User:Dorsal Axe/Sandbox/Flower
Elemental Damage
There are 5 types of elements in the game: Normal, Fire, Ice, Explosive, and Electric. Additionally, Poison exists in the game's code but is not used. Several moves in the game, including those used by enemies, will deal elemental damage of one of these types. Some enemies also carry an element, and can either be
- Weak — An enemy will take 1 additional damage from moves that deal damage of this element
- Immune — The enemy will be completely immune to attacks dealing damage of this element
- Healed — The enemy will be healed by attacks dealing damage of this element
Normal is the type used by the majority of moves and enemies in the game. It carries no special properties, nor can enemies be affected differently by this element, with one notable exception. The green gem that Cortez will expose in the second phase of battle is weak to all elements, including Normal.
Fire attacks do additional damage against Ice and Explosive enemies. Lava Bubbles, Embers, and Phantom Embers will not only be healed by Fire attacks, but they will also replicate themselves, spawning additional enemies in battle.
Ice attacks do additional damage against Fire enemies. Frost Piranhas and Ice Puffs will be healed by Ice attacks.
Explosive attacks do additional damage against Fire and Explosive enemies.
Electric attacks do not appear to deal any additional damage to any enemies, nor are resisted except for Ruff Puffs, who will be healed by them.
The below table shows all enemies who are affected by elemental damage:
Enemy | Normal | Fire | Ice | Explosive | Electric |
---|---|---|---|---|---|
Lava Bubble | Healed | Weak | Weak | ||
Ember | Healed | Weak | Weak | ||
Phantom Ember | Healed | Weak | Weak | ||
Frost Piranha | Weak | Healed | |||
Ice Puff | Weak | Healed | |||
Bob-omb | Weak | Weak | Weak | ||
Bulky Bob-omb | Weak | Weak | Weak | ||
Bob-ulk | Weak | Weak | Weak | ||
Ruff Puff | Healed | ||||
Cleft | Immune | ||||
Bald Cleft | Immune | ||||
Hyper Cleft | Immune | ||||
Hyper Bald Cleft | Immune | ||||
Chain Chomp | Immune | Immune | |||
Red Chomp | Immune | Immune | |||
Bristle | Immune | ||||
Dark Bristle | Immune | ||||
Buzzy Beetle | Immune | Immune | |||
Spiny | Immune | ||||
Spike Top | Immune | ||||
Dark Bones | Weak | Weak | |||
Red Bones | Weak | Weak | |||
Dry Bones | Weak | Weak | |||
Cortez Gem | Weak | Weak | Weak | Weak | Weak |
Grodus X | Defence is ignored for all attacks of these elements |
Stat-changing conditions
Attack Up
- "Attack is boosted!"
A character affected by Attack Up will have increased Attack power of all attacks with modifiable damage for the duration of the effect.
- Bestowed on self or ally by enemy moves
- Magikoopa's Magic Boost (+3 ATK for 3 turns).
- Bestowed on self by enemy moves
- Macho Grubba's Attack Boost (+3 ATK for 1 turn).
- Bulky Bob-omb and Bob-ulk's Power Up (+3 ATK for 3 turns).
- Wizzerd, Elite Wizzerd, and Dark Wizzerd's Power Up (chance to affect, alongside Attack Up)
- The Shadow Queen's Power Lift (+3 ATK for 3 turns).
- Player actions for effect
- The special move Power Lift will increase the Attack power of Mario and his partner for 3 turns.
Merlee's Attack Up
- "The effect of the curse boosted your Attack power!" — Nintendo GameCube
- "The effect of the charm boosted your Attack power by 3!" — Nintendo Switch
Merlee's charm has a chance to increase Mario's Attack power by +3 for a single turn. When this occurs, Merlee will appear right before Mario attacks to bestow the effect. In the Nintendo Switch remake, this condition is indicated with its own unique icon.
Attack Down
- "Attack has dropped!"
A character affected by Attack Down will have decreased Attack power for all attacks with modifiable damage for the duration of the effect. It is not possible for a character's Attack to go below 0. Despite being fully coded, there is nothing in the game that can afflict any character with this status condition, effectively making it unused.
Defense Up
- "Defense is boosted!"
A character affected by Defense Up will have increased Defense against incoming attacks for the duration of the effect.
- Bestowed on self or ally by enemy moves
- Magikoopa's Magic Boost (+3 DEF for 3 turns).
- Red Magikoopa's Magic Shield (+3 DEF for 3 turns).
- Kammy Koopa's Defense Boost (+3 DEF for 3 turns).
- Bestowed on self by enemy moves
- Macho Grubba's Defense Boost (+3 DEF for 2 turns).
- Bulky Bob-omb and Bob-ulk's Defense Up (+3 DEF for 3 turns).
- Wizzerd, Elite Wizzerd, and Dark Wizzerd's Power Up (chance to affect, alongside Attack Up)
- The Shadow Queen's Power Lift (+3 DEF for 3 turns).
- Items that can be consumed for effect
- Courage Shell will increase the user's Defense. (+3 DEF for 3 turns).
- Player actions for effect
- The special move Power Lift will increase the Defense of Mario and his partner by a variable amount for 3 turns.
Merlee's Defense Up
- "The effect of the curse decreased the damage you take!" — Nintendo GameCube
- "The effect of the charm increased your Defense by 3!" — Nintendo Switch
Merlee's charm has a chance to increase Mario's Defense by +3 for a single turn. When this occurs, Merlee will appear right before an enemy attacks Mario to bestow the effect. In the Nintendo Switch remake, this condition is indicated with its own unique icon.
Defense Down
- "Defense has dropped!"
Also known as "Soft", a character affected by Defense Down will have reduced Defense against incoming attacks for the duration of the effect. It is not possible for a character's Defense to go below 0.
- Inflicted by enemy moves
- X-Naut PhD's Chemical Throw.
- Items that can be consumed for effect
- Mr. Softener will inflict this condition on all of the user's enemies in battle (-3 DEF for 3 turns).
- Heartful Cake or Mushroom Broth will inflict the user with this status condition (-1 DEF for 3 turns).
- Mario's move Soft Stomp can inflict targets with this status condition (-3 DEF for 3 turns, duration will stack if used in succession).
HP Regeneration
- "HP will briefly recover!"
A character with HP Regeneration will recover a small amount of Heart Points (HP) at the end of each turn for the duration of the effect.
- Items that can be consumed for effect
- Slow Mushroom or Couple's Cake (2 HP for 10 turns).
- Meteor Meal in addition to immediately restoring 7 HP (2 HP for 3 turns).
- Mushroom Broth in addition to immediately restoring 15 HP and -1 DEF (2 HP for 5 turns) total.
- Mystery has a chance to bestow this status condition on the user, amongst other conditions.
- Player actions for effect
- The Happy Heart and Happy Heart P badges have a constant effect (1 HP every turn).
- The Lucky Start badge may bestow the effect on Mario at the start of a battle (2 HP for 3 turns).
FP Regeneration
- "FP will briefly recover!"
A character with FP Regeneration will recover a small amount of Flower Points (FP) at the end of each turn for the duration of the effect.
- Items that can be consumed for effect
- Gradual Syrup (2 FP for 10 turns).
- Mystery has a chance to bestow this status condition on the user, amongst other conditions.
- Player actions for effect
- The Happy Flower badge has a constant effect (1 FP every turn)
- The Lucky Start badge may bestow the effect on Mario at the start of a battle (2 FP for 3 turns).
Status conditions
Allergic
- "Status hasn't changed!" — Nintendo GameCube
- "Can't be affected by status changes!" — Nintendo Switch
A character affected by Allergic will be immune to all status condition changes for the duration of the effect. It will not remove other status conditions already in effect, however.
- Inflicted by enemy moves
- Beldam's No Status has a 100% chance (3 turns).
- The Shadow Queen's Dangerous Breath has a 90% chance in international versions, and 60% chance in the Japanese version (3 turns).
- Items that can be consumed for effect
- Space Food has a 50% chance to bestow the effect on the user, in addition to immediately recovering 5 HP (3 turns).
Burned
- "Burned! The fire will steadily do damage!"
A character who is Burned will be visibly on fire and lose 1 HP at the end of each turn for the duration of the effect. The duration of being Burned is typically shorter than that of being Poisoned. This condition can be prevented with the Ice Power badge, negated by the Frozen status condition, and cured from the falling water or ice nozzle stage hazards. Lava Bubble's, Ember's, and Phantom Ember's are immune to being Burned, and will in fact recover HP when struck with a fire attack.
- Inflicted by enemy moves
- Vivian's Shade Fist and Fiery Jinx have a 100% chance (2 turns and 3 turns respecitively).
- Fire Bro's Flamespit, Doubleflame, and Multiflame have a 30% chance (3 turns).
- Lava Bubble, Ember, and Phantom Ember's Fireball have a 75% chance (3 turns).
- Ember's Traveling Flame has a 75% chance (3 turns).
- X-Naut PhD's red Chemical Throw has a 75% chance (3 turns).
- Sir Grodus's Flamethrower has a 75% chance in international versions, and 20% chance in the Japanese version (3 turns).
- Player actions for effect
- Mario's move Fire Drive has a 100% chance to inflict targets with this condition when action commands are successfully executed (3 turns).
- Vivian's moves Shade Fist and Fiery Jinx have a 100% chance (2 turns and 3 turns respecitively).
- Other causes
- The fire nozzle stage hazard will inflict a burn for 3 turns, in addition to dealing 1 damage.
Confused
- "Confused! Movement will be hindered for a while!" — Nintendo GameCube
- "Confused! Actions will be hindered for a while! — Nintendo Switch
A character who is Confused has an approximately 50% chance each turn to take an unexpected action instead of the intended action. Mario or his partner may attack one another (which the player cannot Guard or Superguard against), use the Defend, Appeal, or Run Away actions, or switch to a random partner (ignoring the effect of Quick Change). Enemies may attack each other, or use healing moves or items on Mario or his partner. If an enemy is unable to attack a valid target on their team, they will simply do nothing.
- Inflicted by enemy moves
- Atomic Boo's Spook has a 50% chance (3 turns).
- The Shadow Queen's Dangerous Breath has a 75% (international)/50% (Japanese) chance (chance to affect, alongside Allergic, and Poisoned)(3 turns).
- Wizzerd's Confusion Beam(3 turns).
- Bonetail's green Dangerous Breath has a 30% chance (3 turns).
- Items that can be consumed for effect
- Ruin Powder has a 100% chance to confuse all of the user's enemies in battle (3 turns).
- Player actions for effect
- Mario's move Head Rattle has a 100% chance to inflict targets with this condition when action commands are successfully executed (3 turns, duration will stack if used in succession).
- Vivian's move Infatuate has a 100% chance (3 turns).
Counter
- "Direct attacks will be countered!"
Also known as "Payback", a character affected by Counter will for the duration of the effect cause direct attacker's to receive half of the damage they deal back to themselves (rounded down).
- Bestowed on self by enemy moves
- Sir Grodus's Counterattack (3 turns).
- Items that can be consumed for effect
- Spite Pouch will bestow this effect on the user (3 turns).
The below function similarly to this effect, but do not actually apply a status condition on the user. Therefore, the effect can be stacked with the Counter status condition to counter all damage.
- Poison Puff's Poison Charge. In addition to countering damage, attackers will also become poisoned. Unlike the Counter condition, Koops's Shell Toss will not trigger this effect.
- The Return Postage badge applies a constant effect and cannot be removed by the falling water stage hazard.
Bomb Counter
- "Direct attacks will be countered!"
Bobbery's Hold Fast attack creates a status condition on himself that functions similarly to Counter. However, certain attacks may trigger this effect that do not trigger the regular Counter effect, such as Doopliss's Hammer. The effect can be stacked with the Counter condition.
- Player actions for effect
Dizzy
- "Dizzy! Attacks might miss!"
A character who is Dizzy has an approximately 50% chance each turn for their attack to miss the target. As FP is consumed for FP-consuming moves at the start of an attack, this will result in FP being wasted for missed attacks.
- Items that can be consumed for effect
- Dizzy Dial has a 100% chance to inflict this condition on all of the user's enemies in battle (3 turns).
- Player actions for effect
- Other causes
- The falling stage light, basin, and meteor stage hazards have a 50% chance to make affected characters Dizzy in addition to dealing 1 damage.
Dodgy
- "Dodgy! Some attacks will automatically be dodged!"
A character affected by Dodgy has a 50% of evading incoming attacks during battle for the duration of the effect.
- Bestowed on self or ally by enemy moves
- Magikoopa's Magic Boost has a 100% chance (chance to affect, alongside other positive status conditions).
- Bestowed on self by enemy moves
- X-Naut PhD's blue Chemical Throw has a 100% chance (3 turns).
- Macho Grubba's Dodgy has a 100% chance (2 turns).
- Sir Grodus's Evade has a 100% chance (3 turns).
- Items that can be consumed for effect
- Repel Cape has a 100% chance to bestow this effect on the user (4 turns).
- Mystery has a chance to bestow this status condition on the user, amongst other conditions (4 turns).
- Peach Tart has a 40% chance to bestow this status condition on the user (2 turns).
- Player actions for effect
- Flurrie's move Dodgy Fog will bestow this status condition on Mario (1-4 turns).
- The Lucky Start badge may bestow the effect on Mario at the start of a battle (3 turns).
- Other causes
- The fog nozzle stage hazard will bestow a similar effect to Dodgy on affected characters for 2 turns, but not the status condition itself. This can be stacked with Dodgy for a maximum 75% chance of evading incoming attacks.
Electrified
- "Electrified! Enemies that make contact will get hurt!"
A character who becomes Electrified will cause direct attackers to fail their attack and take 1 HP of damage to themselves. The affected character will also be able to negate the Electrified condition of enemies. Despite being a positive status condition, the Feeling Fine badge will prevent it from being bestowed on the user, except for when using the Zap Tap badge.
- Bestowed on self or ally by enemy moves
- Green Magikoopa and Kammy Koopa's Zap has a 100% chance (3 turns).
- Bestowed on self by enemy moves
- Elite Wizzerd's Power Up (chance to affect, alongside Dodgy and Invisible)
- Items that can be consumed for effect
- Volt Mushroom or Electro Pop will bestow this status condition on the user (5 turns and 4 turns, respectively).
- Love Pudding, and Peach Tart have a 40% chance to bestow this status condition on the user (4 turns)
- Mystery has a chance to bestow this status condition on the user, amongst other conditions (5 turns).
- Player actions for effect
- The Lucky Start badge may bestow the effect on Mario at the start of a battle (3 turns).
The below function similarly to this effect, but do not actually apply a status condition on the user:
- Dark Puff, Ruff Puff's Shocking Charge and Ice Puff's Freezing Charge will fully protect the user from damage and deal a fixed 1 damage to direct attackers. It can be negated with Electrified status or the Zap Tap badge.
- Zap Tap applies a constant effect and cannot be removed by the falling water stage hazard.
Frozen
- "Frozen! Movement will be impossible for a while!"
A character who is Frozen will be visibly encased in a block of ice and be unable to take any action for the duration of the effect. When the status condition ends, the affected character will take 1 HP of damage from the ice breaking. This condition can be negated by the Burned status condition, as well as cured from fire nozzle stage hazard.
- Inflicted by enemy moves
- Frost Piranha's Jaw Clamp has a 30% chance (2 turns).
- Ice Puff's Frost Attack has a 30% (international)/60% (Japanese) chance (2 turns).
- Beldam's Blizzard has a 40% chance (2 turns).
- Sir Grodus's Ice Beam has a 30% chance (2 turns).
- Bonetail's blue Dangerous Breath has a 30% chance (3 turns).
- Items that can be consumed for effect
- Ice Storm has a 95% chance to inflict this condition on all of the user's enemies in battle (2 turns).
- Icicle Pop and Zess Frappe have a 20% chance to freeze the user (2 turns).
- Snow Bunny has a 50% chance to freeze the user (3 turns).
- Player actions for effect
- Mario's move Ice Smash will inflict targets with this condition.
- Other causes
- The frost nozzle stage hazard will freeze affected characters (1 turn).
Huge
- "Huge! Attack power is now boosted!"
A character affected by Huge will visibly enlarge, and their Attack power will increase by 2 for the duration of the effect. It can be considered the inverse of the Tiny status, which lowers Attack by 2.
- Bestowed on self or ally by enemy moves
- Magikoopa's Magic Boost (chance to affect, alongside other positive status conditions).
- Red Magikoopa's Enlarge.
- Kammy Koopa's Make Huge.
- Bestowed on self by enemy moves
- X-Naut and Elite X-Naut's Potion.
- Beldam's Grow.
- Wizzerd, Dark Wizzerd, and Elite Wizzerd's Power Up.
- Items that can be consumed for effect
- Power Punch will bestow this status condition on the user or their ally.
Tiny
- "Tiny! Attack power has now dropped!"
A character affected by Tiny will visibly shrink, and their Attack power will decrease by 2 for the duration of the effect. This status condition can be cured by consuming Fresh Juice, Tasty Tonic. It can be considered the inverse of the Huge status, which increases Attack by 2. The voice and sound effects of characters afflicted with Tiny will increase in pitch.
- Inflicted by enemy moves
- Beldam's Shrink.
- X-Naut PhD's purple Chemical Throw.
- Bonetail's purple Dangerous Breath.
- Items that can be consumed for effect
- Mini Mr. Mini will inflict this condition on all of the user's enemies in battle.
- Player actions for effect
- Mario's move Shrink Stomp can inflict this status condition on the target.
- Yoshi Kid's move Mini-Egg can inflict this status condition on the target.
Immobilized
- "Immobilized! Movement will be impossible for a while!"
A character who is Immobilized will be unable to take any action for the duration of the effect. It is also possible for the audience to become Immobilized, leaving them unable to react to or interfere with the battle on stage.
- Inflicted by enemy moves
- X-Yux's Ring Toss and Zap.
- Atomic Boo's Summon.
- Sir Grodus's Clock Beam.
- Items that can be consumed for effect
- Stop Watch will inflict this condition on all of the user's enemies in battle.
- Player actions for effect
- The special move Clock Out will inflict this condition on the affected targets (which can potentially be Mario and his partner).
Invisible
- "Invisible! Attacks will now miss!"
A character who becomes Invisible will evade enemy attacks for the duration of the effect. Invisible characters can still be affected by Earth Tremor and Art Attack.
- Bestowed on self or ally by enemy moves
- Magikoopa's Magic Boost (chance to affect, alongside other positive status conditions).
- Green Magikoopa and Kammy Koopa's Invisiblast.
- Dark Boo's Outta Sight.
- Bestowed on self by enemy moves
- Boo's Hide.
- Bestowed on ally by enemy moves
- Boo's Power Transfer
- Inflicted by enemy moves
- Boo's Sheet will bestow this status condition on the user.
- Love Pudding has a chance to bestow this status condition on the user, amongst other conditions.
- Player actions for effect
- Other causes
Poisoned
- "Poisoned! The toxins will steadily do damage!"
A character who is Poisoned will visibly appear sick and lose 1 HP at the end of each turn for 9 turns. This status condition can be cured by consuming Fresh Juice, Tasty Tonic, Healthy Salad. It's possible for enemies to poison their allies if they are Confused and attack them with a Poison-inducing move.
- Inflicted by enemy moves
- Bowser's Poison Fang.
- Putrid Piranha's Poison Breath.
- Cortez's Hook.
- Poison Pokey's Slam, Body Throw, and Bonk.
- Beldam's Toxic Magic.
- Gloomtail's Poison Breath.
- The Shadow Queen's Dangerous Breath (chance to affect, alongside Allergic and Confused).
- Poison Puff's Poison Charge and Poison Blast.
- Items that can be consumed for effect
- Poison Mushroom will inflict the user with this status condition, in addition to depleting half of their HP.
Prohibited
A character affected by Prohibited will be forbidden from using specific attack commands. It's possible for Mario's jump and hammer to be completely disabled, and for a partner's special abilities to be completely disabled.
- Inflicted by enemy moves
- Bowser's Jump.
- Player actions for effect
- The Jumpman badge will increase Mario's jump attack power by 1, at the cost of prohibiting use of his hammer.
- The Hammerman badge will increase Mario's hammer attack power by 1, at the cost of prohibiting use of his jump.
Quick
- "More chances to attack are now available!"
- Mario can act an additional time this turn!
A character affected by Quick will be able to attack twice in the same turn for the duration of the effect. This effect is completely negated by the Slow status condition, which can be considered the inverse condition of Quick.
- Bestowed on self by enemy moves
- Macho Grubba's Fast has a 100% chance (for 4 turns).
- Beldam's Speedy has a 100% chance (for 3 turns).
- Player actions for effect
- Goombella's move Rally Wink will bestow Mario with this status condition for 1 turn.
Sleepy
- "Sleepy! It'll take time for the sleepiness to wear off!"
A character affected by Sleepy will be unable to take any action for the duration of the effect, but can still Guard and Superguard against incoming attacks with reduced action command timing windows. There is a chance for a sleeping character to wake when they are directly attacked. In the Nintendo Switch remake, sleeping partners will be carried off-stage by the stage hands when using a special move.
- Inflicted by enemy moves
- Crazee Dayzee's Sing has a 50% chance in international versions, and 75% in the Japanese version (for 5 turns).
- Amazy Dayzee's Lullaby has a 75% chance (for 5 turns).
- Bonetail's white Dangerous Breath has a 30% chance (for 5 turns).
- Items that can be consumed for effect
- Sleepy Sheep has a 95% chance to inflict enemy targets with this condition (for 5 turns).
- Player actions for effect
- Mario's move Sleepy Stomp (for 5 turns, duration will stack if used in succession).
Slow
- "Less chances to attack are now available!"
A character affected by Slow will only be able to attack once every other turn for the duration of the effect. This effect is completely negated by the inverse Quick status condition.
- Inflicted by enemy moves
- Beldam's Slow Time.
- Items that can be consumed for effect
- The unused and unobtainable Koopa Curse item will inflict a single target with this status condition (Nintendo GameCube version only).
Other conditions
Charged
- "Charged! Attack power is now boosted!"
- "Charged...but it had no effect!"
A character who is Charged will visibly shimmer with a rainbow of colors, and store charged Attack power that will unleashed on their next attack that can be boosted by charge. Stored charge will be expended at the end of an attack, even if it misses. It is possible to continuously build charge in succession, up to a maximum of +99. There is no icon for this status condition, as a visual effect is applied to the affected character themselves.
- Bestowed on self by enemy moves
- Koopatrol's Charge Up (+2 charge)
- Bulky Bob-omb's Charge Up (+3 charge)
- Macho Grubba and Cortez's Charge Up (+4 charge)
- Dark Koopatrol Charge Up (+5 charge)
- Hyper Goomba, Hyper Paragoomba, Hyper Spiky Goomba, Hyper Cleft, Hyper Bald Cleft, and Sky-Blue Spiny's Charge Up (+6 charge)
- Shadow Queen's Charge (+7 charge)
- Gloomtail's Charge (+8 charge)
- Bob-ulk's Charge Up (+9 Charge)
- Items that can be consumed for effect
- Hot Sauce will store +1 charge.
- Hottest Dog will store +1 charge.
- Spicy Pasta will store +1 charge.
- Player actions for effect
- The move Charge will store +1 charge.
- The unused and unobtainable move Super Charge will store +2 charge.
Flipped
Some enemies are susceptible to being flipped, decreasing their Defense to 0. Uniquely, Dark Koopatrols become 100% susceptible to all negative status conditions when flipped.
- Koopa Troopa
- Paratroopa
- KP Koopa
- KP Paratroopa
- Shady Koopa
- Shady Paratroopa
- Dark Koopa
- Dark Paratroopa
- Koopatrol
- Dark Koopatrol
- Buzzy Beetle
- Parabuzzy
- Spiky Parabuzzy
- Spike Top
- Red Spike Top
- Spiny
- Sky-Blue Spiny
- Bald Cleft
- Cleft
- Moon Cleft
- Hyper Bald Cleft
- Hyper Cleft
- Bob-omb
- Bulky Bob-omb
- Bob-ulk
Fright
Enemies can become frightened away from battle using the Fright Mask, effectively defeating them by removing them from battle. Enemies who flee do not award Star Points or Coins. Each enemy has their own stat that determines how susceptible they are to this status condition. All bosses are completely immune to this condition.
The following regular enemies are immune to the effects of the Fright Mask:
- Bombshell Bill Blaster
- Bombshell Bill
- Red Bones
- Dry Bones
- Dark Bones
- Z-Yux
- Mini-Z-Yux
- X-Yux
- Mini-X-Yux
- Bill Blaster
- Bullet Bill
- Dark Craw
- Yux
- Mini-Yux
Gale Force
Flurrie's move Gale Force can cause enemies to be immediately blown out of battle. Enemies defeated this way will award Star Points and Coins as usual. Each enemy has their own stat that determines how susceptible they are to this status condition.
The following bosses are susceptible to this status condition:
- Lord Crump (1) (though it is not possible to have Flurrie at this stage in the game)
- Gus
- X-Fist
- Atomic Boo
- Cortez's Weapons
- X-Punch
- Grodus X
- Player actions for effect
- Flurrie's move Gale Force
One-hit Knockout
A character affected by a One-hit Knockout (OHKO) will be defeated instantly. There is no icon or message associated with this effect, as the target will play their defeat animation, and Star Points and Coins will be awarded as usual. Each enemy has their own level of susceptibility to this condition.
- Player actions for effect
- The special move Showstopper has a 50-100% chance of immediately defeating a target.
Curing and preventing conditions
Condition | Prevented by Feeling Fine & Feeling Fine P | Cured by | ||
---|---|---|---|---|
Tasty Tonic | Sweet Treat & Sweet Feast | Falling water stage hazard | ||
Attack Down | Yes | No | Yes | No |
Defense Down | Yes | Yes | Yes | No |
Allergic | No | Yes | No | No |
Burned | No | Yes | Yes | Yes |
Frozen | No | Yes | Yes | Yes |
Poisoned | Yes | Yes | Yes | Yes |
Confused | Yes | Yes | Yes | Yes |
Dizzy | Yes | Yes | Yes | Yes |
Electrified | Yes | No | No | Yes |
Tiny | Yes | Yes | Yes | No |
Immobilized | Yes | Yes | Yes | Yes |
Slow | No | Yes | Yes | No |
Sleepy | Yes | Yes | Yes | Yes |
Counter | No | No | No | Yes |
Charged | No | No | No | Yes |