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Metalloid Research

Status Conditions

Status conditions may be inflicted on a pokemon through a variety of attacks (as detailed under individual attack descriptions). These status conditions include: Burn, Freeze, Paralysis, Poison, and Sleep. Each condition causes its own unique impediment to a pokemon's ability to battle. All but one of these are permanent unless a curative move or item is used. These conditions are also mutually exclusive, a pokemon may only have one of these conditions at a time. All of what has been stated so far is well known to anyone with a modicum of experience with the games. What will be presented below is a detailed description of the individual conditions, attempting to give an optimum presentation of the relevant information, some of which has not been correctly known through a wide part of the pokemon community.

Preventative Moves (for all status conditions): Safeguard - Limited availability

Curative Moves (for all status conditions): Rest - Universal availability

Preventative/Curative items (for all status conditions): Miracle Berry - one use

Burn
Condition Monitor Abbreviation: BRN

Description: At the end of each of the afflicted pokemon's turns it will take damage equivalent to 1/8 (by integer division) of its maximum HP. In addition, for the entire time that the pokemon is afflicted with the Burn status, its Attack stat will be 1/2 of the current value. If a pokemon is switched out, then switched back in again, both the loss of HP and stat penalty will be re-introduced.

The use of stat-altering moves had an unusual effect on the stat penalties from status conditions in the R/B/Y series of games. They still have unusual effects in the G/S/C series, but they are not the same that they were previously. These effects are actually different between the G/S/C versions of the game and Stadium 2.

In the Gameboy game, if a stat-raising or lowering move is used on or by a pokemon that is afflicted with Burn, it will act together with the stat penalty (equivalent to a 2-step drop on the stat growth scale) as if it were any other stat alteration with the exception that the Burn penalty doesn't count towards the 6-step limit. If a pokemon that is afflicted by Burn and has stat alterations from other moves (such as Swagger) uses Baton Pass, only the stat alterations from the other moves will be passed to the incoming pokemon. These would appear to be logical combinations of the changes done to the Attack stat. Things become a little strange when using Baton Pass and the incoming pokemon is also Burned, however.

If a pokemon that is Burned and has used a move that raises the Attack stat uses the move Baton Pass and the incoming pokemon is also Burned, then a familiar bug shows up. The computer will "forget" that there is a stat penalty on the incoming pokemon and the Attack stat will only be modified by the stat-increasing move that was passed to it. For example, if the incoming pokemon is receiving the benfit of one use of Meditate, its Attack stat will be 150% of its normal value. If a stat-lowering move is used on the afflicted pokemon after it has been brought in, the computer will "remember" the stat penalty and will modify the Attack stat as it normally would for any other Burn victim.

In Stadium 2, the changes are different. If a stat-raising move is used on or by a pokemon that is afflicted, the computer will "forget" about the stat penalty and increase the stat as if the stat-increaser were the only modification to the stat. Unlike the Gameboy bug, if a stat-decreaser is subsequently used, the computer will not "remember" the stat penalty. It will simply modify the stat in conjunction with the other stat modifications. Just as in the Gameboy games, the only stat-alterations that will be passed on by Baton Pass will be those induced by moves, not those from the Burn. Unlike the Gameboy games, the computer will not "forget" the penalty if stat-increasers are passed to a Burn victim. The computer will "forget" the penalty if a move used for stat-increases is used on or by the afflicted pokemon after it is in play, however.

Preventative/Curative items: Ice Berry (one use)

Freeze
Condition Monitor Abbreviation: FRZ

Description: A pokemon that is Frozen cannot ordinarily act. A pokemon can be thawed (more description of thawing coming soon) randomly or by having a Fire-type move used on it. Additionally, a pokemon may use either of the moves Flame Wheel or Sacred Fire to thaw itself. A pokemon may act during the round that it is thawed, unless its turn within the round has already occurred.

Curative moves: Flame Wheel, Sacred Fire

Preventative/Curative items: Burnt Berry (one use)

Paralysis
Condition Monitor Abbreviation: PAR

Description: There is a 25% chance that at the beginning of each of the afflicted pokemon's turns, it will be 'fully paralyzed'. This will prevent it from attacking that round. In addition, for the entire time that the pokemon is afflicted with the Paralysis status, its Speed stat will be 1/4 of the current value. If a pokemon is switched, then switched back in again, both the possible turn loss and stat penalty will be re-introduced.

The use of stat-altering moves had an unusual effect on the stat penalties from status conditions in the R/B/Y series of games. They still have unusual effects in the G/S/C series, but they are not the same that they were previously. These effects are actually different between the G/S/C versions of the game and Stadium 2.

In the Gameboy game, if a stat-raising or lowering move is used on or by a pokemon that is afflicted with Paralysis, it will act together with the stat penalty (equivalent to a 6-step drop on the stat growth scale) as if it were any other stat alteration with the exception that the Paralysis penalty doesn't count towards the 6-step limit. If a pokemon that is afflicted by Paralysis and has stat alterations from other moves (such as Agility) uses Baton Pass, only the stat alterations from the other moves will be passed to the incoming pokemon. These would appear to be logical combinations of the changes done to the Speed stat. Things become a little strange when using Baton Pass and the incoming pokemon is also Paralyzed, however.

If a pokemon that is Paralyzed and has used a move that raises the Speed stat uses the move Baton Pass and the incoming pokemon is also Paralyzed, then a familiar bug shows up. The computer will "forget" that there is a stat penalty on the incoming pokemon and the Speed stat will only be modified by the stat-increasing move that was passed to it. For example, if the incoming pokemon is receiving the benfit of one use of Agility, its Speed stat will be 200% of its normal value. If a stat-lowering move is used on the afflicted pokemon after it has been brought in, the computer will "remember" the stat penalty and will modify the Speed stat as it normally would for any other Paralysis victim.

In Stadium 2, the changes are different. If a stat-raising move is used on or by a pokemon that is afflicted, the computer will "forget" about the stat penalty and increase the stat as if the stat-increaser were the only modification to the stat. Unlike the Gameboy bug, if a stat-decreaser is subsequently used, the computer will not "remember" the stat penalty. It will simply modify the stat in conjunction with the other stat modifications. Just as in the Gameboy games, the only stat-alterations that will be passed on by Baton Pass will be those induced by moves, not those from the Paralysis. Unlike the Gameboy games, the computer will not "forget" the penalty if stat-increasers are passed to a Paralysis victim. The computer will "forget" the penalty if a move used for stat-increases is used on or by the afflicted pokemon after it is in play, however.

Preventative/Curative items: PrzcureBerry (one use)

Poison
Condition Monitor Abbreviation: PSN

Description: At the end of each of the afflicted pokemon's turns it will take damage equivalent to 1/8 (by integer division) of its maximum HP. If a pokemon is switched out, then switched back in again, the loss of HP will be re-introduced. In addition, in the Gameboy game, after the battle where the condition is inflicted is over, a Poisoned pokemon will continue to take damage. The pokemon will lose 1 HP for each "step" the trainer takes until it is healed with an item or at a Pokemon Center, or just faints from the HP loss.

Preventative/Curative items: PsncureBerry (one use)

Sleep
Condition Monitor Abbreviation: SLP

Description: This is the only non-permanent status condition. While it lasts, the afflcited pokemon will be unable to act. The duration of the affliction depends upon how and why it occurred. If it happened because the afflicted pokemon used Rest, then it will last for 2 turns after the turn of use of the move. If it is inflicted by the use of a move by the opposing pokemon, then the duration will be randomly determined, but the possible length will depend upon whether the battle is occuring in the Gameboy game or in Stadium 2. In the Gameboy game the possible duration is between 1 and 7 turns. In Stadium 2, the possible duration is between 1 and 3 turns.

Compensatory moves: Sleep Talk, Snore

Preventative/Curative items: Mint Berry (one use)

Confusion
Condition Monitor Abbreviation: None

Description: Technically, Confusion is not a status condition, since it does not appear on the status monitor and is not mutually exclusive with the true status conditions. However, since moves and items that interact with all true status conditions also do the same with Confusion, it must be included here.

The effects of Confusion are temporary, lasting a random duration of between 1 and 4 rounds. While confused there is a 50% chance that instead of using the move selected, it will attack itself. The damage done by this attack is determined using the standard Battle Damage Formula. The attack is treated as if it were a typeless Physical-based move (using the confused pokemon's Attack and Defense stats in the formula) with a base attack power of 40.

Preventative/Curative items: Bitter Berry (one use)