Conditions

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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 Effects

Grabbed

Duration: Defeat

Cannot retreat or swap out. Can attack or use item.

Poisoned

Duration: Until treated

Take 1/8 of your MAX in damage each turn.

Wasting

Duration: Until treated

Take #/16 of your MAX in damage each turn, where # = the number of turns that you have had this condition.

Lifeleech

Duration: Defeat

Take 1/16 of your MAX in damage each turn (unmodified). The enemy's creature heals 1/16 of your MAX in damage each turn (unmodified).

Asleep

Duration: Decay

Miss next turn.

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.

Recovering

Duration: End of Battle

Heal 1/16 MAX each turn.

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.

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.

Shiver

Duration: Circumstantial (until the Spyder Bite is cured)

Each turn, you have a 1/4 chance of doing nothing.