1
Weather
Boosts the damage dealt by Fire-type moves by 50% and halves the damage dealt by Water-type moves.
2
Weather
Boosts the damage dealt by Water-type moves by 50% and halves the damage dealt by Fire-type moves.
3
Weather
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
Weather
Boosts the Defense stats of Ice-type Pokémon by 50%.
5
Field
Pokémon on the ground have the power of their Electric-type moves boosted by 30% and they cannot fall asleep.
6
Field
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
Field
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
Field
Pokémon on the ground have the power of their Psychic-type moves boosted by 30% and they are immune to priority moves.
9
Field
Pokémon with lower Speed stats move first.
10
Field
Most held items do not work.
11
Field
Pokémon’s Defense and Sp. Def stats are swapped.
12
Condition
The Pokémon’s attacks are more likely to be critical hits.
13
Condition
For 1–4 turns, the Pokémon has a 1-in-3 chance of hurting itself.
14
Condition
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
Condition
The Pokémon will fall asleep at the end of the next turn after becoming drowsy.
16
Condition
The Pokémon can only use {0}.
17
Condition
The Pokémon’s Ability loses its effect.
18
Condition
The Pokémon cannot use the same move twice in a row.
19
Field
Doubles the Pokémon’s Speed stat.
20
Condition
The Pokémon is unable to restore HP through moves, Abilities, or held items.
21
Condition
{0} cannot be used.
22
Condition
The Pokémon cannot be switched out of battle.
23
Condition
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
Condition
The power of the next Electric-type move used by the Pokémon will be doubled.
25
Field
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
Field
The Pokémon is immune to status conditions and cannot become confused.
27
Field
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
Condition
The Pokémon’s Defense and Sp. Def stats are boosted by 1 stage for each time it has used Stockpile.
29
Condition
The Pokémon can use only attacks.
30
Condition
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
Field
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
Field
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
Field
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
Condition
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
Condition
The Pokémon loses 1/4 of its max HP at the end of every turn.
36
Condition
The Pokémon gains the Ghost type.
37
Field
Halves the damage taken from special moves. In Double Battles, this damage is reduced by 1/3 instead.
38
Field
Halves the damage taken from physical moves. In Double Battles, this damage is reduced by 1/3 instead.
39
Field
Any moves known by the Pokémon that caused this status cannot be used by its opponents.
40
Condition
The Pokémon will faint 3 turns after gaining the Perishing status.
41
Field
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
Condition
If the Pokémon is knocked out by an opponent, that opponent will also be knocked out.
43
Condition
The Pokémon gains the Grass type.
44
Condition
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
Condition
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
Condition
For 2–3 turns, the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
47
Special
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
Field
The Pokémon in the targeted spot will take damage 2 turns after the Future Attack status is activated.
49
Condition
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
Condition
The Pokémon has 1/16 of its max HP restored at the end of every turn.
51
Condition
The Pokémon is now grounded and can be affected by Ground-type moves.
52
Field
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
Condition
The Pokémon cannot use any sound-based moves for 2 turns.
54
Field
Halves the damage taken from physical and special moves. In Double Battles, this damage is reduced by 1/3 instead.
57
Condition
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
Condition
The Pokémon’s Speed stat is lowered by 1 stage at the end of every turn.
60
Condition
The Pokémon cannot take any actions for 1 turn.
61
Condition
The Pokémon spends 1 turn charging before using a move.
62
Condition
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
Condition
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
Condition
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
Condition
The Pokémon cannot be hit by moves and is unaffected by the terrain.
66
Condition
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
Condition
The Pokémon’s Attack and Defense stats are swapped.
68
Condition
Boosts the power of the Pokémon’s Fire-type moves by 50%.
72
Condition
Boosts the accuracy of the Pokémon’s next move by 20%.
92
Condition
The Pokémon’s attacks are more likely to be critical hits.