Status move

(Redirected from Status moves)
Damage categories
Physical
Special
Status

The status move (Japanese: 変化技 status move) category includes several moves that do not directly inflict damage, unlike physical and special moves. Status moves include moves that change the weather, inflict status conditions, or raise or lower the stats of a Pokémon, among other effects.

Spore is an example of a status move.

This term was introduced in Generation V, in addition to Status move and status-changing move (although healing or status-changing move has also been used since Pokémon FireRed and LeafGreen). From Generation VI onwards, the games almost always use only status move.

In Pokémon Stadium, it is known as special technique or special move (Japanese: とくしゅな わざ special move), although only the latter name is used in the sequel Pokémon Stadium 2. From Generation IV onwards, they are identified by the status move symbol in the summary. In Pokémon HeartGold and SoulSilver, it is known as changing attack (Japanese: へんかわざ changing move). In Pokémon Mystery Dungeon: Explorers of Time, Darkness, and Sky, it is referred to as Other.

Status moves typically do not employ type effectiveness, so may affect Pokémon regardless of their types; however, Ground-type Pokémon are immune to Thunder Wave based on type interactions, and Ghost-type Pokémon are immune to Glare based on type interactions in Generations II and III only. Furthermore, status moves may be unable to affect Pokémon based on type-related interactions other than effectiveness; for example, Poison-type Pokémon cannot be afflicted with poison and are thus unaffected by Poison Gas (unless the user has Corrosion).

The majority of Normal- and Psychic-type moves, as well as the only ???-type move (prior to Generation V, when the type stopped existing), are in this category. Very few moves of the other 16 types are status moves; for example, the Dragon-type and Fire-type only have three status moves each.

In the Generation I and II core series games, when an in-game opponent outside of the Battle Tower uses a status move that would decrease one of the target's stats, that move has a 25% chance to fail in addition to its normal chance to miss.[1] In the Generation II core series games, this condition also applies to status moves that would inflict a non-volatile status condition upon the target.[2]

When a Pokémon Dynamaxes, its status moves temporarily become Max Guard.

Terminology

Pokémon Stadium series

In Pokémon Stadium, the terms "special technique" or "special move" (Japanese: とくしゅな わざ special move in both cases) refer to status moves. In Pokémon Stadium 2, the word "technique" was replaced by "move" in all move descriptions.

Sometimes, their type is mentioned in the move description as well, as in "special Normal-type technique" or "special Psychic-type move".

These status moves are described as "special moves" in both Stadium games: Conversion, Hypnosis, Kinesis, Lovely Kiss, and Thunder Wave.

These status moves are described as "special techniques" in Pokémon Stadium, and as "special moves" in Pokémon Stadium 2 (although they use the same Japanese term): Agility, Confuse Ray, Light Screen, Meditate, Reflect, Sing, Supersonic, and Teleport.

For comparison, the term "special attack" (Japanese: とくしゅこうげき special attack) is sometimes used referring to special moves in the Stadium games. This includes the "special attacks" mentioned in the description of Light Screen and Mirror Coat. The moves Fire Punch, Ice Punch, Thunder Punch, and Future Sight are also referred to as "special attacks".

Generation III

From Pokémon FireRed and LeafGreen onwards, Snatch refers to status moves as "healing or status-changing moves" or "healing or stat-changing moves".

Generation IV

Starting in this generation, the status moves are identified by their symbol as seen in the Pokémon's summary.

The name "changing attack" (Japanese: へんかわざ changing move) is seen in one of the three lists of TMs for sale, which are based on the moves's categories, at the Exchange Service Corner from the Battle Frontier in Pokémon HeartGold and SoulSilver (unlike in Pokémon Platinum, where there is a single list of TMs available for sale in the Battle Frontier).

Generation V onwards

These terms were introduced in introduced in Pokémon Black and White: "status move" (only found in the description of Prankster), "Status move" (found in the Help System: "Moves are classified as Physical, Special, or Status moves."), and "status-changing move" (used in the description of Magic Bounce and Wonder Skin).

In Pokémon Black 2 and White 2, Cheren's descriptions of Prankster, Magic Bounce, and Wonder Skin use "status move".

From Generation VI onwards, "status move" is almost always consistently used.

Abilities affecting status moves

Name Description Generation
Wonder Skin Makes status moves more likely to miss the Pokémon. V
Magic Bounce The Pokémon reflects status moves instead of getting hit by them. V
Prankster Gives priority to the Pokémon's status moves. V
Good as Gold A body of pure, solid gold gives the Pokémon full immunity to other Pokémon's status moves. IX
Mycelium Might The Pokémon will always act more slowly when using status moves, but these moves will be unimpeded by the Ability of the target. IX

Moves affecting status moves

Name Description Generation
Crafty Shield The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage. VI
Magic Coat Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves. III
Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. III

List of moves

Gen Move Type Contest Power Accuracy PP Range Description
I Acid Armor Poison Tough % 20 (max 32)
     
     
Self
The user alters its cellular structure to liquefy itself, sharply raising its Defense stat.
IV Acupressure Normal Tough % 30 (max 48)
     
     
Self/Ally
The user applies pressure to stress points, sharply boosting one of its or its allies' stats.
V After You Normal Cute % 15 (max 24)
     
     
Normal
The user helps the target and makes it use its move right after the user.
I Agility Psychic Cool % 30 (max 48)
     
     
Self
The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.
V Ally Switch Psychic Clever % 15 (max 24)
     
     
Self
The user teleports using a strange power and switches places with one of its allies.
I Amnesia Psychic Cute % 20 (max 32)
     
     
Self
The user temporarily empties its mind to forget its concerns. This sharply raises the user's Sp. Def stat.
IV Aqua Ring Water Beautiful % 20 (max 32)
     
     
Self
The user envelops itself in a veil made of water. It regains some HP every turn.
III Aromatherapy Grass Clever % 5 (max 8)
     
     
Your Party
The user releases a soothing scent that heals all status conditions affecting the user's party.
VI Aromatic Mist Fairy Beautiful % 20 (max 32)
     
     
1 Ally
The user raises the Sp. Def stat of an ally Pokémon by using a mysterious aroma.
III Assist Normal Cute % 20 (max 32)
     
     
Self
The user hurriedly and randomly uses a move among those known by ally Pokémon.
II Attract Normal Cute 100% 15 (max 24)
     
     
Normal
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
VII Aurora Veil Ice % 20 (max 32)
     
     
Your Side
This move reduces damage from physical and special moves for five turns. This can be used only in a hailstorm.
V Autotomize Steel Beautiful % 15 (max 24)
     
     
Self
The user sheds part of its body to make itself lighter and sharply raise its Speed stat.
VI Baby-Doll Eyes Fairy Cute 100% 30 (max 48)
     
     
Normal
The user stares at the target with its baby-doll eyes, which lowers its Attack stat. This move always goes first.
VII Baneful Bunker Poison % 10 (max 16)
     
     
Self
In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact.
I Barrier Psychic Cool % 20 (max 32)
     
     
Self
The user throws up a sturdy wall that sharply raises its Defense stat.
II Baton Pass Normal Cute % 40 (max 64)
     
     
Self
The user switches places with a party Pokémon in waiting and passes along any stat changes.
II Belly Drum Normal Cute % 10 (max 16)
     
     
Self
The user maximizes its Attack stat in exchange for HP equal to half its max HP.
V Bestow Normal Cute % 15 (max 24)
     
     
Normal
The user passes its held item to the target when the target isn't holding an item.
III Block Normal Cute % 5 (max 8)
     
     
Normal
The user blocks the target's way with arms spread wide to prevent escape.
III Bulk Up Fighting Cool % 20 (max 32)
     
     
Self
The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats.
IX Burning Bulwark Fire % 10 (max 16)
     
     
Self
The user’s intensely hot fur protects it from attacks and also burns any attacker that makes direct contact with it.
III Calm Mind Psychic Clever % 20 (max 32)
     
     
Self
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
III Camouflage Normal Clever % 20 (max 32)
     
     
Self
The user's type is changed depending on its environment, such as at water's edge, in grass, or in a cave.
IV Captivate Normal Cute 100% 20 (max 32)
     
     
Many Others
If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.
VI Celebrate Normal Cute % 40 (max 64)
     
     
Self
The Pokémon congratulates you on your special day!
III Charge Electric Clever % 20 (max 32)
     
     
Self
The user boosts the power of the Electric move it uses on the next turn. This also raises the user's Sp. Def stat.
II Charm Fairy Cute 100% 20 (max 32)
     
     
Normal
The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat.
IX Chilly Reception Ice % 10 (max 16)
     
     
Both Sides
The user tells a chillingly bad joke before switching places with a party Pokémon in waiting. This summons a snowstorm lasting five turns.
VIII Clangorous Soul Dragon 100% 5 (max 8)
     
     
Self
The user raises all its stats by using some of its HP.
VIII Coaching Fighting % 10 (max 16)
     
     
All Allies (Except Self)
The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.
V Coil Poison Tough % 20 (max 32)
     
     
Self
The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.
VI Confide Normal Cute % 20 (max 32)
     
     
Normal
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
I Confuse Ray Ghost Clever 100% 10 (max 16)
     
     
Normal
The target is exposed to a sinister ray that triggers confusion.
I Conversion Normal Beautiful % 30 (max 48)
     
     
Self
The user changes its type to become the same type as the move at the top of the list of moves it knows.
II Conversion 2 Normal Beautiful % 30 (max 48)
     
     
Normal
The user changes its type to make itself resistant to the type of the attack the opponent used last.
IV Copycat Normal Cute % 20 (max 32)
     
     
Self
The user mimics the move used immediately before it. The move fails if no other move has been used yet.
VIII Corrosive Gas Poison 100% 10 (max 16)
     
     
All Others
The user surrounds everything around it with highly acidic gas and melts away items they hold.
III Cosmic Power Psychic Beautiful % 20 (max 32)
     
     
Self
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
V Cotton Guard Grass Cute % 10 (max 16)
     
     
Self
The user protects itself by wrapping its body in soft cotton, which drastically raises the user's Defense stat.
II Cotton Spore Grass Beautiful 100% 40 (max 64)
     
     
Many Others
The user releases cotton-like spores that cling to the opposing Pokémon, which harshly lowers their Speed stat.
VIII Court Change Normal % 10 (max 16)
     
     
Both Sides
With its mysterious power, the user swaps the effects on either side of the field.
VI Crafty Shield Fairy Clever % 10 (max 16)
     
     
Your Side
The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage.
II Curse Ghost Tough % 10 (max 16)
     
     
Varies
A move that works differently for the Ghost type than for all other types.
IV Dark Void Dark Clever 50% 10 (max 16)
     
     
Many Others
Opposing Pokémon are dragged into a world of total darkness that makes them sleep.
VIII Decorate Fairy % 15 (max 24)
     
     
Normal
The user sharply raises the target's Attack and Sp. Atk stats by decorating the target.
IV Defend Order Bug Clever % 10 (max 16)
     
     
Self
The user calls out its underlings to shield its body, raising its Defense and Sp. Def stats.
I Defense Curl Normal Cute % 40 (max 64)
     
     
Self
The user curls up to conceal weak spots and raise its Defense stat.
IV Defog Flying Cool % 15 (max 24)
     
     
Normal
A strong wind blows away the target's barriers such as Reflect or Light Screen. This also lowers the target's evasiveness.
II Destiny Bond Ghost Clever % 5 (max 8)
     
     
Self
After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.
II Detect Fighting Cool % 5 (max 8)
     
     
Self
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
I Disable Normal Clever 100% 20 (max 32)
     
     
Normal
For four turns, this move prevents the target from using the move it last used.
IX Doodle Normal 100% 10 (max 16)
     
     
1 Other
The user captures the very essence of the target in a sketch. This changes the Abilities of the user and its ally Pokémon to that of the target.
I Double Team Normal Cool % 15 (max 24)
     
     
Self
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
IX Dragon Cheer Dragon % 15 (max 24)
     
     
Your Party
The user raises its allies’ morale with a draconic cry so that their future attacks have a heightened chance of landing critical hits. This rouses Dragon types more.
III Dragon Dance Dragon Cool % 20 (max 32)
     
     
Self
The user vigorously performs a mystic, powerful dance that raises its Attack and Speed stats.
VI Eerie Impulse Electric Clever 100% 15 (max 24)
     
     
Normal
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
VI Electric Terrain Electric Clever % 10 (max 16)
     
     
Both Sides
The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.
VI Electrify Electric Clever % 20 (max 32)
     
     
Normal
If the target is electrified before it uses a move during that turn, the target's move becomes Electric type.
IV Embargo Dark Clever 100% 15 (max 24)
     
     
Normal
This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.
II Encore Normal Cute 100% 5 (max 8)
     
     
Normal
The user compels the target to keep using the move it encored for three turns.
II Endure Normal Tough % 10 (max 16)
     
     
Self
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
V Entrainment Normal Cute 100% 15 (max 24)
     
     
Normal
The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.
VII Extreme Evoboost Normal % 1 (max 1)
     
     
Self
After obtaining Z-Power, the user, Eevee, gets energy from its evolved friends and boosts its stats sharply.
VI Fairy Lock Fairy Clever % 10 (max 16)
     
     
Both Sides
By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.
III Fake Tears Dark Cute 100% 20 (max 32)
     
     
Normal
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
III Feather Dance Flying Beautiful 100% 15 (max 24)
     
     
Normal
The user covers the target's body with a mass of down that harshly lowers its Attack stat.
IX Fillet Away Normal % 10 (max 16)
     
     
Self
The user sharply boosts its Attack, Sp. Atk, and Speed stats by using its own HP.
I Flash Normal Beautiful 100% 20 (max 32)
     
     
Normal
The user flashes a bright light that cuts the target's accuracy.
III Flatter Dark Clever 100% 15 (max 24)
     
     
Normal
Flattery is used to confuse the target. However, this also raises the target's Sp. Atk stat.
VII Floral Healing Fairy % 10 (max 16)
     
     
Normal
The user restores the target's HP by up to half of its max HP. It restores more HP when the terrain is grass.
VI Flower Shield Fairy Beautiful % 10 (max 16)
     
     
All
The user raises the Defense stat of all Grass-type Pokémon in battle with a mysterious power.
I Focus Energy Normal Cool % 30 (max 48)
     
     
Self
The user takes a deep breath and focuses so that critical hits land more easily.
III Follow Me Normal Cute % 20 (max 32)
     
     
Self
The user draws attention to itself, making all targets take aim only at the user.
II Foresight Normal Clever % 40 (max 64)
     
     
Normal
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
VI Forest's Curse Grass Clever 100% 20 (max 32)
     
     
Normal
The user puts a forest curse on the target. The target is now Grass type as well.
IV Gastro Acid Poison Tough 100% 10 (max 16)
     
     
Normal
The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target's Ability.
VII Gear Up Steel % 20 (max 32)
     
     
Your Party
The user engages its gears to raise the Attack and Sp. Atk stats of ally Pokémon with the Plus or Minus Ability.
VI Geomancy Fairy Beautiful % 10 (max 16)
     
     
Self
The user absorbs energy and sharply raises its Sp. Atk, Sp. Def, and Speed stats on the next turn.
I Glare Normal Tough 100% 30 (max 48)
     
     
Normal
The user intimidates the target with the pattern on its belly to cause paralysis.
III Grass Whistle Grass Clever 55% 15 (max 24)
     
     
Normal
The user plays a pleasant melody that lulls the target into a deep sleep.
VI Grassy Terrain Grass Beautiful % 10 (max 16)
     
     
Both Sides
The user turns the ground to grass for five turns. This restores the HP of Pokémon on the ground a little every turn and powers up Grass type-moves.
IV Gravity Psychic Clever % 5 (max 8)
     
     
Both Sides
Enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Flying moves can't be used.
I Growl Normal Cute 100% 40 (max 64)
     
     
Many Others
The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stat.
I Growth Normal Beautiful % 20 (max 32)
     
     
Self
The user's body grows all at once, raising the Attack and Sp. Atk stats.
III Grudge Ghost Tough % 5 (max 8)
     
     
Self
If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out.
V Guard Split Psychic Clever % 10 (max 16)
     
     
Normal
The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.
IV Guard Swap Psychic Clever % 10 (max 16)
     
     
Normal
The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
III Hail Ice Beautiful % 10 (max 16)
     
     
Both Sides
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.
VI Happy Hour Normal Cute % 30 (max 48)
     
     
Your Side
Using Happy Hour doubles the amount of prize money received after battle.
I Harden Normal Tough % 30 (max 48)
     
     
Self
The user stiffens all the muscles in its body to raise its Defense stat.
I Haze Ice Beautiful % 30 (max 48)
     
     
Both Sides
The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
II Heal Bell Normal Beautiful % 5 (max 8)
     
     
Your Party
The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.
IV Heal Block Psychic Clever 100% 15 (max 24)
     
     
Many Others
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
IV Heal Order Bug Clever % 10 (max 16)
     
     
Self
The user calls out its underlings to heal it. The user regains up to half of its max HP.
V Heal Pulse Psychic Beautiful % 10 (max 16)
     
     
Normal (long-range)
The user emits a healing pulse that restores the target's HP by up to half of its max HP.
IV Healing Wish Psychic Beautiful % 10 (max 16)
     
     
Self
The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured.
IV Heart Swap Psychic Clever % 10 (max 16)
     
     
Normal
The user employs its psychic power to switch stat changes with the target.
III Helping Hand Normal Clever % 20 (max 32)
     
     
1 Ally
The user assists an ally by boosting the power of that ally's attack.
VI Hold Hands Normal Cute % 40 (max 64)
     
     
1 Ally
The user and an ally hold hands. This makes them very happy.
V Hone Claws Dark Cute % 15 (max 24)
     
     
Self
The user sharpens its claws to boost its Attack stat and accuracy.
III Howl Normal Cool % 40 (max 64)
     
     
Your Party
The user howls loudly to raise its spirit, which raises its Attack stat.
I Hypnosis Psychic Clever 60% 20 (max 32)
     
     
Normal
The user employs hypnotic suggestion to make the target fall into a deep sleep.
III Imprison Psychic Clever % 10 (max 16)
     
     
Self
If opposing Pokémon know any move also known by the user, they are prevented from using it.
III Ingrain Grass Clever % 20 (max 32)
     
     
Self
The user lays roots that restore its HP on every turn. Because it's rooted, it can't switch out.
VII Instruct Psychic % 15 (max 24)
     
     
Normal
The user instructs the target to use the target's last move again.
VI Ion Deluge Electric Beautiful % 25 (max 40)
     
     
Both Sides
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
III Iron Defense Steel Tough % 15 (max 24)
     
     
Self
The user hardens its body's surface like iron, sharply raising its Defense stat.
VIII Jungle Healing Grass % 10 (max 16)
     
     
Your Party
The user becomes one with the jungle, restoring HP and healing any status conditions of itself and its ally Pokémon in battle.
I Kinesis Psychic Clever 80% 15 (max 24)
     
     
Normal
The user distracts the target by bending a spoon. This lowers the target's accuracy.
VI King's Shield Steel Cool % 10 (max 16)
     
     
Self
The user takes a defensive stance while it protects itself from damage. It also harshly lowers the Attack stat of any attacker who makes direct contact.
VII Laser Focus Normal % 30 (max 48)
     
     
Self
The user concentrates intensely. The attack on the next turn always results in a critical hit.
I Leech Seed Grass Clever 90% 10 (max 16)
     
     
Normal
A seed is planted on the target. It steals some HP from the target every turn.
I Leer Normal Cool 100% 30 (max 48)
     
     
Many Others
The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.
VIII Life Dew Water % 10 (max 16)
     
     
Your Party
The user scatters mysterious water around and restores the HP of itself and its ally Pokémon in the battle.
I Light Screen Psychic Beautiful % 30 (max 48)
     
     
Your Side
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
II Lock-On Normal Clever % 5 (max 8)
     
     
Normal
The user takes sure aim at the target. This ensures the next attack does not miss the target.
I Lovely Kiss Normal Beautiful 75% 10 (max 16)
     
     
Normal
With a scary face, the user tries to force a kiss on the target. If it succeeds, the target falls asleep.
IV Lucky Chant Normal Cute % 30 (max 48)
     
     
Your Side
The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits for five turns.
VIII Lunar Blessing Psychic % 5 (max 8)
     
     
Your Party
The user receives a blessing from the crescent moon, restoring HP and curing status conditions for itself and its ally Pokémon currently in the battle.
IV Lunar Dance Psychic Beautiful % 10 (max 16)
     
     
Self
The user faints. In return, the Pokémon taking its place will have its status and HP fully restored.
III Magic Coat Psychic Beautiful % 15 (max 24)
     
     
Self
Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
VIII Magic Powder Psychic 100% 20 (max 32)
     
     
Normal
The user scatters a cloud of magic powder that changes the target to Psychic type.
V Magic Room Psychic Clever % 10 (max 16)
     
     
Both Sides
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
IV Magnet Rise Electric Clever % 10 (max 16)
     
     
Self
The user levitates using electrically generated magnetism for five turns.
VI Magnetic Flux Electric Clever % 20 (max 32)
     
     
Your Party
The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
VI Mat Block Fighting Cool % 10 (max 16)
     
     
Your Side
Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves.
VIII Max Guard Normal % 1 (max 1)
     
     
Self
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
IV Me First Normal Clever % 20 (max 32)
     
     
1 Other
The user cuts ahead of the target to copy and use the target's intended move with greater power. This move fails if it isn't used first.
II Mean Look Normal Beautiful % 5 (max 8)
     
     
Normal
The user pins the target with a dark, arresting look. The target becomes unable to flee.
I Meditate Psychic Beautiful % 40 (max 64)
     
     
Self
The user meditates to awaken the power deep within its body and raise its Attack stat.
III Memento Dark Tough 100% 10 (max 16)
     
     
Normal
The user faints when using this move. In return, this harshly lowers the target's Attack and Sp. Atk stats.
III Metal Sound Steel Clever 85% 40 (max 64)
     
     
Normal
A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
I Metronome Normal Cute % 10 (max 16)
     
     
Self
The user waggles a finger and stimulates its brain into randomly using nearly any move.
II Milk Drink Normal Cute % 10 (max 16)
     
     
Self
The user restores its own HP by up to half of its max HP.
I Mimic Normal Cute % 10 (max 16)
     
     
Normal
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
II Mind Reader Normal Clever % 5 (max 8)
     
     
Normal
The user senses the target's movements with its mind to ensure its next attack does not miss the target.
I Minimize Normal Cute % 10 (max 16)
     
     
Self
The user compresses its body to make itself look smaller, which sharply raises its evasiveness.
IV Miracle Eye Psychic Clever % 40 (max 64)
     
     
Normal
Enables a Dark-type target to be hit by Psychic-type attacks. This also enables an evasive target to be hit.
I Mirror Move Flying Clever % 20 (max 32)
     
     
Normal
The user counters the target by mimicking the target's last move.
I Mist Ice Beautiful % 30 (max 48)
     
     
Your Side
The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns.
VI Misty Terrain Fairy Beautiful % 10 (max 16)
     
     
Both Sides
This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.
II Moonlight Fairy Beautiful % 5 (max 8)
     
     
Self
The user restores its own HP. The amount of HP regained varies with the weather.
II Morning Sun Normal Beautiful % 5 (max 8)
     
     
Self
The user restores its own HP. The amount of HP regained varies with the weather.
III Mud Sport Ground Cute % 15 (max 24)
     
     
Both Sides
The user kicks up mud on the battlefield. This weakens Electric-type moves for five turns.
IV Nasty Plot Dark Clever % 20 (max 32)
     
     
Self
The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.
III Nature Power Normal Beautiful % 20 (max 32)
     
     
Normal
This attack makes use of nature's power. Its effects vary depending on the user's environment.
II Nightmare Ghost Clever 100% 15 (max 24)
     
     
Normal
A sleeping target sees a nightmare that inflicts some damage every turn.
VIII No Retreat Fighting % 5 (max 8)
     
     
Self
This move raises all the user's stats but prevents the user from switching out or fleeing.
VI Noble Roar Normal Tough 100% 30 (max 48)
     
     
Normal
Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats.
VIII Obstruct Dark % 10 (max 16)
     
     
Self
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. Direct contact harshly lowers the attacker's Defense stat.
VIII Octolock Fighting 100% 15 (max 24)
     
     
Normal
The user locks the target in and prevents it from fleeing. This move also lowers the target's Defense and Sp. Def every turn.
III Odor Sleuth Normal Clever % 40 (max 64)
     
     
Normal
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
II Pain Split Normal Clever % 20 (max 32)
     
     
Normal
The user adds its HP to the target's HP, then equally shares the combined HP with the target.
VI Parting Shot Dark Cool 100% 20 (max 32)
     
     
Normal
With a parting threat, the user lowers the target's Attack and Sp. Atk stats. Then it switches with a party Pokémon.
II Perish Song Normal Beautiful % 5 (max 8)
     
     
All
Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
VI Play Nice Normal Cute % 20 (max 32)
     
     
Normal
The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat.
I Poison Gas Poison Clever 90% 40 (max 64)
     
     
Many Others
A cloud of poison gas is sprayed in the face of opposing Pokémon, poisoning those hit.
I Poison Powder Poison Clever 75% 35 (max 56)
     
     
Normal
The user scatters a cloud of poisonous dust that poisons the target.
VI Powder Bug Clever 100% 20 (max 32)
     
     
Normal
The user covers the target in a combustible powder. If the target uses a Fire-type move, the powder explodes and damages the target.
VIII Power Shift Normal % 10 (max 16)
     
     
Self
The user swaps its Attack and Defense stats.
V Power Split Psychic Clever % 10 (max 16)
     
     
Normal
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target.
IV Power Swap Psychic Clever % 10 (max 16)
     
     
Normal
The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
IV Power Trick Psychic Clever % 10 (max 16)
     
     
Self
The user employs its psychic power to switch its Attack stat with its Defense stat.
II Protect Normal Cute % 10 (max 16)
     
     
Self
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
II Psych Up Normal Clever % 10 (max 16)
     
     
Normal
The user hypnotizes itself into copying any stat change made by the target.
VII Psychic Terrain Psychic % 10 (max 16)
     
     
Both Sides
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.
IV Psycho Shift Psychic Clever 100% 10 (max 16)
     
     
Normal
Using its psychic power of suggestion, the user transfers its status conditions to the target.
VII Purify Poison % 20 (max 32)
     
     
Normal
The user heals the target's status condition. If the move succeeds, it also restores the user's own HP.
V Quash Dark Clever 100% 15 (max 24)
     
     
Normal
The user suppresses the target and makes its move go last.
V Quick Guard Fighting Cool % 15 (max 24)
     
     
Your Side
The user protects itself and its allies from priority moves.
V Quiver Dance Bug Beautiful % 20 (max 32)
     
     
Self
The user lightly performs a beautiful, mystic dance. This boosts the user's Sp. Atk, Sp. Def, and Speed stats.
V Rage Powder Bug Clever % 20 (max 32)
     
     
Self
The user scatters a cloud of irritating powder to draw attention to itself. Opponents aim only at the user.
II Rain Dance Water Beautiful % 5 (max 8)
     
     
Both Sides
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
I Recover Normal Clever % 10 (max 16)
     
     
Self
Restoring its own cells, the user restores its own HP by half of its max HP.
III Recycle Normal Clever % 10 (max 16)
     
     
Self
The user recycles a held item that has been used in battle so it can be used again.
I Reflect Psychic Clever % 20 (max 32)
     
     
Your Side
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
V Reflect Type Normal Clever % 15 (max 24)
     
     
Normal
The user reflects the target's type, making it the same type as the target.
III Refresh Normal Cute % 20 (max 32)
     
     
Self
The user rests to cure itself of poisoning, a burn, or paralysis.
I Rest Psychic Cute % 10 (max 16)
     
     
Self
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
IX Revival Blessing Normal % 1 (max 1)
     
     
Self
The user bestows a loving blessing, reviving a party Pokémon that has fainted and restoring half that Pokémon's max HP.
I Roar Normal Cool % 20 (max 32)
     
     
Normal
The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
IV Rock Polish Rock Tough % 20 (max 32)
     
     
Self
The user polishes its body to reduce drag. This can sharply raise the Speed stat.
III Role Play Psychic Cute % 10 (max 16)
     
     
Normal
The user mimics the target completely, copying the target's natural Ability.
IV Roost Flying Clever % 10 (max 16)
     
     
Self
The user lands and rests its body. It restores the user's HP by up to half of its max HP.
VI Rototiller Ground Tough % 10 (max 16)
     
     
All
Tilling the soil, the user makes it easier for plants to grow. This raises the Attack and Sp. Atk stats of Grass-type Pokémon.
II Safeguard Normal Beautiful % 25 (max 40)
     
     
Your Side
The user creates a protective field that prevents status conditions for five turns.
I Sand Attack Ground Cute 100% 15 (max 24)
     
     
Normal
Sand is hurled in the target's face, reducing the target's accuracy.
II Sandstorm Rock Tough % 10 (max 16)
     
     
Both Sides
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types.
II Scary Face Normal Tough 100% 10 (max 16)
     
     
Normal
The user frightens the target with a scary face to harshly lower its Speed stat.
I Screech Normal Clever 85% 40 (max 64)
     
     
Normal
An earsplitting screech harshly lowers the target's Defense stat.
I Sharpen Normal Cute % 30 (max 48)
     
     
Self
The user makes its edges more jagged, which raises its Attack stat.
IX Shed Tail Normal % 10 (max 16)
     
     
Self
The user creates a substitute for itself using its own HP before switching places with a party Pokémon in waiting.
V Shell Smash Normal Tough % 15 (max 24)
     
     
Self
The user breaks its shell, which lowers Defense and Sp. Def stats but sharply raises its Attack, Sp. Atk, and Speed stats.
VIII Shelter Steel % 10 (max 16)
     
     
Self
The user makes its skin as hard as an iron shield, sharply boosting its Defense stat.
V Shift Gear Steel Clever % 10 (max 16)
     
     
Self
The user rotates its gears, raising its Attack stat and sharply raising its Speed stat.
VII Shore Up Ground % 10 (max 16)
     
     
Self
The user regains up to half of its max HP. It restores more HP in a sandstorm.
IX Silk Trap Bug % 10 (max 16)
     
     
Self
The user spins a silken trap, protecting itself from damage while lowering the Speed stat of any attacker that makes direct contact.
V Simple Beam Normal Cute 100% 15 (max 24)
     
     
Normal
The user's mysterious psychic wave changes the target's Ability to Simple.
I Sing Normal Cute 55% 15 (max 24)
     
     
Normal
A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.
II Sketch Normal Clever % 1 (max 1)
     
     
Normal
It enables the user to permanently learn the move last used by the target. Once used, Sketch disappears.
III Skill Swap Psychic Clever % 10 (max 16)
     
     
Normal
The user employs its psychic power to exchange Abilities with the target.
III Slack Off Normal Cute % 10 (max 16)
     
     
Self
The user slacks off, restoring its own HP by up to half of its max HP.
I Sleep Powder Grass Clever 75% 15 (max 24)
     
     
Normal
The user scatters a big cloud of sleep-inducing dust around the target.
II Sleep Talk Normal Cute % 10 (max 16)
     
     
Self
While it is asleep, the user randomly uses one of the moves it knows.
I Smokescreen Normal Clever 100% 20 (max 32)
     
     
Normal
The user releases an obscuring cloud of smoke or ink. This lowers the target's accuracy.
III Snatch Dark Clever % 10 (max 16)
     
     
Self
The user steals the effects of any attempts to use a healing or stat-changing move.
IX Snowscape Ice % 10 (max 16)
     
     
Both Sides
The user summons a snowstorm lasting five turns. This boosts the Defense stats of Ice types.
V Soak Water Cute 100% 20 (max 32)
     
     
Normal
The user shoots a torrent of water at the target and changes the target's type to Water.
I Soft-Boiled Normal Cute % 10 (max 16)
     
     
Self
The user restores its own HP by up to half of its max HP.
VII Speed Swap Psychic % 10 (max 16)
     
     
Normal
The user exchanges Speed stats with the target.
IX Spicy Extract Grass % 15 (max 24)
     
     
Normal
The user emits an incredibly spicy extract, sharply boosting the target's Attack stat and harshly lowering the target's Defense stat.
II Spider Web Bug Clever % 10 (max 16)
     
     
Normal
The user ensnares the target with thin, gooey silk so it can't flee from battle.
II Spikes Ground Clever % 20 (max 32)
     
     
Other Side
The user lays a trap of spikes at the opposing team's feet. The trap hurts Pokémon that switch into battle.
VI Spiky Shield Grass Tough % 10 (max 16)
     
     
Self
In addition to protecting the user from attacks, this move also damages any attacker who makes direct contact.
II Spite Ghost Tough 100% 10 (max 16)
     
     
Normal
The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
I Splash Normal Cute % 40 (max 64)
     
     
Self
The user just flops and splashes around to no effect at all...
I Spore Grass Beautiful 100% 15 (max 24)
     
     
Normal
The user scatters bursts of spores that induce sleep.
VII Spotlight Normal % 15 (max 24)
     
     
Normal
The user shines a spotlight on the target so that only the target will be attacked during the turn.
IV Stealth Rock Rock Cool % 20 (max 32)
     
     
Other Side
The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.
VI Sticky Web Bug Tough % 20 (max 32)
     
     
Other Side
The user weaves a sticky net around the opposing team, which lowers their Speed stat upon switching into battle.
III Stockpile Normal Tough % 20 (max 32)
     
     
Self
The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.
VII Strength Sap Grass 100% 10 (max 16)
     
     
Normal
The user restores its HP by the same amount as the target's Attack stat. It also lowers the target's Attack stat.
I String Shot Bug Clever 95% 40 (max 64)
     
     
Many Others
The opposing Pokémon are bound with silk blown from the user's mouth that harshly lowers the Speed stat.
VIII Stuff Cheeks Normal % 10 (max 16)
     
     
Self
The user eats its held Berry, then sharply raises its Defense stat.
I Stun Spore Grass Clever 75% 30 (max 48)
     
     
Normal
The user scatters a cloud of numbing powder that paralyzes the target.
I Substitute Normal Cute % 10 (max 16)
     
     
Self
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
II Sunny Day Fire Beautiful % 5 (max 8)
     
     
Both Sides
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
I Supersonic Normal Clever 55% 20 (max 32)
     
     
Normal
The user generates odd sound waves from its body that confuse the target.
II Swagger Normal Cute 85% 15 (max 24)
     
     
Normal
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
III Swallow Normal Tough % 10 (max 16)
     
     
Self
The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.
II Sweet Kiss Fairy Cute 75% 10 (max 16)
     
     
Normal
The user kisses the target with a sweet, angelic cuteness that causes confusion.
II Sweet Scent Normal Cute 100% 20 (max 32)
     
     
Many Others
A sweet scent that harshly lowers opposing Pokémon's evasiveness.
IV Switcheroo Dark Clever 100% 10 (max 16)
     
     
Normal
The user trades held items with the target faster than the eye can follow.
I Swords Dance Normal Beautiful % 20 (max 32)
     
     
Self
A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat.
II Synthesis Grass Clever % 5 (max 8)
     
     
Self
The user restores its own HP. The amount of HP regained varies with the weather.
III Tail Glow Bug Beautiful % 20 (max 32)
     
     
Self
The user stares at flashing lights to focus its mind, drastically raising its Sp. Atk stat.
I Tail Whip Normal Cute 100% 30 (max 48)
     
     
Many Others
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.
IV Tailwind Flying Cool % 15 (max 24)
     
     
Your Side
The user whips up a turbulent whirlwind that ups the Speed stat of the user and its allies for four turns.
VIII Take Heart Psychic % 10 (max 16)
     
     
Self
The user lifts its spirits, curing its own status conditions and boosting its Sp. Atk and Sp. Def stats.
VIII Tar Shot Rock 100% 15 (max 24)
     
     
Normal
The user pours sticky tar over the target, lowering the target's Speed stat. The target becomes weaker to Fire-type moves.
III Taunt Dark Clever 100% 20 (max 32)
     
     
Normal
The target is taunted into a rage that allows it to use only attack moves for three turns.
VII Tearful Look Normal % 20 (max 32)
     
     
Normal
The user gets teary eyed to make the target lose its combative spirit. This lowers the target's Attack and Sp. Atk stats.
VIII Teatime Normal % 10 (max 16)
     
     
All
The user has teatime with all the Pokémon in the battle. Each Pokémon eats its held Berry.
III Teeter Dance Normal Cute 100% 20 (max 32)
     
     
All Others
The user performs a wobbly dance that confuses the Pokémon around it.
V Telekinesis Psychic Clever % 15 (max 24)
     
     
Normal
The user makes the target float with its psychic power. The target is easier to hit for three turns.
I Teleport Psychic Cool % 20 (max 32)
     
     
Self
Use it to flee from any wild Pokémon.
I Thunder Wave Electric Cool 90% 20 (max 32)
     
     
Normal
The user launches a weak jolt of electricity that paralyzes the target.
III Tickle Normal Cute 100% 20 (max 32)
     
     
Normal
The user tickles the target into laughing, reducing its Attack and Defense stats.
IX Tidy Up Normal % 10 (max 16)
     
     
Self
The user tidies up and removes the effects of Spikes, Stealth Rock, Sticky Web, Toxic Spikes, and Substitute. This also boosts the user's Attack and Speed stats.
VI Topsy-Turvy Dark Clever % 20 (max 32)
     
     
Normal
All stat changes affecting the target turn topsy-turvy and become the opposite of what they were.
III Torment Dark Tough 100% 15 (max 24)
     
     
Normal
The user torments and enrages the target, making it incapable of using the same move twice in a row.
I Toxic Poison Clever 90% 10 (max 16)
     
     
Normal
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
IV Toxic Spikes Poison Clever % 20 (max 32)
     
     
Other Side
The user lays a trap of poison spikes at the feet of the opposing team. The spikes will poison opposing Pokémon that switch into battle.
VII Toxic Thread Poison 100% 20 (max 32)
     
     
Normal
The user shoots poisonous threads to poison the target and lower the target's Speed stat.
I Transform Normal Clever % 10 (max 16)
     
     
Normal
The user transforms into a copy of the target right down to having the same move set.
III Trick Psychic Clever 100% 10 (max 16)
     
     
Normal
The user catches the target off guard and swaps its held item with its own.
IV Trick Room Psychic Clever % 5 (max 8)
     
     
Both Sides
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
VI Trick-or-Treat Ghost Cute 100% 20 (max 32)
     
     
Normal
The user takes the target trick-or-treating. This adds Ghost type to the target's type.
VI Venom Drench Poison Clever 100% 20 (max 32)
     
     
Many Others
Opposing Pokémon are drenched in an odd poisonous liquid. This lowers the Attack, Sp. Atk, and Speed stats of a poisoned target.
VIII Victory Dance Fighting % 20 (max 32)
     
     
Self
The user performs an intense dance to usher in victory, boosting its Attack, Defense, and Speed stats.
III Water Sport Water Cute % 15 (max 24)
     
     
Both Sides
The user soaks the battlefield with water. This weakens Fire-type moves for five turns.
I Whirlwind Normal Clever % 20 (max 32)
     
     
Normal
The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
V Wide Guard Rock Tough % 10 (max 16)
     
     
Your Side
The user and its allies are protected from wide-ranging attacks for one turn.
III Will-O-Wisp Fire Beautiful 85% 15 (max 24)
     
     
Normal
The user shoots a sinister, bluish-white flame at the target to inflict a burn.
III Wish Normal Cute % 10 (max 16)
     
     
Self
One turn after this move is used, the user's or its replacement's HP is restored by half the user's max HP.
I Withdraw Water Cute % 40 (max 64)
     
     
Self
The user withdraws its body into its hard shell, raising its Defense stat.
V Wonder Room Psychic Clever % 10 (max 16)
     
     
Both Sides
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
V Work Up Normal Tough % 30 (max 48)
     
     
Self
The user is roused, and its Attack and Sp. Atk stats increase.
IV Worry Seed Grass Clever 100% 10 (max 16)
     
     
Normal
A seed that causes worry is planted on the target. It prevents sleep by making the target's Ability Insomnia.
III Yawn Normal Cute % 10 (max 16)
     
     
Normal
The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Explosion and Self-Destruct are status moves in Pokémon Super Mystery Dungeon.

Shadow moves

The following Shadow moves are status moves:

Game Move Power Accuracy Range Description
XD Shadow Down 100%
   
   
Other Side
A shadowy aura sharply cuts the foe's Defense.
XD Shadow Half 100%
   
   
All
A shadowy aura's energy cuts everyone's HP by half.
XD Shadow Hold 80%
   
   
Other Side
The opponent Pokémon cannot escape.
XD Shadow Mist 100%
   
   
Other Side
A shadowy aura sharply cuts the foe's evasiveness.
XD Shadow Panic 60%
   
   
Other Side
A shadowy aura emanates to cause a confuse condition.
XD Shadow Shed 100%
   
   
All
A shadowy aura eliminates Reflect and similar moves.
XD Shadow Sky 100%
   
   
All
Darkness hurts all but Shadow Pokémon for 5 turns.
All details are accurate to Pokémon XD. For details that have changed between games, please see an individual move's page. Target data assumes user is in the lower left.

Icons

StatusIC IV.png StatusIC HGSS.png StatusIC BW.png StatusIC.png StatusIC LGPE.png StatusIC SwSh.png
Icon from
Diamond, Pearl, and Platinum
Icon from
HeartGold and SoulSilver
Icon from
Generation V
Icon from
Generation VI and VII
Icon from
Let's Go, Pikachu! and Let's Go, Eevee!
Icon from
Sword and Shield
StatusIC BDSP.png StatusIC LA.png StatusIC Masters.png StatusIC HOME.png Status icon HOME.png StatusIC SV.png
Icon from
Brilliant Diamond and Shining Pearl
Icon from
Legends: Arceus
Icon from
Masters EX
Icon from
HOME
Icon symbol from
HOME
Icon from
Scarlet and Violet

In other languages

Language Title
Chinese Cantonese 變化招式 Binfa Jīusīk
Mandarin 變化招式 Biànhuà Zhāoshì
France Flag.png French Attaque de statut
Germany Flag.png German Status-Attacke
Italy Flag.png Italian Mossa di stato
South Korea Flag.png Korean 변화 기술 Byeonhwa Gisul
Spain Flag.png Spanish Ataque de estado

References


Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.