1
Vejr
Boosts the damage dealt by Fire-type moves by 50% and halves the damage dealt by Water-type moves.
2
Vejr
Boosts the damage dealt by Water-type moves by 50% and halves the damage dealt by Fire-type moves.
3
Vejr
Pokémon that are not Rock, Ground, or Steel types take damage equal to 1/16 of their max HP at the end of every turn. Boosts the Sp. Def stats of Rock-type Pokémon by 50%.
4
Vejr
Boosts the Defense stats of Ice-type Pokémon by 50%.
5
Felt
Pokémon on the ground have the power of their Electric-type moves boosted by 30% and they cannot fall asleep.
6
Felt
Pokémon on the ground have the power of their Grass-type moves boosted by 30% and they have 1/16 of their max HP restored at the end of every turn.
7
Felt
Halves the damage dealt by Dragon-type moves used against Pokémon on the ground. Pokémon on the ground are also immune to status conditions and cannot become confused.
8
Felt
Pokémon on the ground have the power of their Psychic-type moves boosted by 30% and they are immune to priority moves.
9
Felt
-
Pokémon with lower Speed stats move first.
10
Felt
-
Most held items do not work.
11
Felt
-
Pokémon’s Defense and Sp. Def stats are swapped.
12
Tilstand
-
The Pokémon’s attacks are more likely to be critical hits.
13
Tilstand
For 1–4 turns, the Pokémon has a 1-in-3 chance of hurting itself.
14
Tilstand
The Pokémon has a 50% chance of being unable to use its moves while the Pokémon that gave it the Infatuated status is on the field.
15
Tilstand
The Pokémon will fall asleep at the end of the next turn after becoming drowsy.
16
Tilstand
The Pokémon can only use {0}.
17
Tilstand
-
-
The Pokémon’s Ability loses its effect.
18
Tilstand
-
The Pokémon cannot use the same move twice in a row.
19
Felt
Doubles the Pokémon’s Speed stat.
20
Tilstand
-
The Pokémon is unable to restore HP through moves, Abilities, or held items.
21
Tilstand
{0} cannot be used.
22
Tilstand
The Pokémon cannot be switched out of battle.
23
Tilstand
-
-
On the next turn after gaining the Locked On status, the Pokémon’s move will not miss if targeting the Pokémon that was locked onto.
24
Tilstand
-
The power of the next Electric-type move used by the Pokémon will be doubled.
25
Felt
-
Boosts the accuracy of moves by 67%. Pokémon such as Flying types or ones with the Levitate Ability become grounded. Moves that involve flying or leaping cannot be used.
26
Felt
The Pokémon is immune to status conditions and cannot become confused.
27
Felt
-
Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon’s type matchup with the Rock type.
28
Tilstand
-
-
The Pokémon’s Defense and Sp. Def stats are boosted by 1 stage for each time it has used Stockpile.
29
Tilstand
The Pokémon can use only attacks.
30
Tilstand
-
-
The Pokémon floats off the ground, making it immune to Ground-type moves, as well as the Spikes, Toxic Spikes, and Sticky Web statuses.
31
Felt
Pokémon that switch into battle will be poisoned or, if 2 layers of Toxic Spikes are set, badly poisoned. Pokémon such as Flying types or ones with the Levitate Ability are unaffected.
32
Felt
-
-
At the end of the next turn after the Wish status is activated, the HP of the Pokémon in the affected spot will be restored by 1/2 of the max HP of the Pokémon that caused the status.
33
Felt
Pokémon that switch into battle will have their Speed stats lowered by 1 stage. Pokémon such as Flying types or ones with the Levitate Ability are unaffected.
34
Tilstand
-
-
The Pokémon has 1/16 of its max HP restored at the end of every turn. It also becomes grounded and cannot be switched out of battle.
35
Tilstand
-
The Pokémon loses 1/4 of its max HP at the end of every turn.
36
Tilstand
-
-
The Pokémon gains the Ghost type.
37
Felt
Halves the damage taken from special moves. In Double Battles, this damage is reduced by 1/3 instead.
38
Felt
Halves the damage taken from physical moves. In Double Battles, this damage is reduced by 1/3 instead.
39
Felt
-
-
Any moves known by the Pokémon that caused this status cannot be used by its opponents.
40
Tilstand
The Pokémon will faint 3 turns after gaining the Perishing status.
41
Felt
Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage will increase if 2 layers of Spikes are set, and again if 3 layers are set. Pokémon such as Flying types or ones with the Levitate Ability are unaffected.
42
Tilstand
-
-
If the Pokémon is knocked out by an opponent, that opponent will also be knocked out.
43
Tilstand
-
-
The Pokémon gains the Grass type.
44
Tilstand
-
The Pokémon takes damage equal to 1/8 of its max HP at the end of every turn. Whichever Pokémon is in the spot of the Pokémon that caused the Leech Seeded status has its HP restored by the same amount.
45
Tilstand
-
For 4–5 turns, the Pokémon takes damage equal to 1/8 of its max HP at the end of every turn. It cannot be switched out of battle.
46
Tilstand
-
-
For 2–3 turns, the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
47
Speciel
The Pokémon takes increasing poison damage at the end of every turn, starting at 1/16 of the Pokémon’s max HP, then 2/16, then 3/16, and so on. If the Pokémon switches out and reenters battle, the damage restarts at 1/16 of its max HP.
48
Felt
-
-
The Pokémon in the targeted spot will take damage 2 turns after the Future Attack status is activated.
49
Tilstand
-
-
For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.
50
Tilstand
-
-
The Pokémon has 1/16 of its max HP restored at the end of every turn.
51
Tilstand
-
-
The Pokémon is now grounded and can be affected by Ground-type moves.
52
Felt
-
-
No Pokémon on the field can be switched out of battle until the end of the next turn after the Fairy Locked status is activated.
53
Tilstand
-
-
The Pokémon cannot use any sound-based moves for 2 turns.
54
Felt
Halves the damage taken from physical and special moves. In Double Battles, this damage is reduced by 1/3 instead.
57
Tilstand
-
The Pokémon takes damage equal to 1/16 of its max HP at the end of every turn. If the Pokémon is a Steel type or Water type, it takes damage equal to 1/8 of its max HP instead.
58
Tilstand
-
-
The Pokémon’s Speed stat is lowered by 1 stage at the end of every turn.
60
Tilstand
-
-
The Pokémon cannot take any actions for 1 turn.
61
Tilstand
-
-
The Pokémon spends 1 turn charging before using a move.
62
Tilstand
-
-
The Pokémon cannot be hit by most moves, excluding moves such as Thunder, Hurricane, and Smack Down. The Pokémon is also unaffected by the terrain.
63
Tilstand
-
-
The Pokémon cannot be hit by most moves, but Surf and Whirlpool will hit and will deal double damage. The Pokémon is also unaffected by the terrain.
64
Tilstand
-
-
The Pokémon cannot be hit by most moves, but Earthquake will hit and will deal double damage. The Pokémon is also unaffected by the terrain.
65
Tilstand
-
-
The Pokémon cannot be hit by moves and is unaffected by the terrain.
66
Tilstand
-
-
Moves such as Supercell Slam, Body Slam, Dragon Rush, Flying Press, Heat Crash, and Heavy Slam will not miss the Pokémon and will deal double damage.
67
Tilstand
-
-
The Pokémon’s Attack and Defense stats are swapped.
68
Tilstand
-
Boosts the power of the Pokémon’s Fire-type moves by 50%.
72
Tilstand
-
-
Boosts the accuracy of the Pokémon’s next move by 20%.
92
Tilstand
-
-
The Pokémon’s attacks are more likely to be critical hits.