Category:Condition
Revision as of 23:58, 2 December 2019 by Sanglorian (talk | contribs)
This category uses the form Condition.
| MainImage | TXMN ID | Positive or Negative | Replacement Conditions | Text When Gained | End of Round Text | Speed Multiplier | Melee Multiplier | Ranged Multiplier | Armour Multiplier | Dodge Multiplier | Details | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| No Condition | Missing | 0 | Neither | The absence of a condition. | ||||||||
| Hard Shell | 1 | Positive | NAME is covered in hard shell. | 1.5 | 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 | NAME is poisoned. | NAME takes damage from the poison. | At End of Round, lose 1/8 of Max HP. Poison-element monsters take no damage from the Poisoned condition. | |||||||
| Lifeleech | 3 | Negative | NAME's lifeforce is being leeched. | NAME is having their lifeforce stolen. | 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 | NAME will keep fighting. | 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 | NAME is held tight. | Cannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved. | ||||||||
| Nodding Off | 6 | Negative | NAME is nodding off to sleep. | NAME is asleep. | 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 | NAME is charging power. | Only role is to delay Charged Up. | ||||||||
| Charged Up | 9 | Positive | NAME is fully charged. | 2 | 2 | 2 | 2 | 2 | Speed, Melee, Ranged, Armor and Dodge all doubled. | |||
| Exhausted | 11 | Negative | NAME is exhausted. | 0.5 | 0.5 | Melee and Ranged halved. | ||||||
| Enraged | 12 | Positive | NAME is enraged. | 2 | 0.5 | Melee doubled and Ranged halved. | ||||||
| Sniping | 13 | Positive | NAME takes aim. | 0.5 | 2 | Melee halved and Ranged doubled. | ||||||
| Focused | 14 | Positive | NAME becomes focused. | 1.5 | Dodge improves by half. If you would gain a negative condition, you lose Focused but do not gain the negative condition. | |||||||
| Recovering | 15 | Positive | NAME is regenerating. | NAME recovers its lifeforce. | At the end of the round, heal 1/16 maximum HP. | |||||||
| Softened | 16 | Negative | NAME's armor softens. | 0.5 | 0.5 | Speed and Armor halved. | ||||||
| Blinded | 17 | Negative | NAME is blinded. | 0.5 | 0.5 | Speed and Dodge halved. | ||||||
| Stuck | 18 | Negative | NAME is stuck in place. | Cannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved. | ||||||||
| Confused | 19 | Negative | NAME is confused. | 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 | NAME's wounds fester. | Cannot heal damage. | ||||||||
| Slow | Missing | 21 | Negative | NAME has been slowed down. | 0.5 | Speed halved. | ||||||
| Burn | Missing | 22 | Negative | NAME is burned. | NAME takes damage from burns. | 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 | Items will not affect NAME. | Cannot use items. | |||||||
| Wasting | Missing | 24 | Negative | NAME is afflicted by a wasting condition. | NAME is wasting away. | 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 | NAME flinches and may not act. | 50% chance to miss your next turn. If you do miss your next turn, this condition ends. | |||||||
| Wild | Missing | 26 | Negative | NAME has gone wild. | NAME is still wild. | 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 | NAME risks injury if it backs away. | If the affected monster swaps out, it takes damage equal to 1/8th of its maximum HP. | |||||||
| Elemental Shield | Missing | 28 | Positive | NAME puts up a flame shield. | Each time an opponent hits you with a Special technique, they take 1/16 your maximum hit points in damage. | |||||||
| Prickly | Missing | 29 | Positive | NAME is harmful to make contact with. | 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 | NAME is turning ranged attacks back on the attacker. | 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 | NAME will retaliate on its next attack. | Track damage the user takes since gaining this condition. Their next attack does that much extra damage. | |||||||
| Revenge | Missing | 32 | Positive | When attacked, NAME will take revenge. | 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 | NAME's energy is being restored. | NAME has been infused with lifeforce. | 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 | NAME risks injury if it steps in. | If the affected monster swaps in, it takes damage equal to 1/8th of its maximum HP. | |||||||
| Charmed | Missing | 35 | Negative | NAME is charmed and might hesitate to act. | 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. | NAME begins to sniffle. | 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.