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Status Conditions
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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


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


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.


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.


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.



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.


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.


03. BAD POISON

Bad Poison becomes more dangerous the longer the Pokémon remains affected.

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.



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.


02. SLEEP

A Sleeping Pokémon cannot perform ordinary Actions until it wakes.

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.


04. FREEZE

A Frozen Pokémon cannot act until it thaws.

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.



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.


02. FLINCH

A Flinching Pokémon loses its next available Action.

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.


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.


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.


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.


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.


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.


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.


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.



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.


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.


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.


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.



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


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.


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.


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.



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.


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


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.


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.



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.



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