Status Effects

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Status Effects, also colloquially referred to as status conditions, are conditions that affect a Pokémon in-battle. They can be onset by a or a secondary effect of a damage-dealing move used against the Pokémon, or as a self-afflicted repercussion of a move used by the Pokémon.

There are currently two categories of working status effects within PWO: status ailments, and stat-enhancing effects. Due to the underdeveloped battle system of PWO, status conditions — including the supported categories of status effects — have limitations or function improperly here, compared to how they functioned in the handheld games (explained more in-depth below).

Status Ailments

Status ailments are conditions that affect a Pokémon's ability to battle. When onset, the ailment last until it either subsides (inapplicable for some ailments), is substituted by the onset of another status ailment, or until the Pokémon is healed.

Resultant of battle-system limitations, many status ailments—as they were conceived in the handheld games—are non-existent in PWO's battle system. The following status ailments, with their limitations defined, are itemized below:

List of Status Ailments within PWO


A Pokémon that is beset by the burn condition will sustain damage at the end of each turn, proportionate to the Pokmon's maximum-health capacity (1/8th of it, precisely). It additionally halves the amount of damage outputted by Physical Moves.

Fire-type Pokémon are immune to the onset of this status-ailment affliction.


Confusion, when induced, will cause the Pokémon to attack itself 50% of the time. The self-inflicted damage is calculated as a typeless move on 40 base-power points.

Confusion's duration ranges from 1-4 turns while in battle.


Freeze completely debilitates the opponent, preventing it from attacking; it locks them into a glacier. Ice-type Pokémon are immune to the onset of this status ailment completely, while they can still sustain damage from the damage-dealing effects of Ice-type moves.

It lasts for an indefinite amount of turns, with a 20% chance for a Pokémon to thaw out each turn. However, sustaining a Fire-type attack will defrost the target from the Freeze status ailment.

Ice-type Pokémon are immune to the onset of this status-ailment affliction.


Paralysis will physiologically prevent the Pokémon from attacking at randomly determined turns—a 1/4th chance that the afflicted Pokémon will not attack at all. It will also reduce the afflictee's Speed by 75%.

It has no determinate ending point; it lasts indefinitely until either the Pokémon is healed.

Electric-type Pokémon are immune to the onset of this status-ailment affliction.


Poison is a damage-inflicting status ailment; it is a highly common status ailment associated with the secondary effects of many Poison-type moves, which onset the status ailment. It inflicts 1/8th of the user's maximum-health capacity upon itself.

Contrary to the official-game mechanics, the ailment will not cause the afflictee to sustain damage when walking outside of battle.

Poison-type Pokémon are immune to the onset of this status-ailment affliction.

Badly Poisoned

A subtype of the Poisoned ailment, a Badly Poisoned Pokémon will initially sustain damage of 1/16th of their maximum-health capacity. This ailment is more dynamic and deteriorative, however; the damage sustained will increased incrementally by 1/16th of their maximum-health capacity per turn.

Toxic and Poison Fang are currently the only two Poison-type moves that may induce the Badly Poisoned condition.


Seeding, solely inducible by Leech Seed, will sap 1/8th of the afflicted Pokémon's health, and use that amount of damage to restore the user of Leech Seed.


When a Pokémon is asleep, it can not make any move, thus it can not retaliate to the opponent at all. The sleep effect will last for up to 1-3 turns.

Self-inducing moves for the sleep ailment in the official games, such as Rest, also do not produce that effect here.

Stat-Modifying Effects

Moves can also affect the stats of a Pokémon — their Attack, Defense, Special Attack, Special Defense and Speed — in battle, which will alter their stats for the duration of the battle. After the battle ends, the stats will reset back to their unaffected values.


There are 6 stat-increasing stages, as well as 6 stat-decreasing stages. The stages are stackable, meaning that stat-increasing and stat-decreasing moves can add or subtract from the net stages—for example, if a stat-increasing move was used for a 2-stage increase in the Pokémon's Attack (equating to a +2 net stage), a stat-decreasing, which would reduce the same stat by 1 stage, would subtract it to a net stage of +1.

Stages are calculated in fractional increments, which are outlined below:

Subtractive Stages Base Additive Stages
Stage -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6
Fraction 2/8 2/7 2/6 2/5 2/4 2/3 1 11/2 2 21/2 3 31/2 4
Percentage 25% 29% 33% 40% 50% 67% 100% 150% 200% 250% 300% 350% 400%

Critical Hits

There is a 6.25% chance for any move to score a critical hit, which would invariably double the damage output of the move.