This page contains changes which are not marked for translation.

There are 79 different Status moves in PokeHero. This number includes type moves, unique moves and TM moves. This page contains every Status move in the game sorted alphabetically.

List of Status moves

Because Status moves do not inflict damage, the Power field has been omitted.

Name Type PP Accuracy Range Description
??? Glitch 10 —% Any Enemy This move's effect is unpredictable.
Absolute Flame Demon 10 100% Any Enemy Summons unstoppable fire straight from the depths of the Earth. Guaranteed to burn.
Adrenaline Rush Mental 20 —% Self Sensing the battle nearing its end, the user unleashes everything without caring about the consequences. Largely raises Attack and moderately raises Speed, but largely lowers Defense and Special Defense.
All for Victory Mental 5 100% Self If the user gets knocked out on this turn or the next, all opponents will be knocked out as well. Used last.
Ally Support Mental 15 —% Ally Gives their turn to their ally acknowledging their inferiority. Doubles the attack launched by the ally. Used first.
Altruism Ninja 5 —% Any Enemy My mom taught me that sharing is caring! Transfers all of the user’s status conditions to the opponent.
Ancestral Martial Art Fighting 15 —% Self Martial arts are also about meditation. The user prepares for battle, charging vital energy for their next move. If a move that requires a charge is used on the next turn, it will be used instantly. Moderately raises Attack.
Ancestral Technique Ninja 30 —% Self You pray to the elders. They bless you with a small increase in attack, special attack, and speed.
Beastly Roar Element 30 —% Self Unleashes a beastly roar to prepare for a rampage. Slightly raises Attack.
Blade Wall Sword 10 —% Self Spins the sword wildly to deflect incoming projectiles. Moderately raises Special Defense.
Brainstorming Mental 25 —% Ally and User Shares the plans with their ally with a slideshow. Slightly raises Attack for all allies. Only usable in double battles.
Buffet Element 10 —% Everyone Cuitas les bananas. Coupées en dos les potetos.
Buku Jutsu Energy 25 —% Ally and User This technique allows the user and its ally to lift off the ground. Taking flight halves damage taken from physical attacks for 3 to 5 turns.
Chaotic Rage Demon 5 100% Self Doubles damage for 5 turns in an uncontrollable fury. For the next 5 turns, randomly uses one of its other moves.
Cosmic Terror Demon 5 —% Any Enemy Instills unfathomable fear by revealing the raw truth of existence, awakening cosmic awareness. Terror spreads throughout the target like rot, infecting every atom of their being. 50% chance to flinch every turn for 5 turns.
Cringe Moment Mental 15 —% All Enemies Creates awkwardness in the opponents with speeches about friendship, forcing them to flee.
Crushing Solitude Mental 30 —% Self Shuts down emotionally from overwhelming loneliness. Moderately increases Defense. Only usable in solo battles.
Deadly Sin Demon 5 —% Everyone Seals a pact with hell and floods the field with demonic energy, pushing all Pokeheroes to their breaking point. Maxes out all stats for all Pokeheroes on the field.
Demonic Laughter Demon 5 —% Everyone except User A laugh so terrifying it could make anyone run away! Flinches all Pokeheroes on the field. Never misses.
Edo Tensei Ninja 5 —% Self A forbidden Ninjutsu technique due to its dark nature. If the user faints during the next turn, revives with 50% HP and slightly raises all stats.
Elements Show No Mercy Element 5 —% All Enemies The elements show no mercy. An unstoppable onslaught is unleashed on the opponents. Slightly lowers all of the targets' stats each turn. Can only be used once per battle.
Emotional Support Normal 15 —% Self Your friends are here for you! Moderately raises Attack.
Energy Focus Energy 15 —% Self Starts screaming while tensing all their muscles. Apparently, it helps focus energy… and also with bathroom breaks. Moderately increases Speed.
Energy Shield Energy 5 —% Self A shield that reflects projectiles. For 3 turns, special attacks deal half damage and a small portion is reflected back to the attacker. Has no effect on physical attacks.
Fan Service Mental 15 —% Self Exploits one of their allies by oversexualizing them. Success comes at the cost of dignity. Moderately lowers defense and special defense, greatly increases attack.
Fight to the Death Demon 5 —% Self Slight raise to all stats, but the user can no longer leave the battle unless they are knocked out.
Flex Fighting 30 —% All Enemies Flexes its muscles to unnerve the opponent and boost its own morale. Slightly increases Attack and slightly lowers the opponent's Defense.
Flip Off Demon 25 —% All Enemies Insults opponents, throwing them off balance. Slightly raises their Attack and slightly lowers their Accuracy.
Frostbite Element 15 60% All Enemies Casts an ice spell that paralyzes the opponents.
Generalized Cramp Energy 25 90% Any Enemy Shoots a ray full of energy that overwhelms the opponent's nerves, paralyzing them.
Glug Glug Energy 5 —% Any Enemy Absorbs the opponent’s energy completely, moderately increasing the user’s Special Attack and moderately decreasing the target’s Special Attack.
Hair Coloring Energy 25 —% Self Changes their hair color to unleash their true power (what the opponent doesn’t know is that there are still 4 colors left before reaching their ultimate true power). Moderately raises Attack and Speed.
Hydration Break Normal 15 —% Self Every good fighter knows hydration is key! A quick water break that heals 20 HP.
I Have No Weakness Sword 5 —% Self Focuses on their greatest swordsmanship flaw and overcomes it once and for all. Greatly increases Speed.
Incomprehensible Speech Mental 20 —% All Enemies Talks about five and a half topics at once, which confuses the opponents, slightly lowering their Attack.
Incredible Rage Demon 5 —% Any Enemy Seething with hatred, the user can’t contain their fury toward the opponent and unleashes it all, lower all of the target's stats. The user, consumed by rage, can no longer use non-damaging moves.
Item Teleportation Energy 30 —% Self The Pokehero teleports a random item from another dimension… and immediately uses it, with little idea of what it might do.
Kidnapping Mental 20 —% Any Enemy Has a chance to capture the target without consuming a Pokeball.
Lack of Inspiration Mental 15 —% Any Enemy Struck by a creative block, the user decides to steal a move from the opponent. Randomly uses one of the opponent’s moves.
Main Character Syndrome Mental 10 —% Ally Lets their ally embarrass themselves just to look cooler by comparison. The ally’s next move will unavoidably fail, which will slightly lower all their stats, and slightly raise all of the user's stats. Only usable in double battles. Moves first.
Martial Art Scroll Fighting 15 —% Self Improves techniques using the scroll passed down by their sensei. Moderately raises Attack.
Medical Ninjutsu Ninja 25 —% Self Heals 40 HP. Slightly increases Defense.
Mind Fog Mental 5 —% Any Enemy Imposes multiple psychological barriers on the opponent, sending them into deep confusion. For 3 turns, the opponent will randomly use one of their moves.
Natural Defense Element 15 —% Self Transforms its skin into an impenetrable armor. Moderatele increases Defense.
Plagiarism Mental 5 —% Any Enemy Casually uses a move they've already seen, proudly passing it off as their own. Randomly uses a move from all existing moves.
Possession Demon 20 —% Any Enemy Slips into the opponent’s mind and scrambles their thoughts. Causes confusion.
Power Of Friendship Mental 5 —% Self The only force that can make you win no matter the odds. In the end, friendship always triumphs! Calls on an ally to turn the tide in a fair 2-on-1 battle. Only usable in solo battles.
Quick Escape Ninja 30 100% Self Switches out the Pokehero and slightly increases Speed.
Quick Step Ninja 25 —% Self Slightly increases evasion.
Rage Blast Demon 5 —% Self The user unleashes all their rage, largely raising their Attack.
Raw Drain Demon 30 —% Any Enemy Tears open a breach in the opponent to rip out their life force. Drains 30 HP from the target.
Regeneration Demon 10 —% Self Focuses all their energy throughout their body to heal their wounds. Restores 100 HP.
Ronin Spirit Mental 20 —% Self Focuses on offense at the cost of defense. Increases Attack, Special Attack, and Speed. Lowers Defense and Special Defense.
Samurai Spirit Mental 25 —% Self A sound mind in a sound body. Assumes the samurai stance, which slightly raises Defense and Special Defense but slightly lowers Speed.
Schrödinger's Diversion Mental 10 —% Everyone Turns all moves used this turn into attacks that hit every Pokehero on the field.
Self-Pity Normal 25 —% Any Enemy You’re bad. Might as well admit it. Moderately lowers the target's Attack. Slightly lowers the user’s Accuracy.
Seppuku Sword 30 —% Self Performs ritual suicide at the end of the next turn.
Shunpo Sword 5 —% Self A rapid movement technique that allows the user to move so fast the eye can’t follow, slightly raising Speed and granting a 30% chance to evade the next attack.
Shōnen Spirit Mental 20 —% Everyone Delivers a passionate speech about values like self-improvement, friendship, justice, and bravery. Moderately raises allies' Defense and Special Defense, and slightly lowers enemies' Speed.
Smoke Bomb Ninja 25 50% All Enemies Covers the opponents in smoke to cause confusion. May also cause paralysis.
Smug Aura Demon 20 —% Ally and User Dismisses opponents with such haughty disdain it becomes weirdly soothing. Heals all allies’ status conditions, but slightly lowers the user’s Defense.
Souls Awakening Demon 30 100% Any Enemy Plunges the opponent in a deep slumber. The souls of the opponent’s past victims lie in wait, ready to rise and exact revenge on their killer. Moderately lowers the opponent’s Speed.
Status Acceleration Element 10 —% Any Enemy Triggers the opponent’s status condition twice per turn for 4 turns.
Steal Ninja 15 —% Any Enemy Mugs the opponent, stealing between 5 and 20 Pokedollars.
Steely Resolve Mental 30 —% Self Don’t doubt yourself, even in front of Mount Everest. Able to pay lackeys to carry your luggage, boosts ego, moderate attack increase.
Strategic Meeting Mental 5 —% Ally and User Delivers a fiery speech to convince their ally of the best tactic. Skips the ally’s turn and slightly increases the Attack and Defense of allies. Only usable in double battles.
String Trap Ninja 10 80% Any Enemy Sets a trap that prevents the target from attacking and deals damage based on the opponent’s chosen move. This move's accuracy decreases with each use. This move does nothing if the target moved first.
Sunbite Energy 15 —% Everyone Emits an intense flash of light that temporarily blinds all who look, robbing them of their vision and slightly lowering their Accuracy. Never misses.
Taunt Mental 25 —% Any Enemy Provokes the opponent in battle, who becomes unable to ignore the user’s confidence, forcing them to use only attacks.
Team Spirit Mental 25 —% Ally and User Rallies the team to never give up, no matter the odds. Slightly raises Defense for the allies. Only usable in double battles.
Tearful Speech Mental 25 —% All Enemies Cries to irritate the opponents and make them aggressive, slightly raising their Attack but lowering their Defense and Special Defense.
Threat Normal 15 50% All Enemies Paralyzes the opponents.
Touch the Divine Energy 5 —% Self Reaches their ultimate form, brushing against the divine. Heals 50% HP and slightly raises Special Attack and Speed.
Toxic Spit Element 15 90% Any Enemy Spits toxic fluid at the opponent. Always poisons.
Transcendence Mental 15 —% Self Boosts physical abilities by ignoring pain. Slightly increases Attack and Defense.
Ultimate Confidence Mental 15 —% Self Believe in yourself beyond all limits! Slight raise to all stats.
Ultimate Swordsmanship Sword 5 —% Self The sword user abandons all thought and control, pushing their body beyond its limits and allowing their soul to instinctively respond to threats. Every movement becomes a perfect strike, delivered without hesitation. Deals damage to the user. Slightly increases Attack, Defense, Special Defense, and Speed.
Unstoppable Nature Element 15 100% Self Charges energy by absorbing everything around them. Grants immunity to all damage during use, and slightly raises Defense and Speed. Halves the success rate with each use. If Solar Beam is used on the next turn, its charge turn is skipped.
Violent Doping Normal 30 —% Self Injects a performance-enhancing substance just shy of the lethal dose. Largely raises attack. If used multiple times, or after the use of an X Attack, the user will be knocked out.