| | MainImage | MainImage9px | Text When Gained | End of Round Text | Details |
|---|
| Blinded |  |  | NAME is blinded. | | Speed and Dodge halved. |
| Burn | Missing |  | 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. |
| Charged Up |  |  | NAME is fully charged. | | Speed, Melee, Ranged, Armor and Dodge all doubled. |
| Charging |  |  | NAME is charging power. | | Only role is to delay Charged Up. |
| Charmed | Missing |  | NAME is charmed and might hesitate to act. | | 50% chance of failing if they target an opponent. |
| Confused |  |  | 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. |
| Diehard |  |  | 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. |
| Elemental Shield | Missing |  | 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. |
| Eliminated |  | Missing | | | Continues after the battle; Eliminated characters cannot be chosen for battle, must be replaced if in battle |
| Enraged |  |  | NAME is enraged. | | Melee doubled and Ranged halved. |
| Exhausted |  |  | NAME is exhausted. | | Melee and Ranged halved. |
| Feedback | Missing |  | 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. |
| Festering |  |  | NAME's wounds fester. | | Cannot heal damage. |
| Flinching | Missing |  | NAME flinches and may not act. | | 50% chance to miss your next turn. If you do miss your next turn, this condition ends. |
| Focused |  |  | NAME becomes focused. | NAME is focused. | Dodge improves by half. If you would gain a negative condition, you lose Focused but do not gain the negative condition. |
| Grabbed |  |  | NAME is held tight. | | Cannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved. |
| Hard Shell |  |  | NAME is covered in hard shell. | | Armor improves by half. If you would gain a negative condition, you lose Hard Shell but do not gain the negative condition. |
| Harpooned | Missing |  | NAME risks injury if it backs away. | | If the affected monster swaps out, it takes damage equal to 1/8th of its maximum HP. |
| Life Gift | Missing | Missing | 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. |
| Lifeleech |  |  | 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. |
| Lockdown | Missing |  | Items will not affect NAME. | | Cannot use items. |
| No Condition | Missing | Missing | | | The absence of a condition. |
| Nodding Off |  |  | NAME is nodding off to sleep. | NAME is asleep. | It can last up to 5 turns, and always at least one. 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 |  |  | NAME is poisoned. | NAME takes damage from the poison. | At End of Round, lose 1/8 of Max HP. Venom-element monsters take no damage from the Poisoned condition. |
| Prickly | Missing |  | 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. |
| Recovering |  |  | NAME is regenerating. | NAME recovers its lifeforce. | At the end of the round, heal 1/16 maximum HP. |
| Retaliate | Missing |  | 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 |  | 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. |
| Slow | Missing |  | NAME has been slowed down. | | Speed halved. |
| Sniping |  |  | NAME backs away. | | Melee halved and Ranged doubled. |
| Softened |  |  | NAME's armor softens. | | Speed and Armor halved. |
| Spiky | Missing | Missing | NAME risks injury if it steps in. | | If the affected monster swaps in, it takes damage equal to 1/8th of its maximum HP. |
| Spyder Bite |  |  | 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. |
| Stuck |  |  | NAME is stuck in place. | | Cannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved. |
| Wasting | Missing |  | 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. |
| Wild | Missing |  | 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. |