Pokémon with immunities to the Sleep move’s type will be unaffected, as will Grass Pokémon to the Grass moves.
You can hit Dark types with Hypnosis, Ghosts with Sing, etc. All Sleep moves can hit all Pokemon, with the exception of Sleep-inducing Secret Power, which cannot hit Ghosts because it's the side-effect of an attack, not the main effect. In fact, Thunder Wave is unique among true status as being a truly typed attack as far as immunities go (Fire types are immune to the Burn status, which is why you can't Will-O-Wisp them, Poison and Steel types are immune to the Poison status, which is why you can't Toxic / Poisonpowder them, but Grounds are not immune to Paralysis, which is why you can Glare them).
The abilities that do nullify the Sleep status are Insomnia and Vital Spirit, as well as Pokémon that have the ability Leaf Guard when the sun is bright. A Pokémon that is in the middle of creating an Uproar, by using the named move, is also unable to be lulled to sleep until the 2-5 turns of the Uproar have ended. A list of moves that can induce Sleep is as follows:
No Pokemon on the field can be Sleeping during an Uproar. If a Pokemon uses Uproar while another Pokemon is Sleeping, that Pokemon will instantly wake up, even if Uproar is used on a Ghost.
*Dark Void violates Sleep Clause in 2 vs. 2 Battles, due to the fact that it sends both the foes’ Pokémon to sleep.
Those places that have an auto-enforcement of Sleep Clause will just have the first Pokemon put the Sleep, and thus Dark Void will fail to the second (assuming it hits the first Pokemon). I'm not sure how the order of hitting Pokemon works in 2v2, but this means it could matter which of your two Pokemon are faster or what order they are in the line-up.
Pokémon with the Ground typing, occasionally Ghost typing (for the Normal attacks), as well as Pokémon with the Abilities Limber and Leaf Guard when the sun is bright, as well as in many cases Motor Drive, and Volt Absorb (for Electric Attacks) are immune to Paralysis. A list of moves that can induce Paralysis is as follows:
This wording is confusing. Pokemon that are part Ground are not immune to Paralysis, but they cannot be Paralyzed by any Electric attack and Thunder Wave. Ghosts cannot be Paralyzed by Body Slam and other normal attacks, but they can be hit by Glare. Mention that Limber makes Pokemon immune to the Paralysis status, not just being Paralyzed, so if you lose Limber (for instance, Ditto Transforms into non-Limber Pokemon) and are then Paralyzed, when you regain Limber (by switching out then back in), you are instantly cured of Paralysis.
The Burn status is very useful in the Physical-oriented OU Metagame, and is most useful if induced against a Physical (or Mixed) Sweeper. This is because the Burn status will decrease HP by 1/8 each turn ... and reduce the Attack stat.
Mention how much it reduces Attack (it effectively gives you 50% Attack).
Fire-type Pokémon, as well as Pokémon with the ability Flash Fire, Water Veil or Leaf Guard in bright sunlight, are unaffected by Burns.
Water Veil has the same mechanics as Limber in terms of losing it and then regaining it.
Toxic Spikes (After more than one use, any switch-ins that are not Flying, Poison, Steel, or Levitators are badly poisoned, removed if a Poison Type switches in)
Wording: After two uses > After more than one use. Also, say that the Toxic Spikes are removed when a Poison type switches in that would normally be effected by Toxic Spikes (so not part Flying and can't have Levitate).
Pokémon with the Ability Magma Armor are immune to the Freeze condition itself.
Same as Limber.
Confusion is different from the other "true" status effects in that it cannot be seen beside the Pokémon's HP bar. It is only seen when a Pokémon is about to use a move, when it has a chance of attacking itself.
You can also be Confused and have a named status simultaneously.
Pokémon with the Ability Own Tempo are immune to Confusion, and Pokémon with the Ability Tangled Feat gain one Evasion level once they become Confused.
Same as Limber.
For example, the Ability Guts will boost a Pokémon’s Attack when it has a status affliction (canceling out Burn's attack drop)
Should say it overrides Burn's Attack drop. When you say "canceling out" it sounds like your Attack ends up unchanged.
Shed Skin (Has a 30% chance to remove true status at the end of each turn)
I'm fairly certain this doesn't cure Confusion, so putting Confusion up in "True status" can cause some... Confusion.
When a Pokémon uses the move Destiny Bond, it (and its partner in 2vs2) will cause foe's Pokémon to faint if they knock out the Destiny Bond user(s). This only counts for direct attacking, and does not factor in fainting via other effects such as status or moves like Leech Seed. Destiny Bond is best used on a fast Pokémon, as it will only work if the Pokémon uses the move before the opponent attacks it. If Destiny Bond is used one turn, it can carry onto the next turn, assuming the Pokémon has not actually done anything in that turn. This is the only way a slower Pokémon can take advantage of Destiny Bond.
Destiny Bond does not effect your partner. You should reword this to say that it lasts until you move again, instead of saying it only works if the Pokemon uses the move before the opponent attacks it. This wording is much simpler. You should also mention that if a Pokemon uses Destiny Bond, and is faster than the opponent, but then uses a move like Focus Punch (something with a lower priority than the opponent's next move) the effect will last for not just that turn, but also next turn, essentially.
Gravity
When a Pokémon uses the move Gravity, no Pokémon are able to use moves that involve rising into the air, and they lose any benefits they may have had from the Flying Type, Levitate, or Magnet Rise for 5 turns. Moves that are disabled are Bounce, Fly, Hi Jump Kick, Jump Kick, and the almighty Splash. Like Magnet Rise, the short duration of this move sends its usefulness crashing down.
Gravity also provides a large (somewhere around 70%) accuracy boost.
This is useful for resetting Evasion when it is not claused, and the ability to hit Ghosts with Normal or Fighting attacks is just an added bonus, and alone is not a good enough reason to waste a moveslot on a Pokémon.
It doesn't just reset Evasion, it sets it permanently to 0 so long as the Identification effect remains.
Grass Pokémon are immune to Leech Seed
Grass Pokemon are immune to being Leech Seeded. If you Baton Pass a Leech Seed to a Grass Pokemon, they will still take damage and you will be healed.
Normal Pokémon are immune to Nightmares.
When was this tested?
When the move Perish Song is used by a Pokémon, it assigns every Pokémon currently in battle a Perish Count ... even the Pokémon that used the move! Only Soundproof Pokémon are safe from Perish Song, though not the Perish Count itself (a Soundproof Pokémon can have a Perish Count Baton Passed onto it). What a Perish Count does is gives each Pokémon that heard Perish Song 3 turns of battle until they faint automatically. This effect can only be removed by switching out ... which is why Perish Song is often used in conjunction with a move that traps Pokémon in battle, such as Mean Look.
If a Pokemon already has a Perish Count, using Perish Song again will not reset it.
Protection can be penetrated by opposing Pokémon using the moves Feint or Shadow Force.
This causes Protect and Detect to fail for the rest of the turn, but, if they were successful, still halves the chance for them to be successful next turn. During Rain, Thunder can hit through Protect and Detect with 25% accuracy.