CHAMPIONSPEDIA

Reference

Pokemon Champions battle conditions

All 66 field conditions the game tracks, with its own wording and its own numbers. Sun and Rain boost matching move damage by 50%, while Sandstorm and Snow instead give Rock and Ice a 50% defensive stat boost. Three of the four terrains add 30% to a type, and all of that is worth checking against whatever you remember from the mainline games.

66
Battle conditions
6
Status conditions
listed separately
50%
Weather boost
damage in sun and rain
30%
Terrain boost
grounded, 3 of 4 terrains

Every description below is quoted from Pokemon Champions itself, so where it differs from your expectations the game is right. For the six status conditions that go on a Pokemon rather than the field, see status conditions.

Field

Weather

4

Set by an ability or a move. Weather changes damage and adds residual effects.

Harsh Sunlight

Boosts the damage dealt by Fire-type moves by 50% and halves the damage dealt by Water-type moves.

Rain

Boosts the damage dealt by Water-type moves by 50% and halves the damage dealt by Fire-type moves.

Sandstorm

Pokémon 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 Pokémon by 50%.

Snow

Boosts the Defense stats of Ice-type Pokémon by 50%.

Field

Terrain

4

Affects grounded Pokemon only. Anything airborne ignores it entirely.

Electric Terrain

Pokémon on the ground have the power of their Electric-type moves boosted by 30% and they cannot fall asleep.

Grassy Terrain

Pokémon 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.

Misty Terrain

Halves the damage dealt by Dragon-type moves used against Pokémon on the ground. Pokémon on the ground are also immune to status conditions and cannot become confused.

Psychic Terrain

Pokémon on the ground have the power of their Psychic-type moves boosted by 30% and they are immune to priority moves.

Field

Rooms

4

Field-wide rule changes that last a set number of turns.

Trick Room

Pokémon with lower Speed stats move first.

Magic Room

Most held items do not work.

Wonder Room

Pokémon’s Defense and Sp. Def stats are swapped.

Gravity

Boosts the accuracy of moves by 67%. Pokémon such as Flying types or ones with the Levitate Ability become grounded. Moves that involve flying or leaping cannot be used.

Side

Screens

4

Reduce incoming damage for your whole side. Note the different figure in Doubles.

Light Screen

Halves the damage taken from special moves. In Double Battles, this damage is reduced by 1/3 instead.

Reflect

Halves the damage taken from physical moves. In Double Battles, this damage is reduced by 1/3 instead.

Aurora Veil

Halves the damage taken from physical and special moves. In Double Battles, this damage is reduced by 1/3 instead.

Safeguard

The Pokémon is immune to status conditions and cannot become confused.

Side

Entry hazards

4

Punish switching. Set them early and they pay off all game.

Stealth Rock

Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon’s type matchup with the Rock type.

Spikes

Pokémon 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. Pokémon such as Flying types or ones with the Levitate Ability are unaffected.

Toxic Spikes

Pokémon that switch into battle will be poisoned or, if 2 layers of Toxic Spikes are set, badly poisoned. Pokémon such as Flying types or ones with the Levitate Ability are unaffected.

Sticky Web

Pokémon that switch into battle will have their Speed stats lowered by 1 stage. Pokémon such as Flying types or ones with the Levitate Ability are unaffected.

Volatile

Residual damage

6

Chips HP at the end of each turn.

Leech Seeded

The Pokémon takes damage equal to 1/8 of its max HP at the end of every turn. Whichever Pokémon is in the spot of the Pokémon that caused the Leech Seeded status has its HP restored by the same amount.

Cursed

The Pokémon loses 1/4 of its max HP at the end of every turn.

Bound

For 4–5 turns, the Pokémon takes damage equal to 1/8 of its max HP at the end of every turn. It cannot be switched out of battle.

Salt Cured

The Pokémon takes damage equal to 1/16 of its max HP at the end of every turn. If the Pokémon is a Steel type or Water type, it takes damage equal to 1/8 of its max HP instead.

Badly Poisoned

The Pokémon takes increasing poison damage at the end of every turn, starting at 1/16 of the Pokémon’s max HP, then 2/16, then 3/16, and so on. If the Pokémon switches out and reenters battle, the damage restarts at 1/16 of its max HP.

Perishing

The Pokémon will faint 3 turns after gaining the Perishing status.

Volatile

Recovery

4

Restores HP over time, or blocks it.

Aqua Ring

The Pokémon has 1/16 of its max HP restored at the end of every turn.

Ingrained

The Pokémon 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.

Wish

At the end of the next turn after the Wish status is activated, the HP of the Pokémon in the affected spot will be restored by 1/2 of the max HP of the Pokémon that caused the status.

Healing Prevented

The Pokémon is unable to restore HP through moves, Abilities, or held items.

Volatile

Action locks

12

Limits what a Pokemon can do on its turn.

Confused

For 1–4 turns, the Pokémon has a 1-in-3 chance of hurting itself.

Infatuated

The Pokémon has a 50% chance of being unable to use its moves while the Pokémon that gave it the Infatuated status is on the field.

Taunted

The Pokémon can use only attacks.

Encore

The Pokémon can only use {0}.

Move Disabled

{0} cannot be used.

Unable to Repeat

The Pokémon cannot use the same move twice in a row.

Throat Chopped

The Pokémon cannot use any sound-based moves for 2 turns.

Rampaging

For 2–3 turns, the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.

Uproar

For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.

Recharging

The Pokémon cannot take any actions for 1 turn.

Charging

The Pokémon spends 1 turn charging before using a move.

Drowsy

The Pokémon will fall asleep at the end of the next turn after becoming drowsy.

Volatile

Positioning

7

Being off the ground, underground or underwater changes what can hit you.

Sky-High

The Pokémon cannot be hit by most moves, excluding moves such as Thunder, Hurricane, and Smack Down. The Pokémon is also unaffected by the terrain.

Underground

The Pokémon cannot be hit by most moves, but Earthquake will hit and will deal double damage. The Pokémon is also unaffected by the terrain.

Submerged

The Pokémon cannot be hit by most moves, but Surf and Whirlpool will hit and will deal double damage. The Pokémon is also unaffected by the terrain.

Concealed

The Pokémon cannot be hit by moves and is unaffected by the terrain.

Magnet Rise

The Pokémon floats off the ground, making it immune to Ground-type moves, as well as the Spikes, Toxic Spikes, and Sticky Web statuses.

Landed

The Pokémon is now grounded and can be affected by Ground-type moves.

Minimized

Moves such as Supercell Slam, Body Slam, Dragon Rush, Flying Press, Heat Crash, and Heavy Slam will not miss the Pokémon and will deal double damage.

Volatile

Trapping

3

Stops a Pokemon leaving the field.

Can’t Escape

The Pokémon cannot be switched out of battle.

Fairy Locked

No Pokémon on the field can be switched out of battle until the end of the next turn after the Fairy Locked status is activated.

Sealing Off

Any moves known by the Pokémon that caused this status cannot be used by its opponents.

Volatile

Stat and type changes

10

Swaps or rewrites something about the Pokemon itself.

Atk/Def Swapped

The Pokémon’s Attack and Defense stats are swapped.

Stockpiling

The Pokémon’s Defense and Sp. Def stats are boosted by 1 stage for each time it has used Stockpile.

Tailwind

Doubles the Pokémon’s Speed stat.

No Ability

The Pokémon’s Ability loses its effect.

Trick-or-Treating

The Pokémon gains the Ghost type.

Forest Cursed

The Pokémon gains the Grass type.

Critical-Hit Ratio Boost

The Pokémon’s attacks are more likely to be critical hits.

Flash Fire

Boosts the power of the Pokémon’s Fire-type moves by 50%.

Electric Boost

The power of the next Electric-type move used by the Pokémon will be doubled.

Micle Berry

Boosts the accuracy of the Pokémon’s next move by 20%.

Volatile

Delayed effects

3

Resolves on a later turn.

Future Attack

The Pokémon in the targeted spot will take damage 2 turns after the Future Attack status is activated.

Destiny Bound

If the Pokémon is knocked out by an opponent, that opponent will also be knocked out.

Locked On

On the next turn after gaining the Locked On status, the Pokémon’s move will not miss if targeting the Pokémon that was locked onto.

Volatile

Other effects

1

Everything else the game tracks as a battle state.

Syrupy

The Pokémon’s Speed stat is lowered by 1 stage at the end of every turn.