Category:Condition
Revision as of 04:05, 26 August 2019 by Sanglorian (talk | contribs)
This category uses the form Condition.
| MainImage | TXMN ID | Positive or Negative | Replacement Conditions | Details | |
|---|---|---|---|---|---|
| No Condition | Missing | 0 | Neither | The absence of a condition. | |
| Hard Shell | 1 | Positive | Armor improves by half. If you would gain a negative condition, you lose Hard Shell but do not gain the negative condition. | ||
| Poisoned | 2 | Negative | At End of Round, lose 1/8 of Max HP. Poison-element monsters take no damage from the Poisoned condition. | ||
| 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 wakes up! | ||
| Charging | 8 | Positive | Only role is to delay Charged Up. | ||
| Charged Up | 9 | Positive | Speed, Melee, Ranged, Armor and Dodge all doubled. | ||
| Exhausted | 11 | Negative | Melee and Ranged halved. | ||
| Enraged | 12 | Positive | Melee doubled and Ranged halved. | ||
| Sniping | 13 | Positive | Melee halved and Ranged doubled. | ||
| Focused | 14 | Positive | Dodge improves by half. If you would gain a negative condition, you lose Focused but do not gain the negative condition. | ||
| Recovering | 15 | Positive | At the end of the round, heal 1/16 maximum HP. | ||
| Softened | 16 | Negative | Speed and Armor halved. | ||
| Blinded | 17 | Negative | Speed and Dodge halved. | ||
| 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 | Speed halved. | |
| Burn | Missing | 22 | Negative | 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. | |
| 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 the affected monster swaps out, it takes damage equal to 1/8th of its 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. | |
| Life Gift | Missing | 33 | Negative | 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. | |
| Spiky | Missing | 34 | Negative | If the affected monster swaps in, it takes damage equal to 1/8th of its maximum HP. | |
| Charmed | Missing | 35 | Negative | 50% chance of failing if they target an opponent. | |
| 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. |
Former proposal
Pages in category "Condition"
The following 36 pages are in this category, out of 36 total.