Condition

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Revision as of 09:19, 21 December 2021 by PoleLord (talk | contribs) (→‎Poison)
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Conditions refers to the status ailments that can be inflicted onto Coromon during battle from certain skills or items that damage or incapacitate a Coromon's ability to fight. There are certain items and moves that can cure specific types of conditions on Coromon. Conditions are explained in the Condition handbook.

List of Conditions

Burn

Main Article: Burn

Certain Fire Type Skills can inflict a burn on a target. When a Coromon suffers a burn, it will lose a small amount of its HP each turn. However, due to it's pain, a burned Coromon becomes agitated and increased its Speed Stat, in hopes of ending the battle sooner.

Shock

Main Article: Shock

Certain Electric Type Skills can inflict shock on a target. There's a chance that a shocked Coromon will be unable to use a Skill on any given turn, and the electricity running through its muscles will lower its Speed Stat.

Curse

Main Article: Curse

Certain Ghost Type Skills can cast a curse on a target. When a Coromon is cursed, it will lose a considerable amount of its HP each turn, and will faint in four rounds if the no action is taken.

Poison

Main Article: Poison

Poison Type Skills can poison a target. A poisoned Coromon will lose some of its HP and SP each round, and will faint in 16 rounds if an antidote item is not used.

Sleep

Main Article: Sleep

When a Coromon is asleep it will not be able to use Skills until it wakes up again in a few turns. However it will recover 25% of its SP each turn it's asleep.

Freeze

Main Article: Freeze

Certain Ice Type skills can freeze a target. When a Coromon is frozen solid, it won't be able to perform a skill until it thaws out by chance or is cured by an item. A frozen Coromon will also have it's Defense and Special Defense lowered.

Haziness

Main Article: Haziness

Certain hard hitting Physical skills can make a target feel hazy. When feeling hazy, a Coromon's Crit Chance is lowered by 20% and SP Costs for skills are doubled. Haziness is shrugged off in 3 to 5 turns.