Difference between revisions of "Category:Condition"

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Take #/16 of your MAX in damage each turn, where # = the number of turns that you have had this condition.
Take #/16 of your MAX in damage each turn, where # = the number of turns that you have had this condition.
=== Lifeleech ===
[[File:Dark-type.png]]
'''Duration:''' Defeat
Take 1/16 of your MAX in damage each turn (unmodified). The enemy's creature heals 1/16 of your MAX in damage each turn (unmodified).


=== Nodding Off ===
=== Nodding Off ===

Revision as of 06:58, 27 May 2018

 MainImageTXMN IDPositive or NegativeReplacement ConditionsDetails
Blinded17Negative
BurnMissing22NegativeAt End of Round, lose 1/8 of Max HP
Charged Up9Positive
Charging8PositiveOnly role is to delay Charged Up.
Confused19NegativeInstead 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.
Diehard4PositiveAfter used to set HP to 1, removeWhen 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 ShieldMissing28PositiveEach time an opponent hits you with a Special technique, they take 1/16 your maximum hit points in damage.
Eliminated99N/AReplaces every other condition; cannot be replaced by any other conditionContinues after the battle; Eliminated characters cannot be chosen for battle, must be replaced if in battle
Enraged12PositiveAlso referred to as "Berserk".
Exhausted11Negative
FeedbackMissing30PositiveEach time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage.
Festering20NegativeCannot heal damage.
FlinchingMissing25Negative50% chance to miss your next turn. If you do miss your next turn, this condition ends.
Focused14Positive
Grabbed5NegativeCannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved.
Hard Shell1Positive
HarpoonedMissing27NegativeIf you swap out, take damage equal to 1/8th your maximum HP
Lifeleech3NegativeAt End of Round, lose 1/16 of Max HP. Enemy heals the same amount.
LockdownMissing23NegativeCannot use items.
No ConditionMissing0NeitherThe absence of a condition.
Nodding Off6NegativeIt 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.
Poisoned2NegativeAt End of Round, lose 1/8 of Max HP
PricklyMissing29PositiveEach time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage.
Recovering15PositiveAt the end of the round, heal 1/16 maximum HP.
RetaliateMissing31PositiveTrack damage the user takes since gaining this condition. Their next attack does that much extra damage.
RevengeMissing32PositiveIf 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.
SlowMissing21Negative
Sniping13Positive
Softened16Negative
Spyder Bite100N/AIs separate to other conditions - not replaced or replaced by them.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.
Stuck18NegativeCannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved.
Tired10Negative
WastingMissing24NegativeTake #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition.
WildMissing26Negative1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage.


Durations

Conditions typically have the following durations:

  • Until treated: This can mean using an item, or being healed at a medical centre.
  • Indefinite: There is something that can be done or can happen that will make this condition end.
  • Defeat: When the other tuxemon leaves the battle.
  • Time: 5 rounds unless otherwise specified. The timer is reset every time the tuxemon would get the condition again.
  • Decay: There is a 33% chance that the condition ends each turn (checked at the end of the turn).
  • End of Battle
  • Circumstantial: This means that the condition is caused by a disease or other malady, or the location that the tuxemon is in, or all tuxemon of that variety always have the condition, or for whatever other reason the condition will remain unless the story allows for it.

Proposed Conditions

Stuck

Stuck.png

Grabbed

Grabbed.png

Duration: Defeat

Cannot retreat or swap out. Can attack or use item.

Berserk

Berserk.png

Wasting

Duration: Until treated

Take #/16 of your MAX in damage each turn, where # = the number of turns that you have had this condition.

Nodding Off

Sleep1.png

Dozing

Sleep2.png

Duration: Decay

Miss next turn.

Charging Up

7.png

Charged

Glowing-large.png

Charmed

Duration: Decay

Techniques have a 50% chance of not working if they target the enemy.

Festering

Duration: Until treated

Cannot heal.

Staggered

Duration: Decay

Speed is set to 0 and cannot be modified.

Forgetful

Duration: Decay

Cannot use the same technique two times in a row.

Flinching

Duration: Indefinite

50% chance to miss your next turn. If you do miss your next turn, this condition ends.

Confused

Confused.png

Duration: Decay

Instead of using the chosen technique, use a random one.

Sniping

Aim.png

Recovering

Various15all7.png

Duration: End of Battle

Heal 1/16 MAX each turn.

Blinded

Blinded.gif

Diehard

Various15all11.png Diehard 2.png

Duration: End of Battle

Current HP cannot fall below 1, unless it is already at 1.

Wild

Duration: Decay

1/4 chance each turn that instead of using the chosen technique, you take 1/8 MAX unmodified damage.

Focused

Various15all16.png

Frightened

Duration: Defeat

1/8 chance each turn that you swap out for a randomly chosen alternative tuxemon on your team. If there are no others, you attempt to retreat.

Wan

Duration: Time (3 turns)

On turn 1, your moves are at 1/4 Power. On turn two, 1/2 Power. On turn three, 3/4 power.

Softened

Duration: Time (3 turns)

On turn 1, you take +75% damage. On turn two, +50% damage. On turn three, +25% damage.

Slow

Duration: End of battle

Do nothing on the first turn that you become Slow. On each later round, do the thing that you were commanded to do one round earlier.

Spyder Bite

Duration: Circumstantial (until the Spyder Bite cure is revealed)

Spyder bite.png