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This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.

Search by property

A list of all pages that have property "Details" with value "At the end of the round, heal 1/16 maximum HP.". Since there have been only a few results, also nearby values are displayed.

Showing below up to 41 results starting with #1.

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List of results

    • Recovering  + (At the end of the round, heal 1/16 maximum HP.)
    • Capture  + (Attempts to capture the target.)
    • Stuck  + (Cannot Retreat or Switch. Melee and Touch techniques have their Power and Potency halved.)
    • Grabbed  + (Cannot Retreat or Switch. Ranged and Reach techniques have their Power and Potency halved.)
    • Festering  + (Cannot heal damage.)
    • Lockdown  + (Cannot use items.)
    • Eliminated  + (Continues after the battle; Eliminated characters cannot be chosen for battle, must be replaced if in battle)
    • Elemental Shield  + (Each time an opponent hits you with a Special technique, they take 1/16 your maximum hit points in damage.)
    • Prickly  + (Each time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage.)
    • Feedback  + (Each time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage.)
    • Evolve  + (Evolves the target.)
    • Buff Armour  + (For the rest of the combat, increase Armour by the item's power (as a percent).)
    • Buff Dodge  + (For the rest of the combat, increase Dodge by the item's power (as a percent).)
    • Buff Melee  + (For the rest of the combat, increase Melee by the item's power (as a percent).)
    • Buff Ranged  + (For the rest of the combat, increase Ranged by the item's power (as a percent).)
    • Buff Speed  + (For the rest of the combat, increase Speed by the item's power (as a percent).)
    • Gain XP  + (Gain power XP.)
    • 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.)
    • Harpooned  + (If you swap out, take damage equal to 1/8th your maximum HP)
    • 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.)
    • Nodding Off  + (It can last up to 5 turns. Each turn the mIt 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.dding off (waking up). Both have been merged.)
    • Charging  + (Only role is to delay Charged Up.)
    • Increase Armour  + (Permanently increase the recipient's Armour by the item's power.)
    • Increase Dodge  + (Permanently increase the recipient's Dodge by the item's power.)
    • Increase HP  + (Permanently increase the recipient's HP by the item's power.)
    • Increase Melee  + (Permanently increase the recipient's Melee by the item's power.)
    • Increase Ranged  + (Permanently increase the recipient's Ranged by the item's power.)
    • Restore  + (Remove any condition.)
    • Heal  + (Restore X hit points.)
    • Wasting  + (Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition.)
    • Immune Dozing  + (Target is immune to the Dozing condition.)
    • Immune Exhausted  + (Target is immune to the Exhausted condition.)
    • Immune Fatigued  + (Target is immune to the Fatigued condition.)
    • Immune Festering  + (Target is immune to the Festering condition.)
    • Immune Grabbed  + (Target is immune to the Grabbed condition.)
    • Immune Nodding Off  + (Target is immune to the Nodding Off condition.)
    • Immune Poison  + (Target is immune to the Poisoned condition.)
    • Learn MM  + (Teaches the target a random type technique.)
    • No Condition  + (The absence of a condition.)
    • Retaliate  + (Track damage the user takes since gaining this condition. Their next attack does that much extra damage.)
    • Diehard  + (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.)