Difference between revisions of "Category:Condition"

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  |?Positive or Negative
  |?Positive or Negative
  |?Replacement Conditions
  |?Replacement Conditions
|?Text When Gained
  |?Details
  |?Details
  |format=broadtable
  |format=broadtable

Revision as of 22:39, 2 December 2019

This category uses the form Condition.

 MainImageTXMN IDPositive or NegativeReplacement ConditionsText When GainedDetails
No ConditionMissing0NeitherThe absence of a condition.
Hard Shell1PositiveNAME is covered in hard shell.
Poisoned2NegativeNAME is poisoned.At End of Round, lose 1/8 of Max HP
Lifeleech3NegativeNAME's lifeforce is being leeched.At End of Round, lose 1/16 of Max HP. Enemy heals the same amount.
Diehard4PositiveAfter used to set HP to 1, removeNAME 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.
Grabbed5NegativeNAME is held tight.Cannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved.
Nodding Off6NegativeNAME is nodding off to sleep.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 dozes off! Originally there were 2 separate conditions. Dozing (falling asleep) and nodding off (waking up). Both have been merged.
Charging8PositiveNAME is charging power.Only role is to delay Charged Up.
Charged Up9PositiveNAME is fully charged.
Tired10NegativeNAME is worn out.
Exhausted11NegativeNAME is exhausted.
Enraged12PositiveNAME is enraged.Also referred to as "Berserk".
Sniping13PositiveNAME takes aim.
Focused14PositiveNAME becomes focused.
Recovering15PositiveNAME is regenerating.At the end of the round, heal 1/16 maximum HP.
Softened16NegativeNAME's armour softens.
Blinded17NegativeNAME is blinded.
Stuck18NegativeNAME is stuck in place.Cannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved.
Confused19NegativeNAME 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.
Festering20NegativeNAME's wounds fester.Cannot heal damage.
SlowMissing21NegativeNAME has been overfed.
BurnMissing22NegativeNAME is burned.At End of Round, lose 1/8 of Max HP
LockdownMissing23NegativeItems will not affect NAME.Cannot use items.
WastingMissing24NegativeNAME is afflicted by a wasting condition.Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition.
FlinchingMissing25NegativeNAME flinches and may not act.50% chance to miss your next turn. If you do miss your next turn, this condition ends.
WildMissing26NegativeNAME has gone wild.1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage.
HarpoonedMissing27NegativeNAME risks injury if it backs away.If you swap out, take damage equal to 1/8th your maximum HP
Elemental ShieldMissing28PositiveNAME 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.
PricklyMissing29PositiveNAME 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.
FeedbackMissing30PositiveNAME 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.
RetaliateMissing31PositiveNAME will retaliate on its next attack.Track damage the user takes since gaining this condition. Their next attack does that much extra damage.
RevengeMissing32PositiveWhen 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.
Eliminated99N/AReplaces every other condition; cannot be replaced by any other conditionContinues after the battle; Eliminated characters cannot be chosen for battle, must be replaced if in battle
Spyder Bite100N/AIs 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