[on site] Status in Diamond and Pearl

Mekkah, that's so simple, it's no wonder I never thought of it myself! Confusion has been moved back to Pseudo-Status, where it shall stay. On Focus Punch "flinching", the only reason I had metioned it was I have seen some members reffering to the "Lost it's focus and couldn't move" thing as a flinch. I had put in a little sentence to help clarify it is not a real Flinch, but I took it out now. It might end up being confusing I guess.
 
IIRC, a Frozen Pokémon uses a Fire-Type move (that damages the foe) then they are defrosted. It might just be that if you use a Fire attack on a frozen pogey that the unfreeze. I can't remember.
 

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If you use a Fire attack on a Frozen Pokemon, it thaws. If a Frozen Pokemon uses Flame Wheel or Sacred Fire, it thaws. The only other conceivable thing to cause thawing is if you are Frozen after being hit by Fire Spin but before the effect wears off, but that is still technically because you were hit by a Fire move. (This is aside from obvious stuff like Aromatherapy)
 
I never knew the incremental damage of Fire Spin still counted as an attack.

Something I think might be new after some playing around with Hail I think Hail halves burn damage.

Edit: Nevermind doesn't seem the case after playing with the figures. Must've been my imagination.
 
A note has been put in about Fire Moves, and clarified on Flame Wheel and Sacred Fire. Is there anything else anyone can see I need to fix? So far it's all been information fixes IIRC, I checked for typos already, but I'm not 100% sure they were all caught. Any other awkward wordings, anything like that?
 
Comments or Changes
Text that needs to be removed

In order to cut down on post length I deleted parts of your guide that I made no corrections to

Also, it is notable that Pokémon that possess the Ability Serene Grace have double the chance of random effects happening. For example, a 10% Freeze chance would become 20% if the userto a Pokémon that has Serene Grace. Note that the chance to have a second effect will (obviously) never go over 100%, and King’s Rock does seems not to stack with Serene Grace.

Don’t forget, learn to love the following format as you read this guide:

Move Name (Type, Accuracy, Effect Rate and/or how it works)

Sleep (SLP)

Sleep could quite possibly be the most useful status to give out in the 4th Generation, and one should be weary of fast Pokémon carrying a reliable Sleep move. When a Pokémon is fast asleep, they are unable to use any attacks, except for Sleep Talk and Snore. Sleep Talk causes the user to use a random move when used, and Snore is simply a 40 Base Power Normal move, and is not useful at all.
As an author, you want to avoid uncertainty, or a lack of confidence in what you are saying. If you feel sleep is the best status effect, say so, otherwise, remove the sentence completely. Readers do not want to see "sleep could quite possibly have a chance to have an opportunity to be eligible to maybe be the best"

Sleep appears to lasts from 1-4 turns (this is determined the turn the Pokémon is lulled to Sleep), unless the opposing Pokémon has the Ability Early Bird, which halves the amount of turns that the Pokémon would be asleep. This does not make the Pokémon completely immune to Sleep however. The abilities that do nullify the Sleep status are Insomnia and Vital Spirit, as well as Pokémon that have the ability Leaf Guard when the sun is bright. Note that Insomnia and Vital Spirit grant an immunity to the Sleep condition itself, not just from falling being Asleep. So if Insomnia or Vital were Skill Swapped onto a Sleeping Pokémon, that Pokémon would wake up. A Pokémon that is in the middle of creating an Uproar, by using the named move, is also unable to be lulled to sleep until the 2-5 turns of the Uproar have ended. This effect applies to all Pokémon on the field, and also wakes any Pokémon that are currently sleeping. This holds true even if Uproar is used against a Ghost. Note that moves that soley induce Sleep ignore type-related immunities. The following moves A list of moves that can induce Sleep is as follows:

Contact with a Pokémon that has the Ability (only because you did this every other time) Effect Spore will have a 10% chance of inducing sleep upon the attacking Pokémon that attacked. Another ability to note, Bad Dreams, will deal 1/8th of a sleeping Pokémon’s max health each turn. Rest will restore your Pokémon’s health and cure other status conditions, but they will be easily free to be set up on for the two turns it is asleep, so it is almost mandatory that any Pokémon with Rest be a STalker (a Pokémon that uses Sleep Talk).

When a rule called Sleep Clause is in effect,However, in most competitive battle situations, only one Pokémon per team may be asleep, excluding pokemon that used Rest. This excludes any Pokémon that use the move Rest. This is called Sleep Clause. So, you must carefully choose which pokemon you put to sleepbe more careful with who you put the Sleep status upon, as that will be the only Pokémon that can be affected by Sleep until it wakes up. Some battlers choose to play without Sleep Clause in effect, but the majority use it. On Competitor and Pokémon Battle Revolution, Sleep Moves will automatically fail if a non-resting Pokémon is asleep on the target's team.

Paralysis (PAR)

Paralysis is a very useful condition, though it should be used with caution. This is mainly due to the fact that Paralysis is mostly afflicted using the move Thunder Wave, which speeds up Electivire. When a Pokémon is Paralyzed, it has 25% chance of being Fully Paralyzed, meaning it cannot attack for that turn. Its Speed is reduced to 75% of what it was before being Paralyzed. Every turn, a paralyzed pokemon has 25% chance of being Fully Paralyzed, meaning it cannot attack for that turn. until the Paralysis condition is lifted.
One generally wants to Paralyze a fast Pokémon, usually a Sweeper, to slow them down and effectively prevent them from out speeding and destroying your entire team. Pokémon Pokémon with the Abilities Limber and Leaf Guard (during sun) when the sun is bright are immune to Paralysis. Note that Limber grants an immunity to the Paralysis condition itself, not just from being Paralyzed. So if Limber is Skill Swapped onto a Paralyzed Pokémon, that Pokémon would recover from Paralysis. The following moves can induce paralysis: This is not relevant in most cases however. A list of moves that can induce Paralysis is as follows:

Not only that, but there are some Abilities that can induce Paralysis as well! They are:

Effect Spore (10% chance of Paralysis when contact is made with the Pokémon with the Ability)
Static (30% chance of Paralysis when contact is made with the Pokémon with the Ability)

Getting hit by a flung Light Ball will also induce Paralysis.

The Paralysis effect is usually given out via Electric moves randomly.
So, you can end up paralyzing another Pokémon, or get one of yours paralyzed, randomly. The most reliable way to inflict paralysis is with If you are trying to give out the Paralysis effect reliably, your best bet would be Thunder Wave (insert Electivire comment here, followed by a period) followed by Glare and Stun Spore. Glare and Stun Spore, though not as common as Thunder Wave, are also fairly reliable moves that inflict paralysis.Note that while Glare will bypass Ghost's immunity to the Normal type, yet Thunder Wave does not bypass Ground's immunity to Electric.

Burn (BRN)

The Burn status is very useful in the Physical-oriented OU Metagame, and is most useful if induced against a Physical (or Mixed) Sweeper. This is because the Burn status will decrease HP by 12.5% each turn ... and reduces the Attack stat to effectively 50% of what it was before the Burn was induced. Special Sweepers, Walls, and other such Pokémon don’t mind being burned as much, though in a Sand Storm, even with Leftovers recovery, they will lose a nice bit of HP each turn. The Burn status should still be used mostly on Physical Sweepers though, as other statuses would be better for the other varieties.

Fire-type Pokémon, as well as Pokémon with the ability Flash Fire, Water Veil or Leaf Guard in bright sunlight, are unaffected by Burns. Note that Water Veil grants an immunity to the Burn condition itself, not just from being Burned. So if Water Veil is Skill Swapped onto a Burned Pokémon, that Pokémon would recover from its Burn. This is not relevant in most cases however. When a Pokémon with the Ability Magic Guard is burned, it does not lose health, though its Attack still drops.The following moves can inflict a burn A list of moves that can induce a Burn is as follows:

Contact with a Pokémon that has the Ability Flame Body yields a 30% chance of getting Burned. Holding, or getting hit by a Flame Orb used with the move Fling will also induce a Burn. Flame Orb only burns at the end of the turn, if the holder isn't already inflicted with a status effect

So, as you can probably tell, if you’re using a Fire Pokémon, you’re probably not going to be affected by the Burn Status. However, most people don’t use Fire Pokémon, thus their Physical Attackers are usually open to a predicted Will-o-Wisp. Ho-oh’s exclusive move, Sacred Fire, has an awesome 50% Burn rate, but the only pokemon things that really cares about burns in Über play are Groudon and Rayquaza (whom Sacred Fire is not very effective against). Overall, Burn is a pretty good status though, as much of the OU Metagame revolves around Physical attackers, but only a handful of Pokémon carry Will-o-Wisp, the only reliable move to induce Burns.

Poison (PSN)
There are two kinds of poison: Regular Poison inflicts is Burn’s retarded counterpart (12.5% damage per turn without Attack drop), whereas Bad Poisoning inflicts 6.25% damage the first turn, and doubles on each subsequent turn, resetting if the afflicted pokemon leaves the fieldis slightly better, but still not the best status out there. Bad Poisoning is only induced by a handful of moves, and not many Pokémon carry them. Poison and Steel-typed Pokémon are unaffected by Poison, as are Pokémon with Leaf Guard when the sun is bright, and Pokémon with the Immunity ability. It is especially bad to Poison Pokémon with Poison Heal, it will heal 12.5% HP rather than taking the damage. This is a set rate however, and does not increase if it is Bad Poisoning. However, you must be careful you don’t activate the abilities Guts, Marvel Scale, or Poison Heal.
The previous sentences are redundant, as you state how its bad to inflict poison on a poison heal pokemon in back-to-back sentences.
The following moves can inflict poison: A list of moves that induce the Poison status is as follows:

A non-Poison Pokémon holding, or getting hit by, a flung Black Sludge or Poison Barb will be poisoned.induce Poisoning. Burn is generally a better status effect than poison.

In general, it is better to Burn a Pokémon that you could Poison. A little better is Bad Poisoning. Bad Poisoning will start out doing 6.25% damage on the first turn, then increase by an additional 6.25% each turn. If the Pokémon affected by Bad Poisoning switches out, it will still be treated like Bad Poisoning any subsequent turns, unlike in Gold, Silver and Crystal. A list of moves that can induce Bad Poison is as follows:
The following moves can inflict Bad Poison:

Poison Fang (Poison, 100 Accuracy, 30%)
Toxic (Poison, 85 Accuracy, 100%)
Toxic Spikes (After two uses, any switch-ins that are not Flying, Poison, Steel, or Levitators are badly poisoned, removed if a Poison Type that would normally be hit by Spikes to switch in.)
iirc, Sludge Bomb also inflicts bad poison, not sure at all though.

Holding, or getting hit by, a Toxic Orb used with the move Fling will also induce Bad Poisoning.

There are some Pokémon that can use Toxic effectively, namely very Defensive Pokémon, but in the fast-paced environment of Diamond and Pearl, as well as the general shortage of Poison attacks, the Poison and Bad Poison status effects are not often seen very often at all.

Freeze (FRZ)

Freeze, like poison, is a very rare status effect. Freezing is, like Poison, a very rare status indeed. It is essentially a better version of Sleep, with the Frozen Pokémon being unable to attack until it has thawed. There is a 10% chance of a Frozen Pokémon thawing out each turn, rather than the set 1-7 turns of Sleep. Because of this however, there are no moves that can reliably induce Freezing. Pokémon with the Ability Magma Armor are immune to the Freeze condition itself not just from being Frozen. So if Magma Armor is Skill Swapped onto a Frozen Pokémon, that Pokémon would thaw out. This is not relevant in most cases however. However, it is curious, but Pokémon with the Ability Shield Dust cannot be Frozen due to their immunity the fact that they are immune to secondary effects. Lastly, no Pokémon can be frozen while the sun is bright via the effects of Sunny Day or the Groudon's Ability Drought. That said, the moves that can randomly induce Freezing are as follows: The following moves can induce freeze:


Lifting "True" Status Effects

So you’ve read all about them now, and are probably asking yourself: "How can I cure a pokemon's status effects?" ... how do I remove a Pokemon's status effect from a Pokémon that has received one? Well, first of all, status isn’t always a bad thing, and it might even be a good idea to keep one Pokémon with a status on your team. For example, the Ability Guts will boost a Pokémon’s Attack when it has a status affliction (overriding Burn's attack drop), Marvel Scale will boost Defense, and Quick Feet will boost speed (overriding Paralysis' speed drop). Also, a Pokémon can only be affected by one true status effect at a time, and this is the first one they receive. So you can have a "Status Absorber" who can take predicted status effects for the team, without any harm.

So going about actually lifting status. The following moves can cure status effects: A list of moves that can remove status effects is as follows:

Aromatherapy (Removes all true status effects from every Pokémon on the team)
Heal Bell (Removes all true status effects from every Pokémon on the team that does not have the Ability Soundproof - needs confirmation)
Healing Wish (Causes the user to faint, cures status and restores HP of the Pokémon that switches in)
It actually works exactly like destiny bond... other than, you know, the difference in effect
Lunar Dance (Causes the user to faint, cures status and restores HP of the Pokémon that switches in)
Refresh (Removes Paralysis, Burn, or Poison from the user)
Rest (Removes all true effects from the user, but induces 2-turn Sleep status)
Psycho Shift (Moves all true status effects to the target, assuming they have none)
Uproar (Awakens all Sleeping Pokémon, and prevents any Pokémon in battle from falling asleep until the Uproar is over)

Fire moves have the added effect of removing Freeze status from the target. If a Frozen Pokémon is hit by a fire move or uses the moves Sacred Fire or Flame Wheel, it is thawed.

Additionally, the move Safeguard will prevent the user's team that used it from receiving status effects for 5 turns. This does not remove status effects currently affecting any given member of the team.

Your best bet for curing status would be Aromatherapy, as it heals the entire party of status effects. Some teams even have an Aromatherapist (usually Blissey) who fills the role roll of status reliever. Blissey is a good choice because her most common ability, Natural Cure, cures her of commonly used Ability helps heal her status as well. The following abilities can cure status effects: A list of Abilities that can cure status is as follows:

Hydration (Removes any true status effect at the end of the turn if it is raining)
Natural Cure (Removes any true status effect when the Pokémon switches out)
Specify whether it works when roared/whirlwinded (which I believe it does), or when the user Baton Passes, U-Turns, etc
Shed Skin (Has a 30% chance to remove true status at the end of each turn, bar Confusion)

There are also hold items that can cure status effects:
So the easiest way to cure status would be Aromatherapy. One last way to get rid of status effects however, are held items. A list of held items that can remove status is as follows:

Pseudo-Status

Pseudo-Status "effects" are not truly status effects, though they do offer an effect on Pokémon that would otherwise not be present. They are included in this guide for completeness. Unlike "true" status effects, any lingering pseudo-status effects are cured when the afflicted pokemon switches out.

Flinch
Flinching is arguably the most useful, and most common Pseudo-Status. When a Pokémon flinches, it cannot move for the rest of the turn. Pokémon can only be Flinched by faster Pokémon, or by the move Fake Out , or Focus Punch. Pokémon that have the Ability Inner Focus are immune to flinching being Flinched, and the Ability Steadfast raises a Pokémon’s Speed by one level after it Flinches. Moves that can cause a Flinch are:

If a Pokémon is holding the item King’s Rock, there is an 11.7% chance that attacks with no secondary effects certain other moves can also cause a Flinch. This does not affect moves that can already induce flinching. A Pokémon hit by a flung King's Rock or Razor Fang will also Flinch if the Pokémon that used Fling went first.

Confusion

Confusion is also more common than most other Pseudo-Statuses, and is also cured by Lum Berry. When a Pokémon becomes Confused, it has a 50% chance of attacking itself with a 40 Power neutral physical attack, a 25% chance of attacking normally, and a 25% chance of being freed from Confusion and moving normally afterwards. This status is also nullified by switching out. Pokémon with the Ability Own Tempo are immune to Confusion, so if Own Tempo is Skill Swapped onto a Confused Pokémon, that Pokémon would snap out of Confusion. This is not relevant in most cases however. Also worth noting, Pokémon with the Ability Tangled Feat gain one Evasion level once they become Confused. Moves that induce Confusion are:


Certain berries can cause Confusion in the user as well, once a Pokémon is at 25% health or less to activate their health recovery:

#11 Figy Berry (Confuses Pokémon if their Nature hinders Attack)
#12 Wiki Berry (Confuses Pokémon if their Nature hinders Special Attack)
#13 Mago Berry (Confuses Pokémon if their Nature hinders Speed)
#14 Aguav Berry Confuses Pokémon if their Nature hinders Special Defense)
#15 Iapapa Berry (Confuses Pokémon if their Nature hinders Defense)

Health is still recovered even if the Pokémon ends up being Confused. This method of Confusion is rarely seen, as Berries are scarcely used as items, and even if they are, you should check to make sure you are using a Berry that will not Confuse your Pokémon. Note that these Berries are only one use, unless used in conjunction with Recycle.

If you are intending to Confuse a Pokémon, you should use Confuse Ray. Flatter and Swagger are just as usable, but with a risk, as you can potentially up a Stat you don’t want to. If the target is a Physical Attacker, Flatter is usually safe, likewise with Swagger to Special Attackers, and due to the way Confusion works, the Attack boost will increase the amount of damage done. However, you could get predicted. Confusion can be removed by switching out, or by a Pokémon using a Persim or Lum Berry.

The following Pseudo-Statuses aren't seen as much, or are only induced by a couple moves:.

Aqua Ring
When a Pokémon uses the move Aqua Ring, it gains 1/16 HP at the end of each turn, not unlike the effects of Leftovers. Of course, this will stack with Leftovers recovery. Once a Pokémon switches, the effects of Aqua Ring are lost.

Camouflage
When a Pokémon uses Camouflage, it is changed to the Normal type. This effect can be removed by switching out. While other terrains may yield a change to different types, competitive (Wifi, Union Room, Link, and Battle Tower) battles can only be fought indoors, thus one can only change to the Normal type. Not that Camouflage is useful mind.

Charge
When a Pokémon uses the move Charge, its special defense rises by one stage, and during the following turn (what happens when a pokemon uses charge and then 'loses' a turn to flinch, confusion, etc...?), any electric attack the pokemon uses has double the power. the next Electric move it uses will be doubled, and its Special Defense will rise one stage. If the next move the Pokémon uses is not of the Electric typing however, there will be no doubling, and Charge's doubling effect will go away. This isn't the best move, though it does have the added advantage of a stat boost as of Diamond and Pearl. Could be useful if a Pokémon is Electric and has a poor movepool. So it's probably pretty useful. This is only a useful option on an electric Pokemon with a poor movepool

Conversion
When a Pokémon uses Conversion, its type changes it changes type to the type of one of its moves, determined at random. Note that Pokémon can never become the ??? type by using this move. This effect is canceled when the Pokémon that used Conversion switches out. Could be a useful gimmick if you have a Pokémon that wants STAB on a certain move, but it’s random and not worth it in the long run.

Conversion2
When a Pokémon uses Conversion2, it changes to a random type (specify what happens when used by a dual type pokemon) that resists the type of the move it was hit by last. This is canceled by switching out. Your opponent will usually have another attack for your new type, so this move is not recommended. Utterly useless gimmick, and is easily abused by the foe.

Curse (Ghosts)
Curse is generally only seen on non-Ghost types, and there’s a good reason. why. For Ghosts, using the move Curse will cut half their maximum HP, while the target loses 1/4 its maximum HP each turn. in exchange for taking away 1/4 of the foe’s maximum HP each turn. Generally however, half your HP is not worth taking out one of the foe’s Pokémon, which you are not guaranteed to do in the first place. A Curse can be lifted by switching out your Pokémon, which you would be wise to do if your foe chooses to inflict this "status" upon it.

Destiny Bond
When a Pokémon uses the move Destiny Bond, it will cause foe's Pokémon to faint if they knock out the Destiny Bond user. This only counts for direct attacking, and does not factor in fainting via other effects such as status or moves like Leech Seed. Destiny Bond is best used on a fast Pokémon, as it will only work if the Pokémon uses the move before the opponent attacks it. If Destiny Bond is used last in a turn, its effects last until the user moves again. This is the only way a slower Pokémon can take advantage of Destiny Bond.
If the user of Destiny Bond is fainted by an attack, the attacking Pokemon is immediately fainted as well. This effect does not apply to multi-hit moves like Bullet Seed, and also does not work with indirect damage, such as the damage from Burn or a Ghost's Curse. The effect of Destiny Bond lasts until the user uses another move.


Disabled
When a Pokémon uses the move Disable against its foe, the last move the foe used will be ... disabled. That is, the move cannot be used for a couple turns. Disabling can also be negated by switching out. It can be very useful against 'Choice' item users, forcing them to Struggle or switch out, or perhaps stopping that Tank or Wall from using Recover. Only one of a Pokémon's moves can be Disabled at a time.

Embargo
When a Pokémon uses Embargo, the target's item will have no effect for 5 turns. against its for, the foe will be unable to gain any effects that its item would provide for 5 turns. This can be useful for weakening a Choice Item user (at the cost of letting them use any move again), or removing Leftovers recovery from a Tank or Wall. Embargo's effects can be removed by the Embargo'd Pokémon switching out, or by waiting out the 5 turns.

Encore
When a Pokémon uses the move Encore, the target against its foe, the foe will be forced to repeat the move it used last for 2-6 turns in a row. This is used by Wobbuffet to have an easier time with Counter and Mirror Coat, or possibly by other Pokémon to have an easier time predicting in general. The Encore can be negated by switching out.

A lot of these moves can be used on your partner in a Double Battle, so refrain from using the term "foe" in those cases.

Endure
A Pokemon that uses the move Endure cannot be fainted by any attack that turn, always surviving with at least 1 HP. (mention the move's increased priority somewhere in this paragraph) When a Pokémon uses the move Endure, it will be able to take all incoming attacks, and still have at least 1 HP at the end of the turn. However, it is then still affected by weather conditions, status, and all that fun stuff that happens at the end of every turn. Endure's success rate is halved when used on subsequent turns. Also, Endure may fail if used two turns in a row, so be careful. This also stacks with Protect and Detect protection, so don't expect to Endure one turn then Protect the next. Endure is best used with Flail or Reversal.


Grudge
If the Pokemon using Grudge is fainted by an attack, the attacking Pokemon will lose all PP in the move it used. When a Pokémon uses the move Grudge, it (and its partner in 2vs2?) will cause foe's Pokémon to lose all PP in the move they used, if they knock out the Grudge user(s). This only counts for direct attacking, and does not factor in fainting via other effects such as status or moves like Leech Seed. The effect of Grudge lasts until the user uses another move. Grudge is best used on a fast Pokémon, as it will only work if the Pokémon uses the move before the opponent attacks it. If Grudge is used one turn, it can carry onto the next turn, assuming the Pokémon has not actually done anything in that turn. This is the only way a slower Pokémon can take advantage of Grudge. However, a Pokémon is usually better off Exploding or Destiny Bonding if they know they will faint.


Infatuation
Infatuation is only able to be afflicted upon Pokémon if its foe has the opposite gender. This makes most legendaries immune, as well as some other Pokémon right off the bat. When a Pokémon is Infatuated, there is a 50% chance that it will be too love struck to attack. However, unlike a confused Pokemon, an infatuated Pokemon will not damage itself. no damage is done to itself. On the other hand, Infatuation lasts for as long as both the Infatuated Pokémon, and the Pokémon that caused the Infatuation are on the field. A Pokemon can only be infatuated with another Pokemon of the opposite gender, meaning genderless pokemon can neither inflict, nor be afflicted with this status effect.Pokémon with indeterminate genders are immune to Infatuation, as are Pokémon with the Ability Oblivious are also immune to infatuation.

There are only two ways to induce Infatuation. One is via the move Attract. Attract is a Normal-type move with 100 Accuracy, and a 100% Infatuation rate. It is a TM that can be used by most Pokémon ... however it isn’t seen much in competitive play, as most Pokémon have something better to do with their moveslots. The other way is by making contact with a Pokémon that has the Ability Cute Charm, which will yield a 30% chance of being Infatuated, assuming the attacking Pokémon is of the opposite gender. If a Pokémon that is holding Destiny Knot becomes Infatuated, its foe will be as well. The item Mental Herb removes Infatuation completely, but it can only be used once, and it is not a good idea to waste an item on of the aforementioned two. In general, it is better to Confuse a foe that could be Infatuated, due to the damage done.

Ingrain
When a Pokémon uses the move Ingrain, it can no longer switch or be forced out of battle by roar or whirlwind, and it becomes unable to switch, but gains 1/16 of its max HP at the end of each turn, not unlike the effects of Leftovers. This has the added benefit of causing the Pokémon to be immune to Roar and Whirlwind. However, sSwitching is crucial in competitive Pokémon, and it may not be the best idea to sacrifice the ability to do so. A Baton Pass reference should go here

Nightmare
When the move Nightmare is used, the target loses 1/4 of its max HP each turn it is asleep. The move Nightmare is only effective against Sleeping Pokémon. When it is used, the Pokémon targeted will lose 1/4 of its HP until it wakes up. The move Nightmare can potentially shut down any ResTalker, forcing a switch, however, few Pokemon can use this move efficiently, severely limiting its use. this move is severely limited due to the fact that not many Pokémon use and learn it.

Perish Song
When the move Perish Song is used by a Pokémon, it assigns every Pokémon currently in battle a Perish Count ... even the Pokémon that used the move! Only Soundproof Pokémon are safe from Perish Song, though not the Perish Count itself (a Soundproof Pokémon can have a Perish Count Baton Passed onto it). Every turn, every Pokemon's Perish Count is decreased by one. A Pokemon with a Perish Count of 0 immediately faints. What a Perish Count does is gives each Pokémon that heard Perish Song 3 turns of battle until they faint automatically. This effect can only be removed by switching out ... which is why Perish Song is often used in conjunction with a move that traps Pokémon in battle, such as Mean Look. Using Perish Song twice will not reset the perish count.

Protected
When a Pokémon uses the move Protect or Detect, it essentially prevents the foes from attacking it that turn. Note that protection's chances of success are halved when succesful on (if it fails, the accuracy returns to 100%) attempted for consecutive turns, and cannot be bypassed via alternating from Protect and Detect. This also stacks with Endure, so don't expect to use a combination of Protect/Detect and Endure. These moves have a positive priority modifier, meaning they will go before normal attacks. Protection can be penetrated by opposing Pokémon using the moves Feint or Shadow Force, and these moves also have the side effect of causing the protection to end. This will still halve the chance of protecion working the next turn. When it is raining, Thunder can also penetrate protection with 25% accuracy (really?). Current status effects will still affect the Pokémon at the end of the turn however, as will end-of-turn Pseudo-Statuses such as Leech Seed. Protection is most useful in 2vs2, when evading opponents' attacks, or even avoiding being hit by your partner's most powerful attacks. In 1-on-1, it is less often seen, usually used to scout out the foe's moves, or stall PP out of moves.

_____ Sport Sport Moves
When a Pokémon uses Mud or Water Sport, it covers the field in Mud or Water. Mud Sport halves the power of Electric attacks, while Water Sport halves the power of Fire Attacks. This affects all Pokémon in battle until the user of the move switches out. These moves are generally too specific to see much use.

Taking Aim
When a Pokémon uses Mind Reader or Lock-On, it takes aim at the target, giving all its moves 100% accuracy on the following turn. The next move this Pokémon uses is then sure to hit, so long as it is used in the next turn. This does not ignore immunities to attacks, however it does help low-accuracy attacks hit. If they are not banned, aim taking moves are often used with OHKO attacks such as Sheer Cold. In other cases, it is generally not as effective to use moves that take aim at the opponent, as most low-accuracy moves, while of mostly high power, can have equivalent damage done by weaker attacks during the two turns it takes to do the damage. <-- awkward wording Taking aim does not penetrate protecting moves.

Taunt
When a Pokémon Taunts the foe, the foe is unable to use non-damaging moves until the 3-5 turns of the Taunt is over (Future Sight, Ghost Curse, and Toxic are all technically damaging moves, so this should be reworded to be less ambiguous). Taunt can be very effective, preventing Tanks and Walls from restoring health, or sweepers from boosting their stats. The effects of Taunt can be negated by switching, or by waiting it out.

Torment
When a Pokémon uses the move Torment, the foe becomes unable to use the same move twice in a row. Switching negates this effect. Torment can be useful for potentially causing switches, or having an easier time predicting your switches, if a Pokémon is able to come in on three attacks of the foe’s, but not another one for example. It seems that on the first turn of being Tormented, a Pokémon can still use the move it used the previous turn.

Trapped
A Pokémon that is trapped on the field is unable to switch out by normal means, although it can still switch out via Roar, Whirlwind, any means other than U-Turn, or Baton Pass. With the moves Block, Mean Look, and Spider Web, the target is unable to normally switch until the Pokémon that trapped them has left the field. The Ability Shadow Tag works the same way, except other Pokémon with Shadow Tag are unaffected. With the Ability Arena Trap, Pokémon that Fly or Levitate are unaffected. A Pokémon can also become trapped from the moves Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool, or Wrap. These moves trap the Pokémon affected in battle for 2-5 turns, and they also receive a small amount of damage at the end of each turn for the duration of the trap. Lastly, a Pokémon with the Ability Magnet Pull has the ability to trap Pokémon with the Steel type in battle. Pokémon that are holding the item Shed Shell can switch out of any trapping effects regardless, however this is only really viable on Skarmory.

Trick Room
When a Pokémon uses the move Trick Room, it creates a strange space to battle in ... where the slower Pokémon move first! This effect is relevant to all Pokémon that are in battle for the next 5 turns. Priority-affecting moves such as Extremespeed still work as they usually would, and Pokémon with the Ability Stall still go last. Using a team based around the move Trick Room is certainly a strategy that is used in battles, as it is somewhat anti-metagame with all the fast sweepers around. One must be wary of the move's short duration. beware of the short duration of the move.

Worry Seed
When a Pokémon uses the move Worry Seed, the foe’s Ability (unless it is currently Multitype, or Insomnia) is changed to Insomnia. This can help shut down ResTalkers, but should obviously not be used if you have any Pokémon with Sleep-inducing moves on your team. It is also effective if there is a Levitating Pokémon you need to hit with Ground moves for some reason, or otherwise remove an Ability that makes your strategy difficult. The effects of Worry Seed can be removed by switching out.

So that’s it. Now you know the statuses you will encounter during your 4th Generation endeavors, how to induce, and lift all of them. Now go paint a glorious battle.
 

obi

formerly david stone
is a Site Content Manager Alumnusis a Programmer Alumnusis a Senior Staff Member Alumnusis a Smogon Discord Contributor Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
Some of the uncertainty was intentional, because it means the research is still underway (for instance, how long Sleep lasts).

/edit: OK, bad example, just read the research thread, that was confirmed. lol
 
lol Obi, I get what you mean though. Also epileptic seizure warning for my previous post
Aaaaah hahaha. Also, yeah, what Obi said, most of the "seems to" and that sort of stuff is for stuff that isnt 100% at the moment. Otherwise, I'll be sure to look through that mammoth post and change things as required.

One thing I don't see a need to change is saying what happens with Conversion2 and dual typing. This is because it impossible to have the move on a dual typed Pokémon without sharking.
 

Cathy

Banned deucer.
I'm sceptical whether freeze is really a 10% thaw out chance per turn as this makes the average duration of freeze nine turns, which is perhaps too long. By comparison, if it were 20% that would be a four turn average; 25% would be a three turn average; and 30% is a ~2.3 turn average. (turn average = 1/p - 1)
 
I'm sceptical whether freeze is really a 10% thaw out chance per turn as this makes the average duration of freeze nine turns, which is perhaps too long. By comparison, if it were 20% that would be a four turn average; 25% would be a three turn average; and 30% is a ~2.3 turn average. (turn average = 1/p - 1)
Last I heard it was 10%. There's a reason it's usually at one Pokémon down when you're Frozen, as otherwise it would just be a bother like Sleep. This would be a huge reason why there is only a 20% chance max to Freeze; otherwise it would be broken.

Note to self : I've gotten to Bad Poisoning in Silver Shadow's corrections thus far.
 

obi

formerly david stone
is a Site Content Manager Alumnusis a Programmer Alumnusis a Senior Staff Member Alumnusis a Smogon Discord Contributor Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
If you can Mimic or Metronome Conversion2, it's possible. I don't see why Conversion2 would be unMimicable.

Also it's possible that Freeze has a set duration, like 2-7 turns or something.
 
If you can Mimic or Metronome Conversion2, it's possible. I don't see why Conversion2 would be unMimicable.

Also it's possible that Freeze has a set duration, like 2-7 turns or something.
Ah, I forgot about stuff like Mimic and Copycat. To the research thread I go once more!

Also, I suppose it's possible Freeze has a set duration. I've heard of long Freeze streaks, but, hey, you never know.
 

Cathy

Banned deucer.
This is a bit pedantic, but with regard to the paralysis speed drop the guide says "Its Speed is reduced to 75% of what it was before being Paralyzed." Isn't it reduced "by 75%" or "to 25% of what it was before being paralysed"? Both of those alternatives are a bit prone to misunderstanding so you may want to say it "quarters speed".
 
This is a bit pedantic, but with regard to the paralysis speed drop the guide says "Its Speed is reduced to 75% of what it was before being Paralyzed." Isn't it reduced "by 75%" or "to 25% of what it was before being paralysed"? Both of those alternatives are a bit prone to misunderstanding so you may want to say it "quarters speed".
That was a bad typo on my part. It was supposed to be "by" rather than "to". I don't really think "Quarters Speed" sounds better though. I can simply leave it at "Its Speed is reduced by 75%" though, to make it less wordy.

EDIT BUT I DON'T WANT TO DOUBLE POST HEY CAPS ARE COOL : I corrected everything (I think) from Silver Shadow's post! Hopefully I won't have to correct anything else on this until the main site is back up ... adding links to all this stuff is going to be hell, to put it lightly.

EDIT Again : Fixed Chatter's Confusion rate, which is now confirmed to be 1, 11, or 31% depending on the recording (the default cry is 1).
 
<s>I vaugley remember hearing some where that it is impossible to unfreeze in the rain? Does anyone know if there is any truth behind this? Maybe its just my bad luck, but when I'm EV training against gyarados, it's Frozen me, then used rain Dance (or vice versa) and I have never unfrozen during the rain.</s>

Found it to be untrue
 

Toothache

Let the music play!
is a Community Leader Alumnus
Is Paralysis not a 75% speed reduction (effective -6 speed status, or 2/8 = 1/4 of normal), rather than being reduced to 75% of normal speed? Something with 270 speed would be reduced to 65 speed under paralysis, the text in the guide makes it seem like it would be reduced to 205 instead.

Also on the issue of paralysis you may want to mention Normalise changing Thunder Wave to allow it to hit Ground types (at the cost of it now being immune to Ghost types before 'identifying')
 

obi

formerly david stone
is a Site Content Manager Alumnusis a Programmer Alumnusis a Senior Staff Member Alumnusis a Smogon Discord Contributor Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
Has it been confirmed that a Normalized Thunder Wave doesn't hit Ghosts? Thunder Wave is actually unique among non-damaging effects (there might be a couple of others but I don't have time to find the post I wrote explaining this) in that it counts the type-immunity of Ground-types, and I was wondering if this uniqueness remains after being Normalized.
 

obi

formerly david stone
is a Site Content Manager Alumnusis a Programmer Alumnusis a Senior Staff Member Alumnusis a Smogon Discord Contributor Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
At first glance, Pokémon may appear to be all about quickly attacking your opponent, fainting their Pokémon as soon as possible. Yes, this is the big picture, but there are lots of little brush strokes to look at as well. One of these brush strokes is status.

There are many different types of status, most of which will appear in a little box next to your Pokémon’s name and HP in battle. Pseudo-Statuses such as Leech Seed and Trick Room receive a mention. Pokérus, another "status" condition, is not covered in this guide, due to not having any visible effects in battle. Stat boosts and drops are also not included.

All true status effects are given their own section. True status effects show up near the HP bar.


<h2>Status Index</h2>

Burn
Freeze
Paralysis
Poison
Sleep
Lifting "True" Status Effects
Pseudo-Status

A word of caution: While status can be your greatest ally, it can also be a helpful tool in the master plan of your foe. The move Facade, as well as the abilities Guts, Marvel Scale, Poison Heal, and Quick Feet all give your foe an advantage of sorts if you activate them with a status effect. Pokémon with the ability Synchronize will give the foe their current status effect if they are given one. So be wary. Moreover, some status effects have unofficial, general limits on how many Pokémon can be affected by them, so keep that in mind when playing competitively.

It is notable that Pokémon that possess the ability Serene Grace have double the chance of random effects happening. For example, a 10% freeze chance would become 20% if the user has Serene Grace. Note that the chance to have a second effect will never go over 100%, and items do not stack with Serene Grace.

Don’t forget, learn to love the following format as you read this guide:

Move Name: (Type, Accuracy, Effect Rate and/or how it works)

<h2>True Status</h2>

<h3>Burn (BRN)</h3>

The Burn status is useful in the physical-oriented OU Metagame, and is most useful if induced against a physical (or mixed) sweeper. This is because the Burn status will decrease HP by 12.5% each turn and reduces the damage of physical attacks by 50%. Special sweepers, walls, and other such Pokémon don’t mind being burned as much, although even with Leftovers recovery they will lose a nice bit of HP each turn. The Burn status should still be used mostly on physical sweepers though, as other statuses would be better for the other varieties.

Fire-type Pokémon, as well as Pokémon with the ability Leaf Guard (in bright sunlight) or Water Veil are unaffected by Burns. Note that Water Veil grants immunity to the Burn condition itself, not just from being burned. So if Water Veil were given to a burned Pokémon (for instance, with Trace), that Pokémon would recover from its Burn. Pokemon with Heatproof take only 6.25% damage per turn from being burned, not 12.5%. When a Pokémon with the ability Magic Guard is burned, it does not lose health, though its physical damage still drops.

The following moves can inflict a Burn:

Blaze Kick: (Fire, 90 Accuracy, 10%)
Ember: (Fire, 100 Accuracy, 10%)
Fire Blast: (Fire, 85 Accuracy, 10%)
Fire Fang: (Fire, 95 Accuracy, 10%)
Fire Punch: (Fire, 100 Accuracy, 10%)
Flame Wheel: (Fire, 100 Accuracy, 10%)
Flamethrower: (Fire, 100 Accuracy, 10%)
Flare Blitz: (Fire, 100 Accuracy, 10%)
Heat Wave: (Fire, 90 Accuracy, 10%)
Lava Plume: (Fire, 100 Accuracy, 30%)
Sacred Fire: (Fire, 95 Accuracy, 50%)
Tri Attack: (Normal, 100 Accuracy, 6.67%)
Will-O-Wisp: (Fire, 75 Accuracy, 100%)

Contact with a Pokémon that has the ability Flame Body yields a 30% chance of getting burned. Getting hit by a Flame Orb used with the move Fling will also induce a Burn. Holding a Flame Orb will also induce a Burn at the end of the turn.

<h3>Freeze (FRZ)</h3>

Freeze is a rare status. It is essentially a better version of sleep, with the frozen Pokémon being unable to attack until it has thawed. There is a 25% chance of a frozen Pokémon thawing out each time it makes a move, rather than the set 1-4 turns of Sleep. Because of this however, there are no moves that can reliably induce Freezing. Pokémon with the ability Magma Armor are immune to the freeze condition itself, not just from being frozen. So if Magma Armor were given to a frozen Pokémon (for instance, with Trace), that Pokémon would thaw out. Pokémon with the ability Shield Dust cannot be frozen due to their immunity to secondary effects. Lastly, no Pokémon can be frozen while the sun is bright.

The following moves can Freeze a Pokémon:


Blizzard: (Ice, 70 Accuracy, 100 in hail, 10%)
Ice Beam: (Ice, 100 Accuracy, 10%)
Ice Fang: (Ice, 95 Accuracy, 10%)
Ice Punch: (Ice, 100 Accuracy, 10%)
Powder Snow: (Ice, 100 Accuracy, 10%)
Tri Attack: (Normal, 100 Accuracy, 6.67%)

The only reason you would have a chance of seeing freeze more than poison would be the fact that Ice Beam and Ice Punch are very common attacks (mostly the former), and that 10% can kick in. Other than that, freeze can be annoying, but rarely seen. Note that a Pokémon can also thaw out the first turn it is frozen, making the effect useless.

<h3>Paralysis (PAR)</h3>

Paralysis is another useful status condition. When a Pokémon is paralyzed, its Speed is reduced to 25%. Every turn, the paralyzed Pokémon has a 25% chance of being Fully Paralyzed ("FPed"), meaning it is unable to attack that turn.

One generally wants to paralyze a fast Pokémon, usually a sweeper, to slow them down and effectively prevent them from out speeding and destroying your entire team. Pokémon with the abilities Limber and Leaf Guard (during bright sunlight) are immune to paralysis. Note that Limber grants immunity to the Paralysis condition itself, not just from being paralyzed. So if Limber were given to a paralyzed Pokémon (for instance, with Trace), that Pokémon would recover from paralysis.

The following moves can induce paralysis:

Body Slam: (Normal, 100 Accuracy, 30%)
Bounce: (Flying, 85 Accuracy, 30%)
Discharge: (Electric, 100 Accuracy, 30%)
Dragonbreath: (Dragon, 100 Accuracy, 30%)
Force Palm: (Fighting, 100 Accuracy, 30%)
Glare: (Normal, 75 Accuracy, 100%)
Lick: (Ghost, 100 Accuracy, 30%)
Secret Power: (Normal, 100 Accuracy, 30%, When used in Wi-Fi, Union Room, Link, or Battle Tower Battles, or Main Street, Neon or Courtyard Colosseum)
Spark: (Electric, 100 Accuracy, 30%)
Stun Spore: (Grass, 75 Accuracy, 100%)
Thunder: (Electric, 70 Accuracy, 100 in rain, 30%)
Thunderbolt: (Electric, 100 Accuracy, 10%)
ThunderPunch: (Electric, 100 Accuracy, 10%)
Thundershock: (Electric, 100 Accuracy, 10%)
Thunder Fang: (Electric, 95 Accuracy, 10%)
Thunder Wave: (Electric, 100 Accuracy, 100%)
Tri Attack: (Normal, 100 Accuracy, 6.67%)
Volt Tackle: (Electric, 100 Accuracy, 10%)
Zap Cannon: (Electric, 50 Accuracy, 100%)

Not only that, but there are some abilities that can induce Paralysis as well. They are:

Effect Spore: (10% chance of Paralysis when contact is made with the Pokémon with the Ability)
Static: (30% chance of Paralysis when contact is made with the Pokémon with the Ability)

Getting hit by a Light Ball used with the move Fling will also induce Paralysis.

The paralysis effect is usually given out via Electric moves randomly. The most reliable way of inducing paralysis is the move Thunder Wave. Glare and Stun Spore are two other fairly reliable paralyzing moves, though they are not as common as Thunder Wave. Note that while Glare will bypass Ghost's immunity to the Normal type, Thunder Wave does not bypass Ground's immunity to Electric. If a Pokemon with the ability Normalize uses Thunder Wave, it can hit Ground-types, but Ghosts are immune to it.

<h3>Poison (PSN)</h3>

There are two types of Poisoning: regular Poison inflicts 12.5% of the victim's HP each turn, whereas bad (Toxic) Poison inflicts 6.25% (1/16) damage on the first turn, 12.5% (2/16) on the second turn, 18.75% (3/16) on the third turn, and so on, increasing by 6.25% each turn. The counter resets if the victim leaves the field. Bad Poison is only induced by a handful of moves, and not many Pokémon carry them. Poison and Steel-typed Pokémon are unaffected by Poison, as are Pokémon with the ability Immunity or Leaf Guard (when the sun is bright). Note that Immunity grants an actual immunity to Poison and Bad Poison, not just receiving the status. So if Immunity were given to a poisoned Pokémon (for instance, with Trace), that Pokémon would recover. Pokémon with the ability Poison Heal will heal 12.5% HP per turn rather than taking the damage. This is a set rate and does not increase if it is bad Poison.

The following moves can inflict Poison:

Cross Poison: (Poison, 100 Accuracy, 10%)
Gunk Shot: (Poison, 70 Accuracy, 30%)
Poison Gas: (Poison, 55 Accuracy, 100%)
Poison Jab: (Poison, 100 Accuracy, 30%)
Poison Sting: (Poison, 100 Accuracy, 30%)
Poison Tail: (Poison, 100 Accuracy, 10%)
Poisonpowder: (Poison, 75 Accuracy, 100%)
Sludge: (Poison, 100 Accuracy, 30%)
Sludge Bomb: (Poison, 100 Accuracy, 30%)
Smog: (Poison, 70 Accuracy, 40%)
Toxic Spikes: (After one use, any switch-ins that are not Flying, Poison, Steel, or Levitators are poisoned)
Twineedle: (Bug, 100 Accuracy, 20% Chance on both hits)

The following abilities can Poison Pokémon as well:

Effect Spore: (10% chance of Poison when contact is made with the Pokémon with the Ability)
Poison Point: (30% chance of Poison when contact is made with the Pokémon with the Ability)

A non-immune Pokémon that gets hit by Black Sludge or Poison Barb used with the move Flingwill be poisoned.

In general, it is better to Burn a Pokémon that you could Poison.

The following moves can inflict bad poison:

Poison Fang: (Poison, 100 Accuracy, 30%)
Toxic: (Poison, 85 Accuracy, 100%)
Toxic Spikes: (After two uses, any switch-ins that are not Flying, Poison, Steel, or Levitators are badly poisoned, removed if a Poison Type that would normally be hit by Spikes to switch in.)

Getting hit by a Toxic Orb used with the move Fling will also induce Bad Poisoning. Holding a Toxic Orb will also induce bad poison at the end of the turn.

There are some Pokémon that can use Toxic effectively, namely very defensive Pokémon, but in the fast-paced environment of Diamond and Pearl, as well as the general shortage of effective Poison attacks, the Poison and Bad Poison status effects are not often seen.

<h3>Sleep (SLP)</h3>

Sleep is a useful status to give out in the 4th Generation, and one should be weary of fast Pokémon carrying a reliable Sleep move. When a Pokémon is sleeping, they are unable to use any attacks, except for Sleep Talk and Snore. Sleep Talk causes the user to use a random move when used, and Snore is simply a 40 Base Power Normal move, and is not useful at all.

Sleep lasts from 1-4 turns (as measured by how many times it receives the "fast asleep" message), unless the sleeping Pokémon has the ability Early Bird, which halves the amount of turns that the Pokémon sleeps.

The abilities Insomnia and Vital Spirit, as well as the ability Leaf Guard (during bright sunlight) nullify sleep. Note that Insomnia and Vital Spirit grant an immunity to sleep itself, not just from falling asleep. So if Insomnia or Vital Spirit were given to a sleeping Pokémon (for instance, with Trace), that Pokémon would wake up. A Pokémon that is in the middle of creating an Uproar, by using the named move, is also unable to be lulled to sleep until the 2-5 turns of the Uproar have ended. This effect applies to all Pokémon on the field, and also wakes any Pokémon that are currently sleeping. This holds true even if Uproar is used against a Ghost.

If a Pokemon is sleeping at the start of a turn in which it is forced to use Outrage, Petal Dance, or Thrash, it is free to select any action and is not given confusion.

Moves that solely induce Sleep ignore type-related immunities.

The following moves can induce Sleep:

Dark Void: (Dark, 80 Accuracy, 100%)*
Grasswhistle: (Grass, 55 Accuracy, 100%)
Hypnosis: (Psychic, 70 Accuracy, 100%)
Lovely Kiss: (Normal, 75 Accuracy 100%)
Rest: (Self-induced Sleep for 2 turns)
Secret Power: (Normal, 100 Accuracy, 30%, When used in Waterfall or Sunny Park Colosseum)
Sing: (Normal, 55 Accuracy, 100%)
Sleep Powder: (Grass, 75 Accuracy, 100%)
Spore: (Grass, 100 Accuracy, 100%)
Yawn: (Normal, Never Misses, targeted Pokémon falls asleep the turn after the move is used)

Contact with a Pokémon that has the ability Effect Spore will have a 10% chance of inducing sleep on the attacking Pokémon. Another ability to note, Bad Dreams will deal 12.5% of a Sleeping Pokémon’s max HP of damage each turn. Rest will restore your Pokémon’s health and cure other status conditions, but will be easily set up on for the two turns it is asleep, so it is almost mandatory that any Pokémon with Rest be a STalker (a Pokémon that uses the move Sleep Talk).

When a rule called Sleep Clause is in effect, only one Pokémon per team may be put to sleep, excluding any Pokémon that used the move Rest. You must carefully choose which Pokémon to lull to sleep for this reason. Sleep Clause is a standard rule in all generations. On Pokémon Battle Revolution, Sleep moves will automatically fail if a non-Resting Pokémon is asleep on the target's team.

*Dark Void can violate Sleep Clause in Diamond and Pearl Wi-Fi Double Battles, due to the fact that it sends both the foes’ Pokémon to Sleep. In environments such as Pokémon Battle Revolution (when rules are set), only the faster Pokémon falls asleep.

<h3>Lifting "True" Status Effects</h3>

So you’ve read all about them now, and are probably asking yourself "How can I cure my Pokémon's status effects?" Well, first of all, status isn’t always a bad thing, and it might even be a good idea to keep one Pokémon with a status on your team. For example, the ability Guts will boost a Pokémon’s Attack when it has a status affliction (overriding burn's physical damage drop), Marvel Scale will boost Defense, and Quick Feet will boost Speed (overriding paralysis's Speed drop). Also, a Pokémon can only be affected by one true status effect at a time, and this is the first one they receive. So you can have a "status absorber" who can take predicted status effects for the team without any harm.

The following moves can cure status effects:

Aromatherapy: (Removes all true status effects from every Pokémon on the team)
Heal Bell: (Removes all true status effects from every Pokémon on the team that does not have the Ability Soundproof - needs confirmation)
Healing Wish: (If the user faints due to a direct attack, cures status and restores HP of the Pokémon that switches in)
Lunar Dance: (Causes the user to faint, cures status and restores HP of the Pokémon that switches in)
Psycho Shift: (Moves all true status effects to the target, assuming they have none)
Refresh: (Removes Paralysis, Burn, or Poison from the user)
Rest: (Removes all true effects from the user, but induces 2-turn Sleep status)
Uproar: (Awakens all Sleeping Pokémon, and prevents any Pokémon in battle from falling asleep until the Uproar is over)

If a frozen Pokémon is hit by a Fire-type move, or uses Flame Wheel or Sacred Fire, it is thawed.

Additionally, the move Safeguard will prevent the user's team from receiving status effects for 5 turns. This does not remove status effects currently affecting any given member of the team.

Your best bet for curing status would be Aromatherapy, as it heals the entire party of status effects. Some teams even have an Aromatherapist (usually Blissey) who fills the role of status reliever. Blissey is a good choice because her most common ability, Natural Cure, cures her of status effects whenever she switches out.

On that note, the following abilities can cure status effects:

Hydration: (Removes any true status effect at the end of the turn if it is raining)
Natural Cure: (Removes any true status effect when the Pokémon leaves the field)
Shed Skin: (Has a 30% chance to remove true status at the end of each turn)

Lastly, there are held items that can cure status effects:

Cheri Berry: (Removes Paralysis from the Pokémon when induced)
Chesto Berry: (Awakens Sleeping Pokémon)
Pecha Berry: (Removes Poison and Bad Poison from the Pokémon when induced)
Rawst Berry: (Removes a Burn from the Pokémon when induced)
Aspear Berry: (Thaws Frozen Pokémon)
Lum Berry: (Removes any true status effect when induced)

Generally, if you don’t want a Pokémon to receive a status effect, and lack an Aromatherapist, you should use Lum Berry, as it will cure any true status effect. However, if you are going for a more specific strategy or gimmick, such as a ResTalker you don’t want to be saved from Paralysis by Lum Berry, you are always able to use the other, more specific Berries. Keep in mind that Berries can only be used once, unless the move Recycle is used in conjunction with them.

<h2>Pseudo-Status</h2>

Pseudo-status "effects" are not truly status effects, though they do offer an effect on Pokémon that would otherwise not be present. Unlike "true" status effects, any lingering pseudo-status effects are removed when the user leaves battle in means other than Baton Pass (and only some pseudo-status effects are passed).


<h3>Flinch</h3>

Flinching is arguably the most useful, and most common pseudo-status. When a Pokémon flinches, it cannot move for the rest of the turn. Pokémon can only be flinched by a being struck before they move by an attack that can flinch. Pokémon that have the ability Inner Focus are immune flinching, and the ability Steadfast raises a Pokémon’s Speed by one stage after it flinches.

Moves that can cause a flinch are:

Air Slash: (Flying, 95 Accuracy, 30%)
Astonish: (Ghost, 100 Accuracy, 30%)
Bite: (Dark, 100 Accuracy, 30%)
Bone Club: (Ground, 85 Accuracy, 10%)
Dark Pulse: (Dark, 100 Accuracy, 20%)
Dragon Rush: (Dragon, 75 Accuracy, 20%)
Extrasensory: (Psychic, 100 Accuracy, 10%)
Fake Out: (Normal, Causes a Flinch if used on the first turn the user is in battle, otherwise no effect)
Fire Fang: (Fire, 95 Accuracy, 10%)
Headbutt: (Normal, 100 Accuracy, 30%)
Hyper Fang: (Normal, 90 Accuracy, 10%)
Ice Fang: (Ice, 95 Accuracy, 10%)
Iron Head: (Steel, 100 Accuracy, 30%)
Needle Arm: (Grass, 100 Accuracy, 30%)
Rock Slide: (Rock, 90 Accuracy, 30%)
Rolling Kick: (Fighting, 85 Accuracy, 30%)
Secret Power: (Normal, 100 Accuracy, 30%, When used in Crystal, Magma, or Stargazer Colosseum)
Snore: (Normal, 100 Accuracy, 30%, Only usable when asleep)
Stomp: (Normal, 100 Accuracy, 30%)
Thunder Fang: (Electric, 95 Accuracy, 10%)
Twister: (Dragon, 100 Accuracy, 20%)
Waterfall: (Water, 100 Accuracy, 20%)
Zen Headbutt: (Psychic, 90 Accuracy, 20%)

If a Pokémon is holding the item King’s Rock or Razor Fang, there is an 10% chance that most moves can also cause a flinch. A Pokémon hit by a King's Rock or Razor Fang used with the move Fling will also flinch if the Pokémon that used Fling went first.

<h3>Confusion</h3>

Confusion is also more common than most other pseudo-statuses, and is also cured by Lum Berry. When a Pokémon becomes confused, it has a 50% chance of attacking itself with a 40 Power typeless physical attack, a 25% chance of attacking normally, and a 25% chance of being freed from confusion and moving normally afterwards. Pokémon with the Ability Own Tempo are immune to confusion, so if Own Tempo were given to a confused Pokémon (for instance, with Skill Swap), that Pokémon would snap out of confusion. Also worth noting, Pokémon with the ability Tangled Feat gain an Evasion Ability Modifier of 0.5 once they become confused.

Moves that induce confusion are:

Chatter: (Flying, 100 Accuracy, Confusion rate varies with the length of recording, 1%, 11% or 31%)
Confuse Ray: (Ghost, 100 Accuracy, 100%)
Confusion: (Psychic, 100 Accuracy, 10%)
Dizzy Punch: (Normal, 100 Accuracy, 20%)
Dynamicpunch: (Fighting, 50 Accuracy, 100%)
Flatter: (Dark, 100 Accuracy, 100%, Raises target’s SpA one stage)
Outrage: (Dragon, Confuses self after 2-3 turn rampage)
Petal Dance: (Grass, Confuses self after 2-3 turn rampage)
Psybeam: (Psychic, 100 Accuracy, 10%)
Signal Beam: (Bug, 100 Accuracy, 10%)
Supersonic: (Normal, 55 Accuracy, 100%)
Swagger: (Normal, 90 Accuracy, 100%)
Sweet Kiss: (Normal, 75 Accuracy, 100%)
Teeter Dance: (Normal, 100 Accuracy, 100%, Confuses all on the field except for the user)
Thrash: (Normal, Confuses self after 2-3 turn rampage)
Water Pulse: (Water, 100 Accuracy, 20%)

Certain berries can cause Confusion to the user as well, once a Pokémon is at 25% health or less to activate their health recovery (50% or less if the holder has the ability Gluttony):

Aguav Berry: Confuses Pokémon if their Nature hinders Special Defense)
Figy Berry: (Confuses Pokémon if their Nature hinders Attack)
Iapapa Berry: (Confuses Pokémon if their Nature hinders Defense)
Mago Berry: (Confuses Pokémon if their Nature hinders Speed)
Wiki Berry: (Confuses Pokémon if their Nature hinders Special Attack)

Health is still recovered even if the Pokémon ends up being confused. This method of confusion is rarely seen, as Berries are scarcely used as items, and even if they are, you should check to make sure you are using a Berry that will not confuse your Pokémon. Note that these Berries are only one use, unless used in conjunction with Recycle.

If you are intending to confuse a Pokémon, you should use Confuse Ray. Flatter and Swagger are just as usable, but with a risk, as you can potentially up a stat you don’t want to. If the target is a physical attacker, Flatter is usually safe, likewise with Swagger to Special Attackers, and due to the way confusion works, the Attack boost will increase the amount of damage done. However, you could get predicted. Confusion can be removed by switching out, or by a Pokémon using a Persim or Lum Berry.

The following pseudo-statuses aren't seen as much, or are only induced by a couple moves.

<h3>Aqua Ring</h3>

When a Pokémon uses Aqua Ring, it restores 6.25% of its max HP at the end of each turn. This will stack with other health-restoring moves, and items such as Leftovers.

<h3>Camouflage</h3>

When a Pokémon uses Camouflage, it is changes type according to the terrain it is fighting on.
The terrains competitive battles are fought on, and what type Camouflage chooses are:

D/P Link, Union, and Wi-Fi Battles, Main Street, Neon and Courtyard Colosseum: (Normal)
Gateway Colosseum: (Water)
Waterfall and Sunny Park Colosseum: (Grass)
Crystal, Magma, and Stargazer Colosseum: (Rock)
Sunset Colosseum: (Ground)

<h3>Charge</h3>

When a Pokémon uses the move Charge, its Special Defense gains one Stat Modifier, and during the following turn, any Electric-type attack the Pokémon uses will have double its original power. This is only a good option on Electric Pokémon with a poor movepool, which, sadly, is many of them.

<h3>Curse (Ghosts)</h3>

Curse is generally only seen on non-Ghost types, for a good reason. Ghosts using the move Curse will cut 50% of their maximum HP, while the target loses 25% of their maximum HP each turn. Generally, half your HP is not worth taking out one of the foe’s Pokémon, which you are not guaranteed to do in the first place. Putting a Curse on a Pokémon will likely force a switch though.

<h3>Disabled</h3>

When a Pokémon uses the move Disable against its foe, the last move the foe used will be ... disabled. That is, the move cannot be used for a couple turns. Disabling can also be negated by switching out. It can be useful against Choice item users, forcing them to Struggle or switch out, or perhaps stopping that tank or wall from using Recover. Only one of a Pokémon's moves can be Disabled at a time.

<h3>Embargo</h3>

When a Pokémon uses Embargo, the target's item will have no effect for 5 turns. This can be useful for weakening a Choice Item user (at the cost of letting them use any move again), or removing Leftovers recovery from a Tank or Wall. Embargo's effects can be removed by the Embargoed Pokémon switching out, or by waiting out the 5 turns.

<h3>Encore</h3>

When a Pokémon Encore, its target will be forced to repeat the move it used last for 4-8 turns in a row. This is used by Wobbuffet to have an easier time with Counter and Mirror Coat, or possibly by other Pokémon to have an easier time predicting in general.

<h3>Gastro Acid</h3>

When a Pokémon uses Gastro Acid, the target's ability will fail to have any effect. This means you can cancel out Levitate for example, or Flash Fire to help a specific Pokémon sweep. However, it is generally not the best use for a moveslot.

<h3>Heal Block</h3>

The move Heal Block prevents all of the foe’s Pokémon from using health-restoring moves for 5 turns. Moves that sap health from the opponent still work however, as do recovery items such as Leftovers and Black Sludge (for Poison types). This is very effective against Tanks or Walls, as they generally can’t last for nearly as long without recovery. However, the duration is short. The only way to end Heal Block is to wait it out.

<h3>Identify</h3>

When a Pokémon uses the moves Foresight or Odor Sleuth, it "identifies" the targeted Pokémon. This Pokémon then has its Evasion Stat Modifier set to a neutral 0, and as a second effect, are able to be hit by Normal and Fighting attacks if they are a Ghost-type. Evasion also cannot be changed from 0. These effects last until the identifier or identified leaves battle. This is useful for resetting Evasion when it is not claused, and the ability to hit Ghosts with Normal or Fighting attacks is just an added bonus, and alone is not a good enough reason to waste a move slot on a Pokémon.

<h3>Infatuation</h3>

Infatuation is only able to be afflicted upon Pokémon if its foe has the opposite gender. Genderless Pokemon are immune to being infatuated and cannot cause infatuation. It is caused by the move Attract or by striking a Pokemon with the ability Cute Charm. When a Pokémon is infatuated, there is a 50% chance that it will be too love struck to move. Infatuation lasts for as long as both the infatuated Pokémon and the Pokémon that caused the infatuation are on the field. Pokémon with the ability Oblivious are immune to infatuation.

If a Pokémon that is holding Destiny Knot becomes infatuated, its foe will be as well. The item Mental Herb removes infatuation completely, but it can only be used once, and it is not a good idea to waste an item on of the aforementioned two. In general, it is better to confuse a foe that could be infatuated, due to the damage done.

<h3>Ingrain</h3>

When a Pokémon uses Ingrain, it gains 6.25% HP per turn, is unable to switch, and is immune to the effects of Roar and Whirlwind. Switching is crucial in competitive Pokémon battles, and it may not be the best idea to sacrifice the ability to do so.

<h3>Leech Seed</h3>

When a Pokémon becomes seeded, it loses 12.5% of its maximum HP at the end of each turn, which is given to the Pokémon of the seeding trainer. A seeder can switch with other Pokémon, still gaining the benefits of Leech Seed, however if the seeded Pokémon faints or switches out, the effects end. Grass Pokémon are immune being seeded, though they can still have the effects Baton Passed onto them. If a Pokémon that has the ability Liquid Ooze is seeded, the foe will lose any HP they would have gained. Leech Seed is a good move to stall with certain Pokémon.

<h3>Magnet Rise</h3>

When a Pokémon uses Magnet Rise, it becomes immune to Ground moves for 5 turns. This can be negated by Roaring or Whirlwinding the Pokémon out, or forcing it to switch via means other than Baton Passing. Generally speaking, unless a Pokémon has a 4x weakness to Ground, it is not a very good use of a move slot, and even if the 4x weakness is present, it is still a hard decision to make. The short duration of this move is its downfall.

<h3>Nightmare</h3>

When Nightmare is used against a sleeping target, it loses 25% of its max HP for each turn it is asleep. Nightmare can potentially shut down any ResTalker, however few Pokémon can use this move effectively, severely limiting its use.

<h3>Perish Song</h3>

When the move Perish Song is used, it assigns every Pokémon currently in battle a Perish Count, including the user. Only Pokémon with the ability Soundproof are safe from Perish Song, though not the Perish Count itself (a Soundproof Pokémon can have a Perish Count Baton Passed onto it). Every turn, each affected Pokémon's Perish Count is decreased by one. A Pokémon with a Perish Count of zero immediately faints. Since the effect of Perish Song can only be removed by switching out, it is best used in conjunction with a move that traps Pokémon in battle, such as Mean Look. Using Perish Song twice will not affect the Perish Count.

<h3>"Sport" Moves</h3>

When a Pokémon uses Mud Sport or Water Sport, it covers the field in Mud or Water respectively. Mud Sport halves the power of Electric attacks, while Water Sport halves the power of Fire Attacks. This affects all Pokémon in battle until the user of the move switches out. These moves are generally too specific to see much use.

<h3>Taunt</h3>

When a Pokémon Taunts the foe, the foe is unable to use certain non-damaging moves until the 3-5 turns of the Taunt is over.

<h3>Torment</h3>

When a Pokémon uses Torment, the target becomes unable to use the same move twice in a row. Switching negates this effect. Torment can be useful for potentially causing switches, or having an easier time predicting your switches, if a Pokémon is able to come in on three attacks of the foe’s, but not another one for example.

<h3>Trapped</h3>

A Pokémon that is trapped on the field is unable to switch out by normal means, although it can still switch out via Baton Pass, Roar, U-Turn, or Whirlwind. With the moves Block, Mean Look, and Spider Web, the target is unable to normally switch until the Pokémon that trapped them has left the field. The Ability Shadow Tag works the same way, except other Pokémon with Shadow Tag are unaffected. With the Ability Arena Trap, Pokémon that have the Flying type or the Ability Levitate are unaffected. A Pokémon can also become trapped from the moves Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool, or Wrap. These moves trap the Pokémon affected in battle for 2-5 turns, and they also receive a small amount of damage at the end of each turn for the duration of the trap. Lastly, a Pokémon with the Ability Magnet Pull has the ability to trap Pokémon with the Steel type in battle. Pokémon that are holding the item Shed Shell can switch out of any trapping effects regardless, however this is only really viable on Skarmory.

So that’s it. Now you know the statuses you will encounter during your 4th Generation endeavors and how to induce and lift all of them. Now go paint a glorious battle.
 

obi

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I'm not sure what of the "pseudo-status" should remain in the guide, if anything, and I don't know what I'm going to do with descriptions yet.
 
Nice guide, just one thing I noticed. Not really big, but you might want to change it anyways.

no Pokémon are able to use moves that involve rising into the air, and they lose any benefits they may have had from the Flying type, Levitate, or Magnet Rise for 5 turns.
The "M" in Magnet Rise needs to be bolded. Or else, amazing and thorough guide.
 

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