Carfer97

PLA Status conditions & field effects + descriptions

Jan 21st, 2022
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  1. Harsh Sunlight
  2. The harsh sunlight weather condition. It boosts the power of Fire-type moves and lowers the power of Water-type moves.
  3. Rain
  4. The rain weather condition. It boosts the power of Water-type moves and lowers the power of Fire-type moves.
  5. Sandstorm
  6. 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.
  7. Hail
  8. The hail weather condition. At the end of each turn, it damages all Pokémon that are not Ice types.
  9. Electric Terrain
  10. For five turns, Pokémon on the ground won’t fall asleep. The power of Electric-type moves is boosted.
  11. Grassy Terrain
  12. 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.
  13. Misty Terrain
  14. For five turns, Pokémon on the ground won’t get any status conditions. Damage from Dragon-type moves is halved.
  15. Trick Room
  16. Slower Pokémon get to move first for five turns.
  17. Magic Room
  18. Pokémon can’t use their held items for five turns.
  19. Wonder Room
  20. Pokémon’s Defense and Sp. Def are swapped for five turns.
  21. Critical Hit Boost
  22. The Pokémon is more likely to land critical hits.
  23. Confusion
  24. The Pokémon may hurt itself in its confusion. The effect lasts for one to four turns.
  25. Infatuation
  26. The Pokémon is less likely to unleash an attack on Pokémon of the opposite gender.
  27. Nightmare
  28. The Pokémon will lose HP each turn as long as it is sleeping.
  29. Drowsy
  30. The Pokémon will become drowsy at the end of the turn if it remains on the battlefield.
  31. Encore
  32. Due to Encore, the Pokémon can use only [VAR 0107(0000)] for three turns.
  33. No Ability
  34. The Pokémon’s Ability loses its effect.
  35. Torment
  36. The Pokémon can’t use the same move twice in a row.
  37. Tailwind
  38. The Speed stats of a Pokémon and its allies are doubled for four turns.
  39. Lucky Chant
  40. The opponent’s moves won’t result in a critical hit.
  41. Grudge
  42. If the Pokémon faints by an opponent’s move, the PP of that move will be reduced to 0.
  43. Heal Block
  44. For five turns, the Pokémon is unable to recover HP through its moves, Ability, or held item.
  45. Identified
  46. 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.
  47. Move Disabled
  48. For four turns, the Pokémon will be unable to use [VAR 0107(0000)].
  49. Can’t Escape
  50. The Pokémon can’t flee or be switched out.
  51. Lock-On
  52. The next move used by the Pokémon will be sure to hit the target that was locked on to.
  53. Embargo
  54. For five turns, the Pokémon cannot use its held item and no items can be used on it.
  55. Charge
  56. The power of an Electric-type move will be doubled if used in the turn after charging.
  57. Gravity
  58. 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.
  59. Mist
  60. The Pokémon’s stats won’t be lowered for five turns.
  61. Safeguard
  62. The Pokémon is protected from status conditions for five turns.
  63. Stealth Rock
  64. Pokémon that switch into battle will take damage.
  65. Stockpile
  66. The Pokémon’s Defense and Sp. Def stats go up while stockpiling.
  67. Taunt
  68. The Pokémon can only use moves that deal damage.
  69. Telekinesis
  70. 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.
  71. Magnet Rise
  72. Ground-type moves won’t hit the Pokémon for five turns.
  73. Toxic Spikes
  74. Pokémon that switch into battle will be poisoned. Flying-type Pokémon or Pokémon with the Levitate Ability will not be affected.
  75. Mud Sport
  76. The power of Electric-type moves will be halved for five turns.
  77. Wish
  78. The Pokémon in this spot will have its HP restored on the turn after Wish was used.
  79. Sticky Web
  80. Pokémon that switch into battle will have their Speed lowered.
  81. Ingrain
  82. The Pokémon regains some HP at the end of each turn. Ingrained Pokémon can’t be switched out.
  83. Curse
  84. The Pokémon takes damage at the end of each turn.
  85. Trick-or-Treat
  86. The Pokémon gains the Ghost type.
  87. Light Screen
  88. Damage from special moves is halved for five turns.
  89. Reflect
  90. Damage from physical moves is halved for five turns.
  91. Imprison
  92. If a Pokémon affected by Imprison knows any moves also known by the user of Imprison, it is prevented from using those moves.
  93. Counting Down
  94. All Pokémon in this battle state will faint after three turns.
  95. Spikes
  96. Pokémon that switch into battle will take damage. Flying-type Pokémon or Pokémon with the Levitate Ability will not be affected.
  97. Water Sport
  98. The power of Fire-type moves will be halved for five turns.
  99. Destiny Bond
  100. If the Pokémon is knocked out by an opponent, that opponent will also faint.
  101. Forest’s Curse
  102. The Pokémon gains the Grass type.
  103. Leech Seed
  104. Leech Seed steals some of the Pokémon’s HP at the end of each turn and gives it to the opponent.
  105. Lock-On
  106. Any move used against a locked-on target will be sure to hit.
  107. Bound
  108. The Pokémon is bound and takes damage every turn.
  109. Bide
  110. The Pokémon endures attacks for two turns, then strikes back to inflict double the damage it has taken.
  111. Outrage
  112. The Pokémon rampages and attacks for two to three turns. It then becomes confused.
  113. Rampaging
  114. The Pokémon rampages and attacks for two to three turns. It then becomes confused.
  115. Petal Dance
  116. The Pokémon rampages and attacks for two to three turns. It then becomes confused.
  117. Badly Poisoned
  118. The Pokémon is badly poisoned. The damage the Pokémon takes from the poison worsens every turn.
  119. Future Attack
  120. The Pokémon will take damage two turns after an attack was foreseen.
  121. Uproar
  122. The Pokémon attacks and causes an uproar for three turns. During this time, no Pokémon can fall asleep.
  123. Aqua Ring
  124. The Pokémon is enveloped in a veil made of water. It regains some HP every turn.
  125. Autotomize
  126. The Pokémon’s weight is reduced, and its Speed is sharply increased.
  127. Smack Down
  128. The Pokémon has been knocked out of the sky and has fallen to the ground.
  129. Fairy Lock
  130. No Pokémon can flee the turn after Fairy Lock is used.
  131. Rainbow
  132. The additional effects of moves are more likely to occur.
  133. Swamp
  134. Speed is reduced by 75% in swampy conditions.
  135. Sea of Fire
  136. Pokémon that are not Fire types will take damage every turn.
  137. Extremely Harsh Sunlight
  138. The extremely harsh sunlight weather condition. It boosts the power of Fire-type moves and protects Pokémon from Water-type moves.
  139. Heavy Rain
  140. The heavy rain weather condition. It boosts the power of Water-type moves and protects Pokémon from Fire-type moves.
  141. Strong Winds
  142. The strong winds weather condition. The power of moves that are super effective against Flying-type Pokémon is decreased.
  143. Psychic Terrain
  144. For five turns, Pokémon on the ground won’t be hit by priority moves. The power of Psychic-type moves is boosted.
  145. Throat Chop
  146. The Pokémon can’t use any sound-based moves for two turns.
  147. Aurora Veil
  148. For five turns, the power of special and physical moves will be halved.
  149. Laser Focus
  150. The next move used will always result in a critical hit.
  151. Tar Shot
  152. The Pokémon has been made weaker to Fire-type moves.
  153. Octolock
  154. The Pokémon’s Defense and Sp. Def are both lowered with each passing turn.
  155. G-Max Wildfire
  156. Pokémon that are not Fire types will take damage every turn for four turns.
  157. G-Max Volcalith
  158. Pokémon that are not Rock types will take damage every turn for four turns.
  159. G-Max Steelsurge
  160. Pokémon that switch into battle will take damage.
  161. G-Max Vine Lash
  162. Pokémon that are not Grass types will take damage every turn for four turns.
  163. G-Max Cannonade
  164. Pokémon that are not Water types will take damage every turn for four turns.
  165. Fixated
  166. 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.
  167. Splinters
  168. At the end of each turn, the Pokémon is hurt by the jagged splinters digging into it.
  169. Obscured
  170. The Pokémon is concealed in mud or the like, raising the chance that the Pokémon will evade opponents’ moves.
  171. Primed
  172. The Pokémon has adopted a hard-hitting stance, increasing the damage it deals with its moves.
  173. Stance Swap
  174. The Pokémon has swapped its offensive stats with its defensive stats.
  175. Slow Start
  176. The Pokémon’s Attack and Speed stats are halved until it gets going.
  177. Frenzied Might
  178. The Pokémon takes reduced damage from status conditions and move effects such as poisoning and splinters.
  179. Poisoned
  180. At the end of each turn, the Pokémon is hurt by poison.
  181. Paralyzed
  182. The Pokémon is paralyzed and may fail to act. Its Speed stat is also lowered.
  183. Drowsy
  184. The Pokémon is drowsy and may fail to act. Any damage it takes is also increased.
  185. Burned
  186. At the end of each turn, the Pokémon is hurt by its burn. Any damage it deals with physical moves will also be reduced.
  187. Frostbite
  188. At the end of each turn, the Pokémon is hurt by its frostbite. Any damage it deals with special moves will also be reduced.
  189. Wild Might
  190. All the Pokémon’s stats are boosted. The Pokémon also takes reduced damage from status conditions and move effects such as poisoning and splinters.
  191. Terrific Might
  192. The Pokémon takes reduced damage from status conditions and move effects such as poisoning and splinters.
  193. Terrible Might
  194. All the Pokémon’s stats are boosted. The Pokémon also takes reduced damage from status conditions and move effects such as poisoning and splinters.
  195. Power Boost
  196. The Pokémon’s offensive stats are raised, boosting its Attack and Sp. Atk stats.
  197. Power Drop
  198. The Pokémon’s offensive stats are lowered, reducing its Attack and Sp. Atk stats.
  199. Guard Boost
  200. The Pokémon’s defensive stats are raised, boosting its Defense and Sp. Def stats.
  201. Guard Drop
  202. The Pokémon’s defensive stats are lowered, reducing its Defense and Sp. Def stats.
  203. Strong Sunlight
  204. The Speed of Grass-type Pokémon is boosted.
  205. Fog
  206. All moves are less accurate, apart from moves that are always sure to hit.
  207. Rain
  208. Damage dealt by Fire-type moves is reduced.
  209. Snow
  210. 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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