Difference between revisions of "Category:Condition"

From Tuxepedia
Jump to navigation Jump to search
Line 7: Line 7:
  |?TXMN ID
  |?TXMN ID
  |?Positive or Negative
  |?Positive or Negative
|?Response to Positive Condition
|?Response to Negative Condition
|?Response to Technique Use
|?Response to Item Use
|?Response to End of Round
|?Replacement Conditions
|?Text When Gained
|?End of Round Text
  |?Speed Multiplier
  |?Speed Multiplier
  |?Melee Multiplier
  |?Melee Multiplier

Revision as of 09:49, 25 September 2024

This category uses the form Condition.

Detailed spec

 MainImageTXMN IDPositive or NegativeSpeed MultiplierMelee MultiplierRanged MultiplierArmour MultiplierDodge MultiplierDetails
No ConditionMissing0NeitherThe absence of a condition.
Hard ShellShield .png1Positive1.5Armor improves by half. If you would gain a negative condition, you lose Hard Shell but do not gain the negative condition.
PoisonedPoison .png2NegativeAt End of Round, lose 1/8 of Max HP. Poison-element monsters take no damage from the Poisoned condition.
LifeleechDark-type.png3NegativeAt End of Round, lose 1/16 of Max HP. Enemy heals the same amount.
DiehardDiehard 2.png4PositiveWhen 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.
GrabbedGrabbed.png5NegativeCannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved.
Nodding OffSleep1.png6NegativeIt 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 wakes up!
Charging7.png8PositiveOnly role is to delay Charged Up.
Charged UpGlowing-large.png9Positive22222Speed, Melee, Ranged, Armor and Dodge all doubled.
ExhaustedExhausted.png11Negative0.50.5Melee and Ranged halved.
EnragedBerserk2.png12Positive20.5Melee doubled and Ranged halved.
SnipingAim.png13Positive0.52Melee halved and Ranged doubled.
FocusedEagle eye.png14Positive1.5Dodge improves by half. If you would gain a negative condition, you lose Focused but do not gain the negative condition.
RecoveringVarious15all7.png15PositiveAt the end of the round, heal 1/16 maximum HP.
SoftenedNausea.png16Negative0.50.5Speed and Armor halved.
BlindedBlind.png17Negative0.50.5Speed and Dodge halved.
StuckSlow.png18NegativeCannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved.
ConfusedConfused.png19NegativeInstead 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.
FesteringFestering.png20NegativeCannot heal damage.
SlowMissing21Negative0.5Speed halved.
BurnMissing22NegativeAt End of Round, lose 1/8 of Max HP. Fire-element monsters take no damage from the Burned condition. Frost-element monsters take double damage from the Burned condition.
LockdownMissing23NegativeCannot use items.
WastingMissing24NegativeTake #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition.
FlinchingMissing25Negative50% chance to miss your next turn. If you do miss your next turn, this condition ends.
WildMissing26Negative1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage.
HarpoonedMissing27NegativeIf the affected monster swaps out, it takes damage equal to 1/8th of its maximum HP.
Elemental ShieldMissing28PositiveEach time an opponent hits you with a Special technique, they take 1/16 your maximum hit points in damage.
PricklyMissing29PositiveEach time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage.
FeedbackMissing30PositiveEach time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage.
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.
Life GiftMissing33NegativeAllows 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.
SpikyMissing34NegativeIf the affected monster swaps in, it takes damage equal to 1/8th of its maximum HP.
CharmedMissing35Negative50% chance of failing if they target an opponent.
EliminatedAlert.png99N/AContinues after the battle; Eliminated characters cannot be chosen for battle, must be replaced if in battle
Spyder BiteSpyder bite.png100N/AAffected 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.


Former proposal