Category:Condition

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This category uses the form Condition.

Detailed spec

 MainImagePositive or NegativeSpeed MultiplierMelee MultiplierRanged MultiplierArmour MultiplierDodge MultiplierDetails
BlindedBlind.pngNegative0.50.5Speed and Dodge halved.
BurnMissingNegativeAt 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 UpGlowing-large.pngPositive22222Speed, Melee, Ranged, Armor and Dodge all doubled.
Charging7.pngPositiveOnly role is to delay Charged Up.
CharmedMissingNegative50% chance of failing if they target an opponent.
ConfusedConfused.pngNegativeInstead 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.
DiehardDiehard 2.pngPositiveWhen 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 ShieldMissingPositiveEach time an opponent hits you with a Special technique, they take 1/16 your maximum hit points in damage.
EliminatedAlert.pngN/AContinues after the battle; Eliminated characters cannot be chosen for battle, must be replaced if in battle
EnragedBerserk2.pngPositive20.5Melee doubled and Ranged halved.
ExhaustedExhausted.pngNegative0.50.5Melee and Ranged halved.
FeedbackMissingPositiveEach time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage.
FesteringFestering.pngNegativeCannot heal damage.
FlinchingMissingNegative50% chance to miss your next turn. If you do miss your next turn, this condition ends.
FocusedEagle eye.pngPositive1.5Dodge improves by half. If you would gain a negative condition, you lose Focused but do not gain the negative condition.
GrabbedGrabbed.pngNegativeCannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved.
Hard ShellShield .pngPositive1.5Armor improves by half. If you would gain a negative condition, you lose Hard Shell but do not gain the negative condition.
HarpoonedMissingNegativeIf the affected monster swaps out, it takes damage equal to 1/8th of its maximum HP.
Life GiftMissingNegativeAllows 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.
LifeleechDark-type.pngNegativeAt End of Round, lose 1/16 of Max HP. Enemy heals the same amount.
LockdownMissingNegativeCannot use items.
No ConditionMissingNeitherThe absence of a condition.
Nodding OffSleep1.pngNegativeIt 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!
PoisonedPoison .pngNegativeAt End of Round, lose 1/8 of Max HP. Poison-element monsters take no damage from the Poisoned condition.
PricklyMissingPositiveEach time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage.
RecoveringVarious15all7.pngPositiveAt the end of the round, heal 1/16 maximum HP.
RetaliateMissingPositiveTrack damage the user takes since gaining this condition. Their next attack does that much extra damage.
RevengeMissingPositiveIf 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.
SlowMissingNegative0.5Speed halved.
SnipingAim.pngPositive0.52Melee halved and Ranged doubled.
SoftenedNausea.pngNegative0.50.5Speed and Armor halved.
SpikyMissingNegativeIf the affected monster swaps in, it takes damage equal to 1/8th of its maximum HP.
Spyder BiteSpyder bite.pngN/AAffected 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.
StuckSlow.pngNegativeCannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved.
WastingMissingNegativeTake #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition.
WildMissingNegative1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage.


Former proposal