Battle States Glossary
What each battle state (Stealth Rock, Light Screen, weather, etc.) does, and the moves that set it.
Entry Hazards
Stealth Rock
A state that sets rocks on the opposing side of the field. Each time an opposing Pokémon switches in, it takes 1/8 to 1/2 of its max HP based on its type match-up against Rock (1/2 if 4x effective, 1/32 if 1/4x effective). It cannot be avoided even with Levitate or by being a Flying type.
Set by:Stealth Rock、Stone Axe
Spikes
A state that sets Spikes on the opposing side of the field. It deals damage to grounded opposing Pokémon each time they switch in (stacks up to 3 layers: 1/8 for 1 layer, 1/6 for 2 layers, 1/4 for 3 layers). Has no effect on Flying types or Pokémon with Levitate.
Set by:Spikes、Ceaseless Edge
Toxic Spikes
A state that sets Toxic Spikes on the opposing side of the field. Grounded opposing Pokémon become Poison when they switch in (or Poison if there are 2 layers). It is cleared when a Poison-type Pokémon lands on the field. Has no effect on Flying types, Pokémon with Levitate, or Steel types.
Set by:Toxic Spikes
Sticky Web
A state that sets up a web on the opposing side of the field. Grounded opposing Pokémon have their Speed lowered by one stage when they switch in. Has no effect on Flying types or Pokémon with Levitate.
Set by:Sticky Web
Screens & Side Effects
Light Screen
A wall that stays up on the user's side of the field for 5 turns. It reduces damage taken from the opponent's special moves (to 1/2 in Singles, 2/3 in Doubles). Has no effect on physical moves.
Set by:Light Screen
Reflect
A wall that stays up on the user's side of the field for 5 turns. It reduces damage taken from the opponent's physical moves (to 1/2 in Singles, 2/3 in Doubles). Has no effect on special moves.
Set by:Reflect
Aurora Veil
A wall that can only be set up while it is Snowing (lasts 5 turns). It reduces both physical and special damage, combining the effects of Light Screen and Reflect.
Set by:Aurora Veil
Safeguard
A state that protects the user's side of the field for 5 turns. It prevents status conditions such as Poison, burn, paralysis, and sleep, as well as confusion.
Set by:Safeguard
Tailwind
A state that is set up on the user's side of the field for 4 turns, multiplying the Speed of all allies by 2x. Especially powerful when used in Doubles.
Set by:Tailwind
Weather
Rain
A weather condition that lasts 5 turns. Water-type moves have their power multiplied by 1.5x, Fire-type moves by 0.5x, and Thunder / Hurricane become moves that never miss.
Set by:Rain Dance
Sunny Day
A weather condition that lasts 5 turns. Fire-type moves have their power multiplied by 1.5x, Water-type moves by 0.5x, and Solar Beam can be used without needing to charge up. Pokémon cannot become Ice.
Set by:Sunny Day
Sandstorm
A weather condition that lasts 5 turns. Types other than Rock, Ground, and Steel take 1/16 of their max HP in damage every turn. Rock-type Pokémon have their Special Defense multiplied by 1.5x.
Set by:Sandstorm
Snow
A weather condition that lasts 5 turns. Ice-type Pokémon have their Defense multiplied by 1.5x, and Aurora Veil can be set up.
Set by:Snowscape、Chilly Reception
Terrain
Electric Terrain
A terrain that lasts 5 turns (affects grounded Pokémon). Electric-type moves have their power multiplied by 1.3x, and grounded Pokémon can no longer fall asleep.
Set by:Electric Terrain
Grassy Terrain
A terrain that lasts 5 turns. Grass-type moves have their power multiplied by 1.3x, and grounded Pokémon recover 1/16 of their max HP every turn. The power of Earthquake, Magnitude, and Bulldoze is halved.
Set by:Grassy Terrain
Psychic Terrain
A terrain that lasts 5 turns. Psychic-type moves have their power multiplied by 1.3x, and grounded Pokémon become immune to priority moves.
Set by:Psychic Terrain
Misty Terrain
A terrain that lasts 5 turns. Grounded Pokémon cannot be afflicted with status conditions or confusion, and take half damage from Dragon-type moves.
Set by:Misty Terrain
Rooms & Gravity
Trick Room
A state that, for 5 turns, causes slower Pokémon to move before faster ones. A tactic built around low-Speed, high-power attackers. Using it again cancels the effect.
Set by:Trick Room
Gravity
For 5 turns, even Flying-type Pokémon and Pokémon with Levitate are treated as grounded, allowing Ground-type moves to hit them. Everyone's accuracy is increased, and airborne moves such as Fly cannot be used.
Set by:Gravity
Magic Room
A state that, for 5 turns, nullifies the effects of all Pokémon's held items.
Set by:Magic Room
Wonder Room
A state that, for 5 turns, swaps the Defense and Special Defense stats of all Pokémon.
Set by:Wonder Room
Status Conditions
Poison
A status condition. It causes the loss of 1/8 of max HP at the end of each turn. Poison and Steel types cannot be afflicted by it (with some exceptions from certain moves or Abilities).
Set by:Sludge Wave、Sludge Bomb、Cross Poison、Gunk Shot、Poison Jab、Baneful Bunker、Poison Powder、Shell Side Arm+4 more
Badly Poisoned
A worsened form of poison. The damage taken at the end of each turn increases progressively: 1/16, then 2/16, then 3/16, and so on. It is especially punishing in long, drawn-out battles and stall-breaking.
Set by:Poison Fang、Toxic
Burn
A status condition. It causes the loss of 1/16 of max HP at the end of each turn and halves the power of physical moves (with exceptions such as Guts). Fire-type Pokémon cannot be afflicted by it.
Set by:Flamethrower、Fire Blast、Tri Attack、Scald、Heat Wave、Lava Plume、Inferno、Flare Blitz+9 more
Paralysis
A status condition. It halves Speed and gives a chance of being unable to act each turn. Electric-type Pokémon cannot be afflicted by it.
Set by:Thunderbolt、Thunder、Zap Cannon、Tri Attack、Discharge、Thunder Fang、Thunder Punch、Bounce+7 more
Sleep
A status condition. It prevents the Pokémon from acting for several turns (except for certain moves such as Sleep Talk and Snore).
Freeze
A status condition. It prevents the Pokémon from acting until it is hit by a Fire-type move or thaws out naturally with a certain chance each turn. Ice-type Pokémon cannot be afflicted by it.
Other Volatile States
Confusion
A state that, for several turns, gives a chance of the Pokémon hitting itself in confusion each turn. It is cured by switching out.
Set by:Hurricane、Water Pulse、Dynamic Punch、Confuse Ray、Swagger、Flatter、Sweet Kiss、Teeter Dance+2 more
Attract
A state that afflicts the target with Attract, giving it a chance of being unable to act each turn. Only works on Pokémon of the opposite gender.
Set by:Attract
Leech Seed
A state that drains 1/8 of the target's max HP at the end of each turn and heals the user of the move. Has no effect on Grass-type Pokémon.
Set by:Leech Seed
Taunt
A state that, for several turns, prevents the use of status moves. It shuts down stat-boosting moves, recovery, hazard-setting, and support moves.
Set by:Taunt
Encore
A state that forces the target to keep repeating the last move it used for several turns. It can be used to lock down a status move and create a setup opportunity.
Set by:Encore
Bind
A state that, for several turns, deals roughly 1/8 of max HP in damage at the end of each turn and prevents switching or fleeing (e.g. Bind and Fire Spin).
Set by:Whirlpool、Fire Spin、Infestation、Bind、Sand Tomb、Wrap、Snap Trap
Drowsy
A state that causes the target to fall asleep at the end of the next turn (Yawn). It can be avoided by switching out.
Set by:Yawn
Trapped
A state that prevents switching or fleeing (e.g. Mean Look, Spirit Shackle, and Arena Trap).
Curse
A state where, when used by a Ghost-type Pokémon, the user gives up half its own HP to deal 1/4 of the target's max HP in damage every turn (for other types, it instead becomes a stat-changing move).
Set by:Curse
Salt Cure
A state that deals damage at the end of every turn. Water and Steel types take a particularly heavy 1/4 (all other types take 1/8).
Set by:Salt Cure
Perish Song
A state that causes all Pokémon that heard the song to faint after 3 turns. It can be avoided by switching out.
Set by:Perish Song
