Category:Condition
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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, remove this condition and print "X fights through the pain." A monster that is already on exactly 1 HP cannot gain the Diehard 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 | NAME is nodding off to sleep. | NAME is asleep. | 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. | ||||||||||||
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. | ||||||||||||
Slow | Missing | 21 | Negative | Replace | Replace | NAME has been overfed. | 0.5 | ||||||||||
Burn | Missing | 22 | Negative | Replace | Replace | NAME is burned. | NAME takes damage from burns. | At End of Round, lose 1/8 of Max HP | |||||||||
Lockdown | Missing | 23 | Negative | Replace | Replace | Items cannot be used on NAME while it is locked down. | Items will not affect NAME. | Cannot use items. | |||||||||
Wasting | Missing | 24 | Negative | Replace | Replace | 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. | |||||||||
Flinching | Missing | 25 | Negative | Replace | Replace | NAME flinches and may not act. | 50% chance to miss your next turn. If you do miss your next turn, this condition ends. | ||||||||||
Wild | Missing | 26 | Negative | Replace | Replace | 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. | |||||||||
Harpooned | Missing | 27 | Negative | Replace | Replace | NAME risks injury if it backs away. | If you swap out, take damage equal to 1/8th your maximum HP | ||||||||||
Elemental Shield | Missing | 28 | Positive | Replace | Replace | 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. | ||||||||||
Prickly | Missing | 29 | Positive | Replace | Replace | 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. | ||||||||||
Feedback | Missing | 30 | Positive | Replace | Replace | 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. | ||||||||||
Retaliate | Missing | 31 | Positive | Replace | Replace | 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 | 32 | Positive | Replace | Replace | 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. | ||||||||||
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 34 pages are in this category, out of 34 total.