{{fairy color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{fairy color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Priority]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Follow Me}}
{{typetable|Normal}}
{{statustable|Status}}
| {{tt|+2|+3 in Generations III-V}}
| —%
|
|-
| class="l" | {{m|Rage Powder}}
{{typetable|Bug}}
{{statustable|Status}}
| {{tt|+2|+3 in Generation V}}
| —%
| class="l" | {{type|Grass}} Pokémon, Pokémon with {{a|Overcoat}}, and Pokémon holding the [[Safety Goggles]] are immune{{tt|*|from Generations VI onward}}
|-
| class="l" | {{m|Spotlight}}
{{typetable|Normal}}
{{statustable|Status}}
| +3
| —%
|
|-
| class="l" | [[Z-Move|Z-]]{{m|Destiny Bond}}
{{typetable|Ghost}}
{{statustable|Status}}
| 0
| —%
| class="l" | If powered up by a [[Ghostium Z]]<br>If the user faints as the direct result of an attack the attacking Pokémon also faints
|-
| class="l" | [[Z-Move|Z-]]{{m|Grudge}}
{{typetable|Ghost}}
{{statustable|Status}}
| 0
| —%
| class="l" | If powered up by a [[Ghostium Z]]<br>If the user faints as the direct result of an attack, the move which causes the user to faint will lose all of its PP
|}
|}


====Defense Curl====
====Defense Curl====
[[File:Ash Phanpy Defense Curl.png|thumb|left|200px|{{AP|Phanpy}} curls up, ready to use {{m|Rollout}}]]
[[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}}.
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====
====Rooting====
[[File:Roxanne Cradily Ingrain Adventures.png|thumb|left|200px|{{p|Cradily}} planting its roots]]
[[File:Amoonguss Ingrain.png|thumb|left|250px|{{p|Amoonguss}} after planting its roots]]
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}}.
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}}.
{{-}}


====Magic Coat====
====Magic Coat====
[[File:Absol Magic Coat Adventures.png|thumb|200px|{{p|Absol}} bouncing back an attack]]
[[File:Absol Magic Coat Adventures.png|thumb|250px|{{p|Absol}} bouncing back an attack]]
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.
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.
{{-}}


====Magnetic levitation====
====Magnetic levitation====
[[File:Psychic Metagross Magnet Rise.png|thumb|left|200px|{{p|Metagross}} levitating on magnetism]]
[[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]].
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}}.
This effect can be transferred by {{m|Baton Pass}}.
{{-}}
====Mimic====
[[File:James Mime Jr Mimic BubbleBeam.png|thumb|220px|{{p|Mime Jr.}} mimicking {{m|BubbleBeam}}]]
{{main|Mimic (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.
{{-}}


====Minimize====
====Minimize====
[[File:Nurse Joy Chansey Minimize effect.png|thumb|left|250px|Minimized {{p|Chansey}}]]
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.
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.
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.
{{-}}


====Protection====
====Protection====
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|}
|}


====Semi-invulnerable====
====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.
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 in Generation I|Invulnerability glitch}}. In {{eng|Pokémon Stadium}}, they can avoid Bide, and the invulnerability glitch was fixed.  
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|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.
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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.
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=====
=====Moves=====
A Pokémon can be charging when using any of the following 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}};"
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|-
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! width="40%" | Notes
! width="40%" | Notes
|-
|-
| class="l" | {{m|Bounce}}
| class="l" | {{m|Mind Reader}}
{{typetable|Flying}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Status}}
| 85
|
| 85%
| {{tt|%|100 in Generations II-III}}
| class="l" | 30% chance of {{status|paralyzing}} the target
|
|-
|-
| class="l" | {{m|Dig}}
| class="l" | {{m|Lock-On}}
{{typetable|Ground}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Status}}
| {{tt|80|100 in Generation I; 60 in Generations II-III}}
| —
| 100%
| {{tt|—%|100 in Generations II-III}}
|  
|  
|-
| class="l" | {{m|Dive}}
{{typetable|Water}}
{{statustable|Physical}}
| {{tt|80|60 in Generation III}}
| 100%
|
|-
| class="l" | {{m|Fly}}
{{typetable|Flying}}
{{statustable|Physical}}
| {{tt|90|70 in Generations I-III}}
| 95%
|
|-
| class="l" | {{m|Phantom Force}}
{{typetable|Ghost}}
{{statustable|Physical}}
| 90
| 100%
|
|-
| class="l" | {{m|Shadow Force}}
{{typetable|Ghost}}
{{statustable|Physical}}
| 120
| 100%
|
|-
| class="l" | {{m|Sky Drop}}
{{typetable|Flying}}
{{statustable|Physical}}
| 60
| 100%
| class="l" | User and target become semi-invulnerable
|}
|}
|}
|}
{{-}}
{{-}}


<center><gallery>
====Thrashing====
File:Juanita Golurk Black Fly.png|Golurk flying up
[[File:Iris Axew Outrage.png|thumb|right|220px|[[Iris's Haxorus|Axew]] being forced to attack]]
File:May Eevee Dig.png|{{TP|May|Eevee}} burrowing underground
File:Relly Dive.png|Relicanth diving underwater
File:Giratina Shadow Force 2.png|{{mov|Giratina}} disappearing
</gallery></center>
 
====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<!-- some are always blocked, some are never blocked, some are sometimes blocked. Ugh. Trying to squash that into one phrase -->, and attacks like {{m|Thunder Wave}} and {{m|Spore}} will completely circumvent the substitute.


Substitutes can be transferred by {{m|Baton Pass}}.
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.


====Taking aim====
{{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.
[[File:Brandon Registeel Lock-On.png|thumb|left|200px|[[Brandon's Legendary titans|Registeel]] taking aim at its opponent]]
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=====
=====Moves=====
A Pokémon will be taking aim when using any of the following 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}};"
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|-
Line 1,165: Line 1,111:
! width="40%" | Notes
! width="40%" | Notes
|-
|-
| class="l" | {{m|Mind Reader}}
| class="l" | {{m|Rage}}
{{typetable|Normal}}
{{statustable|Physical}}
| 20
| 100%
| class="l" | Only in [[generation I]]
|-
| class="l" | {{m|Thrash}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Status}}
{{statustable|Physical}}
|
| {{tt|120|90 in generations I-IV}}
| {{tt|—%|100 in Generations II-III}}
| 100%
|
|-
| class="l" | {{m|Outrage}}
{{typetable|Dragon}}
{{statustable|Physical}}
| {{tt|120|90 in generations II-III}}
| 100%
|  
|  
|-
|-
| class="l" | {{m|Lock-On}}
| class="l" | {{m|Petal Dance}}
{{typetable|Normal}}
{{typetable|Grass}}
{{statustable|Status}}
{{statustable|Special}}
| —
| {{tt|120|70 in generations I-III, 90 in generation IV}}
| {{tt|—%|100 in Generations II-III}}
| 100%
|  
|  
|}
|}
|}
|}


====Withdrawing====
====Transformed====
A Pokémon readying {{m|Skull Bash}} withdraws it head for one turn, in which it cannot act. From Generation II onwards, this also boosts the Pokémon's {{stat|Defense}}. This turn can be skipped with a [[Power Herb]].
[[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.


==In the spin-off games==
==In the spin-off games==
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In this game, confusion is a non-volatile status. A confused Pokémon may randomly move and attack other Pokémon, including allies. If a Pokémon moves in its confusion, the [[Warrior]] is prevented from using an item or activating a [[Warrior Skill]] that turn. Confusion may wear off in the first turn.
In this game, confusion is a non-volatile status. A confused Pokémon may randomly move and attack other Pokémon, including allies. If a Pokémon moves in its confusion, the [[Warrior]] is prevented from using an item or activating a [[Warrior Skill]] that turn. Confusion may wear off in the first turn.


In this game, a Pokémon that has flinched is unable to perform any actions (i.e. move around, use moves), along with its partner [[Warrior]] (i.e. use [[Warrior Skill]]s, use [[List of Pokémon Conquest items|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==
==In the anime==
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===Leech Seed===
===Leech Seed===
Unlike in the games, {{m|Leech Seed}} does not appear to restore the health of the Pokémon that used the attack in the anime.
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.
 
==In the manga==
===In the Pokémon Adventures manga===
In ''[[PS392|Well Met, Weepinbell]]'', a small group of {{p|Torchic}} are seen circling around the confused Pokémon's head.


==Trivia==
==Trivia==
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[[es:Estados]]
[[es:Estados]]
[[fr:Statut]]
[[fr:Statut]]
[[it:Problema 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]]
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