| Elements and Status Effects | |
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| Tweet Topic Started: Jun 17 2009, 08:13 PM (43 Views) | |
| Hilariouslink | Jun 17 2009, 08:13 PM Post #1 |
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"Each attack can be designated in three ways: Physical, Elemental, or Status." "Physical attacks can be determined by the Attack, Defense and Speed stats. Allow me to demonstrate." "A Toad with two attack points goes up against a Koopa, who naturally has one defense point. The toad attacks the Koopa, and ends up doing one damage. The Koopa attacks the Toad, doing two points of damage due to the fact that Toad has no defense points. Whoever has higher speed will attack first." "Elemental attacks follow a basic flowchart. The elements are: Fire Water Earth Wind Light Dark Neutral Ground (Not to be confused with Earth) Air (Not to be confused with Wind) Fire > Water Fire = Earth Fire < Wind Fire ^ Light Fire > Dark Fire = Neutral Fire > Ground Fire < Air Water > Earth Water = Wind Water ^ Light Water = Dark Water = Neutral Water > Ground Water < Air Earth > Wind Earth = Light Earth ^ Dark Earth = Neutral Earth > Ground Earth < Air Wind = Light Wind < Dark Wind = Neutral Wind < Ground Wind ^ Air Light = Dark Light = Neutral Light ^ Air Light < Ground Dark = Neutral Dark > Ground Dark < Air Neutral = Ground Neutral = Air Ground = Air (It may look long, but it's pretty easy to figure out) "Status Effects affect the fighter, and ignore defense. These status effects are: Burn: Does 1 Damage per turn for 3 turns, regardless of Defense. Frozen: Unable to do anything for up to 3 turns, then does 1 damage after the 3rd turn ends. Electrified: Enemies can't directly attack you. Poisoned: Does 1 Damage Per turn for 9 turns, ignoring Defense. Invisible: Nothing can strike you until the effect wears off. Hasty: Can attack twice per turn. Slowed: Can attack once every two turns. Dodgy: Flip a coin three times. If the coin turns up Tails more than once, the attack misses. Paralyzed: Unable to do anything for 2-3 turns. Dizzy: Flip a coin twice. If the coin turns up Tails, the attack misses. Lasts for 2 turns. Buff: Attack +2 for 3 turns. Shell: Defense +2 for 3 turns. Allergic: Moves 2 and 3 cannot be used until the effect wears off. (Lasts for 2 turns) |
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2:20 PM Jul 11