Category:Effect
Revision as of 05:55, 6 March 2020 by Sanglorian (talk | contribs) (Created page with "{{#ask: Category:Condition |?TXMN ID |?Details |format=broadtable |link=all |headers=show |searchlabel=... further results |class=sortable wikitable smwtable }}")
| TXMN ID | Details | |
|---|---|---|
| Blinded | 17 | Speed and Dodge halved. |
| Burn | 22 | 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 | 9 | Speed, Melee, Ranged, Armor and Dodge all doubled. |
| Charging | 8 | Only role is to delay Charged Up. |
| Charmed | 35 | 50% chance of failing if they target an opponent. |
| Confused | 19 | 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 | 4 | 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 | 28 | Each time an opponent hits you with a Special technique, they take 1/16 your maximum hit points in damage. |
| Eliminated | 99 | Continues after the battle; Eliminated characters cannot be chosen for battle, must be replaced if in battle |
| Enraged | 12 | Melee doubled and Ranged halved. |
| Exhausted | 11 | Melee and Ranged halved. |
| Feedback | 30 | Each time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage. |
| Festering | 20 | Cannot heal damage. |
| Flinching | 25 | 50% chance to miss your next turn. If you do miss your next turn, this condition ends. |
| Focused | 14 | Dodge improves by half. If you would gain a negative condition, you lose Focused but do not gain the negative condition. |
| Grabbed | 5 | Cannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved. |
| Hard Shell | 1 | Armor improves by half. If you would gain a negative condition, you lose Hard Shell but do not gain the negative condition. |
| Harpooned | 27 | If the affected monster swaps out, it takes damage equal to 1/8th of its maximum HP. |
| Life Gift | 33 | 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 | 3 | At End of Round, lose 1/16 of Max HP. Enemy heals the same amount. |
| Lockdown | 23 | Cannot use items. |
| No Condition | 0 | The absence of a condition. |
| Nodding Off | 6 | 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 | 2 | At End of Round, lose 1/8 of Max HP. Poison-element monsters take no damage from the Poisoned condition. |
| Prickly | 29 | Each time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage. |
| Recovering | 15 | At the end of the round, heal 1/16 maximum HP. |
| Retaliate | 31 | Track damage the user takes since gaining this condition. Their next attack does that much extra damage. |
| Revenge | 32 | 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 | 21 | Speed halved. |
| Sniping | 13 | Melee halved and Ranged doubled. |
| Softened | 16 | Speed and Armor halved. |
| Spiky | 34 | If the affected monster swaps in, it takes damage equal to 1/8th of its maximum HP. |
| Spyder Bite | 100 | 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 | 18 | Cannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved. |
| Wasting | 24 | Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition. |
| Wild | 26 | 1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage. |
Pages in category "Effect"
The following 23 pages are in this category, out of 23 total.