Status Effects

Many moves and feats inflict status effects. The details of these effects are explained below.

Duration

 * Frozen: 1d2 turns


 * Sleep: 1d3 turns (if the effected pokemon rolls an 8 on a d8 the first turn it is asleep, a 7-8 on the second turn, or a 6-8 on the third turn it wakes up)


 * Paralysis: 1d2 + 1 turns


 * Poison: 1d2 + 1 turns


 * Burn: 1d2 + 1 turns


 * Confused: 1d2 + 1 turns

Effect
While status effects have no effect on a pokemon in a pokeball, they do persist for the allotted time.
 * Frozen: Effected pokemon may not move, act, but may activate reflexive feats.
 * Sleep: Effected pokemon may not move, act, or activate any feats.
 * Paralysis: Effected pokemon is last in the turn order and has a 50% chance to be unable to move, act, but may activate reflexive feats.
 * Poison: Effected pokemon takes 5% of their maximum HP as damage at the end of their turn. Poison may stack up to the three times. New instances of poison refresh the effect's duration.
 * Burn: Effected pokemon takes 10% of their maximum HP as damage at the end of each turn.
 * Confused: Effected pokemon has a 50% chance to use a random move on itself, and not be able to activate any feats.

​Damaging Moves that Inflict Status Effects

 * Frozen: No change.
 * Sleep: N/A.
 * Paralysis: -1 to the duration.
 * Poison: the duration is additive to existing poison stacks.
 * Burn: -1 to the duration.
 * Confused: -1 to the duration.

​Miscellaneous Move Keywords

 * Flinch: the next turn the target has a 50% chance to be unable to move and a 50% chance to be unable to move or act. Target can still use feats.
 * Priority: the move and user's turn occurs at the beginning of the round regardless of user's speed and must be declared at the beginning of the round by the user. If multiple priority moves occur in the same round, the order of priority moves is determined by speed, highest goes first.
 * Recoil: the move does additional percent damage and harms the user for the same amount applying only to the effectiveness multiplier. For example a move that is 2x effective and does 100 base damage with 30% recoil would deal 260 damage to the target and 60 damage to the user. A move that is 0.5x effective and does 100 base damage with 30% recoil would deal 65 damage to the target and 15 damage to the user. A move that is 2x effective and has received Helping Hand and does 100 base damage with 30% recoil would deal 390 damage to the target and 60 damage to the user.