Property:Details

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This is a property of type Text.

Showing 48 pages using this property.
B
For the rest of the combat, increase Armour by the item's power (as a percent).  +
For the rest of the combat, increase Dodge by the item's power (as a percent).  +
For the rest of the combat, increase Melee by the item's power (as a percent).  +
For the rest of the combat, increase Ranged by the item's power (as a percent).  +
For the rest of the combat, increase Speed by the item's power (as a percent).  +
At End of Round, lose 1/8 of Max HP  +
C
Attempts to capture the target.  +
Only role is to delay Charged Up.  +
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.  +
D
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.  +
E
Each time an opponent hits you with a Special technique, they take 1/16 your maximum hit points in damage.  +
Continues after the battle; Eliminated characters cannot be chosen for battle, must be replaced if in battle  +
Also referred to as "Berserk".  +
Evolves the target.  +
F
Each time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage.  +
Cannot heal damage.  +
50% chance to miss your next turn. If you do miss your next turn, this condition ends.  +
G
Gain power XP.  +
Cannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved.  +
H
If you swap out, take damage equal to 1/8th your maximum HP  +
Restore X hit points.  +
I
Target is immune to the Dozing condition.  +
Target is immune to the Exhausted condition.  +
Target is immune to the Fatigued condition.  +
Target is immune to the Festering condition.  +
Target is immune to the Grabbed condition.  +
Target is immune to the Nodding Off condition.  +
Target is immune to the Poisoned condition.  +
Permanently increase the recipient's Armour by the item's power.  +
Permanently increase the recipient's Dodge by the item's power.  +
Permanently increase the recipient's HP by the item's power.  +
Permanently increase the recipient's Melee by the item's power.  +
Permanently increase the recipient's Ranged by the item's power.  +
L
Teaches the target a random type technique.  +
At End of Round, lose 1/16 of Max HP. Enemy heals the same amount.  +
Cannot use items.  +
N
The absence of a condition.  +
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.  +
P
At End of Round, lose 1/8 of Max HP  +
Each time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage.  +
R
At the end of the round, heal 1/16 maximum HP.  +
Remove any condition.  +
Track damage the user takes since gaining this condition. Their next attack does that much extra damage.  +
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.  +
S
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.  +
Cannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved.  +
W
Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition.  +
1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage.  +