| | MainImage | MainImage9px | Replacement Conditions | Response to Negative Condition | Response to Positive Condition | Response to Technique Use | Response to Item Use | Response to End of Round | Details |
|---|
| Blinded |  |  | | Replace | Replace | | | | Speed and Dodge halved. |
| Burn | Missing |  | | Replace | Replace | | | | At 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. |
| Charged Up |  |  | | (Charged Up remains) | Replace | Exhausted | | | Speed, Melee, Ranged, Armor and Dodge all doubled. |
| Charging |  |  | | (Charging remains) | Replace | Charged Up | Charged Up | | Only role is to delay Charged Up. |
| Charmed | Missing |  | | Replaced | Replaced | | | | 50% chance of failing if they target an opponent. |
| Confused |  |  | | Replace | Replace | | | | 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 |  |  | After used to set HP to 1, remove | Replace | Replace | | | | 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 |  | | Replace | Replace | | | | Each time an opponent hits you with a Special technique, they take 1/16 your maximum hit points in damage. |
| Eliminated |  | Missing | Replaces every other condition; cannot be replaced by any other condition | | | | | | Continues after the battle; Eliminated characters cannot be chosen for battle, must be replaced if in battle |
| Enraged |  |  | | Replace | Replace | | | | Melee doubled and Ranged halved. |
| Exhausted |  |  | | Replace | (Exhausted remains) | | | | Melee and Ranged halved. |
| Feedback | Missing |  | | Replace | Replace | | | | Each time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage. |
| Festering |  |  | | Replace | (Festering remains) | | | | Cannot heal damage. |
| Flinching | Missing |  | | Replace | Replace | | | | 50% chance to miss your next turn. If you do miss your next turn, this condition ends. |
| Focused |  |  | | Remove | Replace | | | | Dodge improves by half. If you would gain a negative condition, you lose Focused but do not gain the negative condition. |
| Grabbed |  |  | | Replace | Replace | | | | Cannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved. |
| Hard Shell |  |  | | Remove | Replace | | | | Armor improves by half. If you would gain a negative condition, you lose Hard Shell but do not gain the negative condition. |
| Harpooned | Missing |  | | Replace | Replace | | | | If the affected monster swaps out, it takes damage equal to 1/8th of its maximum HP. |
| Life Gift | Missing | Missing | | Replaced | Replaced | | | | 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 |  |  | | Replace | Replace | | | | At End of Round, lose 1/16 of Max HP. Enemy heals the same amount. |
| Lockdown | Missing |  | | Replace | Replace | | Items cannot be used on NAME while it is locked down. | | Cannot use items. |
| No Condition | Missing | Missing | | Replace | Replace | | | | The absence of a condition. |
| Nodding Off |  |  | | | | | | | 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 wakes up! |
| Poisoned |  |  | | Replace | Replace | | | | At End of Round, lose 1/8 of Max HP. Poison-element monsters take no damage from the Poisoned condition. |
| Prickly | Missing |  | | Replace | Replace | | | | Each time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage. |
| Recovering |  |  | | Replace | Replace | | | | At the end of the round, heal 1/16 maximum HP. |
| Retaliate | Missing |  | | Replace | Replace | | | | Track damage the user takes since gaining this condition. Their next attack does that much extra damage. |
| Revenge | Missing |  | | Replace | Replace | | | | 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 |  | | Replace | Replace | | | | Speed halved. |
| Sniping |  |  | | Replace | Replace | | | | Melee halved and Ranged doubled. |
| Softened |  |  | | Replace | Replace | | | | Speed and Armor halved. |
| Spiky | Missing | Missing | | Replaced | Replaced | | | | If the affected monster swaps in, it takes damage equal to 1/8th of its maximum HP. |
| Spyder Bite |  |  | Is 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. |
| Stuck |  |  | | Replace | Replace | | | | Cannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved. |
| Wasting | Missing |  | | Replace | Replace | | | | Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition. |
| Wild | Missing |  | | Replace | Replace | | | | 1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage. |