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- Text File : btl_state
- ~~~~~~~~~~~~~~~
- [~ 0]
- [~ 1]
- Harsh Sunlight
- The harsh sunlight weather condition. It boosts the power of Fire-type moves and lowers the power of Water-type moves.
- Rain
- The rain weather condition. It boosts the power of Water-type moves and lowers the power of Fire-type moves.
- Sandstorm
- The sandstorm weather condition. At the end of each turn, it damages all Pokémon that are not Rock, Ground, or Steel types. It boosts the Sp. Def of Rock-type Pokémon.
- Hail
- The hail weather condition. At the end of each turn, it damages all Pokémon that are not Ice types.
- Electric Terrain
- For five turns, Pokémon on the ground won’t fall asleep. The power of Electric-type moves is boosted.
- Grassy Terrain
- For five turns, Pokémon on the ground will have a little HP restored at the end of each turn. The power of Grass-type moves is boosted.
- Misty Terrain
- For five turns, Pokémon on the ground won’t get any status conditions. Damage from Dragon-type moves is halved.
- Trick Room
- Slower Pokémon get to move first for five turns.
- Magic Room
- Pokémon can’t use their held items for five turns.
- Wonder Room
- Pokémon’s Defense and Sp. Def are swapped for five turns.
- Critical Hit Boost
- The Pokémon is more likely to land critical hits.
- Confusion
- The Pokémon may hurt itself in its confusion. The effect lasts for one to four turns.
- Infatuation
- The Pokémon is less likely to unleash an attack on Pokémon of the opposite gender.
- Nightmare
- The Pokémon will lose HP each turn as long as it is sleeping.
- Drowsy
- The Pokémon will fall asleep at the end of the turn if it remains on the battlefield.
- Encore
- Due to Encore, the Pokémon can use only [VAR 0107(0000)] for three turns.
- No Ability
- The Pokémon’s Ability loses its effect.
- Torment
- The Pokémon can’t use the same move twice in a row.
- Tailwind
- The Speed stats of a Pokémon and its allies are doubled for four turns.
- Lucky Chant
- The opponent’s moves won’t result in a critical hit.
- Grudge
- If the Pokémon faints by an opponent’s move, the PP of that move will be reduced to 0.
- Heal Block
- For five turns, the Pokémon is unable to recover HP through its moves, Ability, or held item.
- Identified
- The Pokémon will be hit by certain moves that usually wouldn’t affect it. If the Pokémon’s evasiveness has been boosted, the benefits will be ignored when it is attacked.
- Move Disabled
- For four turns, the Pokémon will be unable to use [VAR 0107(0000)].
- Can’t Escape
- The Pokémon can’t flee or be switched out.
- Lock-On
- The next move used by the Pokémon will be sure to hit the target that was locked on to.
- Embargo
- For five turns, the Pokémon cannot use its held item and no items can be used on it.
- Charge
- The power of an Electric-type move will be doubled if used in the turn after charging.
- Gravity
- Moves are more likely to hit for five turns. Ground-type moves will hit Flying-type Pokémon and Pokémon with the Levitate Ability. Moves that require action midair can’t be used.
- Mist
- The Pokémon’s stats won’t be lowered for five turns.
- Safeguard
- The Pokémon is protected from status conditions for five turns.
- Stealth Rock
- Pokémon that switch into battle will take damage.
- Stockpile
- The Pokémon’s Defense and Sp. Def stats go up while stockpiling.
- Taunt
- The Pokémon can only use moves that deal damage.
- Telekinesis
- For three turns, moves used against the Pokémon will hit without fail, except for one-hit KO moves. Also, Ground-type moves won’t hit the Pokémon.
- Magnet Rise
- Ground-type moves won’t hit the Pokémon for five turns.
- Toxic Spikes
- Pokémon that switch into battle will be poisoned. Flying-type Pokémon or Pokémon with the Levitate Ability will not be affected.
- Mud Sport
- The power of Electric-type moves will be halved for five turns.
- Wish
- The Pokémon in this spot will have its HP restored on the turn after Wish was used.
- Sticky Web
- Pokémon that switch into battle will have their Speed lowered.
- Ingrain
- The Pokémon regains some HP at the end of each turn. Ingrained Pokémon can’t be switched out.
- Curse
- The Pokémon takes damage at the end of each turn.
- Trick-or-Treat
- The Pokémon gains the Ghost type.
- Light Screen
- Damage from special moves is halved for five turns.
- Reflect
- Damage from physical moves is halved for five turns.
- Imprison
- If a Pokémon affected by Imprison knows any moves also known by the user of Imprison, it is prevented from using those moves.
- Counting Down
- All Pokémon in this battle state will faint after three turns.
- Spikes
- Pokémon that switch into battle will take damage. Flying-type Pokémon or Pokémon with the Levitate Ability will not be affected.
- Water Sport
- The power of Fire-type moves will be halved for five turns.
- Destiny Bond
- If the Pokémon is knocked out by an opponent, that opponent will also faint.
- Forest’s Curse
- The Pokémon gains the Grass type.
- Leech Seed
- Leech Seed steals some of the Pokémon’s HP at the end of each turn and gives it to the opponent.
- Lock-On
- Any move used against a locked-on target will be sure to hit.
- Bound
- The Pokémon is bound and takes damage every turn.
- Bide
- The Pokémon endures attacks for two turns, then strikes back to inflict double the damage it has taken.
- Outrage
- The Pokémon rampages and attacks for two to three turns. It then becomes confused.
- Rampaging
- The Pokémon rampages and attacks for two to three turns. It then becomes confused.
- Petal Dance
- The Pokémon rampages and attacks for two to three turns. It then becomes confused.
- Badly Poisoned
- The Pokémon is badly poisoned. The damage the Pokémon takes from the poison worsens every turn.
- Future Attack
- The Pokémon will take damage two turns after an attack was foreseen.
- Uproar
- The Pokémon attacks and causes an uproar for three turns. During this time, no Pokémon can fall asleep.
- Aqua Ring
- The Pokémon is enveloped in a veil made of water. It regains some HP every turn.
- Autotomize
- The Pokémon’s weight is reduced, and its Speed is sharply increased.
- Smack Down
- The Pokémon has been knocked out of the sky and has fallen to the ground.
- Fairy Lock
- No Pokémon can flee the turn after Fairy Lock is used.
- Rainbow
- The additional effects of moves are more likely to occur.
- Swamp
- Speed is reduced by 75% in swampy conditions.
- Sea of Fire
- Pokémon that are not Fire types will take damage every turn.
- Extremely Harsh Sunlight
- The extremely harsh sunlight weather condition. It boosts the power of Fire-type moves and protects Pokémon from Water-type moves.
- Heavy Rain
- The heavy rain weather condition. It boosts the power of Water-type moves and protects Pokémon from Fire-type moves.
- Strong Winds
- The strong winds weather condition. The power of moves that are super effective against Flying-type Pokémon is decreased.
- Psychic Terrain
- For five turns, Pokémon on the ground won’t be hit by priority moves. The power of Psychic-type moves is boosted.
- Throat Chop
- The Pokémon can’t use any sound-based moves for two turns.
- Aurora Veil
- For five turns, the power of special and physical moves will be halved.
- Laser Focus
- The next move used will always result in a critical hit.
- Tar Shot
- The Pokémon has been made weaker to Fire-type moves.
- Octolock
- The Pokémon’s Defense and Sp. Def are both lowered with each passing turn.
- G-Max Wildfire
- Pokémon that are not Fire types will take damage every turn for four turns.
- G-Max Volcalith
- Pokémon that are not Rock types will take damage every turn for four turns.
- G-Max Steelsurge
- Pokémon that switch into battle will take damage.
- G-Max Vine Lash
- Pokémon that are not Grass types will take damage every turn for four turns.
- G-Max Cannonade
- Pokémon that are not Water types will take damage every turn for four turns.
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