Status Conditions

Introduction

Status conditions affect a Pokémon's ability to battle. There are two kinds: non-volatile and volatile. The key difference is what happens when the Pokémon switches out.

  • Non-volatile — Persist until healed. Burn, paralysis, poison, sleep, and freeze stay on the Pokémon even when switched out. They matter in VGC because they stick around.
  • Volatile — Cleared when the Pokémon switches out. Confusion, flinch, Taunt, Encore, and similar effects disappear as soon as you switch. You can avoid them by switching.

This guide covers both. Below you'll find a volatile section and a non-volatile section, each with its own overview.

Volatile status

Volatile statuses are cleared when the Pokémon switches out. Unlike burn or poison, you can avoid them by switching. This is important in VGC when facing Taunt, Encore, confusion, flinch, or Perish Song. Below are the most relevant volatile effects in VGC.

Common volatile effects

  • Confusion — 33% chance to hit self instead of moving; lasts 2–5 turns. Caused by , .
  • Flinch — Lose turn that round. A secondary effect of moves like Fake Out, Air Slash, and Bite. Caused by , , . Prevented or removed by .
  • Taunt — Cannot use status moves for 3 turns. Caused by . Prevented or removed by .
  • Encore — Must repeat last move for 3 turns. Caused by . Prevented or removed by .
  • Disable — One move disabled for 4 turns. Caused by . Prevented or removed by .
  • Torment — Cannot use the same move twice in a row. Caused by . Prevented or removed by .
  • Protection — Blocks most moves for one turn. Fails if used consecutively (success chance drops). Caused by , , , .
  • Perish Song — Pokémon will faint three turns after getting the status. Switching out clears it. Caused by .
  • Yawn — Target becomes drowsy; at the end of the next turn, they fall asleep. Switching out clears drowsiness. Caused by .
  • Infatuation — 50% chance to be unable to move when targeting the Pokémon that caused it (opposite gender). Lasts while that Pokémon is on the field. Caused by .
  • Substitute — Uses 1/4 max HP to create a doll that absorbs damage and blocks many status moves until it breaks. Caused by .
  • Leech Seed — Loses 1/8 max HP each turn; heals the Pokémon that used Leech Seed. No effect on Grass-type. Cleared on switch. Caused by .
  • Trapping — Cannot switch out or flee while the Pokémon that caused it is on the field. Caused by or moves like , , .
  • Throat Chop — Cannot use sound-based moves for 2 turns. Caused by .
  • Heal Block — Cannot restore HP (via moves, items, or abilities) for 5 turns (Heal Block) or 2 turns (Psychic Noise). Caused by , .

Avoiding volatile status

Switching out clears all volatile statuses. removes Taunt, Encore, Disable, and Torment once. prevents flinch and other secondary effects.

Non-volatile status

Non-volatile status conditions persist until the Pokémon is healed. They stay on the Pokémon when switched out and matter in VGC. The six main ones are burn, freeze, paralysis, poison, badly poisoned, and sleep. Each has specific effects, immunities, and ways to be cured.

Burn

Effects

  • Inflicts damage equal to 1/16 of max HP every turn
  • Reduces damage dealt by physical moves by x0.5

Immunities

fire type Pokémon cannot normally be afflicted. Pokémon with , are also immune.

Caused by

  • Moves: , , , , ,
  • Items:
  • Abilities:

How to be cured

  • Items: ,
  • Moves: , , , ,
  • Abilities: , ,
  • In battle: Rest ;Heal Bell ;Aromatherapy ;Refresh ;Jungle Healing ;Switching out (Natural Cure, Shed Skin)

Other quirks

  • : Burn damage reduced by x0.5 (1/32 HP per turn)
  • : Special Attack boosted by x1.5 when burned
  • : Attack boosted by x1.5 when burned (negates Attack drop)
  • : No HP loss from burn, but still suffers Attack drop

Freeze

Effects

  • Pokémon cannot use moves
  • 20% chance to thaw each turn (or when hit by a fire move)

Immunities

ice type Pokémon cannot normally be afflicted. Pokémon with are also immune.

Caused by

  • Moves: , , , , ,

How to be cured

  • Items: ,
  • Moves: , , , ,
  • Abilities: , ,
  • In battle: Rest ;Heal Bell ;Aromatherapy ;Switching out (Natural Cure, Shed Skin) ;When hit by a fire-type move (e.g. Flame Wheel) or water-type move (e.g. Scald, Steam Eruption)

Paralysis

Effects

  • Reduces Speed by x0.5
  • 25% chance to be fully paralyzed (cannot move) each turn

Immunities

electric type Pokémon cannot normally be afflicted. Pokémon with are also immune.

Caused by

  • Moves: , , , , ,
  • Abilities: ,

How to be cured

  • Items: ,
  • Moves: , , , ,
  • Abilities: , ,
  • In battle: Rest ;Heal Bell ;Aromatherapy ;Smelling Salts ;Switching out (Natural Cure, Shed Skin)

Other quirks

  • : Speed boosted by x1.5 when paralyzed (negates Speed drop)

Poison

Effects

  • Inflicts damage equal to 1/8 of max HP every turn

Immunities

poison type Pokémon cannot normally be afflicted. Pokémon with are also immune.

Caused by

  • Moves: , , , , ,
  • Items:
  • Abilities: , ,

How to be cured

  • Items: ,
  • Moves: , , , ,
  • Abilities: , ,
  • In battle: Rest ;Heal Bell ;Aromatherapy ;Refresh ;Jungle Healing ;Switching out (Natural Cure, Shed Skin)

Other quirks

  • : Restores HP instead of taking poison damage
  • : No HP loss from poison

Badly Poisoned

Effects

  • Inflicts damage every turn; damage increases each turn (1/16, then 2/16, then 3/16, etc.)

Immunities

poison type Pokémon cannot normally be afflicted. Pokémon with are also immune.

Caused by

  • Moves: , , ,
  • Items:
  • Abilities: , ,

How to be cured

  • Items: ,
  • Moves: , , , ,
  • Abilities: , ,
  • In battle: Rest ;Heal Bell ;Aromatherapy ;Refresh ;Jungle Healing ;Switching out (Natural Cure, Shed Skin)

Other quirks

  • : Restores HP instead of taking damage
  • : No HP loss from bad poison

Sleep

Effects

  • Pokémon cannot use moves (except Snore and Sleep Talk)
  • Lasts 2–4 turns (3 turns if self-inflicted via Rest)

Immunities

Pokémon with , cannot normally be afflicted.

Caused by

  • Moves: , , , , ,
  • Abilities:

How to be cured

  • Items: ,
  • Moves: , , , ,
  • Abilities: , ,
  • In battle: Rest (fixed 3 turns) ;Heal Bell ;Aromatherapy ;Jungle Healing ;Wake-Up Slap ;Switching out (Natural Cure, Shed Skin)