Status condition: Difference between revisions

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[[File:Ash Pikachu Static.png|thumb|250px|{{TP|Paul|Ursaring}} is paralyzed]]
[[File:Ash Pikachu Static.png|thumb|250px|{{TP|Paul|Ursaring}} is paralyzed]]
{{main|Paralysis (status condition)}}
{{main|Paralysis (status condition)}}
The paralysis condition (PAR) causes a Pokémon to be unable to attack ("fully paralyzed") a quarter of the time. Additionally, its Speed is reduced to 25% of its previous value (except for Pokémon with the {{a|Quick Feet}} Ability, where this condition raises the Speed by 50%). Many {{DL|Paralysis (status condition)|Moves|moves that cause paralysis}} are of the {{t|Electric}} type. {{type|Ground}} Pokémon can be paralyzed, but not by Electric-type moves or by the [[Battle Arcade]]. In Generation V, Pokémon glow yellow when afflicted with paralysis and their animation will be slowed significantly. As of Generation VI, [[Electric (type)|Electric]]-type Pokémon can no longer be paralyzed.
The paralysis condition (PAR) causes a Pokémon to be unable to attack ("fully paralyzed") a quarter of the time. Additionally, its Speed is reduced to 25% of its previous value (except for Pokémon with the {{a|Quick Feet}} Ability, where this condition raises the Speed by 50%). Many {{DL|Paralysis (status condition)|Moves|moves that cause paralysis}} are of the {{t|Electric}} type. {{type|Ground}} Pokémon can be paralyzed, but not by Electric-type moves or by the [[Battle Arcade]]. In Generation V, Pokémon glow yellow when afflicted with paralysis and their animation will be slowed significantly. As of Generation VI, {{type|Electric}} Pokémon can no longer be paralyzed.


===Poison===
===Poison===
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A Pokémon that is asleep (SLP) is immobilized and can only use the moves {{m|Snore}} and {{m|Sleep Talk}}.  
A Pokémon that is asleep (SLP) is immobilized and can only use the moves {{m|Snore}} and {{m|Sleep Talk}}.  


Sleep lasts for a randomly chosen duration of 1 to 7 turns in [[Pokémon Red and Blue Versions|Pokémon Red and Blue]], or 1 to 3 turns in {{eng|Pokémon Stadium}} and [[Generation V]] onwards.<ref>[http://www.smogon.com/forums/showpost.php?p=3698857&postcount=770 RNG Research: Battle RNG - Sleep Duration]</ref> In all other games from Generations II - IV, except the Japanese versions of Pokémon Diamond and Pearl, sleep lasts 1 to 5 turns. In the Japanese version of {{2v2|Diamond|Pearl}}, the minimum and maximum sleep count is 1 turn higher, lasting 2 to 6 turns.<ref>[http://www.smogon.com/forums/showpost.php?p=648215&postcount=24 DP Battle Tower Records]</ref> A Pokémon can inflict self-induced sleep using the move {{m|Rest}}, which will restore all of the Pokémon's health and remove any other non-volatile status condition. A {{DL|Level|Disobedience|disobedient}} Pokémon may also nap during battle. There are eleven moves that cause sleep.
Sleep lasts for a randomly chosen duration of 1 to 7 turns in {{game|Red and Blue|s}}, or 1 to 3 turns in {{eng|Pokémon Stadium}} and [[Generation V]] onwards.<ref>[http://www.smogon.com/forums/showpost.php?p=3698857&postcount=770 RNG Research: Battle RNG - Sleep Duration]</ref> In all other games from Generations II - IV, except the Japanese versions of Pokémon Diamond and Pearl, sleep lasts 1 to 5 turns. In the Japanese version of {{2v2|Diamond|Pearl}}, the minimum and maximum sleep count is 1 turn higher, lasting 2 to 6 turns.<ref>[http://www.smogon.com/forums/showpost.php?p=648215&postcount=24 DP Battle Tower Records]</ref> A Pokémon can inflict self-induced sleep using the move {{m|Rest}}, which will restore all of the Pokémon's health and remove any other non-volatile status condition. A {{DL|Level|Disobedience|disobedient}} Pokémon may also nap during battle. There are eleven moves that cause sleep.


In Generation I, a Pokémon that wakes up is not able to attack that same turn, but since Generation II, it is able to attack as soon as the sleep wears off. 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. From Generation V onwards, Pokémon close their eyes while sleeping and they move slower as well.  
In Generation I, a Pokémon that wakes up is not able to attack that same turn, but since Generation II, it is able to attack as soon as the sleep wears off. 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. From Generation V onwards, Pokémon close their eyes while sleeping and they move slower as well.  
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Confusion wears off after 1-4 attacking turns. This means that turns recharging, such as after using {{m|Hyper Beam}}, and turns unable to attack, such as from {{status|paralysis}}, will not lower the remaining number of turns of confusion. However, a sleeping Pokémon may hurt itself in confusion if using a move such as {{m|Snore}} or {{m|Sleep Talk}}. Multi-turn attacks such as {{m|Fly}} and {{m|Dive}} require confusion to be checked both turns, further reducing the chance of a successful attack.
Confusion wears off after 1-4 attacking turns. This means that turns recharging, such as after using {{m|Hyper Beam}}, and turns unable to attack, such as from {{status|paralysis}}, will not lower the remaining number of turns of confusion. However, a sleeping Pokémon may hurt itself in confusion if using a move such as {{m|Snore}} or {{m|Sleep Talk}}. Multi-turn attacks such as {{m|Fly}} and {{m|Dive}} require confusion to be checked both turns, further reducing the chance of a successful attack.
[[File:Ash Pikachu Fletchinder confused.png|thumb|left|200px|{{AP|Pikachu}} and {{AP|Fletchinder}} confused]]
[[File:Ash Pikachu Fletchinder confused.png|thumb|left|200px|{{AP|Pikachu}} and {{AP|Fletchinder}} confused]]
Pokémon with the {{a|Own Tempo}} Ability are immune to being confused. Confusion can be cured with [[Persim Berry|Persim Berries]], [[Touga Berry|Touga Berries]], the {{DL|Flute|Yellow Flute}}, and, [[Generation II]] onwards, items that cure all status conditions such as [[Status condition healing item#Full Heal|Full Heal]]s and [[Lum Berry|Lum Berries]]; it is the only volatile status condition to be able to be cured by items that heal all status conditions.
Pokémon with the {{a|Own Tempo}} Ability are immune to being confused. Confusion can be cured with [[Persim Berry|Persim Berries]], [[Touga Berry|Touga Berries]], the {{DL|Flute|Yellow Flute}}, and, [[Generation II]] onwards, items that cure all status conditions such as {{DL|Status condition healing item|Full Heal}}s and [[Lum Berry|Lum Berries]]; it is the only volatile status condition to be able to be cured by items that heal all status conditions.


Confusion is transferred by {{m|Baton Pass}}.
Confusion is transferred by {{m|Baton Pass}}.
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:''See also: [[List of moves that cause flinching]]''
:''See also: [[List of moves that cause flinching]]''
[[File:Paul Magmar flinch.png|thumb|200px|{{TP|Paul|Magmar}} flinching]]
[[File:Paul Magmar flinch.png|thumb|200px|{{TP|Paul|Magmar}} flinching]]
The flinch status is a one-turn status that prevents a Pokémon from attacking. A Pokémon can only flinch if its opponent attacks first. A Pokémon who is holding a {{DL|Evolution-inducing held item|King's Rock}} or {{DL|Evolution-inducing held item|Razor Fang}} has a 10% of causing a target to flinch when using certain moves; in Generation II and III, any move that deals damage but does not have a secondary effect; in Generation IV, one of several moves on a list exclusive to the two items; in Generation V and Generation VI, any move that deals damage and does not already have a chance to flinch. Pokémon with the {{a|Inner Focus}} Ability are also immune to this. Most [[List of moves that cause flinching|moves that cause flinching]] are [[physical move]]s. Pokémon with {{a|Steadfast}} still flinch, but gain {{stat|Speed}} each time they do so.  
The flinch status is a one-turn status that prevents a Pokémon from attacking. A Pokémon can only flinch if its opponent attacks first. A Pokémon who is holding a {{DL|Evolution-inducing held item|King's Rock}} or {{DL|Evolution-inducing held item|Razor Fang}} has a 10% of causing a target to flinch when using certain moves; in Generation II and III, any move that deals damage but does not have a secondary effect; in Generation IV, one of several moves on a list exclusive to the two items; in Generation V and Generation VI, any move that deals damage and does not already have a chance to flinch. Pokémon with the {{a|Inner Focus}} Ability are also immune to this. Most [[List of moves that cause flinching|moves that cause flinching]] are [[physical move]]s. Pokémon with {{a|Steadfast}} still flinch, but gain {{stat|Speed}} each time they do so.


It is known as cringing in the [[Pokémon Mystery Dungeon series]].
It is known as cringing in the [[Pokémon Mystery Dungeon series]].
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Pokémon with the Ability {{a|Volt Absorb}} or {{a|Water Absorb}} will take damage, as opposed to healing, from {{t|Electric}}- or {{type|Water}} attacks respectively while Heal Block is in effect. A {{status|poison}}ed Pokémon with {{a|Poison Heal}} is neither healed nor damaged.
Pokémon with the Ability {{a|Volt Absorb}} or {{a|Water Absorb}} will take damage, as opposed to healing, from {{t|Electric}}- or {{type|Water}} attacks respectively while Heal Block is in effect. A {{status|poison}}ed Pokémon with {{a|Poison Heal}} is neither healed nor damaged.


Since Generation V, [[Leftovers]] are also negated by Heal Block.
As of Generation V, {{DL|In-battle effect item|Leftovers}} are also negated by Heal Block.


===Identification===
===Identification===
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In Generation I, partial trapping moves inflict damage for 2-5 turns. There is a 37.5% chance that they will last 2 turns, a 37.5% chance that they will last 3 turns, a 12.5% chance that they will last 4 turns, and a 12.5% chance that they will last 5 turns. Though technically only the first attack can be a critical hit, every attack during the duration will do the same amount of damage. During this turn duration, the target will be unable to attack, and if the user of the move attacks before the target when used, the target will be unable to attack during that round as well.  
In Generation I, partial trapping moves inflict damage for 2-5 turns. There is a 37.5% chance that they will last 2 turns, a 37.5% chance that they will last 3 turns, a 12.5% chance that they will last 4 turns, and a 12.5% chance that they will last 5 turns. Though technically only the first attack can be a critical hit, every attack during the duration will do the same amount of damage. During this turn duration, the target will be unable to attack, and if the user of the move attacks before the target when used, the target will be unable to attack during that round as well.  


Damage done by a partial trapping move's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, the partial trapping move will automatically be used against the incoming Pokémon, deducting an additional [[PP]] from the move. If at such a time the partial trapping move has 0 PP, it will still be used against the incoming Pokémon. After that use, due to a glitch, {{DL|List of glitches in Generation I|Struggle bypassing|the current PP of the move will roll over to 63}}, and full {{DL|Vitamin|PP Up}}s will be applied to it.
Damage done by a partial trapping move's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, the partial trapping move will automatically be used against the incoming Pokémon, deducting an additional {{PP}} from the move. If at such a time the partial trapping move has 0 PP, it will still be used against the incoming Pokémon. After that use, due to a glitch, {{DL|List of glitches in Generation I|Struggle bypassing|the current PP of the move will roll over to 63}}, and full {{DL|Vitamin|PP Up}}s will be applied to it.


Even if the partial trapping move misses, it will negate the recharge turn normally required for {{m|Hyper Beam}}. Additionally, if the user of the partial trapping move attacks before the user of Hyper Beam during a recharge turn and the use of the partial trapping move misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. As with the glitch above, if at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its current PP will roll over to 63, and full PP Ups will be applied to it.  
Even if the partial trapping move misses, it will negate the recharge turn normally required for {{m|Hyper Beam}}. Additionally, if the user of the partial trapping move attacks before the user of Hyper Beam during a recharge turn and the use of the partial trapping move misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. As with the glitch above, if at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its current PP will roll over to 63, and full PP Ups will be applied to it.  
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===Taunt===
===Taunt===
A {{m|taunt}}ed Pokémon cannot use any non-damaging moves for three turns (two to four turns prior to Generation V). Pokémon using {{m|Substitute}} can still be afflicted with this status condition. Pokémon with [[Aroma Veil]] (or an ally with it) are also immune.
A {{m|taunt}}ed Pokémon cannot use any non-damaging moves for three turns (two to four turns prior to Generation V). Pokémon using {{m|Substitute}} can still be afflicted with this status condition. Pokémon with {{a|Aroma Veil}} (or an ally with it) are also immune.


===Telekinetic levitation===
===Telekinetic levitation===
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