Category:Condition
MainImage | TXMN ID | Positive or Negative | Replacement Conditions | Details | |
---|---|---|---|---|---|
No Condition | Missing | 0 | Neither | The absence of a condition. | |
Hard Shell | 1 | Positive | |||
Poisoned | 2 | Negative | At End of Round, lose 1/8 of Max HP | ||
Lifeleech | 3 | Negative | At End of Round, lose 1/16 of Max HP. Enemy heals the same amount. | ||
Diehard | 4 | Positive | After used to set HP to 1, remove | 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. | |
Grabbed | 5 | Negative | Cannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved. | ||
Nodding Off | 6 | Negative | 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 dozes off! Originally there were 2 separate conditions. Dozing (falling asleep) and nodding off (waking up). Both have been merged. | ||
Charging | 8 | Positive | Only role is to delay Charged Up. | ||
Charged Up | 9 | Positive | |||
Tired | 10 | Negative | |||
Exhausted | 11 | Negative | |||
Enraged | 12 | Positive | Also referred to as "Berserk". | ||
Sniping | 13 | Positive | |||
Focused | 14 | Positive | |||
Recovering | 15 | Positive | At the end of the round, heal 1/16 maximum HP. | ||
Softened | 16 | Negative | |||
Blinded | 17 | Negative | |||
Stuck | 18 | Negative | Cannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved. | ||
Confused | 19 | Negative | 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. | ||
Festering | 20 | Negative | Cannot heal damage. | ||
Slow | Missing | 21 | Negative | ||
Burn | Missing | 22 | Negative | At End of Round, lose 1/8 of Max HP | |
Lockdown | Missing | 23 | Negative | Cannot use items. | |
Wasting | Missing | 24 | Negative | Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition. | |
Flinching | Missing | 25 | Negative | 50% chance to miss your next turn. If you do miss your next turn, this condition ends. | |
Wild | Missing | 26 | Negative | 1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage. | |
Harpooned | Missing | 27 | Negative | If you swap out, take damage equal to 1/8th your maximum HP | |
Elemental Shield | Missing | 28 | Positive | Each time an opponent hits you with a Special technique, they take 1/16 your maximum hit points in damage. | |
Prickly | Missing | 29 | Positive | Each time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage. | |
Feedback | Missing | 30 | Positive | Each time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage. | |
Retaliate | Missing | 31 | Positive | Track damage the user takes since gaining this condition. Their next attack does that much extra damage. | |
Revenge | Missing | 32 | Positive | 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. | |
Eliminated | 99 | N/A | 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 | |
Spyder Bite | 100 | N/A | 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. |
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
Grabbed
Duration: Defeat
Cannot retreat or swap out. Can attack or use item.
Berserk
Wasting
Duration: Until treated
Take #/16 of your MAX in damage each turn, where # = the number of turns that you have had this condition.
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
Duration: Decay
Instead of using the chosen technique, use a random one.
Sniping
Recovering
Duration: End of Battle
Heal 1/16 MAX each turn.
Blinded
Diehard
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
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)
Pages in category "Condition"
The following 34 pages are in this category, out of 34 total.