| Aqua Ring | Volatile Status | 1 | 0 | 0 | The Pokemon has 1/16 of its max HP restored at the end of every turn. |
| Atk/Def Swapped | Volatile Status | 1 | 0 | 0 | The Pokemon’s Attack and Defense stats are swapped. |
| Aurora Veil | Field Effect | 4 | 2 | 1 | Halves the damage taken from physical and special moves. In Double Battles, this damage is reduced by 1/3 instead. |
| Badly Poisoned | Toxic | — | 0 | 1 | The Pokemon takes increasing poison damage at the end of every turn, starting at 1/16 of the Pokemon’s max HP, then 2/16, then 3/16, and so on. If the Pokemon switches out and reenters battle, the damage restarts at 1/16 of its max HP. |
| Bound | Volatile Status | 9 | 0 | 0 | For 4-5 turns, the Pokemon takes damage equal to 1/8 of its max HP at the end of every turn. It cannot be switched out of battle. |
| Can’t Escape | Volatile Status | 4 | 0 | 0 | The Pokemon cannot be switched out of battle. |
| Charging | Volatile Status | 5 | 0 | 0 | The Pokemon spends 1 turn charging before using a move. |
| Concealed | Volatile Status | 1 | 0 | 0 | The Pokemon cannot be hit by moves and is unaffected by the terrain. |
| Confused | Volatile Status | 10 | 2 | 2 | For 1-4 turns, the Pokemon has a 1-in-3 chance of hurting itself. |
| Critical-Hit Ratio Boost | Volatile Status | 16 | 1 | 1 | The Pokemon’s attacks are more likely to be critical hits. |
| Critical-Hit Ratio Boost | Volatile Status | — | 0 | 0 | The Pokemon’s attacks are more likely to be critical hits. |
| Cursed | Volatile Status | 1 | 0 | 0 | The Pokemon loses 1/4 of its max HP at the end of every turn. |
| Destiny Bound | Volatile Status | 1 | 0 | 0 | If the Pokemon is knocked out by an opponent, that opponent will also be knocked out. |
| Drowsy | Volatile Status | 1 | 3 | 0 | The Pokemon will fall asleep at the end of the next turn after becoming drowsy. |
| Electric Boost | Volatile Status | 1 | 1 | 0 | The power of the next Electric-type move used by the Pokemon will be doubled. |
| Electric Terrain | Field Effect | 2 | 2 | 0 | Pokemon on the ground have the power of their Electric-type moves boosted by 30% and they cannot fall asleep. |
| Encore | Volatile Status | 1 | 1 | 1 | The Pokemon can only use {0}. |
| Fairy Locked | Field Effect | 1 | 0 | 0 | No Pokemon on the field can be switched out of battle until the end of the next turn after the Fairy Locked status is activated. |
| Flash Fire | Volatile Status | — | 1 | 0 | Boosts the power of the Pokemon’s Fire-type moves by 50%. |
| Forest Cursed | Volatile Status | 1 | 0 | 0 | The Pokemon gains the Grass type. |
| Future Attack | Field Effect | 1 | 0 | 0 | The Pokemon in the targeted spot will take damage 2 turns after the Future Attack status is activated. |
| Grassy Terrain | Field Effect | 4 | 0 | 0 | Pokemon on the ground have the power of their Grass-type moves boosted by 30% and they have 1/16 of their max HP restored at the end of every turn. |
| Gravity | Field Effect | 2 | 0 | 0 | Boosts the accuracy of moves by 67%. Pokemon such as Flying types or ones with the Levitate Ability become grounded. Moves that involve flying or leaping cannot be used. |
| Harsh Sunlight | Weather | 8 | 7 | 1 | Boosts the damage dealt by Fire-type moves by 50% and halves the damage dealt by Water-type moves. |
| Healing Prevented | Volatile Status | 1 | 1 | 1 | The Pokemon is unable to restore HP through moves, Abilities, or held items. |
| Infatuated | Volatile Status | 1 | 3 | 1 | The Pokemon has a 50% chance of being unable to use its moves while the Pokemon that gave it the Infatuated status is on the field. |
| Ingrained | Volatile Status | 1 | 0 | 1 | The Pokemon has 1/16 of its max HP restored at the end of every turn. It also becomes grounded and cannot be switched out of battle. |
| Landed | Volatile Status | 1 | 0 | 0 | The Pokemon is now grounded and can be affected by Ground-type moves. |
| Leech Seeded | Volatile Status | 3 | 0 | 0 | The Pokemon takes damage equal to 1/8 of its max HP at the end of every turn. Whichever Pokemon is in the spot of the Pokemon that caused the Leech Seeded status has its HP restored by the same amount. |
| Light Screen | Field Effect | 4 | 2 | 0 | Halves the damage taken from special moves. In Double Battles, this damage is reduced by 1/3 instead. |
| Locked On | Volatile Status | 1 | 0 | 0 | On the next turn after gaining the Locked On status, the Pokemon’s move will not miss if targeting the Pokemon that was locked onto. |
| Magic Room | Field Effect | 1 | 0 | 0 | Most held items do not work. |
| Magnet Rise | Volatile Status | 1 | 0 | 0 | The Pokemon floats off the ground, making it immune to Ground-type moves, as well as the Spikes, Toxic Spikes, and Sticky Web statuses. |
| Micle Berry | Volatile Status | — | 0 | 0 | Boosts the accuracy of the Pokemon’s next move by 20%. |
| Minimized | Volatile Status | 7 | 0 | 0 | Moves such as Supercell Slam, Body Slam, Dragon Rush, Flying Press, Heat Crash, and Heavy Slam will not miss the Pokemon and will deal double damage. |
| Misty Terrain | Field Effect | 2 | 0 | 0 | Halves the damage dealt by Dragon-type moves used against Pokemon on the ground. Pokemon on the ground are also immune to status conditions and cannot become confused. |
| Move Disabled | Volatile Status | 1 | 2 | 1 | {0} cannot be used. |
| No Ability | Volatile Status | 1 | 0 | 0 | The Pokemon’s Ability loses its effect. |
| Perishing | Volatile Status | 1 | 0 | 0 | The Pokemon will faint 3 turns after gaining the Perishing status. |
| Psychic Terrain | Field Effect | 2 | 0 | 0 | Pokemon on the ground have the power of their Psychic-type moves boosted by 30% and they are immune to priority moves. |
| Rain | Weather | 5 | 5 | 1 | Boosts the damage dealt by Water-type moves by 50% and halves the damage dealt by Fire-type moves. |
| Rampaging | Volatile Status | 4 | 0 | 0 | For 2-3 turns, the Pokemon continues its attack and is unable to take any other actions. After that, it becomes confused. |
| Recharging | Volatile Status | 6 | 0 | 0 | The Pokemon cannot take any actions for 1 turn. |
| Reflect | Field Effect | 5 | 2 | 1 | Halves the damage taken from physical moves. In Double Battles, this damage is reduced by 1/3 instead. |
| Safeguard | Field Effect | 2 | 1 | 0 | The Pokemon is immune to status conditions and cannot become confused. |
| Salt Cured | Volatile Status | 1 | 0 | 0 | The Pokemon takes damage equal to 1/16 of its max HP at the end of every turn. If the Pokemon is a Steel type or Water type, it takes damage equal to 1/8 of its max HP instead. |
| Sandstorm | Weather | 2 | 6 | 1 | Pokemon that are not Rock, Ground, or Steel types take damage equal to 1/16 of their max HP at the end of every turn. Boosts the Sp. Def stats of Rock-type Pokemon by 50%. |
| Sealing Off | Field Effect | 1 | 0 | 1 | Any moves known by the Pokemon that caused this status cannot be used by its opponents. |
| Sky-High | Volatile Status | 5 | 0 | 0 | The Pokemon cannot be hit by most moves, excluding moves such as Thunder, Hurricane, and Smack Down. The Pokemon is also unaffected by the terrain. |
| Snow | Weather | 5 | 4 | 1 | Boosts the Defense stats of Ice-type Pokemon by 50%. |
| Spikes | Field Effect | 6 | 2 | 1 | Pokemon that switch into battle will take damage equal to 1/8 of their max HP. This damage will increase if 2 layers of Spikes are set, and again if 3 layers are set. Pokemon such as Flying types or ones with the Levitate Ability are unaffected. |
| Stealth Rock | Field Effect | 5 | 0 | 0 | Pokemon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokemon’s type matchup with the Rock type. |
| Sticky Web | Field Effect | 4 | 2 | 0 | Pokemon that switch into battle will have their Speed stats lowered by 1 stage. Pokemon such as Flying types or ones with the Levitate Ability are unaffected. |
| Stockpiling | Volatile Status | 3 | 0 | 0 | The Pokemon’s Defense and Sp. Def stats are boosted by 1 stage for each time it has used Stockpile. |
| Submerged | Volatile Status | 3 | 0 | 0 | The Pokemon cannot be hit by most moves, but Surf and Whirlpool will hit and will deal double damage. The Pokemon is also unaffected by the terrain. |
| Syrupy | Volatile Status | 1 | 0 | 0 | The Pokemon’s Speed stat is lowered by 1 stage at the end of every turn. |
| Tailwind | Field Effect | 1 | 0 | 0 | Doubles the Pokemon’s Speed stat. |
| Taunted | Volatile Status | 1 | 2 | 1 | The Pokemon can use only attacks. |
| Throat Chopped | Volatile Status | 1 | 0 | 0 | The Pokemon cannot use any sound-based moves for 2 turns. |
| Toxic Spikes | Field Effect | 4 | 3 | 0 | Pokemon that switch into battle will be poisoned or, if 2 layers of Toxic Spikes are set, badly poisoned. Pokemon such as Flying types or ones with the Levitate Ability are unaffected. |
| Trick Room | Field Effect | 1 | 0 | 0 | Pokemon with lower Speed stats move first. |
| Trick-or-Treating | Volatile Status | 1 | 0 | 0 | The Pokemon gains the Ghost type. |
| Unable to Repeat | Volatile Status | 1 | 1 | 1 | The Pokemon cannot use the same move twice in a row. |
| Underground | Volatile Status | 2 | 0 | 0 | The Pokemon cannot be hit by most moves, but Earthquake will hit and will deal double damage. The Pokemon is also unaffected by the terrain. |
| Uproar | Volatile Status | 1 | 0 | 0 | For 3 turns, the Pokemon continues its attack and is unable to take any other actions. During this time, no Pokemon on the field can fall asleep. |
| Wish | Field Effect | 1 | 0 | 0 | At the end of the next turn after the Wish status is activated, the HP of the Pokemon in the affected spot will be restored by 1/2 of the max HP of the Pokemon that caused the status. |
| Wonder Room | Field Effect | 1 | 0 | 0 | Pokemon’s Defense and Sp. Def stats are swapped. |