Blinded |  |  | Negative | Speed and Dodge halved. |
Burn | Missing |  | Negative | At End of Round, lose 1/8 of Max HP |
Charged Up |  |  | Positive | Speed, Melee, Ranged, Armour and Dodge all doubled. |
Charging |  |  | Positive | Only role is to delay Charged Up. |
Charmed | Missing |  | Negative | 50% chance of failing if they target an opponent. |
Confused |  |  | Negative | Instead of the technique chosen, the Confused monster uses a random technique (from the ones they have available, other than the one chosen) 50% of the time. |
Diehard |  |  | Positive | When HP would fall below 1, set it to 1, remove this condition and print "X fights through the pain." A monster that is already on exactly 1 HP cannot gain the Diehard condition. |
Elemental Shield | Missing |  | Positive | Each time an opponent hits you with a Special technique, they take 1/16 your maximum hit points in damage. |
Eliminated |  | Missing | N/A | Continues after the battle; Eliminated characters cannot be chosen for battle, must be replaced if in battle |
Enraged |  |  | Positive | Melee doubled and Ranged halved. |
Exhausted |  |  | Negative | Melee and Ranged halved. |
Feedback | Missing |  | Positive | Each time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage. |
Festering |  |  | Negative | Cannot heal damage. |
Flinching | Missing |  | Negative | 50% chance to miss your next turn. If you do miss your next turn, this condition ends. |
Focused |  |  | Positive | Dodge improves by half. |
Grabbed |  |  | Negative | Cannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved. |
Hard Shell |  |  | Positive | Armour improves by half. |
Harpooned | Missing |  | Negative | If the affected monster swaps out, it takes damage equal to 1/8th of its maximum HP. |
Life Gift | Missing | Missing | Negative | Allows a monster to transfer some of its HP to its target, acting differently than a traditional lifeleech effect. Unlike lifeleech, LifeGift heals the opponent while damaging the user, introducing a new layer of strategy and complexity to combat interactions. |
Lifeleech |  |  | Negative | At End of Round, lose 1/16 of Max HP. Enemy heals the same amount. |
Lockdown | Missing |  | Negative | Cannot use items. |
No Condition | Missing | Missing | Neither | The absence of a condition. |
Nodding Off |  |  | Negative | It can last up to 5 turns. Each turn the monster can wake up if a random value > 0.5. While sleeping technique is not used. When waking up it shows: NAME dozes off! Originally there were 2 separate conditions. Dozing (falling asleep) and nodding off (waking up). Both have been merged. |
Poisoned |  |  | Negative | At End of Round, lose 1/8 of Max HP |
Prickly | Missing |  | Positive | Each time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage. |
Recovering |  |  | Positive | At the end of the round, heal 1/16 maximum HP. |
Retaliate | Missing |  | Positive | Track damage the user takes since gaining this condition. Their next attack does that much extra damage. |
Revenge | Missing |  | Positive | If the monster with this condition is hit with an attack, its attacker takes that much damage and then the monster with this condition heals that much damage. |
Slow | Missing |  | Negative | Speed halved. |
Sniping |  |  | Positive | Melee halved and Ranged doubled. |
Softened |  |  | Negative | Speed and Armour halved. |
Spiky | Missing | Missing | Negative | If the affected monster swaps in, it takes damage equal to 1/8th of its maximum HP. |
Spyder Bite |  |  | N/A | Affected tuxemon cannot be traded or swapped off your team once infected. 1/8th of the time, on turn, just sneezes (infecting target with Spyder Bite) instead of taking turn. |
Stuck |  |  | Negative | Cannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved. |
Tired |  |  | Negative | Only role is to remove a positive condition, if the target of the condition has one. |
Wasting | Missing |  | Negative | Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition. |
Wild | Missing |  | Negative | 1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage. |