Status ailments are conditional agents that proteanly affect a Pokémon's ability to battle while operatively active in-battle.
Status ailments are most commonly transmissible through specialistic status moves; however, they also exist as subsidiary effects for various multifunctional moves, in addition to causative abilities.
Due to various developmental incompletions and other amendations that were deemed necessary for the transmodal transition to an MMO environment, many status ailments may be inexistent; if certain functions from the official games are not delineated on this page, it is tacit that it is the case with them. The PvP Ruleset may codify its rules against such usage depending on whether or not the bugged mechanics and usage thereof are considered detrimental to the balance of the PvP venue.
Status ailments are debilitative effects that are onset in-battle. While there is a modal variability of the effects—some of which are even unilaterally beneficial to the user—most impinge the opponent by either by insidiously damaging their health or by inhibiting them from executing any move.
Status ailments effectuate as soon as they are onset; this means that the afflictee will sustain its effects on the contractive turn, and it will elapse as one turn in its duration (for those ailments that have a durational determinacy, namely the acute ones as described below).
There are two modal categories for status ailments: chronic and acute ones; chronic ones can only be expunged by medicinal remedies, Pokémon Center trips, or ailment-curative moves and abilities, whereas acute ones will only last for the duration of the battle or until the afflictee is switched out.
Chronic ailments are more rigidly lasting ailments that remain continuously effective until it is cured by medical devices, such as curative items, Pokémon Center trips, and by other avenues. They will remain active out of battle and will be embossed by the corresponsive icon on Pokémon shells and hover-overs; see the pictorial illustration to the right.
Contradistinct to the official games, chronic ailments, which are homologically known as non-volatile ailments thereon, are not inoperative out of battle. While the status will still remain in effect outside of battle until cured and will be continually operationalized in-battle, they precipitate no operatively active effects outside of battle; for example, if a poisoned Pokémon were marshaled as the lead Pokémon, it would not incur damage from walking outside of battle.
Additionally, chronic and acute ailments are not differentiable statuses in the current battle system, meaning that they can not consolidate each other as compound effects; they will overwrite each other regardless of their classification.
It is a physiothermal condition that incrementally damages the afflictee, inflicting a damage equal to 1/16th of their maximal HP per turn. Additionally, it will halve the amount of damage that is inflictable by physical moves.
The Flame Orb will burn the holder at the end of the turn.
Frozen Pokémon will be immobilized, precluding them from making any move while encrusted in the glacial bank.
While the amount of afflictive turns is indeterminate, there is a 20% chance of defrosting it each turn; if successful, the Pokémon will be able to attack in the immediacy of extrication.
Additional counteragents for curing frozenness include an Ice Heal, an Aspear Berry, the Magma Armor ability, and the activation of the Hydration ability. Additionally, damage-dealing Fire-type moves inflicted on the Pokémon will instantaneously thaw them out of it.
Harsh sunlight will also preclude the Pokémon from being frozen; however, damage will still be sustained from non-status moves.
Paralysis incapacitates the target's in-battle Speed stat, reducing it by 50%, and it onsets a 25% chance that the afflictee will capitulate their turn.
Pokémon of the associative Electric type are invulnerable to this ailment. While Ground-type Pokémon are insulated against all effects of damage-dealing Electric-type moves, the ailment is still inflictable by usage of status-based moves that are programmed to do so.
While the Smelling Salts move will be doubly powerful against paralyzed Pokémon, it will also cure them of it as a countereffect.
When contactive moves are deployed against possessors of the Static ability, there is a 10%-chance repercussion of paralysis on the inflictor. Additionally, paralysis is one of the ailmental eventualities of contactively attack an Effect Spore-possessor.
Poisoned Pokémon will sustain damage equalized to 1/8th of their maximal HP at the end of each turn, effectuating the concurrent turn that the status ailment is onset. If the afflictee's opponent faints on a turn of this affliction, the afflictee will not sustain damage from it at the end of the turn.
A more pernicious threshold of the ailment is known as badly poisoned, wherein the damage rate deteriorates more exponentially. Badly poisoned Pokémon will initially lose 1/16th of their HP, and the damage output will incrementally increase by that proportional amount each turn. Toxic Spikes will badly poison only after being used twice.
The Toxic Orb will poison the holder at the end of each turn.
When soporific moves or abilities send a Pokémon into sleep, they will be completely actionless while that is in effect.
Insomnia- and Vital Spirit-possessors are not sedatable into sleep; this is also applicable to those that have transitorily inherited the Insomnia ability by an opponent's usage of the Worry Seed move.
Sleep is one of the ailmental eventualities of the Effect Spore ability, which has an 11% chance of putting a Pokémon to sleep if they contactively attack a possessor of that ability.
Acute status ailments are transient effects that are not susceptible to being long-lastingly effective, typically subsiding after the Pokémon is switched out, when the battle ends, or after a determinate duration of turns.
Whenever a Pokémon becomes bound by a constrictive of engulfing move it will lose 1/16th of its maximal HP per turn. The effect lasts for 4-5 turns.
Confusion will addle the Pokémon, instilling a 50% chance that the Pokémon will attack itself. The self-inflicted damage is calculated with the attributes of a typeless move of 40 base-power points.
The ailment will subside after 1-4 turns wherein the afflictee attacked or by usage of a Persim Berry or any of the all-conditional ailment curatives.
This ailment is inimitably exclusive to the Leech Seed attack. It seeds the opposing Pokémon, sapping them of 1/8th of their maximal HP, recuperating the afflictor's HP by the same amount.
Grass-type Pokémon are invulnerable to this affliction.
When infatuated, there is a 50%-chance probability that the afflicted Pokémon will refuse to attack the infatuator, feeling too endeared by them to violently act on them.
The Oblivious ability immunizes the possessor from infatuation.
In addition to the type-specially tailored curatives that are noted in each ailment-respective subsection, more general, all-conditional items, moves, abilities, and other convalescent agents can be used to instantaneously cure the Pokémon of its ailment, as noted below.
|Full Heal||Expunges the burn, sleep, poison, paralysis, confusion, and freeze ailments.|
|Full Restore||Expunges the burn, sleep, poison, paralysis, confusion, and freeze ailments while recuperating all deprived HP of the consumptive Pokémon.|
|Lum Berry||A wildcard berry that will cure any status ailment that the consumer may be afflicted by..|
Rest will restore the user's maximal amount of HP and supplant the previous status ailment, leaving them in a wholesome condition as soon as they wake up.
Psycho Shift transmits the user's current ailment to the target, thereby expunging it from the user and afflicting the target with it.
Baton Pass will auto-switch the outgoing user and transmit most status ailments that it may be afflicted by to the incoming Pokémon.
- Main article: Abilities
Natural Cure will expunge any chronic status ailments of the possessor may be presentially afflicted by when they switch out or if they are the last-active Pokémon by the juncture that the battle ends.
Additionally, Shed Skin has a 30% chance of curing the possessor of any chronic ailments it may have.