Status condition: Difference between revisions

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


A Pokémon cannot gain non-volatile status conditions when it is affected by {{m|Safeguard}}, {{a|Leaf Guard}}, {{a|Flower Veil}}, {{a|Shields Down}}, or {{a|Comatose}}. A Pokémon will cure its status condition when affected by {{m|Refresh}}, {{m|Heal Bell}}, {{m|Aromatherapy}}, {{m|Psycho Shift}}, {{m|Jungle Healing}}, {{m|G-Max Sweetness}}, {{a|Natural Cure}}, {{a|Shed Skin}}, {{a|Hydration}}, or [[Lum Berry]].
A Pokémon cannot gain non-volatile status conditions when it is affected by {{m|Safeguard}}, {{a|Leaf Guard}}, {{a|Flower Veil}}, {{a|Shields Down}}, 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.
In all games except {{g|Legends: Arceus}}, a Pokémon cannot gain a non-volatile status condition if it's already afflicted by another one, and a non-volatile status condition does not wear off automatically when the battle ends. If a Pokémon under a status condition (such as a poisoned {{p|Cascoon}}) evolves, the condition will be kept, even if the Pokémon gains a new [[type]] or [[Ability]] that would normally prevent it.
 
In {{g|Legends: Arceus}}, all non-volatile status conditions have a set turn count and wear off after battle. If a Pokémon already has a non-volatile status condition, inflicting it with another one can override it.


====Burn====
====Burn====
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The bad poison condition inflicts damage every turn, with the amount of damage increasing each turn. It initially inflicts damage equal to 1/16 of the Pokémon's maximum HP, with the damage inflicted increasing by 1/16 each turn (2/16 on the second turn, 3/16 on the third turn, etc.). In Generation V, Pokémon glow purple while afflicted with bad poison.
The bad poison condition inflicts damage every turn, with the amount of damage increasing each turn. It initially inflicts damage equal to 1/16 of the Pokémon's maximum HP, with the damage inflicted increasing by 1/16 each turn (2/16 on the second turn, 3/16 on the third turn, etc.). In Generation V, Pokémon glow purple while afflicted with bad poison.


In Generations I and II, if a badly poisoned Pokémon is switched out, the condition reverts to regular poison. From [[Generation III]] onward, the poison remains bad poison while switched out, but the damage counter will be reset when switched back in (i.e. it always will take 1/16 of its maximum HP as damage after switching in). After a battle is over, the badly poisoned status will become a regular poison.
In Generations I and II, if a badly poisoned Pokémon is switched out, the condition reverts to regular poison. From [[Generation III]] onward, the poison remains bad poison while switched out, but the damage counter will be reset when switched back in (i.e. it always will take 1/16 of its maximum HP as damage after switching in). In Generations I, II, and from [[Generation V]] onwards, after a battle is over, the badly poisoned status will become a regular poison.


All moves which badly poison are {{type|Poison}}, except {{m|Psycho Shift}} (while badly poisoned) and {{m|Fling}} (if [[Toxic Orb]] is held).
All moves which badly poison are {{type|Poison}}, except {{m|Psycho Shift}} (while badly poisoned) and {{m|Fling}} (if [[Toxic Orb]] is held).
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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.
====Frostbite====
Frostbite is a status condition exclusively in {{g|Legends: Arceus}}, replacing the freeze condition. Similar to a burn, frostbite inflicts damage equal to 1/16 of the target's maximum HP every turn, and it reduces its Special Attack during this time. When it is [[weather|snowing]], moves that may inflict frostbite are more likely to do so.
Using {{m|Flame Wheel}} or {{m|Flare Blitz}} will cure the user of frostbite.
====Drowsy====
Drowsy is a status condition exclusively in {{g|Legends: Arceus}}, replacing the sleep condition. It works similarly to paralysis, and may cause the afflicted Pokémon to be unable to move. Drowsy Pokémon also take increased damage from direct attacks. When it is [[weather|snowing]], drowsy Pokémon are more likely to fail to act.
Using {{m|Spark}}, {{m|Volt Tackle}}, or {{m|Wild Charge}} will cure the user of drowsiness.


===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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===={{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 his Poké Ball after being hit by Mean Look]]
A Pokémon that can't escape is unable to [[recall|switch out]] or [[escape|flee]] as long as the Pokémon that trapped it is on the field.
A Pokémon that can't escape is unable to [[recall|switch out]] or [[escape|flee]] as long as the Pokémon that trapped it is on the field.


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====Confusion====
====Confusion====
{{main|Confusion (status condition)}}
{{main|Confusion (status condition)}}
[[File:Ash Riolu Confused.png|thumb|250px|{{AP|Riolu}} is confused]]
[[File:Confused Status JN.png|thumb|250px|{{AP|Riolu}} is confused]]
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).


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====Drowsy====
====Drowsy====
{{m|Yawn}} and {{m|G-Max Snooze}} makes the target drowsy. At the end of the next turn, the drowsy Pokémon will fall {{status|sleep|asleep}}, unless it is already afflicted by a non-volatile [[status condition]]. If a drowsy Pokémon [[Recall|switches]] out, it loses its drowsiness. Drowsiness cannot be passed by {{m|Baton Pass}}.
{{m|Yawn}} and {{m|G-Max Snooze}} makes the target drowsy. At the end of the next turn, the drowsy Pokémon will fall {{status|sleep|asleep}}, unless it is already afflicted by a non-volatile status condition. If a drowsy Pokémon [[Recall|switches]] out, it loses its drowsiness. Drowsiness cannot be passed by {{m|Baton Pass}}.


{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
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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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====Splinters====
Splinters is a status condition exclusive to {{g|Legends: Arceus}}. A Pokémon afflicted with splinters take [[damage]] equivalent to a 25-[[power]] move from the user, factoring in type effectiveness, but not the random damage factor. Splinters damage the target at the end of its turn, and they last three turns for regular moves, two turns for agile-style moves, and four turns for strong-style moves.
The moves {{m|Ceaseless Edge}}, {{m|Pin Missile}}, {{m|Spikes}}, {{m|Stealth Rock}}, and {{m|Stone Axe}} inflict splinters onto the target.


===Volatile battle status===
===Volatile battle status===
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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 1 HP. 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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[[File:Iris Axew Outrage.png|thumb|right|220px|[[Iris's Haxorus|Axew]] being forced to attack]]
[[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.
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.


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.
{{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=====
=====Moves=====
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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.
====Fixated====
In {{g|Legends: Arceus}}, Pokémon can become fixated on using a move. While fixated, that move deals increased damage, but also causes the user to receive increased damage from direct attacks. Fixation ends when the Pokémon uses a different move.
The moves {{m|Petal Dance}}, {{m|Outrage}}, {{m|Rollout}}, {{m|Ice Ball}}, and {{m|Raging Fury}} cause fixation after they are used; additionally, the item [[Choice Dumpling]] can cause fixation on the last move used.
====Primed====
Primed is a status condition exclusive to {{g|Legends: Arceus}} that causes the user's attack moves to deal 50% more damage.
The moves {{m|Double Hit}} and {{m|Victory Dance}} prime the user. Additionally, the item [[Twice-Spiced Radish]] primes the Pokémon it is used on.


==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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