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Status conditions

Battle Checked in the game on October 30, 2026 4 min read
The bottom of the Cave of Cries, chapter 3: the first wild Pokémon that poison and put to sleep.

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
  1. In short
  2. The nine status conditions at a glance
  3. What each status does
    1. Asleep, Frozen, Drowsy: you lose your turns
    2. Paralyzed: every other turn
    3. Confused: everything goes astray
    4. Poisoned, Burned, Bound, Leech Seed: you suffer at intervals
  4. How long it lasts
  5. Curing them
  6. Preventing them
  7. Inflicting them on wild Pokémon

In short

The nine status conditions at a glance

StatusWhat happensDurationCure
AsleepThe Pokémon loses every turn.3–6 turnsChesto Berry
PoisonedLoses 1 HP every 2 turns.10–16 turnsPecha Berry
ParalyzedActs only every other turn.6–10 turnsCheri Berry
BurnedLoses 1 HP every 3 turns.8–12 turnsRawst Berry
ConfusedSteps, hits and moves go in a random direction.4–7 turnsPersim Berry
BoundCannot move; loses 1 HP every turn.3–5 turnsWait it out, or Heal Seed
FrozenThe Pokémon loses every turn.3–5 turnsAspear Berry
Leech SeedLoses 2 HP every 2 turns, given back to whoever planted it.6–10 turnsWait it out, or Heal Seed
DrowsyYawns… and falls asleep two turns later.2 turnsBefore sleep sets in: Heal Seed

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.

One status can be enough to lose the team

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.

Waiting is playing too

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.

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:

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.

For recruiting

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