STATUS CONDITIONS
Calpheon Wilds
Status Conditions can weaken a Pokémon, interfere with its Actions, or cause damage over time.
Some conditions are long-lasting and remain after battle, while others are temporary effects that disappear when their duration ends or the Pokémon leaves the fight. The Battle System tracks these effects automatically, but tamers should understand what each condition does and how it can affect their choices.
JUMP TO SECTION
I. Major Status Conditions
II. Burn & Poison
III. Paralysis, Sleep & Freeze
IV. Temporary Conditions
V. Traps & Special Conditions
VI. Applying Status Conditions
VII. After the Battle
VIII. Quick Reference
Battle Guides Navigation
Calpheon Wilds
Status Conditions can weaken a Pokémon, interfere with its Actions, or cause damage over time.
Some conditions are long-lasting and remain after battle, while others are temporary effects that disappear when their duration ends or the Pokémon leaves the fight. The Battle System tracks these effects automatically, but tamers should understand what each condition does and how it can affect their choices.
JUMP TO SECTION
I. Major Status Conditions
II. Burn & Poison
III. Paralysis, Sleep & Freeze
IV. Temporary Conditions
V. Traps & Special Conditions
VI. Applying Status Conditions
VII. After the Battle
VIII. Quick Reference
Battle Guides Navigation
I. MAJOR STATUS CONDITIONS
01. WHAT IS A MAJOR STATUS?
Major Status Conditions are serious battle conditions that can continue affecting a Pokémon for an extended period.
The Major Status Conditions are:
• Burn
• Poison
• Bad Poison
• Paralysis
• Sleep
• Freeze
The Major Status Conditions are:
• Burn
• Poison
• Bad Poison
• Paralysis
• Sleep
• Freeze
02. ONE MAJOR STATUS AT A TIME
A Pokémon can have only one Major Status Condition at a time.
If a Pokémon is already Burned, for example, it cannot also become Poisoned unless an effect specifically replaces or removes the existing condition.
If a Pokémon is already Burned, for example, it cannot also become Poisoned unless an effect specifically replaces or removes the existing condition.
03. TEMPORARY CONDITIONS ARE DIFFERENT
Temporary conditions do not use the Major Status slot.
A Pokémon may have a Major Status Condition and one or more compatible temporary conditions at the same time.
For example, a Poisoned Pokémon could also become Confused.
A Pokémon may have a Major Status Condition and one or more compatible temporary conditions at the same time.
For example, a Poisoned Pokémon could also become Confused.
04. STATUS & 0 HP
Damage caused by a Status Condition can reduce a Pokémon to 0 HP.
If this happens, the Pokémon becomes Incapacitated and follows the rules in Incapacitation & Death.
If this happens, the Pokémon becomes Incapacitated and follows the rules in Incapacitation & Death.
II. BURN & POISON
01. BURN
A Burn damages the Pokémon over time and weakens its Physical attacks.
At the end of each turn, a Burned Pokémon loses:
5% of its Maximum HP
A Burned Pokémon also deals:
×0.80 Physical damage
Fire-type Pokémon are immune to Burn.
At the end of each turn, a Burned Pokémon loses:
5% of its Maximum HP
A Burned Pokémon also deals:
×0.80 Physical damage
Fire-type Pokémon are immune to Burn.
02. POISON
A Poisoned Pokémon takes damage at the end of each turn.
Poison damage is:
5% of Maximum HP per turn
Poison-type and Steel-type Pokémon are immune to ordinary Poison.
Poison damage is:
5% of Maximum HP per turn
Poison-type and Steel-type Pokémon are immune to ordinary Poison.
03. BAD POISON
Bad Poison becomes more dangerous the longer the Pokémon remains affected.
Its end-of-turn damage increases over time.
Its end-of-turn damage increases over time.
TURN
DAMAGE
1
5% Maximum HP
2
7.5% Maximum HP
3
10% Maximum HP
4
12.5% Maximum HP
5+
15% Maximum HP
04. SWITCHING & BAD POISON
Switching out does not automatically remove Bad Poison or reset how severe the condition has become.
If the Pokémon remains poisoned when it returns, the condition continues unless a specific effect says otherwise.
If the Pokémon remains poisoned when it returns, the condition continues unless a specific effect says otherwise.
III. PARALYSIS, SLEEP & FREEZE
01. PARALYSIS
Paralysis makes a Pokémon slower and may prevent it from acting.
A Paralyzed Pokémon has its Effective Speed reduced to:
70%
Each time it attempts an Action, there is also a:
20% chance the Action fails
If Paralysis prevents the move from beginning, no SP is spent.
Electric-type Pokémon are immune to Paralysis.
A Paralyzed Pokémon has its Effective Speed reduced to:
70%
Each time it attempts an Action, there is also a:
20% chance the Action fails
If Paralysis prevents the move from beginning, no SP is spent.
Electric-type Pokémon are immune to Paralysis.
02. SLEEP
A Sleeping Pokémon cannot perform ordinary Actions until it wakes.
At each Action opportunity, the Pokémon receives a chance to wake.
At each Action opportunity, the Pokémon receives a chance to wake.
WAKE CHECK
CHANCE TO WAKE
1st
20%
2nd
40%
3rd
60%
4th
80%
5th+
100%
03. TAKING DAMAGE WHILE ASLEEP
Taking damage makes a Sleeping Pokémon more likely to wake.
After taking damage, add:
+10 percentage points
to the next applicable wake check.
Sleep does not restore SP.
After taking damage, add:
+10 percentage points
to the next applicable wake check.
Sleep does not restore SP.
04. FREEZE
A Frozen Pokémon cannot act until it thaws.
At each Action opportunity, it receives a chance to recover.
At each Action opportunity, it receives a chance to recover.
THAW CHECK
CHANCE TO THAW
1st
20%
2nd
40%
3rd
60%
4th
80%
5th+
100%
05. FIRE & FREEZE
Fire-based attacks or environmental heat may immediately thaw a Frozen Pokémon or improve its chance to recover, depending on the effect involved.
Ice-type Pokémon are immune to Freeze.
Ice-type Pokémon are immune to Freeze.
IV. TEMPORARY CONDITIONS
01. CONFUSION
Confusion lasts for:
2-5 Action opportunities
Whenever the Confused Pokémon attempts an Action, there is a:
25% chance the Action fails
If the Action fails because of Confusion, the Pokémon takes:
5% of its Maximum HP
as self-inflicted damage.
Switching out clears Confusion.
2-5 Action opportunities
Whenever the Confused Pokémon attempts an Action, there is a:
25% chance the Action fails
If the Action fails because of Confusion, the Pokémon takes:
5% of its Maximum HP
as self-inflicted damage.
Switching out clears Confusion.
02. FLINCH
A Flinching Pokémon loses its next available Action.
If the Pokémon had not yet begun its move, no SP is spent.
If the Pokémon had not yet begun its move, no SP is spent.
03. ATTRACTION
A Pokémon affected by Attraction has difficulty directly targeting the source of the effect.
Actions that directly target that Pokémon have a:
25% chance to fail
Attraction ends when either relevant Pokémon leaves the battle.
Actions that directly target that Pokémon have a:
25% chance to fail
Attraction ends when either relevant Pokémon leaves the battle.
04. LEECH SEED
A Seeded Pokémon loses:
10% of its Maximum HP
at the end of each turn.
The Pokémon responsible for Leech Seed heals by the amount of HP actually drained.
Switching removes Leech Seed.
Grass-type Pokémon are immune to Leech Seed.
10% of its Maximum HP
at the end of each turn.
The Pokémon responsible for Leech Seed heals by the amount of HP actually drained.
Switching removes Leech Seed.
Grass-type Pokémon are immune to Leech Seed.
05. NIGHTMARE
Nightmare only affects a Sleeping Pokémon.
At the end of each turn, the Pokémon loses:
10% of its Maximum HP
Nightmare ends when the Pokémon wakes.
At the end of each turn, the Pokémon loses:
10% of its Maximum HP
Nightmare ends when the Pokémon wakes.
06. GHOST CURSE
When the Ghost-type version of Curse is successfully used, the user sacrifices:
20% of its Maximum HP
The target then loses:
10% of its Maximum HP per turn
Switching removes the Curse.
20% of its Maximum HP
The target then loses:
10% of its Maximum HP per turn
Switching removes the Curse.
07. ENCORE
Encore forces the target to repeat the last move it successfully used.
Encore lasts for:
2 move Actions
The effect ends early if repeating that move becomes impossible.
Encore lasts for:
2 move Actions
The effect ends early if repeating that move becomes impossible.
08. TAUNT
Taunt prevents the affected Pokémon from using non-damaging Pokémon moves.
Taunt lasts for:
3 full turns
The basic Rest Action used to recover SP remains available.
Taunt lasts for:
3 full turns
The basic Rest Action used to recover SP remains available.
09. TORMENT
A Pokémon affected by Torment cannot use the same move on consecutive turns.
It must use a different move or another type of Action before using that move again.
It must use a different move or another type of Action before using that move again.
10. HEAL BLOCK
Heal Block prevents the affected Pokémon from receiving healing created by Pokémon moves and effects.
Heal Block lasts for:
3 full turns
This includes healing moves, draining effects, passive Ability healing, and healing Terrain.
Medical treatment provided by a tamer follows the rules in Injuries, Ailments & Recovery.
Heal Block lasts for:
3 full turns
This includes healing moves, draining effects, passive Ability healing, and healing Terrain.
Medical treatment provided by a tamer follows the rules in Injuries, Ailments & Recovery.
V. TRAPS & SPECIAL CONDITIONS
01. PARTIAL TRAPPING
Some moves temporarily trap a Pokémon.
A Partial Trap lasts for:
3 full turns
depending on the move.
A trapped Pokémon may be prevented from:
• switching
• fleeing
• increasing its distance from the source
Some trapping moves also deal:
5% Maximum HP per turn
The exact effect is listed with the move.
A Partial Trap lasts for:
3 full turns
depending on the move.
A trapped Pokémon may be prevented from:
• switching
• fleeing
• increasing its distance from the source
Some trapping moves also deal:
5% Maximum HP per turn
The exact effect is listed with the move.
02. PERSISTENT TRAPPING
Some effects remain active as long as their source remains in battle.
A Persistent Trap can prevent voluntary switching or fleeing until the effect ends or its source leaves the battle.
A Persistent Trap can prevent voluntary switching or fleeing until the effect ends or its source leaves the battle.
03. PERISH EFFECTS
Perish effects place a countdown on the affected Pokémon.
The countdown begins at:
3
and decreases over time.
When it reaches 0, the Pokémon loses:
40% of its Maximum HP
A Perish effect cannot reduce the Pokémon below 1 HP by itself.
Switching clears the countdown.
Soundproof and similar Abilities may prevent sound-based Perish effects. See Abilities & Natures for Ability rules.
The countdown begins at:
3
and decreases over time.
When it reaches 0, the Pokémon loses:
40% of its Maximum HP
A Perish effect cannot reduce the Pokémon below 1 HP by itself.
Switching clears the countdown.
Soundproof and similar Abilities may prevent sound-based Perish effects. See Abilities & Natures for Ability rules.
04. OTHER SPECIAL CONDITIONS
Some Pokémon moves create unique temporary conditions that do not fit the standard categories.
These effects follow the rules listed for that move.
More unusual move interactions can be found in Special Move Rules.
These effects follow the rules listed for that move.
More unusual move interactions can be found in Special Move Rules.
VI. APPLYING STATUS CONDITIONS
01. STATUS APPLICATION
When a move attempts to inflict a Status Condition, the Battle System checks the effect in this order:
• the move successfully affects the target
• the target is not immune
• the target can receive the Status Condition
• the move's Status chance succeeds
• the Status Condition is applied
• the move successfully affects the target
• the target is not immune
• the target can receive the Status Condition
• the move's Status chance succeeds
• the Status Condition is applied
02. TYPE IMMUNITIES
Some Pokémon types are naturally immune to certain Major Status Conditions.
TYPE
IMMUNITY
Fire
Burn
Electric
Paralysis
Ice
Freeze
Poison
Poison and Bad Poison
Steel
Poison and Bad Poison
03. ABILITY IMMUNITIES
Abilities may also prevent, remove, or interact with Status Conditions.
If an Ability conflicts with the standard Status rules, the Ability's specific effect is applied.
See Abilities & Natures for more information.
If an Ability conflicts with the standard Status rules, the Ability's specific effect is applied.
See Abilities & Natures for more information.
04. STATUS CHANCE
Some moves always cause a Status Condition when they successfully affect the target.
Others have only a percentage chance.
The Battle System rolls any required Status chance automatically.
Others have only a percentage chance.
The Battle System rolls any required Status chance automatically.
05. MULTIPLE TEMPORARY CONDITIONS
A Pokémon may have several temporary conditions at the same time when those effects are compatible.
The Battle System tracks their individual durations and effects separately.
The Battle System tracks their individual durations and effects separately.
VII. AFTER THE BATTLE
01. MAJOR STATUS CAN PERSIST
A Major Status Condition does not automatically disappear when a battle ends.
Burn, Poison, Paralysis, Sleep, Freeze, and similar persistent conditions remain until the Pokémon recovers or receives appropriate treatment.
Burn, Poison, Paralysis, Sleep, Freeze, and similar persistent conditions remain until the Pokémon recovers or receives appropriate treatment.
02. TEMPORARY CONDITIONS CLEAR
Temporary battle effects clear when the battle ends unless their specific rules say otherwise.
Examples include:
• Confusion
• Flinch
• Attraction
• Leech Seed
• Nightmare
• temporary trapping
• Encore
• Taunt
• Torment
• Heal Block
• Perish countdowns
Examples include:
• Confusion
• Flinch
• Attraction
• Leech Seed
• Nightmare
• temporary trapping
• Encore
• Taunt
• Torment
• Heal Block
• Perish countdowns
03. BATTLE STATUS VS. MEDICAL CONDITIONS
A battle Status Condition and a persistent injury or ailment are not the same thing.
For example, being Burned during battle does not automatically mean the Pokémon has suffered a lasting medical burn injury.
Staff may determine that an event also caused a persistent injury or ailment when the circumstances support it.
Persistent medical conditions are handled through Injuries, Ailments & Recovery.
For example, being Burned during battle does not automatically mean the Pokémon has suffered a lasting medical burn injury.
Staff may determine that an event also caused a persistent injury or ailment when the circumstances support it.
Persistent medical conditions are handled through Injuries, Ailments & Recovery.
04. DEATH ROLL CONDITIONS
Untreated persistent injuries and ailments can increase a Pokémon's chance of death if it later reaches 0 HP.
Temporary battle Status Conditions do not automatically count as persistent injuries or ailments.
See Incapacitation & Death for the full Death Roll rules.
Temporary battle Status Conditions do not automatically count as persistent injuries or ailments.
See Incapacitation & Death for the full Death Roll rules.
VIII. QUICK REFERENCE
CONDITION
EFFECT
Burn
5% Maximum HP per turn, Physical damage ×0.80
Poison
5% Maximum HP per turn
Bad Poison
5%, 7.5%, 10%, 12.5%, then 15% Maximum HP per turn
Paralysis
Speed ×0.70, 20% Action failure
Sleep
Cannot act, wake chance increases each Action opportunity
Freeze
Cannot act, thaw chance increases each Action opportunity
Confusion
25% Action failure, failure causes 5% Maximum HP damage
Flinch
Lose the next available Action
Attraction
25% failure when directly targeting the source
Leech Seed
Lose 10% Maximum HP per turn, source heals the amount drained
Nightmare
Sleeping target loses 10% Maximum HP per turn
Ghost Curse
Target loses 10% Maximum HP per turn
Encore
Repeat last successful move for 2 move Actions
Taunt
Blocks non-damaging moves for 3 full turns
Torment
Cannot use the same move on consecutive turns
Heal Block
Blocks Pokémon-generated healing for 3 full turns
Partial Trap
Usually 3 full turns
Perish Effect
At 0 countdown, lose 40% Maximum HP, cannot reduce below 1
Major Status Limit
1 at a time
Temporary Conditions
May stack when compatible
Major Status After Battle
May persist until recovered or treated
Temporary Conditions After Battle
Clear unless specifically stated otherwise
Status Conditions can change the course of a battle even without dealing immediate damage. Pay attention to what is affecting your Pokémon and plan your Actions accordingly.

