Status Effects
NOTE: When this section speaks of 'rounding down', which is quite often, it always applies that if rounding down would make the result zero, it is made one instead. I have not bothered to mention this every time it appears, so just be aware of it as you read.
The Pokémon games have since the days of Red, Blue and Yellow contained a number of status effects, conditions caused by various moves which affect your Pokémon in some way for a number of turns after the use of the original move. There are essentially two distinct kinds of status effects in the games, the major and the minor.
Major Status Effects
Major status effects are shown near your Pokémon's HP bar in battle and stay there until they are cured, either by items, a trip to the Pokémon Center or a particular condition which the game defines as curing that status effect. A Pokémon can only be afflicted with one major status effect at a time; any subsequent uses of moves which cause major status effects will fail (or just not inflict the status effect, if it is a secondary effect) until the original status effect is cured. There have been exactly five major status effect since Pokémon began: sleep (SLP), poisoning (PSN), paralysis (PAR), burning (BRN) and freezing (FRZ). Poisoning also has a variation, "bad poisoning".
Sleep
When a Pokémon falls asleep, a number, the sleep counter, between one and four (inclusive) is randomly generated; at the beginning of the sleeping Pokémon's turn, it will wake up and use its selected move as normal if the number is zero, and otherwise the number is decreased by one and a "[Pokémon's name] is fast asleep" message is displayed. If the Pokémon used Rest, the counter always starts at two. In Advance onwards, the counter is retained when the Pokémon is switched out; before that, it was reset when a sleeping Pokémon was sent into battle.
In the Advance games, the sleep counter started as a number between one and six, meaning sleep could last up to six turns. Pre-Advance, the sleep counter started as a number between one and seven.
In Red, Blue and Yellow, the sleep counter would be decreased at the beginning of a Pokémon's turn and if it was zero it would wake up immediately but not attack on that turn. In effect the Pokémon would be unable to attack for as many turns as in Gold, Silver and Crystal, but the opponent would know of the waking-up earlier.
In the original Pokémon Stadium, the sleep counter would be initialized as a number between one and three. I regrettably have not been able to find any information on whether a similar change was made in Stadium 2 and do not have the game to test it (nor in fact a Nintendo 64).
Moves
Sleep is caused by Sing, Sleep Powder, Hypnosis, Lovely Kiss, Spore, Yawn, Grasswhistle and Dark Void as a primary effect. Yawn is here special in that the target does not fall asleep until at the end of the turn after Yawn is used. The move Rest puts the user to sleep for two turns while removing all damage that has been done to it as well as all major status effects and confusion. There are no moves that induce sleep as a secondary effect.
The moves Dream Eater and Nightmare have the peculiarity of only working while the target is asleep, while Snore and Sleep Talk only work while the user is asleep. If the target of the move Wake-Up Slap is asleep, the move does double damage and the target wakes up.
When the move Uproar is used, it causes an effect lasting a random number of turns from two to five which prevents all Pokémon in the field from falling asleep.
The move Worry Seed causes the target to acquire the ability Insomnia, which (as described below) prevents sleep.
Abilities
A Pokémon with the ability Natural Cure will wake up when it leaves battle.
A Pokémon with the ability Shed Skin will have a 1/3 chance of waking up every turn if it is sleeping. A Pokémon with the ability Hydration will wake up every turn if it is raining.
The ability Effect Spore causes any Pokémon that uses a physical contact move on this Pokémon to have a 30% chance of falling asleep, being paralyzed or poisoned.
When a Pokémon with the ability Guts is asleep, its Attack is increased by 50%. When a Pokémon with the ability Marvel Scale is asleep, its Defense is increased by 50%. When a Pokémon with the ability Quick Feet is asleep, its Speed is increased by 50%.
The abilities Insomnia and Vital Spirit prevent the Pokémon from falling asleep. The ability Leaf Guard prevents the Pokémon from falling asleep during Sunny Day aside from the self-induced sleep from Rest. (Insomnia and Vital Spirit, on the other hand, do prevent Rest from being used.)
The ability Early Bird causes two to be subtracted from the sleep counter every turn rather than one.
The ability Bad Dreams, exclusive to Darkrai, causes opposing Pokémon to lose 1/4 of their HP every turn while they are asleep. This is independent of the Nightmare status condition.
Items
The item Awakening can be used in or out of battle to wake up a sleeping Pokémon.
In R/B/Y, the Poké Flute could also be used repeatedly for this purpose in battle, and one would in fact never lose anything from using it in battle the moment one's Pokémon fell asleep, since waking up took a whole turn at that time anyway. The catch, however, was that if the opponent was also asleep, it would wake up too. In Advance onwards, the Blue Flute has the same function, but will not wake up the opponent.
In G/S/C, the berry used to cure sleep was the Mint Berry. In the Advance games onwards, it is the Chesto Berry.
Types
Grass and Bug Pokémon have more of a tendency to learn sleep-inducing moves than others, but sleep has no real association with any particular type.
Notes
Sleep is the only status effect it has ever been possible to find a wild Pokémon already afflicted with at the beginning of battle. This happens when you Headbutt trees in G/S/C; nocturnal Pokémon such as Hoothoot will be sleeping if you Headbutt them out of a tree in the day and diurnal Pokémon such as Caterpie will be sleeping if you Headbutt them out of a tree in the night. I think. I didn't do any extensive testing, so they might not always be sleeping.
In Colosseum and XD's story modes, Pokémon can be woken from sleep by calling out to them in battle - this is the fourth battle option along with "Fight", "PKMN" and "Item".
Poisoning
When a Pokémon is poisoned in battle, it will lose 1/8 of its total HP (or 1/16 in Red, Blue and Yellow), rounded down, at the end of every turn. Pre-Advance, this effect took place immediately after the poisoned Pokémon attacked. It lasts until the poisoning is cured.
When a Pokémon is badly poisoned in battle, a variable T is set to 0. At the end of every turn (or, pre-Advance, after the poisoned Pokémon attacks), T is increased by one and the Pokémon loses HP equal to 1/16 of its total HP, rounded down, multiplied by T. T has a maximum value of 15 and is reset to 0 whenever a badly poisoned Pokémon is sent out in battle. Bad poisoning always reverts to ordinary poisoning outside of battle. Pre-Advance, bad poisoning also reverted to ordinary poisoning when the badly poisoned Pokémon switched out; on the other hand, if a badly poisoned Pokémon used Baton Pass, T would be passed on and if the new Pokémon was poisoned, T would continue to increase.
Outside of battle, a poisoned Pokémon will lose one HP every four steps that the player walks. In Diamond and Pearl, a poisoned Pokémon outside of battle will be automatically cured of its poisoning when it would otherwise lose its last HP.
Moves
Poisoning is caused by Poisonpowder and Poison Gas as a primary effect and as a secondary effect by Poison Sting (30%), Twineedle (20%), Smog (40%), Sludge (30%), Sludge Bomb (30%), Poison Tail (10%), Poison Jab (30%), Cross Poison (10%) and Gunk Shot (30%). Bad poisoning is caused by Toxic as a primary effect and Poison Fang (30%) as a secondary effect. If the move Toxic Spikes has been used once by the opponent, any Pokémon sent into battle will be poisoned if it is not affected by a visible status condition already; if Toxic Spikes has been used twice by the opponent, Pokémon sent into battle are badly poisoned.
The move Facade is doubled in power when the user is poisoned.
The move Refresh heals the user of poisoning.
The move Fling can poison the opponent if the user is holding a Poison Barb. If the user is holding a Toxic Orb, the opponent will be badly poisoned.
In Red, Blue and Yellow, using the move Haze would cure the opponent's poisoning (but not the user's).
Abilities
A Pokémon with the ability Shield Dust cannot be poisoned as a secondary effect to a move used by the opponent.
A Pokémon with the ability Natural Cure will be cured of poisoning when it leaves battle.
When a Pokémon with the ability Serene Grace uses a move that causes poisoning as a secondary effect, the chance of this occurring is doubled.
A Pokémon with the ability Shed Skin will have a 1/3 chance of being cured every turn if it is poisoned. A Pokémon with the ability Hydration will be cured of poisoning every turn if it is raining.
When a Pokémon with the ability Guts is poisoned, its Attack is increased by 50%. When a Pokémon with the ability Marvel Scale is poisoned, its Defense is increased by 50%. When a Pokémon with the ability Quick Feet is poisoned, its Speed is increased by 50%.
The ability Immunity prevents a Pokémon from becoming poisoned. The ability Leaf Guard prevents the Pokémon from being poisoned by an opponent's moves during Sunny Day.
The ability Effect Spore causes any Pokémon that uses a physical contact move on this Pokémon to have a 30% chance of falling asleep, being paralyzed or poisoned.
When a Pokémon with the ability Synchronize is poisoned directly by a move, the Pokémon that used the move is also poisoned.
The ability Poison Point causes any Pokémon that uses a physical contact move on this Pokémon to have a 30% chance of being poisoned.
When a Pokémon with the ability Poison Heal is poisoned, it recovers 1/8 of its HP every turn instead of losing it.
Items
Poisoning is cured in and outside of battle with an Antidote.
G/S/C's berry to heal poisoning was the Psncureberry. The Advance-onwards berry that heals poisoning is the Pecha berry.
When a Pokémon in D/P onwards holds a Toxic Orb, it is badly poisoned at the end of each turn.
Types
Any Poison-type Pokémon cannot be poisoned under any circumstances. The poisoning status effect is highly associated with the Poison-type, only one move of another type (Twineedle) being able to inflict it.
Paralysis
When a Pokémon is paralyzed, its Speed is cut to 1/4 of its previous value and this effect lasts for as long as it is paralyzed. Every turn, it also has a 1/4 chance of being fully paralyzed instead of attacking.
In Gold, Silver and Crystal, if a paralyzed Pokémon Baton Passed to another paralyzed Pokémon, the second one would not have its Speed reduced until a move which modified the Speed stat modifier, recalculating its Speed, was used.
In Pokémon Stadium 2, the new Pokémon's Speed is reduced if the last Speed-modifying attack used was one that raised Speed. It will not be reduced if the new Pokémon uses a Speed-modifying attack.
In Red, Blue and Yellow, changing the Speed modifier of a paralyzed Pokémon would reset the Speed to act as if the Pokémon were not paralyzed; for example, if you had a paralyzed Pokémon and it used Agility, the Pokémon's final Speed would be the same as if it had used Agility and were not paralyzed at all. Rest would also not fix the Speed reduction from paralysis although it would cure the paralysis itself. In Pokémon Stadium, both of those errors were fixed.
Moves
Paralysis is the primary effect of Stun Spore, Thunder Wave and Glare and the secondary effect of Thunderpunch (10%), Body Slam (30%), Thundershock (10%), Thunderbolt (10%), Thunder (30%), Lick (30%), Tri Attack (20% chance of either burn, paralysis or freezing), Zap Cannon (100%), Spark (30%), Dragonbreath (30%), Bounce (30%), Volt Tackle (10%), Force Palm (30%), Thunder Fang (10%) and Discharge (30%).
The move Facade is doubled in power when the user is paralyzed.
If the target of the move Smellingsalt is paralyzed, the move is doubled in power and the target cured of paralysis.
The move Refresh heals the user of paralysis.
The move Fling can paralyze the opponent if the user is holding a Light Ball.
In Red, Blue and Yellow, using the move Haze would cure the opponent's paralysis (but not the user's). It would, however, cure the user's Speed drop from the paralysis until it was next switched in.
Abilities
A Pokémon with the ability Shield Dust cannot be paralyzed as a secondary effect to a move used by the opponent.
A Pokémon with the ability Natural Cure will be cured of paralysis when it leaves battle.
When a Pokémon with the ability Serene Grace uses a move that causes paralysis as a secondary effect, the chance of this occurring is doubled.
A Pokémon with the ability Shed Skin will have a 1/3 chance of being cured every turn if it is paralyzed. A Pokémon with the ability Hydration will be cured of paralysis every turn if it is raining.
When a Pokémon with the ability Guts is paralyzed, its Attack is increased by 50%. When a Pokémon with the ability Marvel Scale is paralyzed, its Defense is increased by 50%. When a Pokémon with the ability Quick Feet is asleep, its Speed is increased by 50% and the ordinary Speed drop from paralysis is ignored.
The ability Limber prevents a Pokémon from becoming paralyzed. The ability Leaf Guard prevents the Pokémon from being poisoned by an opponent's moves during Sunny Day.
The ability Static causes any Pokémon that uses a physical contact move on this Pokémon to have a 30% chance of being paralyzed.
The ability Effect Spore causes any Pokémon that uses a physical contact move on this Pokémon to have a 30% chance of falling asleep, being paralyzed or poisoned.
When a Pokémon with the ability Synchronize is paralyzed directly by a move, the Pokémon that used the move is also paralyzed.
Items
In-game, paralysis is cured with a Parlyz Heal both in and out of battle.
In G/S/C, the Przcureberry healed paralysis. In Advance onwards, it is the Cheri Berry which has this purpose.
Types
Paralysis is associated with the Electric-type as nearly all damaging Electric-type moves may cause paralysis as a secondary effect and the Static ability, which only Electric Pokémon have, causes paralysis upon contact, but it is not exclusive to Electric-types and they are not immune to being paralyzed themselves.
Burning
When a Pokémon is burned, the damage it deals with physical attacks is halved, and at the end of every round, it loses 1/8 of its total HP (1/16 in Red, Blue and Yellow), rounded down. Pre-Advance, this effect took place immediately after the burned Pokémon attacked every turn.
In Red, Blue and Yellow, using moves that changed the Attack modifier on a burned Pokémon would cause the Attack drop from the burn to be ignored. The Attack drop would also not disappear if the burned Pokémon used Rest. Both were fixed in the original Pokémon Stadium.
In Pokémon Stadium, a Pokémon would also not be subjected to burn damage on the turn it switched in if it was already burned.
Moves
Burns are inflicted as a primary effect by Will-O-Wisp and as a secondary effect by Fire Punch (10%), Ember (10%), Flamethrower (10%), Fire Blast (10%), Tri Attack (20% chance of either burn, paralysis or freezing), Flame Wheel (10%), Sacred Fire (50%), Heat Wave (10%), Blaze Kick (10%), Flare Blitz (10%), Fire Fang (10%) and Lava Plume (30%).
The move Facade is doubled in power when the user is burned.
The move Refresh heals the user of burning.
The move Fling can inflict a burn if the user is holding a Flame Orb.
In Red, Blue and Yellow, using the move Haze would cure the opponent's burn (but not the user's). It would, however, cure the user's Attack drop from the burn until it was next switched in.
Abilities
A Pokémon with the ability Shield Dust cannot be burned as a secondary effect to a move used by the opponent.
A Pokémon with the ability Natural Cure will be cured of burning when it leaves battle.
When a Pokémon with the ability Serene Grace uses a move that causes burning as a secondary effect, the chance of this occurring is doubled.
A Pokémon with the ability Shed Skin will have a 1/3 chance of being cured every turn if it is burned. A Pokémon with the ability Hydration will be cured of burning every turn if it is raining.
When a Pokémon with the ability Guts is burned, its Attack is increased by 50%. The ordinary Attack drop caused by burning is also ignored if the Pokémon has this ability. When a Pokémon with the ability Marvel Scale is burned, its Defense is increased by 50%. When a Pokémon with the ability Quick Feet is burned, its Speed is increased by 50%.
When a Pokémon with the ability Synchronize is burned directly by a move, the Pokémon that used the move is also burned.
The ability Water Veil makes the Pokémon immune to being burned. The ability Leaf Guard prevents the Pokémon from being poisoned by an opponent's moves during Sunny Day.
The ability Flame Body causes any Pokémon that use a physical contact move on this Pokémon to have a 30% chance of being burned.
Items
In-game, burns are cured with a Burn Heal both in and out of battle.
G/S/C's burn-healing berry was the Ice Berry. In Advance onwards, it is the Rawst Berry which serves this purpose.
When a Pokémon in D/P onwards holds a Flame Orb, it is burned at the end of each turn.
Types
Burning is, naturally, associated with Fire-types; most damaging Fire attacks can cause a burn as a secondary effect, no non-Fire attacks can burn aside from Tri Attack, and Fire-types themselves are immune to being burned, as well as the Fire-type Flame Body ability causing burns.
Freezing
Freezing is the rarest major status effect, being only caused as a 10% secondary effect by a few moves. When a Pokémon is frozen, it is unable to attack. Since G/S/C, a frozen Pokémon has a 10% chance of being defrosted at the beginning of its turn; in R/B/Y, the Pokémon would be frozen indefinitely unless cured.
Moves
Freezing is caused as a secondary effect by Ice Punch (10%), Ice Beam (10%), Blizzard (10%), Tri Attack (20% chance of either burn, paralysis or freezing), Powder Snow (10%) and Ice Fang (10%). There is no move that freezes as its primary effect.
If a frozen Pokémon uses Flame Wheel or Sacred Fire, it will be automatically defrosted.
During the effects of Sunny Day, no Pokémon can be frozen.
In Red, Blue and Yellow, using the move Haze would cure the opponent's freezing (but not the user's).
Abilities
A Pokémon with the ability Natural Cure will be cured of freezing when it leaves battle.
A Pokémon with the ability Shield Dust cannot be frozen as a secondary effect to a move used by the opponent.
When a Pokémon with the ability Serene Grace uses a move that causes freezing as a secondary effect, the chance of this occurring is doubled.
A Pokémon with the ability Shed Skin will have a 1/3 chance of being cured every turn if it is frozen. A Pokémon with the ability Hydration will be cured of defrosted every turn if it is raining.
When a Pokémon with the ability Marvel Scale is frozen, its Defense is increased by 50%. When a Pokémon with the ability Quick Feet is frozen, its Speed is increased by 50%.
The ability Magma Armor makes the Pokémon immune to being frozen.
Items
Freezing is cured with an Ice Heal in and out of battle.
G/S/C's berry to cure freezing was the Burnt Berry. The Advance-onwards berry is the Aspear Berry.
Types
Freezing is of course associated with Ice-types, freezing being exclusively a side-effect of most Ice moves plus Tri Attack. Ice-types are immune to being frozen.
When a frozen Pokémon is hit by a damaging Fire-type attack, it is automatically defrosted.
Minor Status Effects
Minor status effects you can't see at all, not even by checking your Pokémon's status screen. Minor status effects last only while in battle and are cured automatically when you switch the Pokémon out; they can be difficult to cure in other ways, however, and can be stacked with both major status effects and other minor status effects. The most noteworthy of these is the confusion we all know and love.
It is a little bit difficult to define minor status effects; among those I chose not to consider to be status effects are disabling, encoring, taunting, tormenting, heal blocking, trapping, and self-healing from Ingrain or Aqua Ring. If there is demand for their inclusion, I might write something up on them as well.
Confusion
When a Pokémon becomes confused, a random confusion counter between two and five is generated. At the beginning of the confused Pokémon's turn, this number is decreased by one; if it is zero, the Pokémon snaps out of confusion, but otherwise it has a 50% chance of attacking itself with a typeless 40 base damage physical attack which cannot be a critical hit and ignores the effects of Reflect and Helping Hand but otherwise follows the ordinary damage formula with the same Pokémon as both the attacker and the defender. The confusion counter is not decreased if the Pokémon does not actually attempt to make an attack, such as if it is asleep, frozen or flinched this turn, if it is recharging after Hyper Beam or a similar attack, or if the game is R/B/Y and the Pokémon is currently trapped by Wrap, Fire Spin, Clamp or Bind.
Moves
Confusion is inflicted by Supersonic, Confuse Ray, Sweet Kiss, Swagger, Flatter and Teeter Dance as a primary effect and is a secondary effect of Psybeam (10%), Confusion (10%), Dizzy Punch (20%), Dynamicpunch (100%), Signal Beam (10%), Water Pulse (20%), Rock Climb (20%) and Chatter (1%, 11% or 31% depending on the recorded sound). Swagger is noteworthy in that it raises the opponent's Attack by two levels, which causes it to deal twice as much confusion damage to itself; Flatter does the same for Special Attack, but as confusion damage is always physical, this other effect does not actually help the user's cause. Confusion can also be self-inflicted by the moves Thrash, Petal Dance and Outrage which cause the Pokémon to attack two or three times and be confused afterwards.
Abilities
A Pokémon with the ability Shield Dust cannot be confused as a secondary effect to a move used by the opponent.
When a Pokémon with the ability Serene Grace uses a move that causes confusion as a secondary effect, the chance of this occurring is doubled.
The Own Tempo ability makes the Pokémon immune to confusion.
The Tangled Feet ability causes the Pokémon's evasion to rise when confused - more specifically, the accuracy of moves targeting it is halved.
Items
In Red, Blue and Yellow there was no way whatsoever to cure confusion with items except to waste a Full Heal; of course, there wasn't much need for it since confusion disappears at the end of battle after all.
G/S/C added the Bitter Berry to cure confusion, and in Advance onwards its role has been taken over by the Persim Berry.
The Yellow Flute introduced in Ruby and Sapphire snaps a Pokémon out of confusion in battle and is reusable.
A number of berries in Advance onwards restore 1/8 of the Pokémon's total HP in a pinch (when the current HP is below half of the total) but also confuse any Pokémon that dislikes their primary taste according to its nature. These are the Figy Berry (Spicy), Wiki Berry (Dry), Mago Berry (Sweet), Aguav Berry (Bitter) and Iapapa Berry (Sour).
G/S/C's Berserk Gene item raised a Pokémon's Attack by two stages (doubled it) and gave the Pokémon a confusion counter of 255 at the beginning of the first turn. In Stadium 2, the Berserk Gene would only generate ordinary confusion with a confusion counter of a random number from two to five.
Types
Confusion is vaguely associated with Psychic Pokémon since the move "Confusion" is a Psychic move and it and Psybeam have a 10% chance of inflicting confusion, but this connection is only very loose. No types are immune to confusion.
Flinching
In order to make a Pokémon flinch, the attacker has to strike first and hit with a move that can induce flinching. If the defendant flinches, it is then unable to attack on this turn.
Moves
Flinching is a secondary effect of a large number of moves; they are Stomp (30%), Rolling Kick (30%), Headbutt (30%), Bite (30%), Bone Club (10%), Waterfall (20%, fourth-generation only), Sky Attack (30%, Advance onwards only and possibly not in R/S/E), Rock Slide (30%), Hyper Fang (10%), Snore (30%), Twister (20%), Fake Out (100%), Needle Arm (30%), Astonish (30%), Extrasensory (10%), Dark Pulse (20%), Air Slash (30%), Dragon Rush (20%), Thunder Fang (10%), Ice Fang (10%), Fire Fang (10%), Zen Headbutt (20%) and Iron Head (30%). Fake Out is here special in the 100% flinch rate and the fact it has a priority of 1, meaning it goes before normal moves, which means it will always manage to flinch the opponent unless it uses a high-priority move as well; however, obviously it has a catch, that being that it can only be used on the Pokémon's first turn after being switched in.
The move Fling can cause guaranteed flinching if the user is holding a King's Rock or a Razor Fang. Naturally, it can only be used once.
Abilities
When a Pokémon with the ability Serene Grace uses a move that causes flinching as a secondary effect, the chance of this occurring is doubled.
The ability Inner Focus makes the Pokémon immune to flinching.
The ability Steadfast makes the Pokémon's Speed modifier increase by one whenever it flinches.
Items
There are no items that cure flinching, as flinching only lasts one turn and can by definition not be predicted and healed beforehand.
The hold items King's Rock and Razor Fang cause most or all damaging attacks that do not already have a chance of inducing a flinch to have a 10% chance of doing so.
Types
Flinching has no association with any particular type, and no type is immune to flinching.
Seeding
When a Pokémon is seeded, 1/8 (1/16 in R/B/Y) of its total HP, rounded down, is drained from it at the end of every turn. The user of Leech Seed (or another Pokémon that has been switched in in its stead) then recovers the same number of hit points that the seeded Pokémon lost.
Pre-Advance, this effect took place immediately after the seeded Pokémon's turn.
In Red, Blue and Yellow, the T counter of a badly poisoned Pokémon would also multiply the damage inflicted by seeding.
Moves
Seeding is only inflicted by one move, Leech Seed.
Abilities
If a Pokémon with the ability Liquid Ooze is seeded, the user of Leech Seed loses the same number of HP as the seeded Pokémon every turn rather than gaining them.
Items
The item Big Root, when attached to a Pokémon that has used Leech Seed or replaced a user of Leech Seed, will cause it to recover 30% more HP (rounded down) than the seeded Pokémon lost from.
Types
Grass-type Pokémon are immune to seeding, and Leech Seed is only learned by Grass-type Pokémon (though other Pokémon can of course benefit from it by being switched in to replace a Leech Seed user).
Infatuation
When a Pokémon is infatuated, it will have a 50% chance every turn of being "immobilized by love", causing it not to attack on that turn. This applies even if the target of the infatuated Pokémon's selected move is not the Pokémon that infatuated it.
It is only possible under any circumstances to infatuate a Pokémon of the opposite gender. Genderless Pokémon cannot infatuate any other Pokémon, nor can they be infatuated themselves.
Infatuation lasts until the infatuated Pokémon is switched out or the Pokémon that infatuated it leaves the battle.
Moves
Infatuation is only inflicted by one move, Attract.
Abilities
The ability Oblivious prevents the Pokémon from being infatuated.
The ability Cute Charm causes any Pokémon that uses a physical contact move on this Pokémon to have a 30% chance of being infatuated.
Items
The item Destiny Knot, when held by a Pokémon, causes any Pokémon that infatuates it to become automatically infatuated with this Pokémon as well.
The item Mental Herb, when held by a Pokémon, will automatically be consumed if it becomes infatuated and cure the infatuation.
The item Red Flute will automatically cure a Pokémon of infatuation when used in battle and is reusable.
Types
No types have any particular association with infatuation.
Curse
When a Pokémon is cursed, it loses 1/4 of its total HP, rounded down, at the end of every turn (or, in G/S/C, immediately after it attacks). This effect lasts until the Pokémon is switched out.
Moves
Curse is inflicted only by the move Curse, and only when it is used by a Ghost-type Pokémon. It will curse the target at the cost of half of the user's HP, rounded down.
Abilities
No abilities are associated with this status effect.
Items
No items are associated with this status effect.
Types
As previously noted, only Ghost-type Pokémon can employ Curse to inflict this status effect. They are, however, not immune to having it inflicted on them.
Nightmare
When a sleeping Pokémon is given a nightmare, it loses 1/4 of its total HP, rounded down, at the end of every turn (or, in G/S/C, immediately after the "[Pokémon's name] is fast asleep" message). The effect lasts until the Pokémon wakes up or is switched out.
Moves
Nightmares are only inflicted by the move Nightmare. If Nightmare is used on a Pokémon that is not already asleep, the move fails.
Abilities
No abilities are associated with this status effect.
Items
No items are associated with this status effect.
Types
Nightmare is a move very related to the Ghost-type Curse, but most Pokémon associated with sleep moves of any sort could learn the G/S/C TM for it and no type is immune to it, so it does not have any notable affiliations with any particular type.
Page last modified June 01 2008 at 02:43 GMT






















