Difference between revisions of "Status condition"

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[[File:Ursaring Burn status.png|thumb|250px|{{TP|Paul|Ursaring}} is burned]]
{{main|Burn (status ailment)}}
The burn condition (BRN) halves damage dealt by a Pokémon's Physicalphysical moves (except for Pokémon with the {{a|Guts}} Ability, where this condition raises Attack by 50%). Additionally, at the end of a turn, the Pokémon loses 1/8 its maximum hit points (in [[Generation I]] or in the case of Pokémon with the Ability {{a|Heatproof}}, the Pokémon loses 1/16 of its maximum hit points). Normally {{type|Fire}} Pokémon and Pokémon with the {{a|Water Veil}} Ability cannot be burned; however, if a Pokémon is burned then has its type changed to Fire or its Ability changed to Water Veil, the burn will remain. All {{DL|Burn (status ailment)|Moves|moves which can cause burn}} are Fire-type except for {{m|Tri Attack}} ([[Generation II]] onwards), {{m|Fling}} when the {{DL|In-battle effect item|Flame Orb}} is held, {{m|Scald}} and {{m|Ice Burn}}. In Generation V, Pokémon glow red when afflicted with burn.
[[File:Frozen Pokémon.png|left|thumb|250px|{{TP|Iris|Excadrill}} is frozen]]
{{main|Freeze (status ailment)}}
The freeze condition (FRZ) causes a Pokémon to be unable to make a move. Damaging {{type|Fire}} moves used on a frozen Pokémon will remove the freeze status. As ofFrom [[Generation II]] onward, freeze has a random, 20% chance to be cured on its own on the frozen Pokémon's turn. Consequently, the frozen Pokémon may thaw out on the turn of freezing; however, in [[Generation I]], a frozen Pokémon never thaws without external aid. Pokémon cannot be frozen in {{weather|sunny}} weather; contrary to popular belief, sunny weather does not cause a quicker thawing.
{{type|Ice}} Pokémon cannot be frozen by Ice-type moves; however, they can be frozen by Tri Attack and Secret Power. A frozen Pokémon can still use the moves {{m|Fusion Flare}}, {{m|Flame Wheel}}, {{m|Sacred Fire}}, {{m|Flare Blitz}} and {{m|Scald}} while frozen; these moves will thaw the user, thaw the opponent if possible, and deal damage to the opponent. All {{DL|Freeze (status ailment)|Moves|moves which cause freezing}} are Ice type except Tri Attack (Generation II onwards) and Secret Power (when used in snow or ice; [[Generation IV]] only). It is also the only non-volatile status which has no move that causes it 100% of the time. The only move to provide more than a 10% chance of freezing is {{m|Secret Power}} when used on snow or ice, which provides a 30% chance. In Generation V, Pokémon glow blue and stop moving when afflicted with freeze.
[[File:Poisoned Pokémon.png|left|thumb|250px|{{TP|Ash|Gliscor}} is poisoned]]
{{main|Poison (status ailment)}}
The poison condition (PSN) causes a Pokémon to lose 1/8 of its maximum hit points every turn (in [[Generation I]], it loses 1/16). Normally {{t|Steel}}- and {{type|Poison}} Pokémon and Pokémon with the {{a|Immunity}} Ability cannot be poisoned; however, if a Pokémon is poisoned then has its type changed to Steel or Poison or its Ability changed to Immunity, the poison will remain. In addition, in Generation II, Steel-type Pokémon can be poisoned by {{m|Twineedle}}. A Pokémon with the {{a|Poison Heal}} abilityAbility will gradually recover health instead when poisoned.
A poisoned Pokémon also loses 1 hit point for every four steps taken while not in battle. In [[Generation IV]], a Pokémon whose HP is reduced to 1 via poison outside of battle will have the poison status removed. As ofIn [[Generation V]], no HP is lost outside of battle, making it similar to a burn but without the attack reduction. All {{DL|Poison (status ailment)|Moves|moves which can poison}} are of the Poison-type except {{m|Twineedle}}, {{m|Secret Power}}, and {{m|Fling}} (which poisons only if {{DL|Type-enhancing item|Poison Barb}} is held). In Generation V, Pokémon glow purple when afflicted with poison.
===={{anchor|Badly poisoned|Bad poison}}====
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 3 turns in {{game|Black and White|s}} and [[Pokémon Stadium (English){{eng|Pokémon Stadium]]}}.<ref>[http://www.smogon.com/forums/showpost.php?p=3698857&postcount=770 RNG Research: Battle RNG - Sleep Duration]</ref> In all other games, 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 ailment. A {{DL|Level|Disobedience|disobedient}} Pokémon may also nap during battle. There are, as of [[Generation V]], 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, a Pokémon's sleep counter is reset to its original amount when switched out; this also applies for self-induced sleep. Also in Generation V, Pokémon close their eyes while sleeping and they move slower as well.
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|poisoned}} Pokémon with {{a|Poison Heal}} is neither healed nor damaged.
As ofIn Generation V, Pokémon affected by Heal Block's [[Leftovers]] are negated.
[[File:Ash Noctowl Foresight effect.png|left|thumb|150px|{{AP|Noctowl}}'s Foresight identifying {{p|Gastly}}]]
[[File:Ash Noctowl Foresight effect.png|left|thumb|150px|{{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.
===Partially trapped===
[[File:Jessie Seviper Wrap.png|thumb|right|Gastrodon being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
When a Pokémon is hit by {{m|Magma Storm}}, {{m|Sand Tomb}}, {{m|Whirlpool}}, {{m|Wrap}}, {{m|Bind}}, {{m|Clamp}}, or {{m|Fire Spin}}, it becomes partially trapped. Until Generation V, this lasted 2-5 turns unless a {{DL|In-battle effect item|Grip Claw}} was held; as ofin Generation V, partial trapping lasts 4-5 turns unless a Grip Claw is held. If the user of a partial trapping move is holding a Grip Claw, the move will last for 5 turns. A Pokémon can be affected by any number of partial trapping moves at a time. If a [[Binding Band]] is held by the user, the damage done at the end of each turn will increase from 1/16 of the target's maximum HP to 1/8.
====Generation I====
A {{m|torment}}ed Pokémon cannot use the same move twice in a row. If the Pokémon is holding a [[choice item]] or only has one move remaining with {{PP}}, it is forced to use {{m|Struggle}} every second turn.
[[File:Lenora Watchog Mean Look effect.png|thumb|right|160px|[[Ash's Oshawott]] failing to return to its Poké Ball after being hit by Mean Look]]
[[File:Lenora Watchog Mean Look effect.png|thumb|right|160px|[[Ash's Oshawott]] failing to return to its Poké Ball after being hit by Mean Look]]
A Pokémon successfully trapped by {{m|Mean Look}}, {{m|Spider Web}}, {{m|Block}}, {{m|Shadow Hold}}, {{a|Shadow Tag}}, {{a|Arena Trap}}, or {{a|Magnet Pull}} cannot switch until the Pokémon that used the move is defeated or switches. The trapped Pokémon can escape if it is holding a {{DL|In-battle effect item|Shed Shell}}; uses {{m|U-turn}}, {{m|Volt Switch}}, or {{m|Baton Pass}}; or is successfully hit with {{m|Whirlwind}}, {{m|Roar}}, {{m|Dragon Tail}}, or {{m|Circle Throw}}. Prior to Generation V, if a Pokémon trapped by a move uses Baton Pass<!--not sure about the Abilities-->, the Pokémon brought out will be trapped instead; the effects of moves that prevent ordinary switching are no longer passed in Generation V. Being trapped also prevents fleeing<!--with what exceptions?-->.
[[File:Juniper Accelgor Substitute.png|thumb|{{p|Accelgor}} launching a substitute]]
The Pokémon that uses {{m|Substitute}} uses up ¼ of its total HP (rounded down) to make a substitute which will absorb hits until it "breaks" (damage the substitute has taken is greater than the HP used to make it). From [[Generation II]] onward, substitutes block all status ailments and will immediately break if a one-hit knockout attack connects with them. In [[Generation I]], however, a substitute only blocks primary status ailments; attacks like {{m|Thunder Wave}} and {{m|Spore}} completely circumvent the substitute. Substitutes can be transferred by {{m|Baton Pass}}.
{{left clear}}
===Taking aim===
[[File:Brandon Registeel Lock-On.png|thumb|left|[[Brandon's Regis|Registeel]] taking aim at its opponent]]
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.