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Status Conditions in Pokémon TCG Pocket: Effects, Cures & Stacking

All 5 special conditions explained: exact damage per turn, coin-flip odds, what cures each one, and which conditions can stack on the same Pokémon.

Summary
Pokémon TCG Pocket has 5 special conditions. Poison deals 10 damage and Burn deals 20 damage at every Pokémon Check (end of turn, for both players) — both can stack with anything else. Sleep and Confusion are decided by a coin flip; Paralysis clears itself automatically after one full turn. Sleep, Paralysis, and Confusion never stack together — the newest one simply overwrites the old one. Evolving a Pokémon or retreating it to the bench instantly cures every condition it's carrying.

The 5 Conditions and Exactly What They Do

Every special condition is resolved during the Pokémon Check — the moment at the end of every turn, yours and your opponent's, when both players' Active Pokémon get checked for lingering effects.

ConditionEffectHow it's cured
Poison10 damage every Pokémon CheckEvolve or retreat — no coin flip involved
Burn20 damage every Pokémon CheckCoin flip at each Check — heads cures it
SleepCan't attack or retreatCoin flip at each Check — heads wakes it up
ParalysisCan't attack or retreatClears automatically after 1 full turn — no coin flip
ConfusionCoin flip when attacking — tails means the attack failsOnly evolving or retreating cures it — no automatic recovery

Poison and Burn are pure damage-over-time: they never stop you from attacking or retreating, they just chip away at HP every Check. Sleep and Paralysis both lock out attacking and retreating entirely, but they clear very differently — Sleep gambles on a coin flip every Check, while Paralysis is a guaranteed one-turn timeout. Confusion doesn't block any action; it just risks wasting the attack you do take.

How the Pokémon Check Actually Works

Two independent community sources confirm the Pokémon Check fires at the end of every turn — including your opponent's — and applies to both players' Active Pokémon, not just the one belonging to the player whose turn just ended.

  • A Poisoned Pokémon takes its 10 damage during the Check after your turn and the Check after your opponent's turn
  • When a single Active Pokémon is carrying more than one Check-resolved condition, they process in a fixed order: Poison → Burn → Sleep → Paralysis
  • Confusion is the exception — it isn't processed at the Check at all. It's tested the moment you declare an attack, not at turn end

That fixed processing order matters when a Pokémon is low on HP: Poison's damage lands before Burn's, so if the Poison tick alone would knock it out, the Burn coin flip and Sleep/Paralysis recovery attempt never even happen.

Stacking Rules: What Combines, What Overwrites

Poison and Burn are the two "free" conditions — they coexist with each other and with any third condition, with no exceptions. Sleep, Paralysis, and Confusion behave completely differently: only one of the three can be active at a time. Applying a second one from that group doesn't stack it — it simply replaces whichever one was already there.

  • Poison + Burn: always coexist, dealing 30 combined damage per Pokémon Check
  • Poison/Burn + one of Sleep, Paralysis, or Confusion: fully compatible
  • Sleep, Paralysis, Confusion together: impossible — the most recent one overwrites the rest

The practical ceiling is 3 conditions active on one Pokémon at once: Poison, Burn, and one of Sleep/Paralysis/Confusion. A Pokémon can never be simultaneously Asleep and Paralyzed, for example — inflicting Paralysis on an already-Sleeping Pokémon just turns the Sleep into Paralysis.

Which Condition Should You Actually Worry About

Not all 5 conditions carry the same practical risk. Paralysis is the most predictable of the "can't act" pair — it always costs exactly one turn, with zero randomness, so you can plan around it. Sleep is the riskier version of the same lockout, since an unlucky run of tails can leave a Pokémon stuck for several turns in a row.

  • Poison + Burn stacked together deal 30 damage per Check — enough to two-shot most low-HP Basics without your opponent lifting a finger
  • Confusion is the lowest-impact condition on paper, but it turns a guaranteed knockout swing into a coin flip at the worst possible moment
  • Retreating a heavily-stacked Pokémon to the bench clears everything at once — often the correct play the instant Poison and Burn are both ticking

Because evolving also wipes every condition, a Pokémon you're about to evolve anyway is the safest one to leave Poisoned or Burned for one extra turn — the damage still lands, but you're clearing it on your own schedule regardless.

Frequently asked questions

Can a Pokémon have Poison, Burn, and Sleep all at once?
Yes — that's the maximum. Poison and Burn always coexist with each other and with one condition from the Sleep/Paralysis/Confusion group, for a ceiling of 3 active conditions at once. What can't happen is two conditions from that second group together — Sleep and Paralysis, for example, always overwrite each other rather than stacking.
Does retreating to the bench cure status conditions?
Yes. Retreating your Active Pokémon to the bench, or evolving it, instantly clears every special condition it's carrying — Poison, Burn, Sleep, Paralysis, and Confusion included, no matter how many are stacked.
Is Paralysis better or worse than Sleep?
Paralysis is the more predictable of the two: it always clears after exactly one full turn, with no coin flip involved. Sleep depends on a coin flip at every Pokémon Check, so an unlucky Pokémon can stay asleep for several turns in a row — worse in the worst case, but with a chance of clearing sooner too.
What is a Pokémon Check, exactly?
It's the automatic check that runs at the end of every turn — yours and your opponent's — on both players' Active Pokémon. It's when Poison and Burn deal their damage, and when Sleep and Burn's coin flips for recovery happen. Confusion is tested separately, at the moment you attack.

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