Status condition: Difference between revisions

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


==In the core series and side series==
==In the core series and side series==
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Pokémon with {{a|Guts}}, {{a|Marvel Scale}}, or {{a|Quick Feet}} will have their {{stat|Attack}}, {{stat|Defense}}, or {{stat|Speed}} increased, respectively, when affected by a status condition. In addition, the base power of {{m|Facade}} is doubled (from 70 to 140) when inflicted with paralysis, a burn, or poison.
Pokémon with {{a|Guts}}, {{a|Marvel Scale}}, or {{a|Quick Feet}} will have their {{stat|Attack}}, {{stat|Defense}}, or {{stat|Speed}} increased, respectively, when affected by a status condition. In addition, the base power of {{m|Facade}} is doubled (from 70 to 140) when inflicted with paralysis, a burn, or poison.
In the Generation {{gen|II}} [[core series]] games, when an in-game opponent outside of the {{gdis|Battle Tower|II}} uses a [[status move]] that would inflict a non-volatile status condition upon the target, that move has a 25% chance to fail in addition to its normal chance to miss.<ref>[https://github.com/pret/pokegold/blob/master/engine/battle/effect_commands.asm pret/pokegold/engine/battle/effect_commands.asm]</ref>


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


Most moves which cause burn are {{type|Fire}} and burning the prime effect of {{m|Will-O-Wisp}}, however it also can be caused by the ability {{a|Flame Body}} or holding a [[Flame Orb]]. In Generations I and II, {{type|Fire}} Pokémon cannot be burned by Fire-type moves (but they can be burned by {{m|Tri Attack}} in Generation II). From Generation III onward, Fire-type Pokémon and Pokémon with the {{a|Water Veil}} or {{a|Water Bubble}} Ability cannot normally be burned. Pokémon with the Ability {{a|Heatproof}} will only lose half the HP each turn, while Pokémon with {{a|Magic Guard}} are immune to the HP loss (but still suffer from the attack drop). Pokémon with {{a|Flare Boost}} will have their {{stat|Special Attack}} increased when burned. A burn can be cured with the use of a [[Burn Heal]], [[Yago Berry]] ([[Generation III]] only), or a [[Rawst Berry]] ([[Ice Berry]] in [[Generation II]]).
Most moves which cause burn are {{type|Fire}} and burning the prime effect of {{m|Will-O-Wisp}}; however, it also can be caused by the ability {{a|Flame Body}} or holding a [[Flame Orb]]. In Generations I and II, {{type|Fire}} Pokémon cannot be burned by Fire-type moves (but they can be burned by {{m|Tri Attack}} in Generation II). From Generation III onward, Fire-type Pokémon and Pokémon with the {{a|Water Veil}} or {{a|Water Bubble}} Ability cannot normally be burned. Pokémon with the Ability {{a|Heatproof}} will only lose half the HP each turn, while Pokémon with {{a|Magic Guard}} are immune to the HP loss (but still suffer from the attack drop). Pokémon with {{a|Flare Boost}} will have their {{stat|Special Attack}} increased when burned. A burn can be cured with the use of a [[Burn Heal]], [[Yago Berry]] ([[Generation III]] only), or a [[Rawst Berry]] ([[Ice Berry]] in [[Generation II]]).


In Generations I and II, burn damage is applied after the Pokémon takes its turn, but is skipped if the opponent faints during that turn. From Generation III onward, burn damage is applied after all Pokémon on the field have taken their turns (and there is no skipping).
In Generations I and II, burn damage is applied after the Pokémon takes its turn, but is skipped if the opponent faints during that turn. From Generation III onward, burn damage is applied after all Pokémon on the field have taken their turns (and there is no skipping).
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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.


====Drowsy====
=====Drowsy=====
{{redirect|Drowsy|the Pokémon|Drowzee (Pokémon)|Drowzee}}
{{redirect|Drowsy|the Pokémon|Drowzee (Pokémon)|Drowzee}}
[[File:DrowsyIC LA.png|right]]
[[File:DrowsyIC LA.png|right]]
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===Volatile status===
===Volatile status===
A volatile status is a status condition that is inflicted by a [[move]] or [[Ability]] from another Pokémon and will wear off when a Pokémon is [[Recall|switched]] out of battle or when a battle is over. Many volatile status conditions will also wear off after a number of turns have passed. A Pokémon can be affected by multiple volatile status conditions at a time. A volatile status condition is not indicated by an icon.
A volatile status condition is a status condition that will wear off when a Pokémon is [[Recall|switched]] out of battle or when a battle is over. Many volatile status conditions will also wear off after a number of turns have passed. A Pokémon can be affected by multiple volatile status conditions at a time, potentially in addition to a non-volatile status condition. Volatile status conditions are not indicated by an icon in a Pokémon's [[party]] screen or [[summary]].
 
====Major====
 
=====Ability change=====
{{main|Ability change}}
A Pokémon's [[Ability]] can be temporarily changed into another one during a Pokémon battle.


===={{anchor|Partially trapped|Bound}}====
=====Ability suppression=====
[[File:Jessie Seviper Wrap.png|thumb|250px|{{p|Gastrodon}} being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
[[File:Sebastian Weepinbell Gastro Acid Adventures.png|thumb|200px|{{p|Weepinbell}} suppressing [[Kit|Lickilicky]]'s Ability]]
{{main|Bound}}
A Pokémon's [[Ability]] can be temporarily disabled during a Pokémon battle, preventing its effect. Ability suppression can be caused by {{m|Gastro Acid}} and {{m|Core Enforcer}}. Suppressing Abilities fails if the target's Ability is {{a|Multitype}}, {{a|Stance Change}}, {{a|Schooling}}, {{a|Comatose}}, {{a|Shields Down}}, {{a|Disguise}}, {{a|RKS System}}, {{a|Battle Bond}}, {{a|Power Construct}}, {{a|Ice Face}}, or {{a|Gulp Missile}}. This status is similar to [[Ignoring Abilities]].
A bound Pokémon takes damage at the end of each turn and cannot switch out or flee.
 
=====Type change=====
{{main|Type change}}
 
A Pokémon can have one or more [[type]]s temporarily changed, added, or removed in battle.
 
=====Mimic=====
[[File:James Mime Jr Mimic BubbleBeam.png|thumb|left|220px|{{p|Mime Jr.}} mimicking {{m|BubbleBeam}}]]
{{main|Mimic (move)}}


===={{anchor|Trapped|Can't escape}}====
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.
[[File:Lenora Watchog Mean Look effect.png|thumb|left|250px|{{AP|Oshawott}} failing to return to his Poké Ball after being hit by {{m|Mean Look}}]]
{{-}}
{{main|Escape prevention}}
A Pokémon that can't escape can neither [[recall|switch out]] nor [[escape|flee]] as long as the Pokémon that trapped it is on the field.


====Confusion====
=====Substitute=====
{{main|Confusion (status condition)}}
[[File:Juniper Accelgor Substitute.png|thumb|left|250px|{{p|Accelgor}} launching a substitute]]
[[File:Confused Status JN.png|thumb|250px|{{AP|Riolu}} is confused]]
{{main|Substitute (move)}}
The confused condition causes a Pokémon to sometimes hurt itself in its confusion instead of executing a selected move.
The Pokémon that uses {{m|Substitute}} uses up to ¼ of its total HP (rounded down) to make a substitute which will absorb hits until it "breaks" (damage the substitute has taken is equal to or greater than the HP used to make it).
{{-}}
{{-}}


====Ability change====
=====Transformed=====
{{main|Ability change}}
[[File:Duplica Ditto Pikachu.png|thumb|220px|{{p|Ditto}} being Transformed into {{p|Pikachu}}]]
A Pokémon's [[Ability]] can be temporarily changed into another one during a Pokémon battle.
{{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.
 
=====Illusion=====
{{main|Illusion (ability)}}
When a Pokémon with the Ability {{a|Illusion}} enters battle, its appearance is changed to that of the last conscious, non-{{pkmn|Egg}} Pokémon in its Trainer's [[party]]. Illusion replicates the appearance (including species, [[List of Pokémon with form differences|form]], and [[Shiny Pokémon|Shininess]]), [[nickname]] (or species name if none), [[Poké Ball]], and [[gender]] of the Pokémon it is masquerading as; however, it does not replicate the level of the masqueraded Pokémon. The effect is only aesthetic–effects such as {{m|Attract}} still use the Pokémon's actual gender. The illusion disappears if the Pokémon has its Ability changed or suppressed or if it takes [[damage]] from a damaging move.


====Ability suppression====
====Damaging====
[[File:Sebastian Weepinbell Gastro Acid Adventures.png|thumb|200px|{{p|Weepinbell}} suppressing [[Kit|Lickilicky]]'s Ability]]
Suppressing Abilities fails if the target's Ability is {{a|Multitype}}, {{a|Stance Change}}, {{a|Schooling}}, {{a|Comatose}}, {{a|Shields Down}}, {{a|Disguise}}, {{a|RKS System}}, {{a|Battle Bond}}, {{a|Power Construct}}, {{a|Ice Face}}, or {{a|Gulp Missile}}. This status is similar to [[Ignoring Abilities]].


=====Moves=====
====={{anchor|Partially trapped|Bound}}=====
A Pokémon's Ability will be suppressed when hit with any of the following moves.
[[File:Jessie Seviper Wrap.png|thumb|left|250px|{{p|Gastrodon}} being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
{{main|Bound}}
|-
A bound Pokémon takes damage at the end of each turn and cannot switch out or flee. A bind caused by a Pokémon using a move other than {{m|G-Max Centiferno}} or {{m|G-Max Sandblast}} will end if the Pokémon that caused the bind is removed from the field.
|
{| 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|Gastro Acid}}
{{typetable|Poison}}
{{statustable|Status}}
| —
| 100%
|
|-
| class="l" | {{m|Core Enforcer}}
{{typetable|Dragon}}
{{statustable|Special}}
| 100
| 100%
| Only suppresses Abilities of affected Pokémon that acted before the user.
|}
|}
{{-}}
{{-}}


====Curse====
=====Curse=====
[[File:Masked Man Gastly Curse.png|thumb|200px|{{p|Suicune}} is hurt by the Curse]]
[[File:Masked Man Gastly Curse.png|thumb|200px|{{p|Suicune}} is hurt by the Curse]]
{{main|Curse (move)}}
{{main|Curse (move)}}
A cursed Pokémon (affected by {{m|Curse}} used by a {{type|Ghost}} Pokémon) takes damage equal to ¼ of its maximum HP every turn.
A cursed Pokémon (affected by {{m|Curse}} used by a {{type|Ghost}} Pokémon) takes damage equal to ¼ of its maximum HP every turn.
=====Nightmare=====
{{main|Nightmare (move)}}
{{m|Nightmare}} only affects a sleeping Pokémon. The sleeping Pokémon loses ¼ of its maximum hit points every turn. If the sleeping Pokémon awakens, then the nightmare will no longer be in effect. If Baton Pass switches in a Pokémon that is not asleep (via {{m|Sleep Talk}}), then the nightmare will no longer be in effect.
=====Perish Song=====
{{main|Perish Song (move)}}
After three turns, all Pokémon who heard the {{m|Perish Song}} will faint. Pokémon with the {{a|Soundproof}} Ability are exempted and will not faint, except in Gen III-VII. Any Pokémon who heard it can avoid the effect of fainting if it is switched out before the three-turn count finishes. {{m|Baton Pass}} transfers the Perish Song countdown. The effect will also take place when {{a|Perish Body}} is activated.
====={{anchor|Seeding|Seeded}}=====
{{main|Seeded}}
A Pokémon affected by {{m|Leech Seed}} or {{m|Sappy Seed}} loses [[HP]] each turn, and the Pokémon in the position of the user of that move has its HP healed. In battles involving multiple Pokémon, if no Pokémon is in that position (for example, if it fainted and could not be replaced), no HP will be deducted from the seeded Pokémon. However, if a Pokémon is later able to occupy that position (if it was revived), HP will once again be sapped from the seeded Pokémon. While a Pokémon is seeded, even if it cannot have its health drained due to there being no Pokémon in the appropriate slot to drain its HP, it cannot be seeded again.
=====Salt Cure=====
{{main|Salt Cure (move)}}
{{m|Salt Cure}} inflicts 1/8 of the target's maximum HP as damage per turn in addition to the damage dealt when it is used. If a {{t|Steel}} and/or {{t|Water}} type is affected by Salt Cure, the amount of damage per turn is ¼ of its maximum HP.
=====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.
====Effectiveness====
=====Autotomize=====
{{main|Autotomize (move)}}
A Pokémon that uses the move {{m|Autotomize}} will have its {{stat|Speed}} stat increase by two stages and (if the user successfully changes its Speed) its [[weight]] decreased by 220&nbsp;lbs. (100&nbsp;kg). If the user successfully changes its weight, the message ''"<Pokémon> became nimble!"'' is displayed.
Weight loss from Autotomize stacks, so using it multiple times will continue to decrease the user's weight accordingly until it reaches the minimum weight. Autotomize's weight reduction cannot be transferred by {{m|Baton Pass}} or removed by {{m|Haze}}. A Pokémon's weight is reset if it changes [[List of Pokémon with form differences|form]].
====={{anchor|Identification|Identified}}=====
[[File:Ash Noctowl Foresight effect.png|thumb|left|220px|{{AP|Noctowl}}'s Foresight identifying {{p|Gastly}}]]
The opponent's evasion modification will not affect the accuracy of a Pokémon that uses {{m|Foresight}}, {{m|Odor Sleuth}}, or {{m|Miracle Eye}}. In addition, a {{t|Normal}}- or {{type|Fighting}} move used by a Pokémon that has used Foresight or Odor Sleuth will affect {{type|Ghost}} Pokémon, and {{type|Psychic}} moves used by a Pokémon that has used Miracle Eye will affect {{type|Dark}} Pokémon.
{{-}}
{{-}}


====Drowsy====
=====Minimize=====
{{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}}.
[[File:Nurse Joy Chansey Minimize effect.png|thumb|250px|Minimized {{p|Chansey}}]]
{{main|Minimize (move)}}
A Pokémon that has used the move {{m|Minimize}} (or had the effect passed to it via {{m|Baton Pass}}) will be affected more harmfully by some moves, including {{m|Stomp}}, {{m|Steamroller}}, {{m|Body Slam}}, {{m|Dragon Rush}}, {{m|Flying Press}}, and {{m|Phantom Force}}. In Generation VI, all of these moves will always hit a target that has used Minimize.
 
=====Tar Shot=====
{{main|Tar Shot (move)}}
A Pokémon hit by the move {{m|Tar Shot}} has the [[Type effectiveness|effectiveness]] of {{type|Fire}} moves used on it doubled. This effect does not stack.
 
====Groundedness====
 
=====Grounded=====
{{main|Grounded}}
If a Pokémon is immune to {{type|Ground}} moves due to being a {{t|Flying}} type, having {{a|Levitate}}, holding an [[Air Balloon]], or being under the effect of {{m|Magnet Rise}} or {{m|Telekinesis}}, and it is hit by {{m|Smack Down}} or {{m|Thousand Arrows}}, it becomes grounded and loses its immunity to Ground-type moves.
 
=====Magnetic levitation=====
[[File:Psychic Metagross Magnet Rise.png|thumb|left|220px|{{p|Metagross}} levitating on magnetism]]
{{main|Magnet Rise (move)}}
 
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]].


{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
This effect can be transferred by {{m|Baton Pass}}.
|-
|
{| 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====
====={{anchor|Telekinetic levitation|Telekinesis}}=====
[[File:Cyrus Weavile Embargo Adventures.png|thumb|left|150px|{{p|Spiritomb}} being prevented from using items]]
[[File:Christie Gothita Telekinesis.png|thumb|left|250px|A group of people being telekinetically levitated]]
{{main|Embargo (move)}}
{{main|Telekinesis (move)}}
A Pokémon under the effect of {{m|Embargo}} is unable to use its [[held item]] and its Trainer cannot use items on it (including [[Wonder Launcher]] items) for five turns. A Pokémon under the effect of Embargo cannot use {{m|Fling}}.
A Pokémon levitated by {{m|Telekinesis}} is immune to {{type|Ground}} moves, {{m|Spikes}}, {{m|Toxic Spikes}}, and {{a|Arena Trap}} for three turns. In addition, all other moves, except [[one-hit knockout move]]s, hit the target regardless of {{stat|accuracy}} and {{stat|evasion}}; however, it does not allow moves to hit semi-invulnerable Pokémon.
{{-}}
{{-}}


====Encore====
====Healing====
[[File:Ursula Plusle Minun Encore effect.png|thumb|250px|{{p|Mamoswine}} and {{p|Cyndaquil}} being under Encore]]
 
{{main|Encore (move)}}
=====Aqua Ring=====
{{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.
[[File:Skyla Swanna Aqua Ring.png|thumb|left|250px|{{TP|Skyla|Swanna}} enveloped in a veil of water]]
{{main|Aqua Ring (move)}}
When a Pokémon surrounds itself with a veil of water by using {{m|Aqua Ring}}, it restores 1/16th of its maximum HP every turn. This effect can be transferred by {{m|Baton Pass}}.
{{-}}
{{-}}


====Flinch====
=====Rooting=====
[[File:Paul Magmar flinch.png|thumb|left|250px|{{TP|Paul|Magmar}} flinching]]
[[File:Steven Cradily Ingrain.png|thumb|250px|{{p|Cradily}} after planting its roots]]
{{anchor|Cringe}}
{{main|Ingrain (move)}}
{{main|Flinch}}
 
The flinch status prevents a Pokémon from attacking during one turn.
When a Pokémon plants its roots by using {{m|Ingrain}}, it restores 1/16th of its maximum HP every turn but cannot switch out or [[escape|flee]], even if hit by a move that would force this such as {{m|Roar}} and {{m|Dragon Tail}}. If a {{type|Flying}} Pokémon or a Pokémon with {{a|Levitate}} is rooted to the ground, it is susceptible to {{type|Ground}} moves, {{m|Spikes}} and {{m|Toxic Spikes}}. The Pokémon cannot be affected by {{m|Magnet Rise}} and {{m|Telekinesis}} and they are removed if active upon rooting. This effect can be transferred by {{m|Baton Pass}}.
{{-}}
 
====Next Turn====
 
=====Laser Focus=====
{{main|Laser Focus (move)}}
Laser Focus causes the user's moves to result in a [[critical hit]] until the end of the next turn, unless that move's target has {{a|Battle Armor}}, {{a|Shell Armor}}, or is under the effect of {{m|Lucky Chant}}.
 
The effect of Laser Focus can be copied by {{m|Psych Up}} or {{m|Transform}}.
 
=====Taking aim=====
[[File:Ash Sceptile Lock-On effect.png|thumb|220px|[[Ash's Sceptile|Sceptile]] being targeted]]
When a Pokémon uses {{m|Mind Reader}} or {{m|Lock-On}} to take aim at a target, the user's next damage-dealing move will hit that target without fail, even if the opponent uses a move that offers a turn of semi-invulnerability, such as {{m|Fly}}. This effect can be {{m|Baton Pass}}ed.
 
=====Drowsy=====
{{m|Yawn}} and {{m|G-Max Snooze}} makes the target drowsy. At the end of the next turn, the drowsy Pokémon will fall {{status|sleep|asleep}}, unless it is already afflicted by a non-volatile status condition. If a drowsy Pokémon [[Recall|switches]] out, it loses its drowsiness. Drowsiness cannot be passed by {{m|Baton Pass}}.
 
====Priming====
 
=====Charged=====
{{main|Charge (move)}}
A charged Pokémon has the [[power]] ([[damage]] in Generation III) of its next {{type|Electric}} move doubled. Prior to Generation IX, this condition lasts for the next turn. In Generation IX, the effect remains active until the next attempt to use an Electric-type move. Charge does not stack. A Pokémon can become charged by using the move {{m|Charge}}, or by the Abilities {{a|Electromorphosis}} and {{a|Wind Power}}.
 
=====Stockpile count=====
{{main|Stockpile (move)}}
When the move {{m|Stockpile}} is used, the user will stockpile energy; the user can stockpile energy up to three times. The moves {{m|Spit Up}} and {{m|Swallow}} inflict damage and heal the user based on the number of stockpiles, respectively, but also reset the stockpile count. Both moves fail if the stockpile count is zero.
 
=====Defense Curl=====
[[File:Ash Phanpy Defense Curl.png|thumb|220px|{{AP|Phanpy}} curls up, ready to use {{m|Rollout}}]]
Using {{m|Defense Curl}} causes the power of {{m|Rollout}} and {{m|Ice Ball}} to double for the Pokémon. This effect is not transferred by {{m|Baton Pass}}.
 
=====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 for five and four turns, respectively. Additionally, the item [[Twice-Spiced Radish]] primes the Pokémon it is used on.


====Grounded====
====Prevention====
{{main|Grounded}}
If a Pokémon is immune to {{type|Ground}} moves due to being a {{t|Flying}} type, having {{a|Levitate}}, holding an [[Air Balloon]], or being under the effect of {{m|Magnet Rise}} or {{m|Telekinesis}}, and it is hit by {{m|Smack Down}} or {{m|Thousand Arrows}}, it becomes grounded and loses its immunity to Ground-type moves.


====Heal Block====
====={{anchor|Trapped|Can't escape}}=====
[[File:Mars Bronzor Heal Block Adventures.png|thumb|200px|{{p|Blissey}} being prevented from healing]]
[[File:Lenora Watchog Mean Look effect.png|thumb|left|250px|{{AP|Oshawott}} failing to return to his Poké Ball after being hit by {{m|Mean Look}}]]
{{main|Heal Block (move)}}
{{main|Escape prevention}}
{{main|Psychic Noise (move)}}
A Pokémon that can't escape can neither [[recall|switch out]] nor [[escape|flee]] as long as the Pokémon that trapped it is on the field.
A Pokémon affected by {{m|Heal Block}} or {{m|Psychic Noise}} is prevented from healing for five turns.
{{-}}


===={{anchor|Identification|Identified}}====
======No retreat======
[[File:Ash Noctowl Foresight effect.png|thumb|left|220px|{{AP|Noctowl}}'s Foresight identifying {{p|Gastly}}]]
{{main|No Retreat (move)}}
The opponent's evasion modification will not affect the accuracy of a Pokémon that uses {{m|Foresight}}, {{m|Odor Sleuth}}, or {{m|Miracle Eye}}. In addition, a {{t|Normal}}- or {{type|Fighting}} move used by a Pokémon that has used Foresight or Odor Sleuth will affect {{type|Ghost}} Pokémon, and {{type|Psychic}} moves used by a Pokémon that has used Miracle Eye will affect {{type|Dark}} Pokémon.
A Pokémon that uses the move {{m|No Retreat}} will gain a variant of the Can’t escape condition. The move No Retreat will fail if the user already possesses the No retreat condition, however a Pokémon that already possesses the Can’t escape condition cannot gain the No retreat condition, allowing the move No Retreat to be used multiple times without failing.


=====Moves=====
======Octolock======
A Pokémon can be identified when struck by any of the following moves.
{{main|Octolock (move)}}
{| class="roundy" width="100%" style="background: #{{psychic color}}; border: 5px solid #{{psychic color light}};"
{{m|Octolock}} inflicts a variant of the Can’t escape condition which additionally lowers the target’s {{stat|Defense}} and {{stat|Special Defense}} by one stage each at the end of each turn.
|-
{{-}}
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{psychic color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Foresight}}
{{typetable|Normal}}
{{statustable|Status}}
| {{tt|—%|100% in Generations II-III}}
| class="l" | Removes {{type|Ghost}} Pokémon's immunity to {{type|Fighting}} and {{type|Normal}} moves
|-
| class="l" | {{m|Odor Sleuth}}
{{typetable|Normal}}
{{statustable|Status}}
| {{tt|—%|100% in Generation III}}
| class="l" | Removes {{type|Ghost}} Pokémon's immunity to {{type|Fighting}} and {{type|Normal}} moves
|-
| class="l" | {{m|Miracle Eye}}
{{typetable|Psychic}}
{{statustable|Status}}
| —%
| class="l" | Removes {{type|Dark}} Pokémon's immunity to {{type|Psychic}} moves
|}
|}


===={{anchor|attraction|Infatuation}}====
=====Disable=====
[[File:Tierno Raichu infatuated.png|thumb|250px|{{p|Raichu}} is infatuated]]
{{main|Disable (move)}}
{{main|Infatuation}}
A Pokémon under the effect of {{m|Disable}} is unable to use a specific [[move]] for 0-7 turns in Generation I, 2-8 turns in Generation II, 2-5 turns in Generation III, 4-7 turns in Generation IV, and 4 turns from Generation V onwards. In Generation I, the disabled move is randomly selected among the target's moves whose current PP is greater than 0. In Generation II onwards, the disabled move is the last move that the target used. Disable fails if one of the target's moves is already disabled. Disable does not affect Pokémon under the protection of {{a|Aroma Veil}}.
A Pokémon that is infatuated cannot use moves 50% of the time, even against Pokémon other than the one it is infatuated with.


====Nightmare====
=====Embargo=====
{{main|Nightmare (move)}}
[[File:Cyrus Weavile Embargo Adventures.png|thumb|left|150px|{{p|Spiritomb}} being prevented from using items]]
{{m|Nightmare}} only affects a sleeping Pokémon. The sleeping Pokémon loses ¼ of its maximum hit points every turn. If the sleeping Pokémon awakens, then the nightmare will no longer be in effect. If Baton Pass switches in a Pokémon that is not asleep (via {{m|Sleep Talk}}), then the nightmare will no longer be in effect.
{{main|Embargo (move)}}
A Pokémon under the effect of {{m|Embargo}} is unable to use its [[held item]] and its Trainer cannot use items on it (including [[Wonder Launcher]] items) for five turns. A Pokémon under the effect of Embargo cannot use {{m|Fling}}.
{{-}}


====Perish Song====
=====Heal Block=====
{{main|Perish Song (move)}}
[[File:Mars Bronzor Heal Block Adventures.png|thumb|200px|{{p|Blissey}} being prevented from healing]]
After three turns, all Pokémon who heard the {{m|Perish Song}} will faint, excluding Pokémon with the {{a|Soundproof}} Ability (except in Gen III-VII). Any Pokémon who heard it can avoid the effect of fainting if it is switched out before the three-turn count finishes. {{m|Baton Pass}} transfers the Perish Song countdown. The effect will also take place when {{a|Perish Body}} is activated.
{{main|Heal Block (move)}}
{{main|Psychic Noise (move)}}
A Pokémon affected by {{m|Heal Block}} or {{m|Psychic Noise}} is prevented from healing for five or two turns, respectively.


===={{anchor|Seeding|Seeded}}====
=====Imprison=====
{{main|Seeded}}
{{main|Imprison (move)}}
A Pokémon affected by {{m|Leech Seed}} or {{m|Sappy Seed}} loses [[HP]] each turn, and the user of that move has its HP healed.
While a Pokémon is under the effect of {{m|Imprison}}, its opponents cannot use any move which is also known by the user of Imprison. A Pokémon will use {{m|Struggle}} if it has no other available moves with [[PP]] remaining besides moves blocked by Imprison.


====Taunt====
=====Taunt=====
{{main|Taunt (move)}}
{{main|Taunt (move)}}
A {{m|taunt}}ed Pokémon cannot use any [[status move]]s for 3 turns (2-4 turns prior to Generation V), including status moves that will always {{cat|Moves that call other moves|turn into}} damaging moves like {{m|Nature Power}}. The Taunt status can only be inflicted by the move {{m|Taunt}}.
A {{m|taunt}}ed Pokémon cannot use any [[status move]]s for 3 turns (2-4 turns prior to Generation V), including status moves that will always {{cat|Moves that call other moves|turn into}} damaging moves like {{m|Nature Power}}. The Taunt status can only be inflicted by the move {{m|Taunt}}.
Line 278: Line 302:
A taunted Pokémon can still use a status [[Z-Move]].
A taunted Pokémon can still use a status [[Z-Move]].


===={{anchor|Telekinetic levitation|Telekinesis}}====
=====Throat Chop=====
[[File:Christie Gothita Telekinesis.png|thumb|250px|A group of people being telekinetically levitated]]
{{main|Throat Chop (move)}}
{{main|Telekinesis (move)}}
A Pokémon hit by the move {{m|Throat Chop}} will be unable to use [[sound-based move]]s for two turns.
A Pokémon levitated by {{m|Telekinesis}} is immune to {{type|Ground}} moves, {{m|Spikes}}, {{m|Toxic Spikes}}, and {{a|Arena Trap}} for three turns. In addition, all other moves, except [[one-hit knockout move]]s, hit the target regardless of {{stat|accuracy}} and {{stat|evasion}}; however, it does not allow moves to hit semi-invulnerable Pokémon.
 
=====Torment=====
[[File:Harley Banette Torment effect.png|thumb|left|220px|{{TP|May|Bulbasaur}} being tormented]]
A {{m|torment}}ed Pokémon cannot use the same move twice in a row. If the Pokémon is holding a {{cat|Choice items|Choice item}} or only has one move remaining with [[PP]], it is forced to use {{m|Struggle}} every second turn. A Pokémon can be tormented when struck by the moves {{m|Torment}} and {{m|G-Max Meltdown}}.
{{-}}
 
=====Confusion=====
{{main|Confusion (status condition)}}
[[File:Confused Status JN.png|thumb|left|250px|{{AP|Riolu}} is confused]]
The confused condition causes a Pokémon to sometimes hurt itself in its confusion instead of executing a selected move.
{{-}}
 
====={{anchor|attraction|Infatuation}}=====
[[File:Tierno Raichu infatuated.png|thumb|left|250px|{{p|Raichu}} is infatuated]]
{{main|Infatuation}}
A Pokémon that is infatuated cannot use moves 50% of the time, even against Pokémon other than the one it is infatuated with. A Pokémon will remain infatuated as long as the Pokémon that infatuated it is on the field.
{{-}}
{{-}}


====Torment====
====Stats====
[[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=====
=====Getting pumped=====
A Pokémon can be tormented when struck by any of the following moves.
[[File:Roark Cranidos Focus Energy.png|thumb|250px|Cranidos getting pumped]]
{| class="roundy" width="100%" style="background: #{{dark color}}; border: 5px solid #{{dark color light}};"
{{main|Focus Energy (move)}}
|-
A Pokémon can become pumped by using the move {{m|Focus Energy}} or if the item [[Dire Hit]] is used on it. In Generation I, a pumped Pokémon is 75% less likely to land a critical hit. In Generation II, a pumped Pokémon has its critical hit rate increased by [[Critical hit#Probability_2|one stage]]. In Generation III and in later games, a pumped Pokémon has its critical hit rate increased by two stages.
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{dark color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! Probability
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Torment}}
{{typetable|Dark}}
{{statustable|Status}}
| 100%
| —
| 100%
| class="l" |
|-
| class="l" | {{m|G-Max Meltdown}}
{{typetable|Steel}}
{{statustable|???|''Varies''}}
| 100%
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Melmetal}}<br>Affects all opponents on the field
|}
|}


====Type change====
=====Guard Split=====
{{main|Type change}}
{{main|Guard Split (move)}}
The move {{m|Guard Split}} averages the user's {{stat|Defense}} and {{stat|Special Defense}} stats with those of the target Pokémon. Both the user's and the target's stat changes are ignored when calculating the average.


A Pokémon has one or more [[type]]s temporarily changed, added, or removed in battle.
=====Power Split=====
{{main|Power Split (move)}}
The move {{m|Power Split}} averages the user's {{stat|Attack}} and {{stat|Special Attack}} stats with those of the target Pokémon. Both the user's and the target's stat changes are ignored when calculating the average.


====Splinters====
=====Speed Swap=====
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.
{{main|Speed Swap (move)}}
The move {{m|Speed Swap}} swaps the user's {{stat|Speed}} stat with that of the target Pokémon. This move does not swap in-battle speed modifiers, such as Abilities and stat stages.


The moves {{m|Ceaseless Edge}}, {{m|Pin Missile}}, {{m|Spikes}}, {{m|Stealth Rock}}, and {{m|Stone Axe}} inflict splinters onto the target.
=====Power Trick=====
[[File:Conway Shuckle Power Trick.png|thumb|250px|Shuckle switching its powers]]
{{main|Power Trick (move)}}
The move {{m|Power Trick}} swaps the user's base stat of {{stat|Attack}} and base stat of {{stat|Defense}}. This effect is passed by {{m|Baton Pass}}.


====Power Boost====
=====Power Boost=====
This status condition in Legends: Arceus indicates that a Pokémon's offensive stats are raised, increasing the damage it deals with its moves by 50%. It usually consists of moves that can raise Attack or Special Attack in other core series games.
This status condition in Legends: Arceus indicates that a Pokémon's offensive stats are raised, increasing the damage it deals with its moves by 50%. It usually consists of moves that can raise Attack or Special Attack in other core series games.


It lasts four turns for {{m|Bulk Up}}, {{m|Calm Mind}}, and {{m|Victory Dance}} and five turns for {{m|Nasty Plot}} and {{m|Swords Dance}}.
It lasts four turns for {{m|Bulk Up}}, {{m|Calm Mind}}, and {{m|Victory Dance}} and five turns for {{m|Nasty Plot}} and {{m|Swords Dance}}.


====Power Drop====
=====Power Drop=====
This status condition in Legends: Arceus indicates that a Pokémon's offensive stats are lowered, decreasing the damage it deals by a third. It usually consists of moves that can lower Attack or Special Attack in other core series games.
This status condition in Legends: Arceus indicates that a Pokémon's offensive stats are lowered, decreasing the damage it deals by a third. It usually consists of moves that can lower Attack or Special Attack in other core series games.


{{m|Draco Meteor}} and {{m|Leaf Storm}} lower the user's offensive stats for three turns. {{m|Mystical Fire}}, {{m|Snarl}}, and {{m|Struggle Bug}} lower the target's offensive stats for three turns, while it lasts five turns for {{m|Baby-Doll Eyes}}.
{{m|Draco Meteor}} and {{m|Leaf Storm}} lower the user's offensive stats for three turns. {{m|Mystical Fire}}, {{m|Snarl}}, and {{m|Struggle Bug}} lower the target's offensive stats for three turns, while it lasts five turns for {{m|Baby-Doll Eyes}}.


====Guard Boost====
=====Guard Boost=====
This status condition in Legends: Arceus indicates that a Pokémon's defensive stats are raised, decreasing the damage it takes from attacks by a third. It usually consists of moves that can raise Defense or Special Defense in other core series games.
This status condition in Legends: Arceus indicates that a Pokémon's defensive stats are raised, decreasing the damage it takes from attacks by a third. It usually consists of moves that can raise Defense or Special Defense in other core series games.


It lasts four turns for {{m|Victory Dance}} and five turns for {{m|Iron Defense}}.
It lasts four turns for {{m|Victory Dance}} and five turns for {{m|Iron Defense}}.


====Guard Drop====
=====Guard Drop=====
This status condition in Legends: Arceus indicates that a Pokémon's defensive stats are lowered, increasing the damage it takes from attacks by 50%. It usually consists of moves that can lower Defense or Special Defense in other core series games.
This status condition in Legends: Arceus indicates that a Pokémon's defensive stats are lowered, increasing the damage it takes from attacks by 50%. It usually consists of moves that can lower Defense or Special Defense in other core series games.


{{m|Close Combat}} and {{m|Headlong Rush}} lower the user's defensive stats for three turns. {{m|Triple Arrows}} lowers the target's defensive stats for three turns.
{{m|Close Combat}} and {{m|Headlong Rush}} lower the user's defensive stats for three turns. {{m|Triple Arrows}} lowers the target's defensive stats for three turns.


===Critical Hit Boost===
=====Critical Hit Boost=====
This status condition in Legends: Arceus indicates that a Pokémon's critical hit ratio is increased, increasing the chance to land a critical hit.
This status condition in Legends: Arceus indicates that a Pokémon's critical hit ratio is increased, increasing the chance to land a critical hit.


It lasts 5 turns for {{m|Focus Energy}} and 3 turns for {{m|Triple Arrows}}.
It lasts 5 turns for {{m|Focus Energy}} and 3 turns for {{m|Triple Arrows}}.


===Volatile battle status===
=====Obscured=====
{{split|{{redlink|Battle status}}|section}}
Obscured is a status condition exclusive to {{g|Legends: Arceus}} that causes incoming attacks to become more likely to miss. It does not affect {{cat|Moves that cannot miss|sure-hit moves}}, which will always hit an obscured target regardless. It corresponds to {{cat|moves that can lower the target's accuracy}} in other core series games.
A volatile battle status is usually self-inflicted and will wear off when a Pokémon is taken out of battle or a battle is over. Many of these will also wear off after a number of turns pass. Since they aren't shown in battle as a status condition (having an icon) a Pokémon can be affected with multiple volatile battle statuses, volatile conditions and a non-volatile condition at the same time.
 
{{m|Mud Bomb}}, {{m|Mud-Slap}}, {{m|Octazooka}}, and {{m|Shadow Force}} obscure the user for three turns, while for {{m|Lunar Blessing}} and {{m|Shelter}}, it lasts four turns.
 
====Forced Move====


====Aqua Ring====
=====Choice lock=====
[[File:Skyla Swanna Aqua Ring.png|thumb|250px|{{TP|Skyla|Swanna}} enveloped in a veil of water]]
{{main|:Category:Choice items}}
{{main|Aqua Ring (move)}}
When a Pokémon holding a [[Choice Band]], [[Choice Specs]], or [[Choice Scarf]] first selects a move, it will only be able to use that [[move]] until [[Recall|switched out]].
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}}.
 
=====Encore=====
[[File:Ursula Plusle Minun Encore effect.png|thumb|left|250px|{{p|Mamoswine}} and {{p|Cyndaquil}} being under Encore]]
{{main|Encore (move)}}
{{m|Encore}} forces the Pokémon to repeat its last attack for 2-5 turns in Generation II, 4-8 turns in Generations III and IV, and 3 turns in Generation V and VI. In Generation V, if the Pokémon has {{m|Magic Coat}} active, the move will fail.
{{-}}
{{-}}


====Bracing====
=====Rampage=====
[[File:Ash Heracross Endure.png|thumb|left|220px|{{AP|Heracross}} bracing itself]]
[[File:Iris Axew Outrage.png|thumb|220px|[[Iris's Haxorus|Axew]] being forced to attack]]
{{main|Endure (move)}}
{{main|Rampage}}
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.
 
{{-}}
If Pokémon uses either {{m|Thrash}}, {{m|Outrage}}, {{m|Petal Dance}}, {{m|Rage}} ([[Generation I]] only), or {{m|Raging Fury}} ([[Generation IX]] only) it will be forced to use that move for 2 or 3 turns (3 or 4 in [[Generation I]]) and will get [[confused]] at the end.
 
=====Rolling=====
{{main|Rollout (move)}}
{{main|Ice Ball (move)}}
If a Pokémon uses either {{m|Rollout}} or {{m|Ice Ball}}, it will be forced to use that move for 5 turns, doubling in power for each consecutive hit.
 
=====Making an uproar=====
{{main|Uproar (move)}}
If a Pokémon uses {{m|Uproar}}, it will be forced to use that move for 3 turns (2-5 in Generations III and IV). While a Pokémon is making an uproar, other Pokémon will be unable to {{status|sleep}} (except for Pokémon with the Ability {{a|Soundproof}} in Generations III or IV).
 
=====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.
 
====Multi-turn Move====
 
=====Bide=====
{{main|Bide (move)}}
If a Pokémon uses {{m|Bide}}, the user will be unable to select a move for an idling period of 2 turns (2-3 in Generations I and II), though it will still be able to switch out during the move's effect. Afterwards, Bide will do damage equal to twice the damage received during the idling period. If the user is not directly attacked during the biding period, Bide will fail on the turn it would have released.
 
=====Recharging=====
[[File:Kukui Incineroar Blast Burn recharge.png|thumb|250px|{{TP|Professor Kukui|Incineroar}} recharging after using Blast Burn]]
{{main|Recharge}}
 
A Pokémon that successfully uses certain moves must [[recharge]] during the next turn. While recharging, the Pokémon cannot perform an action.


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


Line 382: Line 431:
Pokémon that are readying {{m|Razor Wind}} whip up a whirlwind.
Pokémon that are readying {{m|Razor Wind}} whip up a whirlwind.


=====Moves=====
======Moves======
A Pokémon can be charging when using any of the following moves.
 
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|-
|  
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-  
|-
! Move
! Move
! width="15%" | [[Type]]
! width="15%" | [[Type]]
Line 492: Line 541:
| 60
| 60
| 100%
| 100%
| class="l" | User and target become semi-invulnerable
| class="l" | User and target become semi-invulnerable. Ends early if user or target [[fainting|faints]].
|-
|-
| class="l" | {{m|Solar Beam}}
| class="l" | {{m|Solar Beam}}
Line 510: Line 559:
|}
|}


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


If a Pokémon is the center of attention, its opponents are forced to target the center of attention rather than their intended target.
====Transient====
These status conditions take effect only within the turn they are applied.
=====Flinch=====
[[File:Paul Magmar flinch.png|thumb|left|250px|{{TP|Paul|Magmar}} flinching]]
{{anchor|Cringe}}
{{main|Flinch}}
The flinch status prevents a Pokémon from attacking during one turn.
{{-}}


====Defense Curl====
=====Bracing=====
[[File:Ash Phanpy Defense Curl.png|thumb|220px|{{AP|Phanpy}} curls up, ready to use {{m|Rollout}}]]
[[File:Ash Heracross Endure.png|thumb|left|220px|{{AP|Heracross}} bracing itself]]
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}}.
{{main|Endure (move)}}
When a Pokémon uses {{m|Endure}}, it braces itself so that whenever it takes damage that turn, it will always survive with at least 1 HP. The [[Focus Sash]], [[Focus Band]], and Ability {{a|Sturdy}} all have similar effects.
{{-}}
{{-}}


====Rooting====
=====Center of attention=====
[[File:Steven Cradily Ingrain.png|thumb|left|250px|{{p|Cradily}} after planting its roots]]
[[File:Daisy Clefairy Courtney Vulpix Follow Me Tail Whip Adventures.png|thumb|left|250px|{{p|Clefairy}} drawing attention to itself]]
{{main|Ingrain (move)}}
{{main|Center of attention}}


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}}.
If a Pokémon is the center of attention, its opponents are forced to target the center of attention rather than their intended target.
{{-}}
{{-}}


====Magic Coat====
=====Magic Coat=====
[[File:Absol Magic Coat Adventures.png|thumb|250px|{{p|Absol}} bouncing back an attack]]
[[File:Absol Magic Coat Adventures.png|thumb|left|250px|{{p|Absol}} bouncing back an attack]]
{{main|Magic Coat (move)}}
{{main|Magic Coat (move)}}


A Pokémon shrouded with {{m|Magic Coat}} will reflect most status moves used against it or its side of the field back at the user during the turn it used the move. The Ability {{a|Magic Bounce}} reflects the same moves.
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====
=====Protection=====
[[File:Psychic Metagross Magnet Rise.png|thumb|left|220px|{{p|Metagross}} levitating on magnetism]]
{{main|Magnet Rise (move)}}
 
A Pokémon levitating on magnetism via {{m|Magnet Rise}} is immune to {{type|Ground}} attacks for five turns. Like {{type|Flying}} Pokémon and Pokémon with {{a|Levitate}}, the user is immune to the damage of {{m|Spikes}} and {{m|Toxic Spikes}}, and is unaffected by {{a|Arena Trap}}. Magnet Rise is completely negated by {{m|Gravity}}, {{m|Ingrain}}, and holding an [[Iron Ball]].
 
This effect can be transferred by {{m|Baton Pass}}.
{{-}}
 
====Mimic====
[[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====
[[File:Nurse Joy Chansey Minimize effect.png|thumb|left|250px|Minimized {{p|Chansey}}]]
{{main|Minimize (move)}}
A Pokémon that has used the move {{m|Minimize}} (or had the effect passed to it via {{m|Baton Pass}}) will be affected more harmfully by some moves, including {{m|Stomp}}, {{m|Steamroller}}, {{m|Body Slam}}, {{m|Dragon Rush}}, {{m|Flying Press}}, and {{m|Phantom Force}}; also in Generation VI, all of these moves will always hit a target that has used Minimize.
{{-}}
 
==== Power Trick ====
[[File:Conway Shuckle Power Trick.png|thumb|250px|Shuckle switching its powers]]
Move {{m|Power Trick}} swaps user's base stat of attack with base stat of defense. This effect is passed by {{m|Baton Pass}}.
{{-}}
 
====Protection====
{{main|Protection}}
{{main|Protection}}


A protected Pokémon will be unaffected by both damaging moves and [[status move]]s during one turn.
A protected Pokémon will be unaffected by [[physical move|physical]], [[special move|special]], and/or [[status move]]s during one turn depending on the [[protection]] move used.
 
====Rampage====
[[File:Iris Axew Outrage.png|thumb|right|220px|[[Iris's Haxorus|Axew]] being forced to attack]]
{{main|Rampage}}
 
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.
 
====Recharging====
[[File:Kukui Incineroar Blast Burn recharge.png|thumb|250px|{{TP|Professor Kukui|Incineroar}} recharging after using Blast Burn]]
{{main|Recharge}}
 
A Pokémon that successfully uses certain moves must [[recharge]] during the next turn. While recharging, the Pokémon cannot perform an action.
 
====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.
 
====Substitute====
[[File:Juniper Accelgor Substitute.png|thumb|250px|{{p|Accelgor}} launching a substitute]]
{{main|Substitute (move)}}
The Pokémon that uses {{m|Substitute}} uses up to ¼ of its total HP (rounded down) to make a substitute which will absorb hits until it "breaks" (damage the substitute has taken is equal to or greater than the HP used to make it).
{{-}}
 
====Taking aim====
[[File:Ash Sceptile Lock-On effect.png|thumb|left|220px|[[Ash's Sceptile|Sceptile]] being targeted]]
When a Pokémon uses {{m|Mind Reader}} or {{m|Lock-On}} to take aim at a target, the user's next damage-dealing move will hit that target without fail, even if the opponent uses a move that offers a turn of semi-invulnerability, such as {{m|Fly}}. This effect can be {{m|Baton Pass}}ed.
 
=====Moves=====
A Pokémon will be taking aim when using any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Mind Reader}}
{{typetable|Normal}}
{{statustable|Status}}
| —
| {{tt|—%|100 in Generations II-III}}
|
|-
| class="l" | {{m|Lock-On}}
{{typetable|Normal}}
{{statustable|Status}}
| —
| {{tt|—%|100 in Generations II-III}}
|
|}
|}
{{-}}
{{-}}
====Transformed====
[[File:Duplica Ditto Pikachu.png|thumb|220px|{{p|Ditto}} being Transformed into {{p|Pikachu}}]]
{{main|Transform}}
A Pokémon is transformed into the target with the use of {{m|Transform}}. Additionally, {{a|Imposter}} ({{p|Ditto}}'s [[signature Ability]]) automatically causes the user to transform into the opponent.
====Fixated====
In {{g|Legends: Arceus}}, Pokémon can become fixated on using a move. While fixated, that move deals increased damage, but also causes the user to receive increased damage from direct attacks. Fixation ends when the Pokémon uses a different move.
The moves {{m|Petal Dance}}, {{m|Outrage}}, {{m|Rollout}}, {{m|Ice Ball}}, and {{m|Raging Fury}} cause fixation after they are used; 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 for five and four turns, respectively. Additionally, the item [[Twice-Spiced Radish]] primes the Pokémon it is used on.
====Obscured====
Obscured is a status condition exclusive to {{g|Legends: Arceus}} that causes incoming attacks to become more likely to miss. It does not affect {{cat|Moves that cannot miss|sure-hit moves}}, which will always hit an obscured target regardless. It corresponds to {{cat|moves that can lower the target's accuracy}} in other core series games.
{{m|Mud Bomb}}, {{m|Mud-Slap}}, {{m|Octazooka}}, and {{m|Shadow Force}} obscure the user for three turns, while for {{m|Lunar Blessing}} and {{m|Shelter}}, it lasts four turns.


==In the spin-off games==
==In the spin-off games==
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===Pokémon Shuffle===
===Pokémon Shuffle===
In [[Pokémon Shuffle]], all status conditions will wear off as turns pass. Status conditions can be inflicted onto the opponent by {{OBP|Skill|Shuffle}}s when matching Pokémon icons.
[[File:Shuffle Spooked.png|thumb|right|Mimikyu is Spooked.]]
 
In [[Pokémon Shuffle]], status conditions can be inflicted onto the opponent by {{OBP|skill|Shuffle}}s when matching Pokémon icons at the start of a combo. A foe can only have one status condition at a time.
 
All status conditions will wear off as moves are made. More specifically, a status condition's duration will tick down after a move is made, but before the second hit onwards of the move's resulting combo. This can result in the status effect being active for the first match of the combo, but being inactive for the subsequent matches in the same combo.


The Skill {{DL|Skill (Shuffle)|Relentless}} will increase the damage of combos against a foe that has a status condition.
The Skill {{DL|Skill (Shuffle)|Relentless}} will increase the damage of the initial match against a foe that has a status condition. The in-game description states that it increases the damage of the combo as well, but due to a bug, it does not.


The Skill {{DL|Skill (Shuffle)|Mind Zap}} cannot activate against a foe that has a status condition.
The Skills {{DL|Skill (Shuffle)|Mind Zap}} and {{DL|Skill (Shuffle)|Prank}} cannot activate against a foe that has a status condition.


The effects of Shuffle's status conditions are as follows:
The effects of Shuffle's status conditions are as follows:
* '''Asleep''' - The Pokémon cannot use [[disruption]]s, their disruption countdown is paused, and the Pokémon will take 20% more damage. Caused by the Skills {{DL|Skill (Shuffle)|Nap Time}} or {{DL|Skill (Shuffle)|Sleep Charm}}.
* '''Asleep''' - The Pokémon cannot use [[disruption]]s, their disruption countdown is paused, and the Pokémon will take 20% more damage. Caused by the Skills {{DL|Skill (Shuffle)|Nap Time}} or {{DL|Skill (Shuffle)|Sleep Charm}}.
* '''Burned''' - The Pokémon takes 50% more damage from {{t|Fire}}-type Pokémon. Caused by the Skills {{DL|Skill (Shuffle)|Burn}} or {{DL|Skill (Shuffle)|Burn+}}.
* '''Burned''' - The Pokémon takes 50% more damage from {{t|Fire}}-type Pokémon. Caused by the Skills {{DL|Skill (Shuffle)|Burn}} or {{DL|Skill (Shuffle)|Burn+}}.
* '''Disruption Delay''' - The Pokémon cannot use disruptions, and their disruption countdown is paused. This is inflicted by the [[File:Disruption Delay.png|20px|link=]] Disruption Delay item, as well as the Skills {{DL|Skill (Shuffle)|Astonish}}, {{DL|Skill (Shuffle)|Chill}}, {{DL|Skill (Shuffle)|Constrict}}, {{DL|Skill (Shuffle)|Crushing Step}}, {{DL|Skill (Shuffle)|Daunt}}, {{DL|Skill (Shuffle)|Fascinate}}, {{DL|Skill (Shuffle)|Flap}}, {{DL|Skill (Shuffle)|Sand Sport}}, or {{DL|Skill (Shuffle)|Whirlpool}}.
* '''Disruption Delay''' - The Pokémon cannot use disruptions, and their disruption countdown is paused. This is inflicted by the [[File:Disruption Delay.png|20px|link=]] Disruption Delay item, as well as the Skills {{DL|Skill (Shuffle)|Astonish}}, {{DL|Skill (Shuffle)|Chill}}, {{DL|Skill (Shuffle)|Constrict}}, {{DL|Skill (Shuffle)|Crushing Step}}, {{DL|Skill (Shuffle)|Daunt}}, {{DL|Skill (Shuffle)|Fascinate}}, {{DL|Skill (Shuffle)|Flap}}, {{DL|Skill (Shuffle)|Power Hug}}, {{DL|Skill (Shuffle)|Sand Sport}}, {{DL|Skill (Shuffle)|Shadow Shock}}, or {{DL|Skill (Shuffle)|Whirlpool}}.
* '''Frozen''' - The Pokémon cannot use disruptions, their disruption countdown is paused, and the Pokémon will take 20% more damage from {{t|Ice}}-type Pokémon. Caused by the Skills {{DL|Skill (Shuffle)|Freeze}} or {{DL|Skill (Shuffle)|Freeze+}}.
* '''Frozen''' - The Pokémon cannot use disruptions, their disruption countdown is paused, and the Pokémon will take 20% more damage from {{t|Ice}}-type Pokémon. Caused by the Skills {{DL|Skill (Shuffle)|Freeze}} or {{DL|Skill (Shuffle)|Freeze+}}.
* '''Paralyzed''' -  The Pokémon cannot use disruptions, and their disruption countdown is paused. Caused by the Skills {{DL|Skill (Shuffle)|Dragon Shriek}}, {{DL|Skill (Shuffle)|Lightning}}, {{DL|Skill (Shuffle)|Paralyze}}, {{DL|Skill (Shuffle)|Paralyze+}}, {{DL|Skill (Shuffle)|Quake}}, or {{DL|Skill (Shuffle)|Shock Attack}}.
* '''Paralyzed''' -  The Pokémon cannot use disruptions, and their disruption countdown is paused. Caused by the Skills {{DL|Skill (Shuffle)|Dragon Shriek}}, {{DL|Skill (Shuffle)|Lightning}}, {{DL|Skill (Shuffle)|Paralyze}}, {{DL|Skill (Shuffle)|Paralyze+}}, {{DL|Skill (Shuffle)|Quake}}, or {{DL|Skill (Shuffle)|Shock Attack}}.
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In this game, most types have immunities to certain status conditions. These listed in the chart below, where an "X" indicates an immunity.
In this game, most types have immunities to certain status conditions. These listed in the chart below, where an "X" indicates an immunity.


{| class="roundy" style="margin: auto; text-align: center; background: #{{cute color}}; border: 3px solid #{{cute color light}}"
{| class="roundtable" style="margin: auto; text-align: center; background: #{{cute color}}; border: 3px solid #{{cute color light}}"
|- style="background:#{{beauty color light}}"
|- style="background:#{{beauty color light}}"
! colspan=19 style="{{roundytop}}" | Status condition effectiveness
! colspan=19 style="{{roundytop}}" | Status condition effectiveness
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! style="background:#{{fairy color}}" | {{ic|Fairy}}
! style="background:#{{fairy color}}" | {{ic|Fairy}}
|- style="background:#fff"
|- style="background:#fff"
! class="l" style="background:#{{flying color}}; color:#FFFFFF;" | {{color2|FFF|Sleep (status condition)#Pokémon Shuffle|Asleep}}
! class="l" style="background:#{{flying color}};" | {{color2|FFF|Sleep (status condition)#Pokémon Shuffle|Asleep}}
| || {{no}} || || || || {{no}} || || {{no}} || {{no}} || || || {{no}} || || || {{no}} || {{no}} || {{no}} ||  
| || {{no}} || || || || {{no}} || || {{no}} || {{no}} || || || {{no}} || || || {{no}} || {{no}} || {{no}} ||
|- style="background:#fff"
|- style="background:#fff"
! class="l" style="background:#{{fire color}}; color:#FFFFFF;" | {{color2|FFF|Burn (status condition)#Pokémon Shuffle|Burned}}
! class="l" style="background:#{{fire color}};" | {{color2|FFF|Burn (status condition)#Pokémon Shuffle|Burned}}
| || || || {{no}} || {{no}} || {{no}} || || {{no}} || || {{no}} || {{no}} || || || || || {{no}} || ||  
| || || || {{no}} || {{no}} || {{no}} || || {{no}} || || {{no}} || {{no}} || || || || || {{no}} || ||
|- style="background:#fff"
|- style="background:#fff"
! class="l" style="background:#{{violet color}}; color:#FFFFFF;" | [[File:Disruption Delay.png|20px|link=]] Disruption Delay
! class="l" style="background:#{{violet color}}; color:#FFFFFF;" | [[File:Disruption Delay.png|20px|link=]] Disruption Delay
|  || || || || || || || || || || || || || || || || ||
|  || || || || || || || || || || || || || || || || ||
|- style="background:#fff"
|- style="background:#fff"
! class="l" style="background:#{{ice color}}; color:#FFFFFF;" | {{color2|FFF|Freeze (status condition)#Pokémon Shuffle|Frozen}}
! class="l" style="background:#{{ice color}};" | {{color2|000|Freeze (status condition)#Pokémon Shuffle|Frozen}}
| || {{no}} || || {{no}} || || || || {{no}} || {{no}} || {{no}} || || || {{no}} || {{no}} || {{no}} || || || {{no}}
| || {{no}} || || {{no}} || || || || {{no}} || {{no}} || {{no}} || || || {{no}} || {{no}} || {{no}} || || || {{no}}
|- style="background:#fff"
|- style="background:#fff"
! class="l" style="background:#{{electric color}}; color:#FFFFFF;" | {{color2|FFF|Paralysis (status condition)#Pokémon Shuffle|Paralyzed}}
! class="l" style="background:#{{electric color}};" | {{color2|000|Paralysis (status condition)#Pokémon Shuffle|Paralyzed}}
| || || {{no}} || {{no}} || || || || {{no}} || {{no}} || || || || {{no}} || {{no}} || || {{no}} || || {{no}}
| || || {{no}} || {{no}} || || || || {{no}} || {{no}} || || || || {{no}} || {{no}} || || {{no}} || || {{no}}
|- style="background:#fff"
|- style="background:#fff"
! class="l" style="background:#{{poison color}}; color:#FFFFFF;" | {{color2|FFF|Poison (status condition)#Pokémon Shuffle|Poisoned}}
! class="l" style="background:#{{poison color}};" | {{color2|FFF|Poison (status condition)#Pokémon Shuffle|Poisoned}}
| || || || {{no}} || {{no}} || {{no}} || || {{no}} || || || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}}
| || || || {{no}} || {{no}} || {{no}} || || {{no}} || {{no}} || || || || || || || || ||
|- style="background:#fff"
|- style="background:#fff"
! class="l" style="background:#{{ghost color}}; color:#FFFFFF;" | Spooked
! class="l" style="background:#{{ghost color}}; color:#FFFFFF;" | Spooked
| || {{no}} || || {{no}} || {{no}} || {{no}} || {{no}} || || {{no}} || || || {{no}} || || || {{no}} || {{no}} || {{no}} ||  
| || {{no}} || || {{no}} || {{no}} || {{no}} || {{no}} || || {{no}} || || || {{no}} || || || {{no}} || {{no}} || {{no}} ||
|- style="background:#{{beauty color light}}"
|- style="background:#{{beauty color light}}"
! colspan=19 style="{{roundybottom}}" |
! colspan=19 style="{{roundybottom}}" |
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==Trivia==
==Trivia==
*In [[Pokémon Crystal]], a Pokémon will not say its cry if asleep, frozen or fainted.
*In [[Pokémon Crystal]], a Pokémon will not say its cry if asleep, frozen or fainted.
*In the Switch Pokémon games, Bind, Clamp, Sand Tomb, Fire Spin, Infestation, Magma Storm, Snap Trap, Thunder Cage, Whirlpool and Wrap are all coded as the same status condition, all running for between 5 and 6 turns. However, they vary in animation, PP, Type and Power.


==See also==
==See also==
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