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Status conditions

Asleep, poisoned, paralyzed… A status condition changes what a Pokémon can do for a few turns, for it as for the wild Pokémon. Here are the game’s nine status conditions, what they really do, how long they last and how to get rid of them.
On this page
- In short
- The nine status conditions at a glance
- What each status does
- Asleep, Frozen, Drowsy: you lose your turns
- Paralyzed: every other turn
- Confused: everything goes astray
- Poisoned, Burned, Bound, Leech Seed: you suffer at intervals
- How long it lasts
- Curing them
- Preventing them
- Inflicting them on wild Pokémon
In short
- How many: 9 status conditions, each with its effect, and never more than one at a time on the same Pokémon.
- Duration: from 2 to 16 turns, drawn at random each time within the status’s range.
- Curing: one berry per status, or the
Heal Seed for all of them. - Preventing: Safeguard blocks everything, the
Insomniscope sleep, the
Pecha Scarf poison.
The nine status conditions at a glance
| Status | What happens | Duration | Cure |
|---|---|---|---|
| The Pokémon loses every turn. | 3–6 turns | ||
| Loses 1 HP every 2 turns. | 10–16 turns | ||
| Acts only every other turn. | 6–10 turns | ||
| Loses 1 HP every 3 turns. | 8–12 turns | ||
| Steps, hits and moves go in a random direction. | 4–7 turns | ||
| Cannot move; loses 1 HP every turn. | 3–5 turns | Wait it out, or | |
| The Pokémon loses every turn. | 3–5 turns | ||
| Loses 2 HP every 2 turns, given back to whoever planted it. | 6–10 turns | Wait it out, or | |
| Yawns… and falls asleep two turns later. | 2 turns | Before sleep sets in: |
What each status does
Asleep, Frozen, Drowsy: you lose your turns
An asleep or frozen Pokémon does nothing anymore: it doesn’t walk, doesn’t attack, uses nothing. The wild Pokémon, for their part, keep coming. Drowsy is the warning: two turns of yawning, then real sleep, unless cured in the meantime.
Paralyzed: every other turn
Paralysis doesn’t block everything, it makes you lose every other turn. You move half as fast, you hit half as often: enough to get caught up with in a corridor.
Confused: everything goes astray
Confused, the Pokémon no longer controls its direction: every step, every hit, every move goes off at random. It can hit an ally, or walk into a trap it had spotted. Better to stay put and wait for it to pass.
Poisoned, Burned, Bound, Leech Seed: you suffer at intervals
These four status conditions let you act, but make you lose HP at a regular pace. Poison and burn are slow but long; binding is short, but holds you still and bites every turn. Leech Seed is a case apart: the HP lost goes to whoever planted the seed, healing it by as much.
A hero asleep in a Monster House, a partner confused at the edge of a corridor full of wild Pokémon: status conditions are what turn a floor around, far more than damage. Keeping a Heal Seed in the bag is never too much.
How long it lasts
Each status lasts a number of turns drawn at random within its range: a poisoning can last 10 turns as well as 16. A turn is one action of your hero: a step, an attack, an item used, or a moment of waiting in place. The count runs down whether you stand still or walk.
If nobody is in range, letting the turns pass in place is often the best way to heal without spending an item. A Pokémon’s status appears on its inspection card.
Curing them
Each status has its berry, sold at Delibird’s and picked up in the dungeons: it cures whoever eats it, and feeds them a little along the way.
Pecha Berry cures poisoning.
Cheri Berry cures paralysis.
Chesto Berry wakes up a sleeping Pokémon.
Persim Berry clears up confusion.
Aspear Berry melts the ice.
Rawst Berry cures a burn.
The
Heal Seed cures any status condition, Leech Seed and binding included. Thrown at an ally, it heals them from a distance: handy when the sleeping teammate is on the other side of the room.
Preventing them
A few protections stop a status from taking hold, for as long as they last:
- Safeguard shelters the Pokémon from every status condition for eight turns.
- The
Insomniscope, a held item: impossible to fall asleep with it, or to yawn. - The
Pecha Scarf, a held item: poison doesn’t take hold on whoever wears it. - Some elixirs from the Dew Garden grant immunity to a status, for the length of the expedition.
- A Pokémon that already has a status doesn’t catch a second one: “…but it is already poisoned”, and the new one doesn’t take hold.
All the protections, those that last and those you hold, are detailed on the page Protections.
Inflicting them on wild Pokémon
What hampers you hampers the wild Pokémon too, and that is often the safest way through a hard floor. Seeds are thrown:
Sleep Seed puts to sleep,
Stun Seed paralyzes,
Burn Seed burns,
Toxic Seed poisons and
Totter Seed confuses. Many moves do the same, and so do some traps: the Poison Trap, the Sleep Trap and the Spin Trap make no difference between you and the wild Pokémon.
A sleeping wild Pokémon neither fights back nor flees: it is the ideal moment to save it the hero’s final blow, the one that makes it want to join the team. See Team tactics.
See also
- BattleProtections and hindrancesProtect, Safeguard, Light Screen, Taunt, Perish Song… Besides its status, a Pokémon can carry several passing effects, good or bad. What each one does, how many turns it lasts, and which move sets it.
- DungeonsTrapsTen traps hide under the dungeon tiles. What each one does, how many there are per floor, how to spot them, and why wild Pokémon never step on them.
- ItemsHeld itemsEach Pokémon on the team can hold one item, just one. It no longer weighs in the bag, isn’t lost when you faint, and acts as long as it is worn: stats, protection, recovery, experience, recruitment or Belly for the whole team.
