Status condition: Difference between revisions

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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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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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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.
{{-}}
====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" |
|}
|}
{{-}}
{{-}}


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


=====Generation III=====
=====Generation III=====
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===={{anchor|Seeding|Leech Seed}}====
===={{anchor|Seeding|Leech Seed}}====
[[File:Ash Bulbasaur Leech Seed effect.png|thumb|left|220px|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 Pokémon that used Leech Seed 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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| —%
| —%
| 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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====Bracing====
====Bracing====
[[File:Ash Heracross Endure.png|thumb|left|220px|{{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.
{{-}}
{{-}}


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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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| —
| —
| {{tt|—%|100 in Generations II-III}}
| {{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%
|  
|  
|}
|}
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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.
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.
====Withdrawing====
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]].
{{-}}


==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.


==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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