Category:Condition
From Tuxepedia
Revision as of 10:56, 17 January 2020 by Sanglorian (Talk | contribs)
This category uses the form Condition.
MainImage | TXMN ID | Positive or Negative | Response to Positive Condition | Response to Negative Condition | Response to Technique Use | Response to Item Use | Response to End of Round | 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 | Replace | Replace | The absence of a condition. | |||||||||||
Hard Shell | ![]() | 1 | Positive | Replace | Remove | NAME is covered in hard shell. | 1.5 | ||||||||||
Poisoned | ![]() | 2 | Negative | Replace | Replace | NAME is poisoned. | NAME takes damage from the poison. | At End of Round, lose 1/8 of Max HP | |||||||||
Lifeleech | ![]() | 3 | Negative | Replace | Replace | 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 | Replace | Replace | After used to set HP to 1, remove | NAME will keep fighting. | When HP would fall below 1, set it to 1 and remove this condition. | |||||||||
Grabbed | ![]() | 5 | Negative | Replace | Replace | NAME is held tight. | Cannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved. | ||||||||||
Nodding Off | ![]() | 6 | Negative | Replaced | Dozing | NAME is nodding off to sleep. | Only role is to delay Dozing. | ||||||||||
Dozing | ![]() | 7 | Negative | Remove | NAME is asleep. | Technique is not used. | |||||||||||
Charging | ![]() | 8 | Positive | Replace | Charged Up | Charged Up | NAME is charging power. | Only role is to delay Charged Up. | |||||||||
Charged Up | ![]() | 9 | Positive | Replace | Exhausted | NAME is fully charged. | 2 | 2 | 2 | 2 | 2 | ||||||
Tired | ![]() | 10 | Negative | Remove | Replace | Remove | NAME is worn out. | NAME shakes off its tiredness. | |||||||||
Exhausted | ![]() | 11 | Negative | Replace | Tired | NAME is exhausted. | 0.5 | 0.5 | |||||||||
Enraged | ![]() | 12 | Positive | Replace | Replace | Remove | NAME is enraged. | 2 | 0.5 | Also referred to as "Berserk". | |||||||
Sniping | ![]() | 13 | Positive | Replace | Replace | Remove | NAME takes aim. | 0.5 | 2 | ||||||||
Focused | ![]() | 14 | Positive | Replace | Remove | NAME becomes focused. | 1.5 | ||||||||||
Recovering | ![]() | 15 | Positive | Replace | Replace | NAME is regenerating. | NAME recovers its lifeforce. | At the end of the round, heal 1/16 maximum HP. | |||||||||
Softened | ![]() | 16 | Negative | Replace | Replace | NAME's armour softens. | 0.5 | 0.5 | |||||||||
Blinded | ![]() | 17 | Negative | Replace | Replace | NAME is blinded. | 0.5 | 0.5 | |||||||||
Stuck | ![]() | 18 | Negative | Replace | Replace | NAME is stuck in place. | Cannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved. | ||||||||||
Confused | ![]() | 19 | Negative | Replace | Replace | 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 | Replace | NAME's wounds fester. | Cannot heal damage. | |||||||||||
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 23 pages are in this category, out of 23 total.