1
Vær
Boosts the damage dealt by Fire-type moves by 50% and halves the damage dealt by Water-type moves.
2
Vær
Boosts the damage dealt by Water-type moves by 50% and halves the damage dealt by Fire-type moves.
3
Vær
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
Vær
Boosts the Defense stats of Ice-type Pokémon by 50%.
5
Bane
Pokémon on the ground have the power of their Electric-type moves boosted by 30% and they cannot fall asleep.
6
Bane
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
Bane
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
Bane
Pokémon on the ground have the power of their Psychic-type moves boosted by 30% and they are immune to priority moves.
9
Bane
Pokémon with lower Speed stats move first.
10
Bane
Most held items do not work.
11
Bane
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
Bane
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
Bane
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
Bane
The Pokémon is immune to status conditions and cannot become confused.
27
Bane
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
Bane
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
Bane
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
Bane
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
Bane
Halves the damage taken from special moves. In Double Battles, this damage is reduced by 1/3 instead.
38
Bane
Halves the damage taken from physical moves. In Double Battles, this damage is reduced by 1/3 instead.
39
Bane
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
Bane
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
Spesiell
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
Bane
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
Bane
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
Bane
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.