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''Freeze redirects here. For information on the type of glitch, see [[Game freeze]].'' | ''Freeze redirects here. For information on the type of glitch, see [[Game freeze]].'' | ||
'''Status ailments''' affect a [[Pokémon]]'s ability to battle. There are three kinds of status. | '''Status ailments''' affect a [[Pokémon]]'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. | ||
==Non-volatile status== | ==Non-volatile status== | ||
Non-volatile status ailments are status ailments that will remain until a Pokémon is healed at a [[Pokémon Center]], or a specific [[status ailment healing item|curative item]] is used. A Pokémon inflicted with a non-volatile status will still be affected after being pulled out of battle (unless they have the {{ | Non-volatile status ailments are status ailments that will remain until a Pokémon is healed at a [[Pokémon Center]], or a specific [[status ailment healing item|curative item]] is used. A Pokémon inflicted with a non-volatile status will still be affected after being pulled out of battle (unless they have the {{a|Natural Cure}} ability), and after a battle is over. It is only possible for a Pokémon to be afflicted by one of these at a time. In [[Generation III]] and beyond, certain [[abilities]] will cause or prevent them, as well as benefit from them. | ||
===Burn=== | ===Burn=== | ||
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===Poison=== | ===Poison=== | ||
A poisoned Pokémon loses 1/8 of its maximum hit points every turn (in [[Generation I]], it loses 1/16). {{type2|Poison}} Pokémon cannot be poisoned. {{type2|Steel}} Pokémon cannot be poisoned in [[Generation III]] and beyond (in [[Generation II]], {{type2|Poison}} moves can't affect {{type2|Steel}}s | A poisoned Pokémon loses 1/8 of its maximum hit points every turn (in [[Generation I]], it loses 1/16). {{type2|Poison}} Pokémon cannot be poisoned. {{type2|Steel}} Pokémon cannot be poisoned in [[Generation III]] and beyond (in [[Generation II]], {{type2|Poison}} moves can't affect {{type2|Steel}}s. | ||
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. All [[List of moves that poison|moves that can poison]] are of the Poison-type except Twineedle and {{m|Secret Power}}. | 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. All [[List of moves that poison|moves that can poison]] are of the Poison-type except Twineedle and {{m|Secret Power}}. | ||
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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 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}}. | 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 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 that confusion be checked both turns, further reducing the chance of successful attack. Pokémon with the {{ | Multi-turn attacks such as {{m|Fly}} and {{m|Dive}} require that confusion be checked both turns, further reducing the chance of successful attack. Pokémon with the {{a|Own Tempo}} ability are also immune to [[List of moves that confuse|moves that cause confusion]]. | ||
Confusion is transferred by {{m|Baton Pass}}. | Confusion is transferred by {{m|Baton Pass}}. | ||
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===Flinch=== | ===Flinch=== | ||
The flinch status is a one-turn status that prevents a Pokémon from attacking. A Pokémon can only be flinched if the opponent attacks first. Pokémon with the {{ | The flinch status is a one-turn status that prevents a Pokémon from attacking. A Pokémon can only be flinched if the opponent attacks first. 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. | ||
It is known as cringing in [[Pokémon Mystery Dungeon]]. | It is known as cringing in [[Pokémon Mystery Dungeon]]. | ||
===Foresight/Odor Sleuth/Miracle Eye=== | ===Foresight/Odor Sleuth/Miracle Eye=== | ||
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 {{ | 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 {{type2|Fighting}} move used by a Pokémon that has used Foresight or Odor Sleuth will affect {{type2|Ghost}} Pokémon, and {{type2|Psychic}} moves used by a Pokémon that has used Miracle Eye will affect {{type2|Dark}} Pokémon. | ||
===Leech Seed=== | ===Leech Seed=== | ||
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===Mind Reader/Lock-On=== | ===Mind Reader/Lock-On=== | ||
When a Pokémon uses {{m|Mind Reader}} or {{m|Lock-On}}, the next damage-dealing move will hit the opponent without fail, even if the opponent uses a move that offers a turn of invulnerability, such as {{m|Fly}}. | When a Pokémon uses {{m|Mind Reader}} or {{m|Lock-On}}, the next damage-dealing move will hit the opponent without fail, even if the opponent uses a move that offers a turn of invulnerability, such as {{m|Fly}}. This effect can be {{m|Baton Pass}}ed. | ||
===Nightmare=== | ===Nightmare=== | ||
{{m|Nightmare}} only affects a sleeping Pokémon. The sleeping Pokémon loses | {{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 out a Pokémon that is not asleep, then the nightmare will no longer be in effect. | ||
===Perish Song=== | ===Perish Song=== | ||
After three turns, all Pokémon who heard the {{m|Perish Song}} will faint, excluding Pokémon with the {{ | After three turns, all Pokémon who heard the {{m|Perish Song}} will faint, excluding Pokémon with the {{a|Soundproof}} ability. Any Pokémon who heard it can avoid the effect of fainting if it is switched out before the 3-turn count finishes. {{m|Baton Pass}} transfers the Perish Song countdown. | ||
===Taunt=== | ===Taunt=== | ||
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==Volatile battle status== | ==Volatile battle status== | ||
===Defense Curl=== | ===Defense Curl=== | ||
Using {{m|Defense Curl}} causes the power of {{m|Rollout}} and {{m|Ice Ball}} to double for the Pokémon. | 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}}. | ||
===Focus Energy=== | ===Focus Energy=== | ||
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===Mean Look/Spider Web/Block=== | ===Mean Look/Spider Web/Block=== | ||
A Pokémon trapped by {{m|Mean Look}}, {{m|Spider Web}} or {{m|Block}} cannot switch until the Pokémon that used the move is defeated or switches. The trapped Pokémon can also escape if it is holding the | A Pokémon trapped by {{m|Mean Look}}, {{m|Spider Web}}, or {{m|Block}} cannot switch until the Pokémon that used the move is defeated or switches. The trapped Pokémon can also escape if it is holding the {{DL|In-battle effect item|Shed Shell}}. If a trapped Pokémon uses Baton Pass, the Pokémon brought out will be trapped instead. | ||
===Minimize=== | ===Minimize=== | ||
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===Substitute=== | ===Substitute=== | ||
The Pokémon that uses {{m|Substitute}} loses | The Pokémon that uses {{m|Substitute}} loses 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}}. | ||
===Reflect and Light Screen=== | ===Reflect and Light Screen=== | ||
{{m|Reflect}} and {{m|Light Screen}} last for five turns (eight with | {{m|Reflect}} and {{m|Light Screen}} last for five turns (eight with {{DL|In-battle effect item|Light Clay}}) and heighten the user's entire team's {{stat|Defense}} or {{stat|Special Defense}}, respectively. Either of them can be broken by {{m|Brick Break}} or {{m|Defog}}. Light Screen is very useful in Generation I, as it heightens the user's team's {{stat|Special}}, which governed both the attack ''and'' defense power against [[special moves]], unlike later generations. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
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