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Status conditions and volatile effects

The six lasting conditions, what each costs, and the effects that end when a Pokemon switches out.

Battle Last updated

In short

The six conditions

Status While it lasts Each turn Ends
Burn physical damage halved (not with Guts or Facade) loses 1⁄16 of max HP cure only
Paralysis Speed halved (not with Quick Feet); fails to act 1 time in 4 nothing cure only
Poison nothing loses 1⁄8 of max HP cure only
Bad poison nothing loses 1⁄16, then 2⁄16, then 3⁄16, rising each turn cure only
Sleep cannot act nothing after 1 to 3 turns
Freeze cannot act nothing 1 in 5 chance each turn, or a Fire move

Every residual loses at least 1 HP: a 12 HP Pokemon still loses a point to burn. Magic Guard cancels all of it. Poison Heal turns both poisons into healing of 1⁄8, and bad poison's counter keeps rising underneath so a cure mid-battle does not reset it.

A status carries out of the battle. A poisoned Pokemon is still poisoned on the next route and it starts the next fight that way. The Pokemon Centre clears statuses for free alongside the heal, and Lum Berry, Chesto Berry and the medicines in the Bag cure them on the spot.

A poisoned Breloom in battle
1 the status on the Pokemon's plate. Tap it for what it does

What blocks a status

The same rule answers every route a status can arrive by, whether a status move, a secondary effect or Yawn:

  • Fire types cannot be burned. Electric types cannot be paralysed. Poison and Steel types cannot be poisoned. Ice types cannot be frozen.
  • Immunity, Comatose and Purifying Salt block everything. Limber blocks paralysis, Water Veil and Water Bubble burn, Insomnia and Vital Spirit sleep, Magma Armor freeze, Sweet Veil sleep for the whole side.
  • Leaf Guard blocks every status in sun. Safeguard protects a side for five turns.

Volatile effects

These live on the active Pokemon and vanish when it leaves the field.

Effect What it does
Confusion 2 to 5 turns; 1 time in 3 the Pokemon hits itself instead of moving
Flinch loses this turn's action; only works on a Pokemon that has not moved yet
Leech Seed loses 1⁄8 each turn, healed to the seeder
Protect, Detect blocks this turn; chance falls with each consecutive use
Substitute a decoy with a quarter of the user's HP takes hits until it breaks
Taunt status moves locked for a few turns
Encore locked into the last move used
Disable one move locked
Trapped Bind, Wrap, Fire Spin and the rest: chip damage and no switching
Focus Energy, Laser Focus critical hits more likely, or certain, for the next hit
Yawn falls asleep at the end of the next turn, unless something blocks sleep
Charging the first turn of Fly, Dig, Solar Beam and the two-turn moves
Magnet Rise, Telekinesis floating for five turns
Heal Block no healing for five turns

Stat stages work the same way: Swords Dance, Intimidate and the rest move a stat from -6 to +6 for as long as the Pokemon stays in. Baton Pass hands stages and a few volatiles to the replacement; every other switch drops them. The stats guide has the multipliers.