Buff-effecten

Verken gevechtseffecten in Pokémon Champions, inclusief weer, veldeffecten en statusaandoeningen.

ID
Buff-effecten
Type
Effect
1
Harsh Sunlight
Weer
Boosts the damage dealt by Fire-type moves by 50% and halves the damage dealt by Water-type moves.
2
Rain
Weer
Boosts the damage dealt by Water-type moves by 50% and halves the damage dealt by Fire-type moves.
3
Sandstorm
Weer
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
Snow
Weer
Boosts the Defense stats of Ice-type Pokémon by 50%.
5
Electric Terrain
Veld
Pokémon on the ground have the power of their Electric-type moves boosted by 30% and they cannot fall asleep.
6
Grassy Terrain
Veld
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
Misty Terrain
Veld
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
Psychic Terrain
Veld
Pokémon on the ground have the power of their Psychic-type moves boosted by 30% and they are immune to priority moves.
9
Trick Room
Veld
Pokémon with lower Speed stats move first.
10
Magic Room
Veld
Most held items do not work.
11
Wonder Room
Veld
Pokémon’s Defense and Sp. Def stats are swapped.
12
Critical-Hit Ratio Boost
Conditie
The Pokémon’s attacks are more likely to be critical hits.
13
Confused
Conditie
For 1–4 turns, the Pokémon has a 1-in-3 chance of hurting itself.
14
Infatuated
Conditie
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
Drowsy
Conditie
The Pokémon will fall asleep at the end of the next turn after becoming drowsy.
16
Encore
Conditie
The Pokémon can only use {0}.
17
No Ability
Conditie
The Pokémon’s Ability loses its effect.
18
Unable to Repeat
Conditie
The Pokémon cannot use the same move twice in a row.
19
Tailwind
Veld
Doubles the Pokémon’s Speed stat.
20
Healing Prevented
Conditie
The Pokémon is unable to restore HP through moves, Abilities, or held items.
21
Move Disabled
Conditie
{0} cannot be used.
22
Can’t Escape
Conditie
The Pokémon cannot be switched out of battle.
23
Locked On
Conditie
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
Electric Boost
Conditie
The power of the next Electric-type move used by the Pokémon will be doubled.
25
Gravity
Veld
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
Safeguard
Veld
The Pokémon is immune to status conditions and cannot become confused.
27
Stealth Rock
Veld
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
Stockpiling
Conditie
The Pokémon’s Defense and Sp. Def stats are boosted by 1 stage for each time it has used Stockpile.
29
Taunted
Conditie
The Pokémon can use only attacks.
30
Magnet Rise
Conditie
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
Toxic Spikes
Veld
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
Wish
Veld
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
Sticky Web
Veld
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
Ingrained
Conditie
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
Cursed
Conditie
The Pokémon loses 1/4 of its max HP at the end of every turn.
36
Trick-or-Treating
Conditie
The Pokémon gains the Ghost type.
37
Light Screen
Veld
Halves the damage taken from special moves. In Double Battles, this damage is reduced by 1/3 instead.
38
Reflect
Veld
Halves the damage taken from physical moves. In Double Battles, this damage is reduced by 1/3 instead.
39
Sealing Off
Veld
Any moves known by the Pokémon that caused this status cannot be used by its opponents.
40
Perishing
Conditie
The Pokémon will faint 3 turns after gaining the Perishing status.
41
Spikes
Veld
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
Destiny Bound
Conditie
If the Pokémon is knocked out by an opponent, that opponent will also be knocked out.
43
Forest Cursed
Conditie
The Pokémon gains the Grass type.
44
Leech Seeded
Conditie
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
Bound
Conditie
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
Rampaging
Conditie
For 2–3 turns, the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
47
Badly Poisoned
Speciaal
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
Future Attack
Veld
The Pokémon in the targeted spot will take damage 2 turns after the Future Attack status is activated.
49
Uproar
Conditie
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
Aqua Ring
Conditie
The Pokémon has 1/16 of its max HP restored at the end of every turn.
51
Landed
Conditie
The Pokémon is now grounded and can be affected by Ground-type moves.
52
Fairy Locked
Veld
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
Throat Chopped
Conditie
The Pokémon cannot use any sound-based moves for 2 turns.
54
Aurora Veil
Veld
Halves the damage taken from physical and special moves. In Double Battles, this damage is reduced by 1/3 instead.
57
Salt Cured
Conditie
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
Syrupy
Conditie
The Pokémon’s Speed stat is lowered by 1 stage at the end of every turn.
60
Recharging
Conditie
The Pokémon cannot take any actions for 1 turn.
61
Charging
Conditie
The Pokémon spends 1 turn charging before using a move.
62
Sky-High
Conditie
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
Submerged
Conditie
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
Underground
Conditie
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
Concealed
Conditie
The Pokémon cannot be hit by moves and is unaffected by the terrain.
66
Minimized
Conditie
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
Atk/Def Swapped
Conditie
The Pokémon’s Attack and Defense stats are swapped.
68
Flash Fire
Conditie
Boosts the power of the Pokémon’s Fire-type moves by 50%.
72
Micle Berry
Conditie
Boosts the accuracy of the Pokémon’s next move by 20%.
92
Critical-Hit Ratio Boost
Conditie
The Pokémon’s attacks are more likely to be critical hits.