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viperk1
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Mar 30 2014, 01:24 PM
Post #1
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Status Ailments
Status effects are a vital part of Pokémon battles that helps hinder enemies by disrupting their ability to battle. These status ailments are divided into two categories: major effects and minor effects. Major effects are typically those that remain throughout most if not all of the battle, constantly disrupting a Pokémon’s ability to perform accurately. Minor effects however are more temporary; they tend to last at the most a few turns within an entire battle. A key concept of these status effects is that a Pokémon may only be afflicted by ONE major status effect at a time. Minor status effects however can be multiple and added to a major status ailment as well. Below are the types of status ailments and their basic features.
| Major Effects |
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| Status Effect | Description & Effect |
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| Burn | A Pokémon is left with severe burns on its skin that continuously damages them and cripples their strength until treated. A Pokémon will suffer -1/16th of their maximum health per turn and suffer -2 Attack stat. Fire type Pokémon cannot be burned. | | Frozen | Due to freezing conditions, a Pokémon is completely immobilized until it thaws. Pokémon suffering from this condition temporary lose any speed or evasion buffs. Once frozen, a Pokémon has a 10% chance to thaw which increases every turn by an extra 10%. Fire type attacks inflicted on a frozen Pokémon increases its chances by 20%, while physical attacks will raise the percentage by 5% with each hit. Ice type Pokémon cannot be frozen. | | Paralysis | Muscles within a Pokémon are caused to contract and relax abnormally, hindering natural movement. Pokémon suffering from this condition have a 1/4th chance of being completely paralyzed per ref and suffer a -2 Speed. Buffs to Speed, Evasiveness, and Accuracy are temporarily lost. Electric type Pokémon cannot be paralyzed. | | Poison | Toxins infiltrate a Pokémon’s bloodstream and continuously harm them from within. A Pokémon will lose -1/16th of their maximum HP per turn until the Pokémon is left with 1 HP remaining. Poison and Steel type Pokémon cannot be poisoned. | | Badly Poisoned | A more lethal form of a poisoned status effect and is typically more rare. A Pokémon with this condition loses -1/16th of their maximum HP the first turn, then doubles each turn thereafter until left with only 1 HP remaining. Poison and Steel type Pokémon cannot be poisoned. | | Sleep | A Pokémon is lulled to sleep and impedes their ability to take part in battle for multiple turns. Buffs to Evasion, Accuracy, and Speed are temporarily lost. A Pokémon may only be asleep for a maximum of five turns with a 20% to wake up within the first turn, which is increased by 20% for each turn thereafter. If a Pokémon is damaged while sleeping, the likelihood for them to awaken that turn is increased by 5%. | | Fainted | A Pokémon is completely unable to battle due to either its Health or Energy being at 0%. Must be healed at a Pokémon Center or left alone to naturally recover for 2-3 non-battle refs. If a Pokémon is left to naturally recover, they will yield +20% its maximum HP for each non-battle ref that passes. |
| Minor Effects |
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| Status Effect | Description & Effect |
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| Attraction | Due to a strong attraction between Pokémon afflicted with this status condition, they may be immobilized by love. Attracted Pokémon have a 50% chance of not being able to attack the target. This condition is cured if the caster of Attract is removed from battle, if the afflicted Pokémon is returned, or at the end of the battle itself. | | Confusion | A Pokémon is left horribly confused and may be unable to perform attacks and may occasionally hurt itself instead. Confused Pokémon have a 25% chance of inflicting damage on themselves of 40 Power with each attack. There is a 30% chance that they will snap out of their confusion which increases by 20% with each attack. Buffs to Evasiveness and Accuracy are temporarily lost. This status condition can be cured at the end of battle or by returning the Pokémon. | | Cursed | Cast by a Ghost type Pokémon by bargaining with their own life, the afflicted Pokémon’s fate is cursed and they slowly lose the will to live as time progresses. Pokémon lose 1/4th of their maximum HP with each turn until they faint. Curse cannot be healed except at the end of the battle or if the afflicted Pokémon is switched out or returned from battle. | | Encore | A Pokémon inflicted with an Encore forces the afflicted Pokémon to perform its last move for the next 3 attacks. | | Flinch | After being struck by an quick and typically unforeseen move, the afflicted Pokémon is startled to the point where they are unable to complete their next move but they still waste the energy for it. | | Heal Blocked | A Pokémon affected by Heal Block is prevented from healing for five turns. If a healing move is already in place, such as Ingrain, the afflicted Pokémon will not heal. Other moves such as Absorb will still cause damage, but the user will not be healed back from the attack. Trainers however may manually heal their Pokémon. | | Leech Seeded | Seedlings cover the afflicted Pokémon, digging into their skin and slowly draining their health and restoring to that of the caster. Seeded Pokemon will lose 1/8th their maximum HP per turn and the opposing Pokémon will be restored the same amount. Grass type Pokémon cannot suffer from Leech Seed. | | Nightmare | Can only occur to Pokémon who are sleeping. Pokémon who are asleep suffer from disturbing nightmares that slowly eat away at their health. Pokémon afflicted with a Nightmare will lose 1/4th of its maximum HP with each turn. If the Pokémon awakens however, the Nightmare will stop. | | Partially Trapped | When a Pokémon is hit by Magma Storm, Sand Tomb, Whirlpool, Wrap, Bind, Clamp, Infestation, or Fire Spin it becomes partially trapped, meaning that after a few turns it will be able to escape. Partially trapped Pokémon are typically trapped 4-5 turns unless the caster is holding a Grip Claw. The afflicted Pokemon will typically suffer 1/16th of their maximum HP at the end of each turn while partially trapped. | | Permanently Trapped | A Pokémon successfully trapped by Mean Look, Spider Web, Block, Shadow Hold, Shadow Tag, Arena Trap, or Magnet Pull and cannot switch until the Pokémon that used the move is defeated or switches. Ghost type Pokémon are immune to this type of trapping. | | Perish Song | Essentially known as the song of death, all Pokémon that hear this song are cursed to faint. At the end of three turns all Pokémon, even the caster, will faint. This can be avoided by returning a Pokémon or ending the battle. | | Taunt | The afflicted Pokémon is prevented from using any non-damaging moves for three rounds. | | Torment | Pokémon afflicted with a Torment prevents them from using the same move twice in a row. |
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