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- 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 become drowsy 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.
- Fixated
- The Pokémon is fixated on the last move it used. This move will deal increased damage while the fixation lasts, but any damage dealt to the fixated Pokémon is also increased.
- Splinters
- At the end of each turn, the Pokémon is hurt by the jagged splinters digging into it.
- Obscured
- The Pokémon is concealed in mud or the like, raising the chance that the Pokémon will evade opponents’ moves.
- Primed
- The Pokémon has adopted a hard-hitting stance, increasing the damage it deals with its moves.
- Stance Swap
- The Pokémon has swapped its offensive stats with its defensive stats.
- Slow Start
- The Pokémon’s Attack and Speed stats are halved until it gets going.
- Frenzied Might
- The Pokémon takes reduced damage from status conditions and move effects such as poisoning and splinters.
- Poisoned
- At the end of each turn, the Pokémon is hurt by poison.
- Paralyzed
- The Pokémon is paralyzed and may fail to act. Its Speed stat is also lowered.
- Drowsy
- The Pokémon is drowsy and may fail to act. Any damage it takes is also increased.
- Burned
- At the end of each turn, the Pokémon is hurt by its burn. Any damage it deals with physical moves will also be reduced.
- Frostbite
- At the end of each turn, the Pokémon is hurt by its frostbite. Any damage it deals with special moves will also be reduced.
- Wild Might
- All the Pokémon’s stats are boosted. The Pokémon also takes reduced damage from status conditions and move effects such as poisoning and splinters.
- Terrific Might
- The Pokémon takes reduced damage from status conditions and move effects such as poisoning and splinters.
- Terrible Might
- All the Pokémon’s stats are boosted. The Pokémon also takes reduced damage from status conditions and move effects such as poisoning and splinters.
- Power Boost
- The Pokémon’s offensive stats are raised, boosting its Attack and Sp. Atk stats.
- Power Drop
- The Pokémon’s offensive stats are lowered, reducing its Attack and Sp. Atk stats.
- Guard Boost
- The Pokémon’s defensive stats are raised, boosting its Defense and Sp. Def stats.
- Guard Drop
- The Pokémon’s defensive stats are lowered, reducing its Defense and Sp. Def stats.
- Strong Sunlight
- The Speed of Grass-type Pokémon is boosted.
- Fog
- All moves are less accurate, apart from moves that are always sure to hit.
- Rain
- Damage dealt by Fire-type moves is reduced.
- Snow
- Pokémon are more likely to get frostbite, and drowsy Pokémon are more likely to fail to act. The Speed of Ice-type Pokémon is also boosted.
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