Status condition

Status conditions (Japanese: abnormal condition), also referred to as status problems or status ailments, affect a '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. Having Pokérus and being fainted 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 being switched out. It's displayed in the party screen, and the Pokémon's summary. They can be cured by healing at a Pokémon Center, specific curative items, or other ways. If a Pokémon is affected by a non-volatile status condition, an icon will display the type of status condition (replacing the Pokémon's level in Generations I and II). Wild Pokémon that are affected by a status condition are easier to catch.
A Pokémon cannot gain non-volatile status conditions when it is affected by , , , , , or , nor can a Pokémon behind a gain status conditions, except due to , , or a held item like Flame Orb or Toxic Orb. A Pokémon will cure its status condition when affected by (Generation I only), , , , , , , , , , , , , , , or Lum 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, or Lum Berry (MiracleBerry in Generation II).
Pokémon with , , or will have their , , or increased, respectively, when affected by a status condition. Pokémon with can be afflicted by status conditions and receive their additional effects but do not take damage. In addition, the base power of is doubled (from 70 to 140) when inflicted with paralysis, a burn, or poison.
In the Generation core series games, when an in-game opponent outside of the uses a status 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.pret/pokegold/engine/battle/effect_commands.asm
In all games except , 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 poisoned ) evolves, the condition will be kept, even if the Pokémon gains a new type or Ability that would normally prevent it.
In , 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====
The burn condition (BRN) inflicts damage every turn and halves damage dealt by a Pokémon's physical moves (except Pokémon with the Ability and 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 Ability . In Generation V, Pokémon glow red while afflicted with burn.
Most moves which cause burn are and burning is the prime effect of ; however, it also can be caused by the ability or holding a Flame Orb. In Generations I and II, Pokémon cannot be burned by Fire-type moves (but they can be burned by in Generation II). From Generation III onward, Fire-type Pokémon and Pokémon with the or Ability cannot normally be burned. Pokémon with the Ability will only lose half the HP each turn, while Pokémon with are immune to the HP loss (but still suffer from the attack drop). Pokémon with will have their increased when burned. A burn can be cured with the use of a Burn Heal, Yago Berry (Generation III only), or a Rawst Berry (Ice Berry in Generation 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====
The freeze condition (FRZ) causes a Pokémon to be unable to use moves. From Generation 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, in Generation I, a frozen Pokémon never thaws without external aid. Pokémon cannot be frozen in .
All moves which cause freezing are , except (Generation II onward), (when used in snow or ice; Generation IV onward) and . 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 the Ability cannot normally be frozen. Being frozen can be cured with the use of an Ice Heal, an Aspear Berry (Burnt Berry in Generation II) or Pumkin Berry (Generation III only).
A frozen Pokémon can still use the moves , , , , , and 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 damaging move (except in Generations I and II or in Generations II and III), (Generation VI onward) or , it will be thawed.
=====Frostbite=====
Frostbite is a status condition exclusive to , 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 is snowing, moves that may inflict frostbite are more likely to do so. Similar to freeze, frostbite will also revert a to its Land Forme. Pokémon cannot get frostbite.
Using or will cure the user of frostbite.
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====Paralysis====
The paralysis condition (PAR) reduces the Pokémon's 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. From Generation VII onward, its Speed is reduced to 50% of its normal value. Pokémon with the Ability instead have their Speed increased by 50% while paralyzed. In Generation V, Pokémon glow yellow while afflicted with paralysis and their animation will be slowed significantly.
Many moves that cause paralysis are moves and paralysis is the main effect of the move . It can also be caused by , , or . In Generation I, Pokémon cannot be paralyzed by damaging moves of the same type as themselves. From Generation VI onward, Pokémon cannot be paralyzed. Pokémon with the Ability cannot normally be paralyzed. Furthermore, if its target is paralyzed, will cure the paralysis in addition to becoming more powerful. Paralysis can be cured with the use of a Paralyze Heal or a Cheri Berry (PRZCureBerry in Generation II). In Generation IV only, the Ability will prevent Pokémon from being fully paralyzed; however, it does not prevent the Speed reduction.
====Poison====
The poison condition (PSN) 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 the 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 are , except , (when used in tall grass; Generation III only), (while poisoned), and (if Poison Barb or Toxic Orb is held). Poison-type Pokémon cannot be normally poisoned. The other causes of poisoning are one layer of , , , or . In Generation II, Pokémon cannot be poisoned by Poison-type moves (but they can be poisoned by ); from Generation III onward, Steel-type Pokémon and Pokémon with the Ability cannot normally be poisoned. Pokémon with 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 the Ability. Poison (including bad poison) can be cured with the use of an Antidote, Drash Berry (Generation III only) and Pecha Berry (PSNCureBerry in Generation 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 to Generation V, a poisoned Pokémon loses 1 HP for every four steps taken outside of battle. In Generation 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).
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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. From Generation 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 from Generation 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 are , except (while badly poisoned) and (if Toxic Orb is held). Badly poison is the main effect of the move and two layers of .
====Sleep====
The sleep condition (SLP) causes a Pokémon to be unable to use moves, except and . From Generation V onward, Pokémon close their eyes while sleeping and move more slowly.
Sleep lasts for a randomly chosen duration of 1 to 7 turns in the handheld Generation I games, 1 to 3 turns in Pokémon Stadium, 1 to 5 turns in Generations II to IV (except the Japanese versions of Pokémon Diamond and Pearl), and 1 to 3 turns in Generation V onwards,RNG Research: Battle RNG - Sleep Duration. In the Japanese versions of , the minimum and maximum sleep count is 1 turn higher, lasting 2 to 6 turns.DP Battle Tower Records If a Pokémon puts itself to sleep using , it will sleep for exactly 2 turns.
Plenty of moves are able to put a Pokémon to sleep, most of them are either , , or . In addition to moves that cause sleep, after contact with or a disobedient Pokémon may also nap during battle. Pokémon with the or Ability cannot normally be put to sleep. changes the target's Ability to Insomnia causing it to be unable to sleep too. A sleeping Pokémon can be awoken by an Awakening or a Chesto Berry (Mint Berry in Generation II). If its target is sleeping, will wake it up in addition to becoming more powerful. In Generation I core series games and , the Poké Flute can be used in battle to wake up a sleeping Pokémon (without being consumed). In the Generation III and core series games and , the Blue 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 is a status condition exclusive to , replacing the sleep condition. 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 is snowing, drowsy Pokémon are more likely to fail to act.
Using , , or will cure the user of drowsiness. 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 is switched 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. Volatile status conditions are not indicated by an icon in a Pokémon's party screen or summary.
====Major====
=====Ability change=====
A Pokémon's Ability can be temporarily changed into another one during a Pokémon battle.
=====Ability suppression=====
A Pokémon's Ability can be temporarily disabled during a Pokémon battle, preventing its effect. Ability suppression can be caused by and . Suppressing Abilities fails if the target's Ability is , , , , , , , , , , or . This status is similar to Ignoring Abilities.
=====Type change=====
A Pokémon can have one or more types temporarily changed, added, or removed in battle.
=====Mimic=====
If a Pokémon uses , this move will be temporarily replaced by another move copied from the target. In Generation I, the copied move is selected from a list of the opposing Pokémon's moves. From Generation II onwards, Mimic copies the target's last used move.
=====Substitute=====
The Pokémon that uses or 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=====
A Pokémon is transformed into the target with the use of . Additionally, ('s signature Ability) automatically causes the user to transform into the opponent.
=====Illusion=====
When a Pokémon with the Ability enters battle, its appearance is changed to that of the last conscious, non- Pokémon in its Trainer's party. Illusion replicates the appearance (including species, form, and Shininess), nickname (or species name if none), Poké Ball, and gender 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 as still use the Pokémon's actual gender. The illusion disappears if the Pokémon has its Ability changed or suppressed or if it takes damage from a damaging move.
====Damaging====
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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 than or will end if the Pokémon that caused the bind is removed from the field.
=====Curse=====
A cursed Pokémon (affected by used by a Pokémon) takes damage equal to ¼ of its maximum HP every turn.
=====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 (via ), then the nightmare will no longer be in effect.
=====Perish Song=====
After three turns, all Pokémon who heard the will faint. Pokémon with the 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. transfers the Perish Song countdown. The effect will also take place when is activated.
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A Pokémon affected by or loses HP 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=====
 inflicts 1/8 of the target's maximum HP as damage per turn in addition to the damage dealt when it is used. If a and/or 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 to . A Pokémon afflicted with splinters take damage 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 moves , , , , and inflict splinters onto the target.
====Effectiveness====
=====Autotomize=====
A Pokémon that uses the move will have its stat increase by two stages and (if the user successfully changes its Speed) its weight 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 by or removed by . A Pokémon's weight is reset if it changes form.
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When a Pokémon is affected by , , or , its evasion stat increases will be ignored when it is targeted by any move. In addition, a target will lose its immunities to - and moves when affected by Foresight or Odor Sleuth, and a target will lose its immunity to moves when affected by Miracle Eye.
=====Minimize=====
A Pokémon that has used the move (or had the effect passed to it via ) will be affected more harmfully by some moves, including , , , , , and . In Generation VI, all of these moves will always hit a target that has used Minimize.
=====Tar Shot=====
A Pokémon hit by the move has the effectiveness of moves used on it doubled. This effect does not stack.
====Groundedness====
=====Grounded=====
If a Pokémon is immune to moves due to being a type, having , holding an Air Balloon, or being under the effect of or , and it is hit by or , it becomes grounded and loses its immunity to Ground-type moves.
=====Magnetic levitation=====
A Pokémon levitating on magnetism via is immune to attacks for five turns. Like Pokémon and Pokémon with , the user is immune to the damage of and , and is unaffected by . Magnet Rise is completely negated by , , and holding an Iron Ball.
This effect can be transferred by .
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A Pokémon levitated by is immune to moves, , , and for three turns. In addition, all other moves, except one-hit knockout moves, hit the target regardless of and ; however, it does not allow moves to hit semi-invulnerable Pokémon.
====Healing====
=====Aqua Ring=====
When a Pokémon surrounds itself with a veil of water by using , it restores 1/16th of its maximum HP every turn. This effect can be transferred by .
=====Rooting=====
When a Pokémon plants its roots by using , it restores 1/16th of its maximum HP every turn but cannot switch out or flee, even if hit by a move that would force this such as and . If a Pokémon or a Pokémon with is rooted to the ground, it is susceptible to moves, and . The Pokémon cannot be affected by and and they are removed if active upon rooting. This effect can be transferred by .
====Next Turn====
=====Laser Focus=====
Laser Focus causes the user's moves to result in a critical hit until the end of the next turn, unless that move's target has , , or is under the effect of .
The effect of Laser Focus can be copied by or .
=====Taking aim=====
When a Pokémon uses or 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 . This effect can be ed.
=====Drowsy=====
 and makes the target drowsy. At the end of the next turn, the drowsy Pokémon will fall , unless it is already afflicted by a non-volatile status condition. If a drowsy Pokémon switches out, it loses its drowsiness. Drowsiness cannot be passed by .
====Priming====
=====Charged=====
A charged Pokémon has the power (damage in Generation III) of its next 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 move , or by the Abilities and . 
=====Stockpile count=====
When the move is used, the user will stockpile energy; the user can stockpile energy up to three times. The moves and 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=====
Using causes the power of and to double for the Pokémon. This effect is not transferred by .
=====Primed=====
Primed is a status condition exclusive to that causes the user's attack moves to deal 50% more damage.
The moves and prime the user for five and four turns, respectively. Additionally, the item Twice-Spiced Radish primes the Pokémon it is used on.
====Prevention====
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A Pokémon that can't escape can neither switch out nor flee as long as the Pokémon that trapped it is on the field.
======No retreat======
A Pokémon that uses the move 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======
 inflicts a variant of the Can’t escape condition which additionally lowers the target’s and by one stage each at the end of each turn.
=====Disable=====
A Pokémon under the effect of is unable to use a specific move 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 of .
=====Embargo=====
A Pokémon under the effect of is unable to use its held item and its Trainer cannot use items on it (including Wonder Launcher items) for five turns. A Pokémon under the effect of Embargo cannot use .
=====Heal Block=====
A Pokémon affected by or is prevented from healing for five or two turns, respectively.
=====Imprison=====
While a Pokémon is under the effect of , its opponents cannot use any move which is also known by the user of Imprison. A Pokémon will use if it has no other available moves with PP remaining besides moves blocked by Imprison.
=====Taunt=====
A ed Pokémon cannot use any status moves for 3 turns (2-4 turns prior to Generation V), including status moves that will always damaging moves like . The Taunt status can only be inflicted by the move .
From Generation V onward, the Mental Herb cures the Pokémon of Taunt. From Generation VI onward, Pokémon with 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 like ), it will be cured immediately. Pokémon with and their allies are immune to Taunt.
A taunted Pokémon can still use a status Z-Move.
=====Throat Chop=====
 
A Pokémon hit by the move will be unable to use sound-based moves for two turns.
=====Torment=====
A tormented Pokémon cannot use the same move twice in a row. If the Pokémon is holding a or only has one move remaining with PP, it is forced to use every second turn. A Pokémon can be tormented when struck by the moves and G-Max Meltdown.
=====Confusion=====
The confused condition causes a Pokémon to sometimes hurt itself in its confusion instead of executing a selected move.
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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=====
A Pokémon can become pumped by using the move or if the item Dire Hit is used on it. In Generation I, 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 by one stage. In Generation III and in later games, a pumped Pokémon has its critical hit rate increased by two stages.
=====Guard Split=====
The move averages the user's and 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=====
The move averages the user's and 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=====
The move swaps the user's stat with that of the target Pokémon. This move does not swap in-battle speed modifiers, such as Abilities and stat stages.
=====Power Trick=====
The move swaps the user's base stat of and base stat of . This effect is passed by .
=====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 for , , and and five turns for and .
=====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.
 and lower the user's offensive stats for three turns. , , and lower the target's offensive stats for three turns, while it lasts five turns for .
=====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 for and five turns for .
=====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.
 and lower the user's defensive stats for three turns. 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 for and 3 turns for .
=====Obscured=====
Obscured is a status condition exclusive to that causes incoming attacks to become more likely to miss. It does not affect , which will always hit an obscured target regardless. It corresponds to in other core series games.
, , , and obscure the user for three turns, while for and , it lasts four turns.
====Forced Move====
=====Choice lock=====
When a Pokémon holding a Choice Band, Choice Specs, or Choice Scarf first selects a move, it will only be able to use that move until switched out.
=====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 has active, the move will fail.
=====Rampage=====
If a Pokémon uses either , , , (Generation I only), or (Generation IX only) it will be forced to use that move for 2-3 turns (3-4 in Generation I) and will become at the end.
=====Rolling=====
If a Pokémon uses either or , it will be forced to use that move for 5 turns, doubling in power for each consecutive hit.
=====Making an uproar=====
If a Pokémon uses , 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 to (except for Pokémon with the Ability in Generations III or IV).
=====Fixated=====
In , 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 moves , , , , and cause fixation after they are used; additionally, the item Choice Dumpling can cause fixation on the last move used.
====Multi-turn Move====
=====Bide=====
If a Pokémon uses , 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=====
A Pokémon that successfully uses certain moves must recharge 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 a Power Herb, or in the case of and , the presence of harsh sunlight.
Pokémon that are readying become cloaked in light.
Pokémon that are readying Solar Beam or Solar Blade take in sunlight.
Pokémon that are readying whip up a whirlwind.
======Moves======
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #; border-collapse:collapse;"	 	 	 	 	
Move	Type	Category	Power 	Accuracy	Notes
 	85 	85% 	User becomes semi-invulnerable. 30% chance of the target 	 	
 	 	100% 	User becomes semi-invulnerable 	 	
 	 	100% 	User becomes semi-invulnerable 	 	
 	 	95% 	User becomes semi-invulnerable 	 	
 	140 	90% 	30% chance of the target 	 	
 	— 	—% 	Raises the user's , , and by two stages 	 	
 	140 	90% 	30% chance of the target 	 	
 	120 	90% 	Raises the user's by one level on the first turn 	 	
 	90 	100% 	User becomes semi-invulnerable 	 	
 	80 	 	Has an increased critical hit ratio 	 	
 	120 	100% 	User becomes semi-invulnerable 	 	
 	 	100% 	Raises the user's by one level on the first turn 	 	
 	 	90% 	Has an increased critical hit ratioHas a 30% chance of causing the target to flinch	 	
 	60 	100% 	User and target become semi-invulnerable. Ends early if user or target faints. 	 	
 	 	100% 	Will not need a turn to charge if used during harsh sunlight 	 	
 	125 	100% 	Will not need a turn to charge if used during harsh sunlight 	 	
======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 by , , and ; the diving type caused by ; the digging type caused by ; and the phantom type caused by and .
====Transient====
These status conditions take effect only within the turn they are applied.
=====Flinch=====
The flinch status prevents a Pokémon from attacking during one turn.
=====Bracing=====
When a Pokémon uses , it braces itself so that whenever it takes damage that turn, it will always survive with at least 1 HP. The Focus Sash, Focus Band, and Ability all have similar effects.
=====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=====
A Pokémon shrouded with 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 Ability reflects the same moves.
=====Protection=====
A protected Pokémon will be unaffected by physical, special, and/or status moves during one turn depending on the protection move used.
====Might====
There is two unique conditions in , wild might (Japanese: 野性の力 wild strength) and terrible might (Japanese: すさまじい力 tremendous strength).
Wild might is a status condition that is permanent on wild Alpha 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 the fight with Volo atop the Temple of Sinnoh, and behaves identical to wild might. Neither condition can be used by Trainers (with exception of a single fight with Ingo that treats the fights as if they were wild), and there is no way inflict the conditions with the use of a move, item or ability.
There is also two other similar, but unused conditions, terrific might (Japanese: 偉大な力) and frenzied 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 both Palina and Lian that their noble 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 Forme or atop the Temple of Sinnoh.
==In the spin-off games==
===Pokémon Mystery Dungeon series===
In the Pokémon Mystery Dungeon series, prevents the Pokémon from doing anything for 5-6 turns, and causes linked moves to cease.
The Flinch status is known as the in Pokémon Mystery Dungeon: Red Rescue Team, Blue Rescue Team, Explorers of Time, Explorers of Darkness and Explorers of Sky, and Gates to Infinity. It is renamed as the flinch status condition in .
===Pokémon Conquest===
In Pokémon 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, the Warrior is prevented from using an item or activating a Warrior 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 partner Warrior (i.e. use Warrior Skills, use items, link). Since battles in this game are turn-based, flinching does not require a first strike via an advantage in or priority, 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===
In Pokémon Shuffle, status conditions can be inflicted onto the opponent by s 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 Skill 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 Skills and cannot activate against a foe that has a status condition.
The effects of Shuffle's status conditions are as follows:
* Asleep - The Pokémon cannot use disruptions, their disruption countdown is paused, and the Pokémon will take 20% more damage. Caused by the Skills or .
* Burned - The Pokémon takes 50% more damage from -type Pokémon. Caused by the Skills or .
* 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 Skills , , , , , , , , , , or .
* Frozen - The Pokémon cannot use disruptions, their disruption countdown is paused, and the Pokémon will take 20% more damage from -type Pokémon. Caused by the Skills or .
* Paralyzed - The Pokémon cannot use disruptions, and their disruption countdown is paused. Caused by the Skills , , , , , or .
* Poisoned - The Pokémon takes 50% more damage from -type Pokémon (However, the activation move only takes 20% more damage). Caused by the Skill .
* - The Pokémon takes 50% more damage from -type Pokémon. Caused by the Skills or .
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	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness	Status condition effectiveness
Condition 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type 	Defender's type
Condition 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Disruption Delay 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Spooked 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
===Pokémon Trading Card Game Live===
Pokémon Trading Card Game Live calls s that occur to players Global Status Conditions, though this term has only appeared in the menus.
Effects that occur to are called status effectsVersion 1.3.3 - Patch Notes, Pokémon Forums They are divided into positive effects and negative effects based on if they benefit or hinder the Pokémon. Effects that occur to non-Pokémon entities, such as an attached or a a Pokémon is suffering from, are displayed as part of the status effects on the Pokémon.
==In the TCG==
In the TCG, many cards are capable of creating s, namely changes to the game state applied to specific entities. Some effects happen instantaneously, like drawing cards or moving a Benched Pokémon to the Active 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 on , s, and players. Some cards have effects that can remove the effects affecting a Pokémon or player, or prevent those effects from being applied.
When s create effects, those effects can be universally cleared off by having the Pokémon afflicted evolve, devolve, have a Pokémon Level-Up card put on it, or move to the Bench.
One group of effects is the placement of s on Pokémon. Those are analogous to Status conditions, impairing a Pokémon's ability to battle. They consist of Burned, Poisoned, Asleep, Paralyzed, and Confused. However, Special Conditions themselves are not effects.Compendium ruling, Compendium VMAX, Team CompendiumCompendium ruling, Compendium VMAX, Team Compendium Special Conditions can be affected by effects, making them more potent. 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 place s or s. 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==
==Trivia==
*In Pokémon Crystal, a Pokémon will not say its cry if asleep, frozen, or fainted.
*In the Switch Pokémon games, Bind, Clamp, Sand Tomb, Fire Spin, Infestation, Magma Storm, Snap Trap, Thunder Cage, Whirlpool and Wrap are all coded as the same status condition, all running for between 5 and 6 turns. However, they vary in animation, PP, Type and Power.
==References==
==Related articles==
* Special Condition (TFG)
Category:Game mechanics
Category:Terminology
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it:Effetti in lotta#Problemi di stato
ja:状態異常
zh:异常状态