Post by Gardevoir Master on Jan 19, 2007 18:12:18 GMT -8
Only one effect marked with an asterisk (*) can be on a character at a time. If applied to a Pet, they stay on until the end of battle even if said Pet is recalled. Recalling a Pet will remove other status effects, but Baton Pass will transfer the effect unless otherwise stated.
*K.O.’ed: Knocked Out. Unable to act. When all characters on either side are K.O.'ed, Petrified, or MIA with no return time, the match ends.
-Exhausted: Unable to act. Only lasts one round.
-Flinch: Unable to act. Lasts until end of round.
*Petrified: Turned to stone and unable to act.
*Paralyzed: Unable to perform any actions 25% of the time. Spd is reduced to 25%.
*Entranced: Unable to perform actions for one to seven rounds (random).
*Frozen: Encased in ice and unable to perform actions until thawed. Fire-type techniques may be used on the afflicted to remove this status. 10% to break free each round. Ice-element characters are immune to this condition.
*Sealed: Afflicted loses all their SP and cannot target anyone except themselves or be targeted by allies until they regain 50% of their SP.
-Infatuated: Unable to perform any actions 50% of the time. Does not transfer with Baton Pass. Goes away if the character that inflicted it leaves play or is knocked out. Genderless characters are immune.
-Berserk: May only physically attack and attacks allies 50% of the time. Wears off after one to seven rounds (random).
-Mute: Unable to cast spells. Wears off after one to seven rounds (random).
-Scarecrow: May not use abilities or Signature Moves Wears off after one to seven rounds (random).
-Toad: Turned into a toad. PA and PD are halved. Unable to cast spells other than “Toad.” Does not transfer with Baton Pass.
-Panda: Turned into a panda. SA and SD are halved. Unable to use abilities and signature moves. Does not transfer with Baton Pass.
-Mini: All stats are halved, but Evasion raises two stages.
-Confused: 50% chance of attacking self or random ally. Wears off after one to four turns (random) in which the afflicted attempt an attack.
-Zombie: Become undead. Healing causes damage rather than restoring health.
*Poisoned: Lose HP each round equal to 1/8 the Max HP of the afflicted. Poison-element and Steel-element characters are immune to this effect.
*Badly Poisoned: Same as Poisoned, except HP loss starts at 1/16 and increases by 1/16 every turn (to 2/16, 3/16, and so on). Anything affecting Poisoned status also affects Badly Poisoned.
*Burned: Halve PA and lose HP each round equal to 1/8 the Max HP of the afflicted. Fire-element characters are immune.
-Cursed: Lose HP equal to 1/4 Max HP each round.
-Nightmare: Lose HP equal to 1/4 Max HP each round. Does not transfer with Baton Pass. Only affects Entranced characters.
-Conductor: Afflicted sends an electric shock with Power equal to their SA to a random ally each round. Does not count as an action. Lasts five rounds.
-Death Sentence: K.O.'ed after, by default, three turns.
-Seeded: Lose HP equal to 1/8 Max HP and heal the character that inflicted it by the same amount. Grass-element characters are immune.
-Badly Seeded: Loses HP each round equal to the SA of the character that inflicted it, which is then divided among that character’s allies as s/he sees fit. Lasts five rounds.
-Regen: Regain HP each round equal to 1/16 the Max HP of the afflicted.
-Daydreaming: Lose SP each round equal to 1/8 the Max SP of the afflicted.
-Intensity: Regain SP each round equal to 1/16 the Max SP of the afflicted.
-Aging: -5 to all stats (minimum 60) for each round that passes.
-Mutation: +5 to any stat for each time that stat is used.
-Stat-Up: Pick a stat. It increases one stage.
-Stat-Down: Pick a stat. It decreases one stage.
-Haste: May perform a second action 50% of the time and Spd is increased 75%. If inflicted on someone with Slow, the conditions cancel each other out. Lasts one to four rounds (random).
-Slow: May only perform an action every other round. Afflicted may act on the round this is inflicted. If inflicted on someone with Haste, the conditions cancel each other out. Lasts one to four inactive rounds (random).
-Injured: Spd drops to half. Lasts one to four rounds (random).
-Protected: Next attack against this character is negated.
-Decoy: Attacks against a specified character are redirected to the afflicted.
-Targeted: Opponents may not attack this character’s allies.
-Magnetic: Afflicted must be the target of all Steel and Electric attacks regardless of caster or intended target. Lasts five rounds.
-Effect Armor: Pick an effect. Anyone who attacks this character has a 30% chance of having this effect inflicted on them.
-Float: Immunity to floor-based effects.
-Airborne: Immune to melee attacks from ground level and below, but may only melee attack other Airborne characters.
-Underground: Immune to attacks from ground level and above, but may only attack other Underground characters.
-I.D.'ed: May ignore Evasion modifications of the enemy and hit Ghost-element characters
-Hawk-Eye: Next attack hits without fail as long at the target is not Underground, Airborne, or MIA and the attacker isn't.
*K.O.’ed: Knocked Out. Unable to act. When all characters on either side are K.O.'ed, Petrified, or MIA with no return time, the match ends.
-Exhausted: Unable to act. Only lasts one round.
-Flinch: Unable to act. Lasts until end of round.
*Petrified: Turned to stone and unable to act.
*Paralyzed: Unable to perform any actions 25% of the time. Spd is reduced to 25%.
*Entranced: Unable to perform actions for one to seven rounds (random).
*Frozen: Encased in ice and unable to perform actions until thawed. Fire-type techniques may be used on the afflicted to remove this status. 10% to break free each round. Ice-element characters are immune to this condition.
*Sealed: Afflicted loses all their SP and cannot target anyone except themselves or be targeted by allies until they regain 50% of their SP.
-Infatuated: Unable to perform any actions 50% of the time. Does not transfer with Baton Pass. Goes away if the character that inflicted it leaves play or is knocked out. Genderless characters are immune.
-Berserk: May only physically attack and attacks allies 50% of the time. Wears off after one to seven rounds (random).
-Mute: Unable to cast spells. Wears off after one to seven rounds (random).
-Scarecrow: May not use abilities or Signature Moves Wears off after one to seven rounds (random).
-Toad: Turned into a toad. PA and PD are halved. Unable to cast spells other than “Toad.” Does not transfer with Baton Pass.
-Panda: Turned into a panda. SA and SD are halved. Unable to use abilities and signature moves. Does not transfer with Baton Pass.
-Mini: All stats are halved, but Evasion raises two stages.
-Confused: 50% chance of attacking self or random ally. Wears off after one to four turns (random) in which the afflicted attempt an attack.
-Zombie: Become undead. Healing causes damage rather than restoring health.
*Poisoned: Lose HP each round equal to 1/8 the Max HP of the afflicted. Poison-element and Steel-element characters are immune to this effect.
*Badly Poisoned: Same as Poisoned, except HP loss starts at 1/16 and increases by 1/16 every turn (to 2/16, 3/16, and so on). Anything affecting Poisoned status also affects Badly Poisoned.
*Burned: Halve PA and lose HP each round equal to 1/8 the Max HP of the afflicted. Fire-element characters are immune.
-Cursed: Lose HP equal to 1/4 Max HP each round.
-Nightmare: Lose HP equal to 1/4 Max HP each round. Does not transfer with Baton Pass. Only affects Entranced characters.
-Conductor: Afflicted sends an electric shock with Power equal to their SA to a random ally each round. Does not count as an action. Lasts five rounds.
-Death Sentence: K.O.'ed after, by default, three turns.
-Seeded: Lose HP equal to 1/8 Max HP and heal the character that inflicted it by the same amount. Grass-element characters are immune.
-Badly Seeded: Loses HP each round equal to the SA of the character that inflicted it, which is then divided among that character’s allies as s/he sees fit. Lasts five rounds.
-Regen: Regain HP each round equal to 1/16 the Max HP of the afflicted.
-Daydreaming: Lose SP each round equal to 1/8 the Max SP of the afflicted.
-Intensity: Regain SP each round equal to 1/16 the Max SP of the afflicted.
-Aging: -5 to all stats (minimum 60) for each round that passes.
-Mutation: +5 to any stat for each time that stat is used.
-Stat-Up: Pick a stat. It increases one stage.
-Stat-Down: Pick a stat. It decreases one stage.
-Haste: May perform a second action 50% of the time and Spd is increased 75%. If inflicted on someone with Slow, the conditions cancel each other out. Lasts one to four rounds (random).
-Slow: May only perform an action every other round. Afflicted may act on the round this is inflicted. If inflicted on someone with Haste, the conditions cancel each other out. Lasts one to four inactive rounds (random).
-Injured: Spd drops to half. Lasts one to four rounds (random).
-Protected: Next attack against this character is negated.
-Decoy: Attacks against a specified character are redirected to the afflicted.
-Targeted: Opponents may not attack this character’s allies.
-Magnetic: Afflicted must be the target of all Steel and Electric attacks regardless of caster or intended target. Lasts five rounds.
-Effect Armor: Pick an effect. Anyone who attacks this character has a 30% chance of having this effect inflicted on them.
-Float: Immunity to floor-based effects.
-Airborne: Immune to melee attacks from ground level and below, but may only melee attack other Airborne characters.
-Underground: Immune to attacks from ground level and above, but may only attack other Underground characters.
-I.D.'ed: May ignore Evasion modifications of the enemy and hit Ghost-element characters
-Hawk-Eye: Next attack hits without fail as long at the target is not Underground, Airborne, or MIA and the attacker isn't.