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. Status Index Sleep Paralysis Burn Poison Freeze 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’s. The move Facade, as well as the abilities Guts, Marvel Scale, and Poison Heal 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. Also, 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 King’s Rock does not seem 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 is a very 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. Sleep 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 Ssleep. 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 (during bright sunlight). Note that Insomnia and Vital Spirit grant an immunity to Sleep itself, not just from falling Asleep. So if Insomnia or Vital Spirit 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 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 upon 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 Asleep, excluding any Pokémon that used the move Rest. So, you must be more carefully choose which Pokémon to lull to Aleep. 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. *Dark Void violates Sleep Clause in Diamond and Pearl Wifi Double Battles, due to the fact that it sends both the foes’ Pokémon to Sleep. In environments such as Competitor and Pokémon Battle Revolution (when rules are set), only the faster Pokémon falls Asleep. Paralysis (PAR) Paralysis is a another very useful status condition. When a Pokémon is Paralyzed, its Speed is reduced by 75%. Every turn, the Paralyzed Pokémon has a 25% chance of being Fully Paralyzed, 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 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 : 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 Wifi, 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. So, you can end up paralyzing another Pokémon, or get one of yours paralyzed, randomly. The most reliable way of inducing Paralysis is the move Thunder Wave, though it should also be used with caution; Electivire, an OU Metagame threat, absorbs Electric attacks to boost its Speed. 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. 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, or Leaf Guard (in bright sunlight), or Water Veil are unaffected by Burns. Note that Water Veil grants an immunity to the Burn condition itself, not just from being Burnt. So if Water Veil is Skill Swapped onto a Burnt Pokémon, that Pokémon would recover from its Burn. When a Pokémon with the Ability Magic Guard is Burnt, it does not lose health, though its Attack still drops. The following moves can inflict a Burn : Blaze Kick (Fire, 90 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%) Ember (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 Burnt. 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 the second turn the Pokémon is in battle. If you’re using a Fire Pokémon, you’re likely 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 respectable attacking capabilities and a 50% Burn rate, but the only Pokémon that really care about Burns in Über play are Groudon, Rayquaza (whom Sacred Fire is not very effective against), and certain varients of Arceus. Overall, Burn is a useful status effect, as much of the OU Metagame revolves around Physical attackers, but only a handful of Pokémon carry Wil-o-Wisp, the only reliable move to induce Burns. Poison (PSN) There are two types of Poisoning : Regular Poison inflicts 12.5% of the victim's HP each turn, whereas Bad Poisoning inflicts 6.25% damage on the first turn, doubling in any subsequent turns, resetting if the victim leaves the field. 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 the Ability Immunity or Leaf Guard (when the sun is bright). Note that Immunity grants an actual immunity to Poison and Bad Poison. So if Immunity was Skill Swapped onto a (Badly) Poisoned Pokémon, that Pokémon would recover. It is bad to opposing 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 the aforementioned Poison Heal. 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%) Twineedle (Bug, 100 Accuracy, 20% Chance on both hits) Toxic Spikes (After one use, any switch-ins that are not Flying, Poison, Steel, or Levitators are poisoned) 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 or getting hit by a 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.) 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 effective Poison attacks, the Poison and Bad Poison status effects are not often seen. Freeze (FRZ) Freeze, like Poison, is a very 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 10% chance of a Frozen Pokémon thawing out each turn, 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 is Skill Swapped onto a Frozen Pokémon, 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 via the effects of Sunny Day or the Groudon's Ability Drought. 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) in the vein of Dragons 4x weak to Ice, 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. Lifting "True" Status Effects 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 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 : 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) 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) If a Frozen Pokémon is hit by a Fire-type move, or uses Sacred Fire or Flame Wheel, 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 commonl 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, bar Confusion) Lastly, there are held items that can cure status effects : #01 Cheri Berry (Removes Paralysis from the Pokémon when induced) #02 Chesto Berry (Awakens Sleeping Pokémon) #03 Pecha Berry (Removes Poison and Bad Poison from the Pokémon when induced) #04 Rawst Berry (Removes a Burn from the Pokémon when induced) #05 Aspear Berry (Thaws Frozen Pokémon) #09 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. Pseudo-Status 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. 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. Pokémon that have the Ability Inner Focus are immune flinching, and the Ability Steadfast raises a Pokémon’s Speed by one level 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, there is an 11.7% chance that moves with no secondary effects 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. 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. 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. 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 abiltiy Gluttony) : #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 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 and Black Sludge. Camouflage 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 Wifi 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) Charge 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. Conversion When a Pokémon uses Conversion, its type changes 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 that resists the type of the move it was hit by last. Your foe will likely still have an attack that can hit your new type, so this move is not reccomended. Curse (Ghosts) 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. Destiny Bond If the user of Destiny Bond faints to to direct attack, the attacker immediately faints as well. This effect does not apply to multi-hit moves such as Bullet Seed, and also does not work with indirect damage such as damage from a Burn, Leech Seed, or Sandstorm. The effects of Destiny Bond lasts until the user makes 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. 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 Encore, its target 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. Endure A Pokémon that uses Endure cannot faint due to any direct attack for the rest of the turn, always surviving with at least 1 HP. This effect does does not work with indirect damage such as damage from a Burn, Leech Seed, or Sandstorm. Endure has a positive priority, meaning it will go before normal attacks used in the same turn. Endure's success rate is halved when attempting to Endure hits for consecutive turns. This also stacks with Protect and Detect, so don't expect to Endure one turn then Protect the next. Endure is best used with Flail or Reversal. Follow Me When a Pokémon uses Follow Me, all attacks that require a target will be automatically directed at the Pokémon that used Follow Me. This is only useful in Double Battles, where many moves hit more than one Pokémon at once. This is unfortunate, due to the fact that these moves will still hit all Pokémon, with Follow Me not turning them into a one-target move. Follow Me is usually used to help a Battle Partner set up without taking too much damage, but with the aforementioned multi-target moves, it is not a very effective strategy. Gastro Acid 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. Gravity When a Pokémon uses the move Gravity, 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. Moves that are disabled are Bounce, Fly, Hi Jump Kick, Jump Kick, and the almighty Splash. The target's team will also suffer their Evasion dropping two stages for the duration of the move. Like Magnet Rise, the short duration of Gravity sends its usefulness crashing down. Grudge If the user of Grudge faints due to direct attack, the attacker will lose all PP for the move it used. This effect does does not work with indirect damage such as damage from a Burn, Leech Seed, or Sandstorm. The effect of Grudge lasts until the user makes another move. However, a Pokémon is usually better off using Explosion or Destiny Bond if they know they will faint. Heal Block 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. Identify When a Pokémon uses the moves Foresight or Oder 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 moveslot on a Pokémon. Imprison When a Pokémon uses the move Imprison, the foes will be unable to use any moves that the Imprisoner knows. This is a useful strategy if you need to prevent Pokémon from using certain moves, but it is generally more effective to try and work around these moves that are giving you trouble. In Double Battles, it can be quite useful for removing the foe's access to moves such as Ice Beam. This effect lasts as long as the "Imprisoner" is in battle. 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, 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. Pokémon with indeterminate genders are immune to Infatuation, as are Pokémon with the Ability Oblivious. 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 Ingrain, it is inable 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. Leech Seed When a Pokémon becomes seeded, it loses 6.25% of its maximum health 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. Magnet Rise 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 moveslot, and even if the 4x weakness is present, it is still a hard decision to make. As with Gravity, the short duration of this move is its downfall. Nightmare 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. Perish Song When the move Perish Song is used, it assigns every Pokémon currently in battle a Perish Count ... even 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 0 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. 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 successful on (if it fails, the effect rate returns to 100%), 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 penetrate protection with 25% accuracy, as can Blizzard when hail is in effect. 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 Double Battles, when evading opponents' attacks, or even avoiding being hit by your partner's most powerful attacks. In 1 on 1, it is used less often, usually used to scout out the foe's moves, or stall PP out of moves. "Sport" Moves 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. Taking Aim When a Pokémon uses Lock-On or Mind Reader, it takes aim at the target, giving all its moves 100% accuracy on the aforementioned target for 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 most other cases, one can do more damage with an accuracte move over the two turns it takes to set up than one powerful (yet normal inaccurate) move. Taking Aim does not penetrate protecting moves. Taunt When a Pokémon Taunts the foe, the foe is unable to use non-directly damaging moves until the 3-5 turns of the Taunt is over. Moves that do not do direct damage, such as Leech Seed or Toxic are blocked, even if they do have a damaging effect. Taunt can be very effective, preventing Tanks and Walls from restoring health, or sweepers from boosting their stats. Torment 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. 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 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. 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 holding the item Lagging Tail, or 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. 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. 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.