Category:Effect

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 TXMN IDDetails
Blinded17Speed and Dodge halved.
Burn22At 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 Up9Speed, Melee, Ranged, Armor and Dodge all doubled.
Charging8Only role is to delay Charged Up.
Charmed3550% chance of failing if they target an opponent.
Confused19Instead 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.
Diehard4When 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 Shield28Each time an opponent hits you with a Special technique, they take 1/16 your maximum hit points in damage.
Eliminated99Continues after the battle; Eliminated characters cannot be chosen for battle, must be replaced if in battle
Enraged12Melee doubled and Ranged halved.
Exhausted11Melee and Ranged halved.
Feedback30Each time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage.
Festering20Cannot heal damage.
Flinching2550% chance to miss your next turn. If you do miss your next turn, this condition ends.
Focused14Dodge improves by half. If you would gain a negative condition, you lose Focused but do not gain the negative condition.
Grabbed5Cannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved.
Hard Shell1Armor improves by half. If you would gain a negative condition, you lose Hard Shell but do not gain the negative condition.
Harpooned27If the affected monster swaps out, it takes damage equal to 1/8th of its maximum HP.
Life Gift33Allows 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.
Lifeleech3At End of Round, lose 1/16 of Max HP. Enemy heals the same amount.
Lockdown23Cannot use items.
No Condition0The absence of a condition.
Nodding Off6It 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!
Poisoned2At End of Round, lose 1/8 of Max HP. Poison-element monsters take no damage from the Poisoned condition.
Prickly29Each time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage.
Recovering15At the end of the round, heal 1/16 maximum HP.
Retaliate31Track damage the user takes since gaining this condition. Their next attack does that much extra damage.
Revenge32If 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.
Slow21Speed halved.
Sniping13Melee halved and Ranged doubled.
Softened16Speed and Armor halved.
Spiky34If the affected monster swaps in, it takes damage equal to 1/8th of its maximum HP.
Spyder Bite100Affected 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.
Stuck18Cannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved.
Wasting24Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition.
Wild261/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage.