Status condition: Difference between revisions

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→‎Burn: Grammar check
(Added Illusion, Autotomize, Tar Shot, Laser Focus, Charge, Stockpile, No Retreat, Disable, Imprison, Throat Chop, Guard Split, Power Split, Speed Swap, Choice Lock, Rolling, Uproar, and Bide. Attempted to improve readability. Charging turn should really be split off into its own article rather than having a table here but oh well)
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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 two kinds of status conditions, non-volatile which last until healed, and volatile which last while a Pokémon is in battle. [[Pokérus]] and [[Fainted]] are similar concepts which are displayed identically to non-volatile status conditions but are not officially considered such.
'''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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===Volatile status===
===Volatile status===
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. Since they aren't shown in battle as a status condition (having an icon) a Pokémon can be affected with multiple volatile conditions and a non-volatile condition at the same time.
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====
====Major====
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{{main|Type change}}
{{main|Type change}}


A Pokémon has one or more [[type]]s temporarily changed, added, or removed in battle.
A Pokémon can have one or more [[type]]s temporarily changed, added, or removed in battle.


=====Mimic=====
=====Mimic=====
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=====Illusion=====
=====Illusion=====
{{main|Illusion (ability)}}
{{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.
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.


====Damaging====
====Damaging====
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=====Perish Song=====
=====Perish Song=====
{{main|Perish Song (move)}}
{{main|Perish Song (move)}}
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.
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}}=====
====={{anchor|Seeding|Seeded}}=====
{{main|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.
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=====
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[[File:Nurse Joy Chansey Minimize effect.png|thumb|250px|Minimized {{p|Chansey}}]]
[[File:Nurse Joy Chansey Minimize effect.png|thumb|250px|Minimized {{p|Chansey}}]]
{{main|Minimize (move)}}
{{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.
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=====
=====Tar Shot=====
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=====Laser Focus=====
=====Laser Focus=====
{{main|Laser Focus (move)}}
{{main|Laser Focus (move)}}
Laser Focus causes the user's move 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}}.
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}}.
The effect of Laser Focus can be copied by {{m|Psych Up}} or {{m|Transform}}.
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=====Charged=====
=====Charged=====
{{main|Charge (move)}}
{{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 would only last for the next turn, but now 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}}.  
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=====
=====Stockpile count=====
{{main|Stockpile (move)}}
{{main|Stockpile (move)}}
Each time the move {{m|Stockpile}} is used the user will stockpile energy, up to a count of three. 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.
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=====
=====Defense Curl=====
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{{main|No Retreat (move)}}
{{main|No Retreat (move)}}
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.
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.
======Octolock======
{{main|Octolock (move)}}
{{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.
{{-}}
{{-}}


=====Disable=====
=====Disable=====
{{main|Disable (move)}}
{{main|Disable (move)}}
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 in 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 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}}.


=====Embargo=====
=====Embargo=====
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{{main|Heal Block (move)}}
{{main|Heal Block (move)}}
{{main|Psychic Noise (move)}}
{{main|Psychic Noise (move)}}
A Pokémon affected by {{m|Heal Block}} or {{m|Psychic Noise}} is prevented from healing for five turns.
A Pokémon affected by {{m|Heal Block}} or {{m|Psychic Noise}} is prevented from healing for five or two turns, respectively.


=====Imprison=====
=====Imprison=====
{{main|Imprison (move)}}
{{main|Imprison (move)}}
While a Pokémon is under the effect of {{m|Imprison}}, its opponents cannot use any move which is also known by the user. A Pokémon will use {{m|Struggle}} if it has no other available moves with [[PP]] remaining besides moves blocked by Imprison.
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=====
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=====Throat Chop=====
=====Throat Chop=====
  {{main|Throat Chop (move)}}
  {{main|Throat Chop (move)}}
A Pokémon hit by the move {{m|Throat Chop}} will be unable to use {{cat|sound-based moves}} for two turns.
A Pokémon hit by the move {{m|Throat Chop}} will be unable to use [[sound-based move]]s for two turns.


=====Torment=====
=====Torment=====
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[[File:Roark Cranidos Focus Energy.png|thumb|250px|Cranidos getting pumped]]
[[File:Roark Cranidos Focus Energy.png|thumb|250px|Cranidos getting pumped]]
{{main|Focus Energy (move)}}
{{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 {{DL|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.
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.


=====Guard Split=====
=====Guard Split=====
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[[File:Conway Shuckle Power Trick.png|thumb|250px|Shuckle switching its powers]]
[[File:Conway Shuckle Power Trick.png|thumb|250px|Shuckle switching its powers]]
{{main|Power Trick (move)}}
{{main|Power Trick (move)}}
The move {{m|Power Trick}} swaps the user's base stat of attack and base stat of defense. This effect is passed by {{m|Baton Pass}}.
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=====
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=====Choice lock=====
=====Choice lock=====
{{main|Category:Choice items}}
{{main|:Category:Choice items}}
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 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]].


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=====Making an uproar=====
=====Making an uproar=====
{{main|Uproar (move)}}
{{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}}, unless they have the ability {{a|Soundproof}} in Generations III and IV.
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=====
=====Fixated=====
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=====Bide=====
=====Bide=====
{{main|Bide (move)}}
{{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, it will fail on the turn it would have released.
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=====
=====Recharging=====
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| 60
| 60
| 100%
| 100%
| class="l" | User and target become semi-invulnerable. Ends early if user or target [[faints]].
| 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}}
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{{main|Protection}}
{{main|Protection}}


A protected Pokémon will be unaffected by [[physical]], [[special]], and/or [[status moves]] during one turn depending on the [[Protection]] move used.
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.
{{-}}
{{-}}


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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"
Line 655: Line 669:
|  || || || || || || || || || || || || || || || || ||
|  || || || || || || || || || || || || || || || || ||
|- 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
Line 693: Line 707:
==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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