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Buffs

BP Up: Max BP is raised by _. (Various)

BP Regen: Gain _ BP per turn. (Various)

DEF Up: DEF is raised by _. (Various)

Charge: Damage dealt by next attack is increased by 1 per charge. (Various)

Charged Up: Gain 1 charge per turn. (Li'l Sparky)

Dodgy: 0 damage if attack is blocked. (Various)

Electrified: Gives "Electric" trait, immune to electric attacks. (Various)

Fast: Attacks twice per turn. (Various) (Old name: Invigorated)

FP Up: Max FP is raised by _. (Various)

FP Regen: Gain _ FP per turn. (Various)

Freezing: Take 0 damage from physical attacks, attacker is Frozen for 2 turns. Doesn't affect species that are immune to ice. (Bumpty)

Hooligone: When damaged, take 0 damage and remove a charge. (Hooligon)

HP Up: Max HP is raised by _. (Various)

HP Regen: Gain _ HP per turn. (Various)

Intensified: Damage of next attack is doubled. (Boomboxer & Double Pain)

Payback: Enemy takes half damage dealt. (Various)

Poppable: Deals 3 damage to attacker. Removes attacker's status effects, and user's Poppable. (Cheep Cheep & Urchin)

POW Up: POW is raised by _. (Various)

Sharp: Counter damage and status effect turns are doubled. (Various)

SPD Up: SPD is raised by _. (Various)

SP Regen: Gain _ SP per turn. (Various)

Superguard: Take 0 damage from physical attacks, all damage is redirected to the enemy. (Cleft)




Debuffs

Angry: Attacks are completely random. (Various)

BP Down: Max BP is lowered by _. (Various)

BP Loss: Lose _ BP per turn. (Various)

Blind: 0 damage if attack is blocked. (Various)

Burned: Lose 1 HP per turn, doesn't affect species that are immune to fire. (Various)

Confused: 50% chance to do deal 1 damage to yourself instead of attacking. (Various)

Cursed: All items and badges are unusable. (Various)

DEF Down: DEF is lowered by _. (Various)

Dizzy: 50% chance to miss attacks. (Various)

Drank: Used as a counter. Decreases chance to hit by 10% per charge. (Beanish / Bottle Bro) (STACKS INFINITELY)

Drinking Problem: Gives 3 charges of Drank. (Beanish / Bottle Bro)

Fading Away: When this status effect reaches 0, the user dies. (Warpid & Growmeba) UNSTACKABLE

Flipped: Cannot attack, DEF is lowered to 0. Only applicable to some species. (Various) UNSTACKABLE

FP Down: Max FP is lowered by _. (Various)

FP Loss: Lose _ FP per turn. (Various)

Frozen: Cannot attack, cannot move in line. Thawed by fire attacks, doesn't affect species that are immune to ice. (Various) UNSTACKABLE

Grounded: "Flight" trait is lost. Only applicable to some species. (Various) UNSTACKABLE

Heavy: All attacks cost 2x the amount of FP to use. (Cursya)

HP Down: Max HP is lowered by _. (Various)

HP Loss: Lose _ HP per turn. (Various)

Immobilized: Cannot attack. (Various) UNSTACKABLE (Old name: Paralyzed)

No Skills: Cannot use a certain attack. Attack may be stolen. (Various)

Poisoned: Lose 1 HP per turn, doesn't affect species that are immune to poison. (Various)

POW Down: POW is lowered by _. (Various)

Reversed: All moves that use FP drain HP instead. (Cursya)

Slow: Attacks once every 2 turns. (Various)

Soft: Takes 2x damage. (Various)

SPD Down: SPD is lowered by _. (Various)

SP Loss: Lose _ SP per turn. (Various)

Taunt: Forced to attack an enemy. (Various)




Neutral

Allergic: Cannot be effected by any non-preexisting status effects until the effect fades. (Various)

Contagious: When attacked, give attacker user's status effects. (Various)

Danger: HP is at 1/2. Some badges or attacks use this to their advantage. (N/A)

Diving: Cannot attack, immune to all attacks. SPD is increased by 3. (Fly Guy & Raven) UNSTACKABLE

Focused: Stays at the front of the line at all times. No one behind user attacks. (Mister I)

Haunted: Lose 2 HP per turn, inflictor cannot attack until inflicted or inflictor is dead. (Various) UNSTACKABLE

Huge: POW is increased by 1.5x, SPD is halved. (Various)

Invisible: Moves, badge moves, and items miss, including your own. POW is halved. (Various) UNSTACKABLE

Mini: POW is halved, SPD is doubled. (Various)

Peril: HP is at 1. Some badges or attacks use this to their advantage. (N/A)

Sleep: Cannot attack, healed by 1 per turn. When attacked, the user will wake up. Ability to equip/unequip badges and forfeit is retained. (Various) UNSTACKABLE

Stone: Cannot attack, impervious to all attacks. (Various) (Old name: Protected)

Tunneled: Cannot attack, immune to all attacks except for quake attacks. SPD is increased by 3. (Monty Mole) UNSTACKABLE




Blobule Effects

Consumer: Removes 1 FP from all enemies at the end of each turn.

Ruiner: Removes 1 BP from all enemies at the end of each turn.

Sapper: Removes 1 HP from all enemies at the end of each turn.

Slowener: Removes 5 SPD from all enemies. Cannot lower SPD to 0 or under.

Softener: Removes 1 DEF from all enemies.

Weakener: Removes 1 POW from all enemies.




Sammer Effects

NOTE: THESE EFFECTS CANNOT BE STOLEN (BECAUSE THE GAME WOULD IMPLODE)

Sword: Starting weapon for Sammer Guy and Small Sammer Guy.

Mace: Starting weapon for Big Sammer Guy.

Club: N/A

Katana: N/A

Shield: User can now reflect projectiles.

Bomb: N/A

Syringe: N/A

Ice Blade: N/A

Fire Blade: N/A

Shank: N/A

Neon Blade: Accessible only through Sword.