S Statuses

Statuses come with one of two durations: Short, which are removed at the end of the round in which they're applied, and Long, which last for the remainder of the fight. Both can be cleansed or dispelled to end the effects earlier.
Furthermore, statuses come in two different levels, with normal statuses being the default version, and II versions being more potent.

  • Good Statues

Energize: Normal: Gain +1 extra Drive at the start of your turn. II: Gain +2 extra Drive at the start of your turn.
Focus: Normal: Reduce the MP cost of your abilities by half, rounded up. II: Reduce the MP cost of your abilities to 0.
Lucky: Normal: When you roll a d100, lower the result by -15. II: When you roll a d100, lower the result by -30.
Kinetic-Power: Normal: Deal +2 Physical and Supreme damage. II: Deal +5 Physical and Supreme damage.
Elemental-Power: Normal: Deal +2 Fire, Water, Air and Earth damage. II: Deal +5 Fire, Water, Air and Earth damage.
Healing-Power: Normal: Gain +2 potency when using HP restoring abilities. II: Gain +5 potency when using HP restoring abilities.
Kinetic-Guard: Normal: Reduce physical and supreme damage against you by -2. II: Reduce physical and supreme damage against you by -5.
Elemental-Guard: Normal: Reduce Fire, Water, Air and Earth damage against you by -2. II: Reduce Fire, Water, Air and Earth damage against you by -5.
Stalwart: Normal: When someone uses a healing move on you, increase the value by +3, and gain +1 Drive. II: When someone uses a healing move on you, increase the value by +6, and gain +2 Drive.
Liberation: Normal: You can activate a combo without expending the needed momentum. II: You can also combo with abilities multiple times, now. (or without spending LP, if you're a monster)
Element Absorb: Normal: You receive 0 Damage from the corresponding element, [Earth, Fire, Air, or Water], which is named when this ability is granted. II: Additionally, when struck by this type of element, gain +2 Drive.

  • Bad Statuses

Chill: Normal: Lose -1 Drive at the start of your turn. II: Lose -2 Drive at the start of your turn.
Exhaust: Normal: Double your MP costs. II: Triple your MP costs!
Shock: Normal: When you roll a d100, increase the result by +15. II When you roll a d100, increase the result by +30.
Curse: Normal: Anytime you spend an LP, take 6 damage for each LP spent. II Anytime you spend an LP, take 12 damage for each LP spent.
Burning: Unlike most conditions, burning can be cleansed by performing a Defend action. Normal: At the end of your turn, take 6 damage. II: At the end of your turn, take 12 damage.
Kinetic-Shatter: Normal: When you take physical or supreme damage, take +2 more. II: When you take physical or supreme damage, take +5 more.
Elemental-Shatter: Normal: When you take fire, water, air or earth damage, take +2 more. II: When you take fire, water, air or earth damage, take +5 more.
Kinetic-Falter: Normal: You deal -2 physical and supreme damage. II: You deal -5 physical and supreme damage.
Elemental-Falter: Normal: You deal -2 fire, water, air and earth damage. II: You deal -5 fire, water, air and earth damage.
Toxin: Normal: Your HP restoring abilities have -4 potency, and you take 4 damage at the end of your turn. II: Your HP restoring abilities have -8 potency, and you take 8 damage at the end of your turn.

Taunt: When you are Taunted, a specific enemy is chosen. You can only be taunted onto a single enemy at once. If you can't actually target that enemy with an attack, ignore the punishment effects. Normal: If you fail to target the taunted enemy, you take 6 damage. II: If you fail to target the taunted enemy, you take 12 damage.
Challenge: When you are Challenged, a specific enemy is chosen. You can only be challenged onto a single enemy at once. If you can't actually target that enemy with an attack, ignore the punishment effects. Normal: If you fail to target the taunted enemy, you deal -6 damage. II: If you fail to target the challenged enemy, you deal -12 damage.

A target cannot have two taunts or challenges on a single enemy, but they can be inflicted by both a taunt and a challenge. You can taunt/challenge multiple things if no one else is!

Dazed: Not technically a status effect that can be inflicted, but worth noting non the less. A target is considered Dazed when their current HP is reduced to zero. When a target is Dazed, they cannot be targeted by any ability which does not specific that they remove Daze and restore HP. Additionally, when a target is Dazed, they can only perform special Dazed Actions.

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