Status Conditions
Status conditions, or statuses, are abnormal effects that may affect a Pokémon in battle. Status conditions can have either positive or negative effects.
Major Status Conditions
The major status conditions correspond to the non-violate status conditions of the main series. Pokémon inflicted with major status conditions will take additional damage from moves like Hex.
Pokémon may only have one major status condition at a time. If another status condition is attempted to be inflicted on them, they will keep the status that they currently have.
Asleep

A sleeping Pokémon will be unable to act until it takes damage from an attack, or after 5 turns. Non-damaging attacks will take 1 turn off the countdown.
The only moves that may inflict sleep are direct status moves such as spore or hypnosis, with the sole exception of Dire Claw that may inflict sleep. It may also be obtained through direct contact with a Pokémon that has Effect Spore.
Sleep will last for 10 turns when inflicted by the Yawning status.
Sleep will last for 15 turns when inflicted by the Slumber Orb.
Sleep will last for 20 turns when inflicted by the Sleep Seed.
Sleep will last an unlimited number of turns when the Stayaway Orb is used, and certain Pokémon can sometimes spawn in a dungeon sleeping for an unlimited number of turns.
Burned

A burned Pokémon will have its Attack stat reduced by 1/3, and will take 1/8 of its max HP as damage every time it attacks. This status condition lasts for the entire floor, or until being removed.
Fire-type Pokémon cannot be burned.
Burns can be received from contact with a Pokémon with Flame Body, as a side effect of some Fire-type moves, or directly with Will-O-Wisp. It is also gained by stepping on lava tiles.
Burns can be cured by stepping onto water tiles.
Frozen

A frozen Pokémon will be unable to act or take damage until 10 turns have passed. The Pokémon may be thawed early by having a Fire-type move used on it, or by using a Fire-type move of its own.
Ice-type Pokémon cannot be frozen.
Freezing has no moves or abilities that inflict it directly. It may only be gotten as a side effect of Ice-type moves, with the exception of Tri Attack.
Freezing will last for 30 turns when inflicted by the Ice Seed.
Freezing will last for 20 turns when inflicted by the Freeze Orb.
Poisoned

A poisoned Pokémon will take damage every turn for 6 turns. The Pokémon will take less damage if it waits in place on that turn, taking damage equivalent to 1/16 of its max HP while waiting, and 1/8 of its max HP while moving or attacking.
Poison- and Steel-type Pokémon cannot be poisoned or badly poisoned. The ability corrosion bypasses this immunity for poison and poison inflicting moves. However, it does not allow Poison-type attacking moves to damage Steel-type Pokémon.
Healing items and effects will only recover half as much HP, and the Pokémon will not recover HP naturally.
Poison is a side effect of multiple Poison-type moves, and can be inflicted directly with some status moves. It is also gained by stepping on swamp tiles.
Badly Poisoned

A badly poisoned Pokémon takes increasing damage from poison for each time they use a move. As before, the damage will start at 1/16 for standing still and 1/8 for moving, but increases by an additional 1/16 anytime the Pokémon uses a move.
Badly poisoned is most commonly inflicted through the move Toxic, but a select few Poison-type moves have a chance to inflict it as a side effect.
Paralyzed

A paralyzed Pokémon will be unable to act every other turn. This is distinct from the main series, where each turn there is a random chance to be unable to move. Paralysis lasts for 6 turns.
Electric-type Pokémon cannot be paralyzed.
Paralysis is commonly gained through contact with a Pokémon that has the ability Static, as a side effect of some Electric-type moves, or directly with a status move.
Paralysis will last for 10 turns when inflicted by the Petrify Orb.
General Harmful Status
These status conditions are often inflicted using status moves, through orb effects, or attacks. They come from multiple different sources and are commonly encountered. They hinder the affected Pokémon in some way.
Confused

A confused Pokémon has its aim disrupted for 10 turns.
In PMDO, before a Pokémon successfully acts, confusion has a 2/3 chance to nudge the direction a Pokémon is aiming at, either to the right (1/3) or the left (1/3). This results in a remaining 1/3 chance for the Pokémon to face its intended direction per action.
Confusion effectively cuts the accuracy of single-target moves to 33.3%, due to the chance of rotation. Wide-ranged moves, such as Vine Whip, are still able to hit the targeted tile and as such do not suffer from this accuracy penalty.
Additionally, the moves and items of confused Pokémon will affect both allies and enemies equally, regardless of whether they normally affect either only allies or only enemies.
Confusion will last for 15 turns when inflicted by the Totter Orb.
Cringe

A cringing (or "flinching") Pokémon is unable to use moves or items for one turn, but can still move. This status effect cannot be inflicted if the target cringed on the previous turn.
Cringe will last for 3 turns if inflicted by the Fear Wand.
Immobilized

An immobilized Pokémon is unable to move for 5 turns, though it may still attack and use items freely. While immobilized, moves that would normally bring the user forward, such as Quick Attack, will instead return the Pokémon to its original location.
Ghost-type Pokémon cannot be immobilized.
Immobilization will last for 20 turns when inflicted by the Foe-Hold Orb.
Specialized Harmful Status
These harmful statuses are typically inflicted only by specific moves and/or abilities.
In Love

A Pokémon who is in love (or "infatuated") cannot use moves or items on the Pokémon who inflicted the status for 10 turns. If it does, the attack will automatically miss. This status can normally only be inflicted on Pokémon of the opposite gender, unless the Gender Unlock mod is enabled. This effect is inflicted by the move Attract and the ability Cute Charm.
Disabled
Upon being Disabled, the last move used by that Pokémon becomes unable to be selected for the rest of the floor. This effect is inflicted by the moves Disable and Imprison, as well as the Seal Trap.
Taunted

A taunted Pokémon is unable to select its status moves, and must use attacking moves instead. However, the Pokémon is not forced to attack, and may still pass its turn or use an item instead. This effect is inflicted by the move Taunt and lasts for 15 turns.
Tormented
A tormented Pokémon cannot use the same move twice in a row. This effect is inflicted by the move Torment and lasts for 25 turns.
Fire Spin/Whirlpool/Sand Tomb
Upon being hit by the appropriate move, the Pokémon becomes trapped and is unable to move from its current location, but may still use moves and items. At the end of each of the Pokemon's turns, it will also take damage equal to 1/8 of its max HP.
These effects are inflicted by the moves Fire Spin, Whirlpool, and Sand Tomb, and last for 3 turns.
These statuses function identically but are considered separate, and multiple may be active at once.
Leech Seed

A Pokémon inflicted with Leech Seed will lose 1/12 of its max HP at the end of every turn, while the nearest enemy Pokémon will recover the same amount. Leech Seed wears off once the affected Pokémon is at least 5 tiles away from any enemy Pokémon, but will otherwise last indefinitely. This effect is inflicted by the move Leech Seed.
Grass-type Pokémon cannot be seeded.
Embargo
Embargo prevents the affected Pokémon from using or throwing any items for 50 turns. Held items may still be equipped, but their effects will not activate. This effect is inflicted by the move Embargo.
Exposed

An Exposed Pokémon loses all of its resistances and immunities, taking neutral damage from them instead. Additionally, any increases to the Pokémon's evasion are ignored. This effect lasts for 30 turns, and is inflicted by the move Foresight.
Heal Block
Heal Block prevents the the affected Pokémon from recovering HP by any means for 50 turns. Healing items or moves may still be used, but no HP will be recovered. This effect is inflicted by the move Heal Block.
Paused
While Paused, the Pokemon is rendered completely incapable of taking any action; being unable to move, attack, or use any items. Paused primarily exists as a self-inflicted status.
If inflicted by the ability Truant or the Iron Ball held item, this status will skip 1 of the user's turns.
If inflicted by a move with a recharging period, such as Hyper Beam or Giga Impact, this status will skip 3 of the user's turns.
If a Pokemon with Truant or an Iron Ball uses a move with a recharge time, Truant/Iron Ball's status will override the move's status, only skipping 1 turn instead.
Perish Count
The first time the Pokémon is hit by the move Perish Song, they are inflicted with the Perish Count status. This status starts at 3, and lowers by 1 with each successive use of Perish Song, causing the Pokémon to faint once it reaches 0. The Perish Count has no timer, and will last the entire floor unless cured.
Yawning
Upon being hit by the move Yawn, the affected Pokemon is given the Yawning status. After 3 turns pass, the Pokémon will fall asleep for 10 turns.
This status cannot be applied if the target already has a major status condition, and will also be removed if one is inflicted before 3 turns pass.
Salt Cure
Rage Powder
Beneficial Status
Status effects that benefit the Pokémon that have them.
Reflect
Reflect halves all physical damage the Pokémon takes for 10 turns. This effect is inflicted by the move Reflect.
Light Screen
Light Screen halves all special damage the Pokémon takes for 10 turns. This effect is inflicted by the move Light Screen.
Aqua Ring
Aqua Ring recovers 1/8 of the Pokémon's max HP at the end of every turn, for 10 turns. This effect is inflicted by the move Aqua Ring.
Wish
Wish counts down for 3 turns, then recovers 1/2 of the Pokémon's max HP. This effect is inflicted by the move Wish.
Safeguard
Safeguard prevents the Pokémon from being inflicted with negative status effects for 15 turns. This effect is inflicted by the move Safeguard.
Sure Shot
Sure Shot guarantees that all moves used by the Pokémon for the next 25 turns cannot miss. This effect is inflicted by the moves Lock-On and Mind Reader, as well as the All-Aim Orb.
Miracle Eye
Miracle Eye allows the Pokémon to ignore the type resistances and immunities of enemy Pokémon, as well as any positive changes to their evasion, for 10 turns. This effect is inflicted by the move Miracle Eye.
Invisible

The Invisible status causes the Pokémon to disappear, becoming undetectable by enemy Pokémon for the next 30 turns. An invisible Pokémon in the Player's party will become transparent, while an invisible enemy will disappear completely.
Invisible Pokémon may still attack and use items without losing their invisibility.
While invisible Pokémon will not be targeted by the AI, they may still be damaged if they are within range of an attack launched at another Pokémon. Likewise, while the player can not see an invisible enemy, they may still damage them by guessing their location and attacking in that direction.
This effect is inflicted by the Vanish Wand.
Charge
Cud Chew
Defense Curl
Crit Boost
Lucky Chant
Magnet Rise
On-hit Status
Status effects that have some effect when the Pokémon is hit by an opponent. The effects of these statuses will not trigger if the user faints from the attack.
Grudge

While the Pokémon is holding a grudge, any enemy Pokémon that damages it with a move will lose 3pp each from all of its moves.
Attacking the Pokémon with a regular attack or status move will not trigger Grudge's PP loss.
This effect lasts for 25 turns, and is inflicted by the move Grudge and the Grudge Trap.
Destiny Bond
After successfully hitting an enemy Pokemon with the move Destiny Bond, the user of that move is inflicted with the Destiny Bond status for 3 turns. Anytime the user is damaged by an attack during this time, the targeted Pokémon will take the same amount of damage.
Destiny Bond's shared damage will only apply to attacks and items; damage the user takes from traps or status effects will not damage the target.
Mini-Counter

Mini-Counter causes all attacks that hit the inflicted Pokémon to deal the same amount of damage to the attacker. Mini-counter's damage will only apply to attacks and items, not indirect damage from status effects.
This effect lasts for 50 turns, and is inflicted by the Rebound Orb.
Counter
While Counter is active, the Pokémon will retaliate against any Pokémon that deals physical damage to it, dealing double the damage back to the attacker.
This effect lasts for 4 turns, and is gained by using the move Counter.
Mirror Coat
While Mirror Coat is active, the Pokémon will retaliate against any Pokémon that deals special damage to it, dealing double the damage back to the attacker.
This effect lasts for 4 turns, and is gained by using the move Mirror Coat.
Unlike in the main series, both Counter and Mirror Coat may be active at the same time due to lasting several turns.
Magic Coat
While Magic Coat is active, any status move used on the Pokémon will be reflected back to the attacker. Both harmful and beneficial statuses will be reflected. This effect is gained by using the move Magic Coat or by using the Mirror Orb.
If inflicted by Magic Coat, it will last for 15 turns.
If inflicted by the Mirror Orb, it will last for 30 turns.
Metal Burst
Enraged
Neutral Status
Status effects that may have negative and positive side effects, or have effects that may situationally be helpful or situationally harmful.
Sleepless
Sleepless prevents the Pokémon from being inflicted with the Asleep or Yawning statuses for the next 50 turns. While usually beneficial, it also prevents the Pokemon from using the move Rest to recover HP. Sleepless is inflicted by the move Uproar.
Ingrain
Ingrain recovers 1/6 of the Pokémon's max HP at the end of every turn, for 10 turns. The Pokémon is unable to move while ingrained, but may still use attacks and items. This effect is inflicted by the move Ingrain.
Chasing
After successfully hitting an enemy Pokémon with the move Pursuit or Block, the user of that move is inflicted with the Chasing status for 5 turns.
At the start of the user's turns, if they are 2 or more tiles away from the target Pokémon, they will randomly teleport to a tile adjacent to the target. While this does prevent the enemy Pokémon from escaping, it can also cause the user to teleport into unfavorable positions if other enemies are nearby.
Bind
After being hit by the move Bind or Wrap, the Pokémon is inflicted with the Bind status and is unable to move, attack, or use items for 3 turns, taking damage from the enemy Pokémon at the end of each turn. The enemy Pokémon, however, is also unable to move or cancel the attack during this time, leaving them open to being attacked by the target's allies.
Decoy
After being hit by the move Substitute or consuming a
Decoy Seed, the Pokémon is inflicted with the Decoy status. Their overworld sprite changes to a decoy doll. The Pokémon is still able to attack and use moves, but every single attack made will target it. The AI of enemies will also prioritize the decoy.
This status may be used to draw attention to protect more vulnerable teammates from attacks. However, it can be forced onto party members, which if they are not particularly durable, can be very dangerous.
Follow Me
This effect is self-inflicted after using the move Follow Me. All moves targeting the Pokémon's allies will be redirected to hit the Follow Me user instead. This may be beneficial for shielding team members, but may also result in the user being fainted from taking too much damage.
Roosting
After using roost, the user becomes roosting. If the Pokémon is a flying type, they will temporarily lose the flying typing. The sprite also changes to the Pokémon's sleeping sprite. This effect wears off when the Pokémon moves.
This can be beneficial to removing a flying type weakness, but may also be harmful by eliminating flying type resistances and the ground immunity.
Move Stage Status
These statuses are inflicted whilst using a move, and used by the game to keep track of the "progression" of a move.
Future Sight & Doom Desire
These are two separate but similar statuses that are inflicted by Future Sight or Doom Desire. They only differ by the nature of their attacks.
Pokémon inflicted by this status will be attacked within a few turns of it being inflicted by the attack. This will also hit the allies around them.
Continuous
These statuses are self-inflicted when beginning a continuous attack and are used by the game to manage the attack.
Outrage
Petal Dance
Semi-Invulnerable
These statuses are self-inflicted by semi-invulnerability attacks, which have the Pokémon vanish from being hit in some way. They can either attack again to activate the attacking stage of these attacks or will be forced out of it after a duration of time.
Dig
Dive
Fly
Phantom & Shadow Force
Sky Drop
Charging
These statuses are used when charging the moves Razor Wind, Skull Bash, Sky Attack, and Solar Beam.
Focus Punch
Technical
These status conditions aren't broadcast to the player, but instead are used by PMDO for technical reasons.







