Status condition
- Status redirects here. For the move category, seestatus move.
| The contents of this article have been suggested to be split into Status condition andVolatile status condition. Please discuss it onthe talk page for this article. |
| This article is incomplete. Please feel free to edit this article to add missing information and complete it. Reason: Missing some volatile status conditions |
Status conditions (Japanese:状態異常abnormal condition), also referred to asstatus problems orstatus ailments, affect aPokémon'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. HavingPokérus and beingfainted are displayed identically to non-volatile status conditions but are not officially considered such.
In the core series and side series
Non-volatile status
A non-volatile status condition is a status condition that remains after beingswitched out. They can be cured by healing at aPokémon Center, specificcurative items, or other ways. Wild Pokémon that are affected by a status condition areeasier to catch.
A Pokémon cannot gain non-volatile status conditions when it is affected bySafeguard,Leaf Guard,Flower Veil,Shields Down,Comatose, orMisty Terrain, nor can a Pokémon behind asubstitute gain status conditions, except due toSynchronize,Rest, or a held item likeFlame Orb orToxic Orb. A Pokémon will cure its status condition when affected byHaze (Generation I only),Rest,Refresh,Heal Bell,Aromatherapy,Psycho Shift,Jungle Healing,G-Max Sweetness,Natural Cure,Purify,Take Heart,Lunar Blessing,Shed Skin,Healer,Hydration, orLum Berry. Player can cure any status condition of their Pokémon by using on it any of the following items:Full Heal,Full Restore,Heal Powder,Pewter Crunchies,Rage Candy Bar,Lava Cookie,Old Gateau,Jubilife Muffin,Casteliacone,Lumiose Galette,Shalour Sable,Big Malasada,Sacred Ash, orLum Berry (MiracleBerry in Generation II).
Pokémon withGuts,Marvel Scale, orQuick Feet will have theirAttack,Defense, orSpeed increased, respectively, when affected by a status condition. Pokémon withMagic Guard can be afflicted by status conditions and receive their additional effects but do not take damage. In addition, the base power ofFacade is doubled (from 70 to 140) when inflicted with paralysis, a burn, or poison.
In the GenerationIIcore series games, when an in-game opponent outside of theBattle Tower uses astatus 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.[1]
In all games exceptPokémon 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 poisonedCascoon) evolves, the condition will be kept, even if the Pokémon gains a newtype orAbility that would normally prevent it.
InPokémon Legends: Arceus, all non-volatile status conditions have a set turn count and wear off after battle. If a Pokémon already has a non-volatile status condition, inflicting it with another one can override it.
Burn

- Main article:Burn (status condition)
The burn condition inflicts damage every turn and halves damage dealt by a Pokémon'sphysical moves (except Pokémon with theGuts Ability andFacade 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 AbilityHeatproof. In Generation V, Pokémon glow red while afflicted with burn.
Most moves which cause burn areFire-type and burning is the prime effect ofWill-O-Wisp; however, it also can be caused by the abilityFlame Body or holding aFlame Orb. In Generations I and II,Fire-type Pokémon cannot be burned by Fire-type moves (but they can be burned byTri Attack in Generation II). From Generation III onward, Fire-type Pokémon and Pokémon with theWater Veil orWater Bubble Ability cannot normally be burned. Pokémon with the AbilityHeatproof will only lose half the HP each turn, while Pokémon withMagic Guard are immune to the HP loss (but still suffer from the attack drop). Pokémon withFlare Boost will have theirSpecial Attack increased when burned. A burn can be cured with the use of aBurn Heal,Yago Berry (Generation III only), or aRawst Berry (Ice Berry inGeneration 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).
Freeze

- Main article:Freeze (status condition)
The freeze condition causes a Pokémon to be unable to use moves. FromGeneration II onward, the frozen Pokémon has a chance to be thawed each turn (10% in Generation II or 20% in Generation III onwards), possibly even thawing right after being frozen; however, inGeneration I, a frozen Pokémon never thaws without external aid. Pokémon cannot be frozen inharsh sunlight.
All moves which cause freezing areIce-type, exceptTri Attack (Generation II onward),Secret Power (when used in snow or ice;Generation IV onward) andFreezing Glare. In Generations I and II, Ice-type Pokémon cannot be frozen by Ice-type moves (but they can be frozen by Tri Attack in Generation II). From Generation III onward, Ice-type Pokémon and Pokémon with theMagma Armor Ability cannot normally be frozen. Being frozen can be cured with the use of anIce Heal, anAspear Berry (Burnt Berry inGeneration II) orPumkin Berry (Generation III only).
A frozen Pokémon can still use the movesFusion Flare,Flame Wheel,Sacred Fire,Flare Blitz,Scald, andSteam Eruption while frozen; these moves will thaw the user and be executed normally. In Generation V, Pokémon glow blue and stop moving while afflicted with freeze. If a frozen Pokémon is hit by a damagingFire-type move (exceptFire Spin in Generations I and II orHidden Power in Generations II and III),Scald (Generation VI onward) orSteam Eruption, it will be thawed.
Frostbite

Frostbite is a status condition exclusive toPokémon Legends: Arceus, replacing the freeze condition. Similar to a burn, frostbite inflicts damage equal to 1/16 of the target's maximum HP every turn, and it reduces damage dealt by its special moves during this time. When it issnowing, moves that may inflict frostbite are more likely to do so. Similar to freeze, frostbite will also revert aSky FormeShaymin to its Land Forme.Ice-type Pokémon cannot get frostbite.
UsingFlame Wheel orFlare Blitz will cure the user of frostbite.
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Paralysis

- Main article:Paralysis (status condition)
The paralysis condition reduces the Pokémon'sSpeed stat and causes it to have a 25% chance of being unable to use a move ("fully paralyzed") when trying to use one. From Generation I to VI, its Speed is reduced to 25% of its normal value. FromGeneration VII onward, its Speed is reduced to 50% of its normal value. Pokémon with theQuick Feet Ability instead have their Speed increased by 50% while paralyzed. InGeneration V, Pokémon glow yellow while afflicted with paralysis and their animation will be slowed significantly.
Many moves that cause paralysis areElectric-type moves and paralysis is the main effect of the moveThunder Wave. It can also be caused byStatic,Effect Spore, orGulp Missile. In Generation I, Pokémon cannot be paralyzed by damaging moves of the same type as themselves. FromGeneration VI onward,Electric-type Pokémon cannot be paralyzed. Pokémon with theLimber Ability cannot normally be paralyzed. Furthermore, if its target is paralyzed,Smelling Salts will cure the paralysis in addition to becoming more powerful. Paralysis can be cured with the use of aParalyze Heal or aCheri Berry (PRZCureBerry inGeneration II). In Generation IV only, the AbilityMagic Guard will prevent Pokémon from being fully paralyzed; however, it does not prevent the Speed reduction.
Poison

- Main article:Poison (status condition)
The poison condition inflicts damage every turn. In Generation I, poison inflicts damage equal to 1/16 of its maximum HP every turn; from Generation II onward, it inflicts damage equal to 1/8 of its maximum HP. A Pokémon with thePoison Heal Ability will restore an equivalent amount of HP instead of taking damage. In Generation V, Pokémon glow purple while afflicted with poison.
All moves which cause poison arePoison-type, exceptTwineedle,Secret Power (when used intall grass;Generation III only),Psycho Shift (while poisoned), andFling (ifPoison Barb orToxic Orb is held). Poison-type Pokémon cannot be normally poisoned. The other causes of poisoning are one layer ofToxic Spikes,Poison Point,Effect Spore, orPoison Touch. In Generation II,Steel-type Pokémon cannot be poisoned by Poison-type moves (but they can be poisoned byTwineedle); from Generation III onward, Steel-type Pokémon and Pokémon with theImmunity Ability cannot normally be poisoned. Pokémon withMagic Guard can be poisoned but do not lose HP, though the badly poisoned counter will still increase. Poison- and Steel-type Pokémon can be poisoned by a Pokémon with theCorrosion Ability. Poison (including bad poison) can be cured with the use of anAntidote,Drash Berry (Generation III only) andPecha Berry (PSNCureBerry inGeneration II).
In Generations I and II, poison damage is applied after the Pokémon takes its turn, but is skipped if the opponent faints during that turn. From Generation III onward, poison damage is applied after all Pokémon on the field have taken their turns (and there is no skipping).
Prior toGeneration V, a poisoned Pokémon loses 1 HP for every four steps taken outside of battle. InGeneration IV, a Pokémon whose HP is reduced to 1 via poison outside of battle will have the poison status removed; in Generations I, II, and III, its HP will be reduced to 0 (causing it to faint).
Badly poisoned
The bad poison condition inflicts damage every turn, with the amount of damage increasing each turn. It initially inflicts damage equal to 1/16 of the Pokémon's maximum HP, with the damage inflicted increasing by 1/16 each turn (2/16 on the second turn, 3/16 on the third turn, etc.). In Generation V, Pokémon glow purple while afflicted with bad poison. Starting from Generation V bad poison is also marked by darker status flag in the battle and Pokémon summary.
In Generations I and II, if a badly poisoned Pokémon is switched out, the condition reverts to regular poison. FromGeneration III onward, the poison remains bad poison while switched out, but the damage counter will be reset when switched back in (i.e. it always will take 1/16 of its maximum HP as damage after switching in). In Generations I, II, and fromGeneration V onwards, after a battle is over, the badly poisoned status will become a regular poison. Bad poison can be cured by the same ways the regular poison is.
All moves which badly poison arePoison-type, exceptPsycho Shift (while badly poisoned) andFling (ifToxic Orb is held). Badly poison is the main effect of the moveToxic and two layers ofToxic Spikes.
Sleep

- Main article:Sleep (status condition)
The sleep condition causes a Pokémon to be unable to use moves, exceptSnore andSleep Talk. From Generation V onward, Pokémon close their eyes while sleeping and move more slowly.
Sleep lasts for a randomly chosen duration of 1-7 turns in the handheldGeneration I games, 1-3 turns inPokémon Stadium, 2-8 turns in the handheldGeneration II games, 2-4 turns inPokémon Stadium 2, 2-5 turns in Generations III and IV, and 2-4 turns inGeneration V onwards[2]. If a Pokémon puts itself to sleep usingRest, it will sleep for exactly 3 turns (not counting the turn in which Rest is used).
Plenty of moves are able to put a Pokémon to sleep, most of them are eitherNormal-type,Psychic-type, orGrass-type. In addition to moves that cause sleep, after contact withEffect Spore or adisobedient Pokémon may also nap during battle. Pokémon with theVital Spirit orInsomnia Ability cannot normally be put to sleep.Worry Seed changes the target's Ability to Insomnia causing it to be unable to sleep too. A sleeping Pokémon can be awoken by anAwakening or aChesto Berry (Mint Berry inGeneration II). If its target is sleeping,Wake-Up Slap will wake it up in addition to becoming more powerful. InGeneration I core series games andPokémon FireRed and LeafGreen, thePoké Flute can be used in battle to wake up a sleeping Pokémon (without being consumed). In theGeneration III andIV core series games andPokémon Omega Ruby and Alpha Sapphire, theBlue Flute can be used to wake up a sleeping Pokémon (without being consumed).
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 redirects here. For the Pokémon, seeDrowzee.

Drowsy is a status condition exclusive toPokémon Legends: Arceus andPokémon Legends: Z-A, replacing the sleep condition. In Legends: Arceus, it works similarly to paralysis, and may cause the afflicted Pokémon to be unable to move. Drowsy Pokémon also take increased damage from direct attacks. When it issnowing, drowsy Pokémon are more likely to fail to act. In Legends: Z-A, it instead doubles the length of the Pokémon's attackcooldowns.
UsingSpark,Volt Tackle, orWild Charge will cure the user of drowsiness.Rest inflicts drowsiness on the user lasting four turns.
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Volatile status
A volatile status condition is a status condition that will wear off when a Pokémon isswitched 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.
Major
Ability change
- Main article:Ability change
A Pokémon'sAbility can be temporarily changed into another one during a Pokémon battle.
Ability suppression

A Pokémon'sAbility can be temporarily disabled during a Pokémon battle, preventing its effect. This is referred to in-game asNo Ability (Japanese:とくせいなしno Ability). Ability suppression can be caused by the movesGastro Acid andCore Enforcer and the AbilityNeutralizing Gas. Suppressing Abilities fails if the target's Ability isMultitype,Stance Change,Schooling,Comatose,Shields Down,Disguise,RKS System,Battle Bond,Power Construct,Ice Face, orGulp Missile. This status is similar toIgnoring Abilities.
Type change
- Main article:Type change
A Pokémon can have one or moretypes temporarily changed, added, or removed in battle.
Mimic

- Main article:Mimic (move)
If a Pokémon usesMimic, thismove will be temporarily replaced by another move copied from the target. InGeneration I, the copied move is selected from a list of the opposing Pokémon's moves. FromGeneration II onwards, Mimic copies the target's last used move.
Substitute

- Main article:Substitute (doll)
The Pokémon that usesSubstitute orShed Tail 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).
Transformed

- Main article:Transform (move)
A Pokémon is transformed into the target with the use ofTransform. Additionally,Imposter (Ditto'ssignature Ability) automatically causes the user to transform into the opponent.
Illusion
- Main article:Illusion (Ability)
When a Pokémon with the AbilityIllusion enters battle, its appearance is changed to that of the last conscious, non-Egg Pokémon in its Trainer'sparty. Illusion replicates the appearance (including species,form, andShininess),nickname (or species name if none),Poké Ball, andgender 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 asAttract still use the Pokémon's actual gender. The illusion disappears if the Pokémon has its Ability changed or suppressed or if it takesdamage from a damaging move.
Damaging
Bound

- Main article: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 thanG-Max Centiferno orG-Max Sandblast will end if the Pokémon that caused the bind is removed from the field.
Curse

- Main article:Curse (move)
A cursed Pokémon (affected byCurse used by aGhost-type Pokémon) takes damage equal to ¼ of its maximum HP every turn.
Nightmare
- Main article:Nightmare (move)
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 (viaSleep Talk), then the nightmare will no longer be in effect.
Perish Song
- Main article:Perish Song (move)
Known asCounting Down in-game, the Pokémon willfaint three turns after it gets the status, usually from hearing Perish Song. Pokémon with theSoundproof 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.Baton Pass transfers the Perish Song countdown. The effect will also take place whenPerish Body is activated.
Seeded
- Main article:Seeding
A Pokémon affected byLeech Seed orSappy Seed losesHP 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 article:Salt Cure (move)
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 aSteel and/orWater 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 toPokémon Legends: Arceus. A Pokémon afflicted with splinters takedamage 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 movesCeaseless Edge,Pin Missile,Spikes,Stealth Rock, andStone Axe inflict splinters onto the target.
Effectiveness
Autotomize
- Main article:Autotomize (move)
A Pokémon that uses the moveAutotomize will have itsSpeed stat increase by two stages and (if the user successfully changes its Speed) itsweight decreased by 220 lbs. (100 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 byBaton Pass or removed byHaze. A Pokémon's weight is reset if it changesform.
Identified

When a Pokémon is affected byForesight,Odor Sleuth, orMiracle Eye, its evasion stat increases will be ignored when it is targeted by any move. In addition, aGhost-type target will lose its immunities toNormal- andFighting-type moves when affected by Foresight or Odor Sleuth, and aDark-type target will lose its immunity toPsychic-type moves when affected by Miracle Eye.
Minimize

- Main article:Minimize (move)
A Pokémon that has used the moveMinimize (or had the effect passed to it viaBaton Pass) will be affected more harmfully by some moves, includingStomp,Steamroller,Body Slam,Dragon Rush,Flying Press, andPhantom Force. In Generation VI, all of these moves will always hit a target that has used Minimize.
Tar Shot
- Main article:Tar Shot (move)
A Pokémon hit by the moveTar Shot has theeffectiveness ofFire-type moves used on it doubled. This effect does not stack.
Groundedness
Grounded
- Main article:Grounded
If a Pokémon is immune toGround-type moves due to being aFlying type, havingLevitate, holding anAir Balloon, or being under the effect ofMagnet Rise orTelekinesis, and it is hit bySmack Down orThousand Arrows, it becomes grounded and loses its immunity to Ground-type moves.
Magnetic levitation

- Main article:Magnet Rise (move)
A Pokémon levitating on magnetism viaMagnet Rise is immune toGround-type attacks for five turns. LikeFlying-type Pokémon and Pokémon withLevitate, the user is immune to the damage ofSpikes andToxic Spikes, and is unaffected byArena Trap. Magnet Rise is completely negated byGravity,Ingrain, and holding anIron Ball.
This effect can be transferred byBaton Pass.
Telekinesis

- Main article:Telekinesis (move)
A Pokémon levitated byTelekinesis is immune toGround-type moves,Spikes,Toxic Spikes, andArena Trap for three turns. In addition, all other moves, exceptone-hit knockout moves, hit the target regardless ofaccuracy andevasion; however, it does not allow moves to hit semi-invulnerable Pokémon.
Healing
Aqua Ring

- Main article:Aqua Ring (move)
When a Pokémon surrounds itself with a veil of water by usingAqua Ring, it restores 1/16th of its maximum HP every turn. This effect can be transferred byBaton Pass.
Rooting

- Main article:Ingrain (move)
When a Pokémon plants its roots by usingIngrain, it restores 1/16th of its maximum HP every turn but cannot switch out orflee, even if hit by a move that would force this such asRoar andDragon Tail. If aFlying-type Pokémon or a Pokémon withLevitate is rooted to the ground, it is susceptible toGround-type moves,Spikes andToxic Spikes. The Pokémon cannot be affected byMagnet Rise andTelekinesis and they are removed if active upon rooting. This effect can be transferred byBaton Pass.
Next Turn
Laser Focus
- Main article:Laser Focus (move)
Laser Focus causes the user's moves to result in acritical hit until the end of the next turn, unless that move's target hasBattle Armor,Shell Armor, or is under the effect ofLucky Chant.
The effect of Laser Focus can be copied byPsych Up orTransform.
Taking aim

When a Pokémon usesMind Reader orLock-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 asFly. This effect can beBaton Passed.
Drowsy
Yawn andG-Max Snooze makes the target drowsy. At the end of the next turn, the drowsy Pokémon will fallasleep, unless it is already afflicted by a non-volatile status condition. If a drowsy Pokémonswitches out, it loses its drowsiness. Drowsiness cannot be passed byBaton Pass.
Priming
Charged
- Main article:Charge (move)
A charged Pokémon has thepower (damage in Generation III) of its nextElectric-type 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 moveCharge, or by the AbilitiesElectromorphosis andWind Power.
Stockpile count
- Main article:Stockpile (move)
When the moveStockpile is used, the user will stockpile energy; the user can stockpile energy up to three times. The movesSpit Up andSwallow 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

UsingDefense Curl causes the power ofRollout andIce Ball to double for the Pokémon. This effect is not transferred byBaton Pass.
Primed
Primed is a status condition exclusive toPokémon Legends: Arceus that causes the user's attack moves to deal 50% more damage.
The movesDouble Hit andVictory Dance prime the user for five and four turns, respectively. Additionally, the itemTwice-Spiced Radish primes the Pokémon it is used on.
Prevention
Can't escape

- Main article:Escape prevention
A Pokémon that can't escape can neitherswitch out norflee as long as the Pokémon that trapped it is on the field.
No retreat
- Main article:No Retreat (move)
A Pokémon that uses the moveNo 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 article:Octolock (move)
Octolock inflicts a variant of the Can’t escape condition which additionally lowers the target’sDefense andSpecial Defense by one stage each at the end of each turn.
Disable
- Main article:Disable (move)
A Pokémon under the effect ofDisable is unable to use a specificmove 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 ofAroma Veil.
Embargo

- Main article:Embargo (move)
A Pokémon under the effect ofEmbargo is unable to use itsheld item and its Trainer cannot use items on it (includingWonder Launcher items) for five turns. A Pokémon under the effect of Embargo cannot useFling.
Heal Block

- Main article:Heal Block (move)
- Main article:Psychic Noise (move)
A Pokémon affected byHeal Block orPsychic Noise is prevented from healing for five or two turns, respectively.
Imprison
- Main article:Imprison (move)
While a Pokémon is under the effect ofImprison, its opponents cannot use any move which is also known by the user of Imprison. A Pokémon will useStruggle if it has no other available moves withPP remaining besides moves blocked by Imprison.
Taunt
- Main article:Taunt (move)
Ataunted Pokémon cannot use anystatus moves for 3 turns (2-4 turns prior to Generation V), including status moves that will alwaysturn into damaging moves likeNature Power. The Taunt status can only be inflicted by the moveTaunt.
FromGeneration V onward, theMental Herb cures the Pokémon of Taunt. FromGeneration VI onward, Pokémon withOblivious are immune to the Taunt condition; if a Pokémon with Oblivious is afflicted by Taunt (such as if it is taunted by a Pokémon with an Ability likeMold Breaker), it will be cured immediately. Pokémon withAroma Veil and their allies are immune to Taunt.
A taunted Pokémon can still use a statusZ-Move.
Throat Chop
- Main article:Throat Chop (move)
A Pokémon hit by the moveThroat Chop will be unable to usesound-based moves for two turns.
Torment

- Main article:Torment (move)
- Main article:G-Max Meltdown (move)
A tormented Pokémon cannot use the same move twice in a row. If the Pokémon is holding aChoice item or only has one move remaining withPP, it is forced to useStruggle every second turn. A Pokémon can be tormented when struck by the movesTorment and G-Max Meltdown.
Confusion
- Main article:Confusion (status condition)

The confused condition causes a Pokémon to sometimes hurt itself in its confusion instead of executing a selected move.
Infatuation

- Main article: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.
Stats
Getting pumped

- Main article:Focus Energy (move)
A Pokémon can become pumped by using the moveFocus Energy or if the itemDire Hit is used on it. In Generation I (except inPokémon Stadium), a pumped Pokémon is 75% less likely to land a critical hit as a result of a bug. In Generation II, a pumped Pokémon has its critical hit rate increased byone stage. In Generation III and in later games, a pumped Pokémon has its critical hit rate increased by two stages.
Guard Split
- Main article:Guard Split (move)
The moveGuard Split averages the user'sDefense andSpecial Defense stats with those of the target Pokémon. Both the user's and the target's stat changes are ignored when calculating the average.
Power Split
- Main article:Power Split (move)
The movePower Split averages the user'sAttack andSpecial Attack stats with those of the target Pokémon. Both the user's and the target's stat changes are ignored when calculating the average.
Speed Swap
- Main article:Speed Swap (move)
The moveSpeed Swap swaps the user'sSpeed stat with that of the target Pokémon. This move does not swap in-battle speed modifiers, such as Abilities and stat stages.
Power Trick

- Main article:Power Trick (move)
The movePower Trick swaps the user's base stat ofAttack and base stat ofDefense. This effect is passed byBaton Pass.
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.
It lasts four turns forBulk Up,Calm Mind, andVictory Dance and five turns forNasty Plot andSwords Dance.
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.
Draco Meteor andLeaf Storm lower the user's offensive stats for three turns.Mystical Fire,Snarl, andStruggle Bug lower the target's offensive stats for three turns, while it lasts five turns forBaby-Doll Eyes.
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.
It lasts four turns forVictory Dance and five turns forIron Defense.
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.
Close Combat andHeadlong Rush lower the user's defensive stats for three turns.Triple Arrows lowers the target's defensive stats for three turns.
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.
It lasts 5 turns forFocus Energy and 3 turns forTriple Arrows.
Obscured
Obscured is a status condition exclusive toPokémon Legends: Arceus that causes incoming attacks to become more likely to miss. It does not affectsure-hit moves, which will always hit an obscured target regardless. It corresponds to bothmoves that can lower the target's accuracy andmoves that can raise the user's evasion in other core series games.
Mud Bomb,Mud-Slap,Octazooka, andShadow Force obscure the user for three turns, while forLunar Blessing andShelter, it lasts four turns.
Forced Move
Choice lock
- Main article::Category:Choice items
When a Pokémon holding aChoice Band,Choice Specs, orChoice Scarf first selects a move, it will only be able to use thatmove untilswitched out.
Encore

- Main article:Encore (move)
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 hasMagic Coat active, the move will fail.
Rampage

- Main article:Rampage
If a Pokémon uses eitherThrash,Outrage,Petal Dance,Rage (Generation I only), orRaging Fury (Generation IX only) it will be forced to use that move for 2-3 turns (3-4 inGeneration I) and will becomeconfused at the end.
Rolling
- Main article:Rollout (move)
- Main article:Ice Ball (move)
If a Pokémon uses eitherRollout orIce Ball, it will be forced to use that move for 5 turns, doubling in power for each consecutive hit.
Making an uproar
- Main article:Uproar (move)
If a Pokémon usesUproar, 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 tosleep (except for Pokémon with the AbilitySoundproof in Generations III or IV).
Fixated
InPokémon 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 movesPetal Dance,Outrage,Rollout,Ice Ball, andRaging Fury cause fixation after they are used; additionally, the itemChoice Dumpling can cause fixation on the last move used.
Multi-turn Move
Bide
- Main article:Bide (move)
If a Pokémon usesBide, 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

- Main article:Recharge
A Pokémon that successfully uses certain moves mustrecharge during the next turn. While recharging, the Pokémon cannot perform an action.
Charging turn

Several two-turn moves have a turn where a Pokémon cannot act. The charging can be skipped with aPower Herb, or in the case ofSolar Beam andSolar Blade, the presence ofharsh sunlight.
Pokémon that are readyingSky Attack become cloaked in light.
Pokémon that are readying Solar Beam or Solar Blade take in sunlight.
Pokémon that are readyingRazor Wind whip up a whirlwind.
Moves
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Semi-invulnerable turn
- Main article:Semi-invulnerable turn
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 byFly,Bounce, andSky Drop; the diving type caused byDive; the digging type caused byDig; and the phantom type caused byPhantom Force andShadow Force.
Transient
These status conditions take effect only within the turn they are applied.
Flinch

- Main article:Flinch
The flinch status prevents a Pokémon from attacking during one turn.
Bracing

- Main article:Endure (move)
When a Pokémon usesEndure, it braces itself so that whenever it takes damage that turn, it will always survive with at least 1 HP. TheFocus Sash,Focus Band, and AbilitySturdy all have similar effects.
Center of attention

- Main article:Center of attention
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

- Main article:Magic Coat (move)
A Pokémon shrouded withMagic 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 AbilityMagic Bounce reflects the same moves.
Protection
- Main article:Protection
A protected Pokémon will be unaffected byphysical,special, and/orstatus moves during one turn depending on theprotection move used.
Might

There is two unique conditions inPokémon Legends: Arceus,wild might (Japanese:野性の力wild strength) andterrible might (Japanese:すさまじい力tremendous strength).
Wild might is a status condition that is permanent on wildalpha Pokémon. All the Pokémon's stats are boosted and take reduced damage from other status conditions, including poison and splinters. These boosted stats are independent from those raised by moves and getting enraged, being able to be stacked with them. The terrible might status is exclusive to theGiratina fight withVolo atop theTemple of Sinnoh, and behaves identical to wild might. Neither condition can be used by Trainers (with exception of a single fight withIngo that treats the fights as if they were wild), and there is no way to inflict the conditions with the use of a move, item or ability.
There are also two other similar, but unused conditions,terrific might (Japanese:偉大な力) andfrenzied might (Japanese:荒ぶる力).
Both are completely unused in terms of battle, but behave like the two used conditions without the Pokémon stats' being boosted. Frenzied might, however, is mentioned by bothPalina andLian that theirnoble have learned to control their "frenzied might" upon rematching them in battle, implying the condition may have been used at one point for noble Pokémon as well as the Origin FormeDialga orPalkia atop theTemple of Sinnoh.
Display
A Pokémon's status is shown in several places, including inbattle, on theparty screen, and on thesummary screen. If a Pokémon is affected by a non-volatile status condition or has fainted, an icon will display the type of status condition (replacing the Pokémon's level in battle inGenerationsI andII). Prior toGeneration VIII, if a Pokémon is infected with thePokérus and has no other status condition, its summary will display Pokérus in the same location. Volatile status conditions are not indicated by an icon, but can be viewed on thebattle status screen starting inGeneration VII.
When a Pokémon has no other status condition, its status is displayed asOK (Japanese:ふつうnormal) on the summary screen in Generation I and II. In thePokémon Stadium series, a healthy Pokémon's status is also displayed in battle, and is abbreviated asNm in Pokémon Stadium 2. Starting inGeneration III, no status is displayed on the summary screen for healthy Pokémon. However, unused icons for OK are present in the internal data ofPokémon Colosseum andXD, though they were not properly localized into English.
In Generations I and II, a Pokémon's status is almost always displayed as regular text, either as a three-letter abbreviation in thecore series games or as the full name of the status in the Pokémon Stadium series games; the only icons are used in battle inPokémon Stadium 2. Starting in Generation III, a Pokémon's status is displayed as an icon consisting of white or black text on a colored background.
| Stad | Stad2 | RS | FRLG | E | Colo | XD | DPPtHGSS | DP | Pt | HGSS | PBR | |||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Starting inGeneration V, differently colored icons are used for Pokémon that are poisoned and badly poisoned. Starting inGeneration VIII, the icons now include a pictorial representation of the status condition, with the icons for paralysis, frozen, burned, and poisoned matching thetype icons for theElectric,Ice,Fire, andPoison types, respectively.
| BWB2W2 | XYORAS | SMUSUM | PE | SwSh | BDSP | LA | SV | ZA |
|---|---|---|---|---|---|---|---|---|
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In the spin-off games
Pokémon Mystery Dungeon series
- Main article:Status condition (Mystery Dungeon)
Certain status conditions work differently in Pokémon Mystery Dungeon spin-offs. This can range from simple tweak in function to account for difference in battle environment (such as confusion causing Pokémon's movement and actions to be performed in a random direction, rather than interrupting execution of a move by having the user damage itself, or flinching being always possible due to player and opposing Pokémon acting interchangeably), to more noticeable ones (such as paralysis always preventing most actions from being taken but wearing off naturally after few turns, or frozen Pokémon being unable to take any action at all, but being immune to most forms of damage).
Some status conditions might not be present in a given game due to difference in how moves function (such asDisable inflicting paralysis in earlier games instead of sealing away a move). Conversely, certain moves in specific games self-inflict a status condition that they do not in core series (such asCounter orMagic Coat, now lasting multiple turns and being able to counter multiple moves in a single use).
Additionally, the series features completely new and unique status conditions, such as Petrified or Blinker.
All status conditions are automatically cured when the player uses the stairs and enters a new floor, both positive and negative ones.
Pokémon Conquest
InPokémon Conquest, all status conditions disappear after battle.
In this game, confusion is a non-volatile status. A confused Pokémon may randomly move and attack other Pokémon, including allies. If a Pokémon moves in its confusion, theWarrior is prevented from using an item or activating aWarrior Skill that turn. Confusion may wear off in the first turn.
In this game, a Pokémon that has flinched is unable to perform any actions (i.e. move around, use moves), along with its partnerWarrior (i.e. useWarrior Skills, useitems, link). Since battles in this game are turn-based, flinching does not require a first strike via an advantage inSpeed orpriority, unlike in the main series. The turn-based gameplay and the duration of flinching also makes consecutive flinching impairment impossible, unlike in the main series.
Pokémon Shuffle

InPokémon Shuffle, status conditions can be inflicted onto the opponent byskills 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 SkillRelentless 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 SkillsMind Zap andPrank cannot activate against a foe that has a status condition.
The effects of Shuffle's status conditions are as follows:
- Asleep - The Pokémon cannot usedisruptions, their disruption countdown is paused, and the Pokémon will take 20% more damage. Caused by the SkillsNap Time orSleep Charm.
- Burned - The Pokémon takes 50% more damage from Fire -type Pokémon. Caused by the SkillsBurn orBurn+.
- Disruption Delay - The Pokémon cannot use disruptions, and their disruption countdown is paused. This is inflicted by the
Disruption Delay item, as well as the SkillsAstonish,Chill,Constrict,Crushing Step,Daunt,Fascinate,Flap,Power Hug,Sand Sport,Shadow Shock, orWhirlpool. - Frozen - The Pokémon cannot use disruptions, their disruption countdown is paused, and the Pokémon will take 20% more damage from Ice -type Pokémon. Caused by the SkillsFreeze orFreeze+.
- Paralyzed - The Pokémon cannot use disruptions, and their disruption countdown is paused. Caused by the SkillsDragon Shriek,Lightning,Paralyze,Paralyze+,Quake, orShock Attack.
- Poisoned - The Pokémon takes 50% more damage from Poison -type Pokémon (However, the activation move only takes 20% more damage). Caused by the SkillPoison.
- Spooked - The Pokémon takes 50% more damage from Ghost -type Pokémon. Caused by the SkillsSpookify orSpookify+.
In this game, most types have immunities to certain status conditions. These are listed in the chart below, where an "X" indicates an immunity.
| Status condition effectiveness | ||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Condition | Defender's type | |||||||||||||||||
| Normal | Fighting | Flying | Poison | Ground | Rock | Bug | Ghost | Steel | Fire | Water | Grass | Electric | Psychic | Ice | Dragon | Dark | Fairy | |
| Asleep | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ||||||||||
| Burned | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | |||||||||||
| Frozen | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | |||||||||
| Paralyzed | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ||||||||||
| Poisoned | ✘ | ✘ | ✘ | ✘ | ✘ | |||||||||||||
| Spooked | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ||||||||
Pokémon Trading Card Game Live
Pokémon Trading Card Game Live callseffects that occur to playersGlobal Status Conditions, though this term has only appeared in the menus.
Effects that occur toPokémon are calledstatus effects[3] They are divided intopositive effects andnegative effects based on if they benefit or hinder the Pokémon. Effects that occur to non-Pokémon entities, such as an attachedPokémon Tool card or aSpecial Condition a Pokémon is suffering from, are displayed as part of the status effects on the Pokémon.
In the TCG
- Main article:Effect (TCG)
- Main article:Special Condition (TCG)
In the TCG, many cards are capable of creatingeffects, namely changes to the game state applied to specific entities. Some effects happen instantaneously, like drawing cards or moving aBenched Pokémon to theActive Spot. Many effects instead persist on a entity for a longer period of time, ending when the turn ends, when the next turn of that player begins, or until the card creating the effect leaves play. Effects can be placed onPokémon,Pokémon Tool cards, and players. Some cards have effects that can remove the effects affecting a Pokémon or player, or prevent those effects from being applied.
Whenattacks create effects, those effects can be universally cleared off by having the Pokémon afflictedevolve,devolve, have aPokémon Level-Up card put on it, or move to theBench.
One group of effects is the placement ofSpecial Conditions on Pokémon. Those are analogous to Status conditions, impairing a Pokémon's ability to battle. They consist ofBurned,Poisoned,Asleep,Paralyzed, andConfused. However, Special Conditions themselves are not effects.[4][5] Special Conditions can be affected by effects, making them more potent.[4] Special Conditions are unable to affect Benched Pokémon. As with the effects of attacks, they are also cleared whenever a Pokémon evolves, devolves, have a Pokémon Level-Up card put on it, or moves to the Bench. Some cards have effects that remove Special Conditions, or prevent them from being applied.
Some effects placecounters ormarkers. These effects are unique because they are not removed when a Pokémon goes to the Bench, but still get removed when Pokémon evolve, devolve, or have a Pokémon Level-Up card put on them. There are effects that remove counters and markers, but those are rare.
In other languages
| Language | Title | |
|---|---|---|
| Chinese | Cantonese | 異常狀態Yihsèuhng Johngtaai |
| Mandarin | 異常狀態 / 异常状态Yìcháng Zhuàngtài | |
| Dutch | Staatusconditie | |
| Finnish | Statustila | |
| French | Canada | Problème d'état* |
| Europe | Problème de statut | |
| German | Statusprobleme | |
| Italian | Problema di stato | |
| Korean | 상태 이상Sangtae Isang | |
| Norwegian | Statusproblem | |
| Polish | Zmiana statusu | |
| Portuguese | Brazil | Condição de status |
| Portugal | Condição de estado | |
| Russian | Особый состояниеOsobyy sostoyaniye | |
| Spanish | Problema de estado | |
| Swedish | Statusproblem | |
| Vietnamese | Tình trạng bất thường | |
Trivia
- InPokémon Crystal, a Pokémon'scry will not be heard if the Pokémon isasleep,frozen, orfainted.
- In thecore seriesgames for theNintendo Switch,Bind,Clamp,Sand Tomb,Fire Spin,Infestation,Magma Storm,Snap Trap,Thunder Cage,Whirlpool, andWrap are all coded as the same status condition, all running for between 5 and 6 turns. However, they vary in animation,PP,type, andpower.
References
- ↑pret/pokegold/engine/battle/effect_commands.asm
- ↑RNG Research: Battle RNG - Sleep Duration
- ↑Version 1.3.3 - Patch Notes, Pokémon Forums
- ↑4.04.1Compendium ruling, Compendium VMAX,Team Compendium
- ↑Compendium ruling, Compendium VMAX,Team Compendium
Related articles
| Status conditions | ||
|---|---|---|
| Confusion | Flinch | Infatuation |
| This game mechanic article is part ofProject Games, aBulbapedia project that aims to write comprehensive articles on thePokémon games. |




























































































































