Status effects
Burned, wet, shocked and more: many attacks come with extra effects. Find out what they do and how to use them cleverly.

Many attacks do more than deal damage – with a bit of luck, they inflict a status effect on the opponent. How likely that is can be found in the “Effect” column of the attack table. Most status effects last for a few turns and then wear off. In battle you can see which effects are active and how long they will last.
The status effects
- Burned: the Mebuly takes extra damage over time.
- Supercooled: speed drops by 30%, and the Mebuly takes extra damage over time.
- Wet: speed is cut in half, and
electric and
ice attacks are more effective for the duration. - Shocked: half speed and 20% less defense.
- Overwhelmed: half speed and 20% less attack.
- Confused: evasion and crit chance are cut in half.
- Aftereffect: extra damage over time, for example from poison.
- KO hit: the opponent is knocked out with a single hit. Only four attacks can do this, and they very rarely land.
Healing, buffs and debuffs
- Healing: attacks like synthesis restore part of your Mebuly's health. The table shows how much.
- Buffs like defense or focusing raise your own stats, such as defense or crit chance. Debuffs like hiss or stare lower the opponent's stats. Both last until the end of the battle and can be stacked up to a limit by using them again.
Good to know
- Shocked, supercooled, overwhelmed, confused and wet do not stack: if the Mebuly already has the effect, another hit with it changes nothing.
- Fire, water and ice cancel each other out: if wet or supercooled hits a burning Mebuly, the burn simply goes out. In turn, a new burn drives off wetness and cold without catching fire itself. And if supercooled hits a wet Mebuly, wet turns into supercooled.
- Switching Mebulys in battle takes time, and the newcomer is briefly in the “exchange” state: its defenses are weaker.
- If an effect is still running when the battle ends, it can follow your Mebuly into the next one. A visit to the Healer frees your team from all negative effects (Healing and energy).
Conditions in battle
| Effect | Text in the game | Attacks |
|---|---|---|
| burned | With a bit of luck chance that enemy takes 8 rounds long additional damage. | |
| supercooled | With a bit of luck chance to supercool the enemy, whereby its initiative will be reduced by 30% and it suffers 5 rounds long additional damage. | |
| wet | With a bit of luck chance that the enemy initiative is reduced by 50% 8 laps long. In addition, electrical and ice attacks are more effective at this time. | |
| shocked | With a bit of luck chance to reduce 50% enemy initiative and 20% enemy defense 5 rounds long. | |
| overwhelmed | With a bit of luck chance to reduce 50% enemy initiative and 20% enemy attack power 3 rounds long. | 49slam, skull bash, bodycheck, eddy kick, sickle slash, leaf storm, solar explosion, blast, beak, quills, air blow, vortex, flap, eddy dances, storm, wind storm, wind cut, swoop, hurricane, tornado, wind sickle, supersonic flight, little quake, earthstrike, bump, earth spurt, floor explosion, sand grave, earthquake, rock throwing, stone swipe, rock slam, geo shock, rock storm, rollover, stone drill, rock fist, collapse, rockslide, stone grave, blasting, cable bat, steel kick, metal sickle, steel bullets, gunshot, root bat, air blast, aero blow |
| confused | With a bit of luck chance to reduce 5 rounds long the enemy avoid and crit chance by 50%. | |
| aftereffect | With a bit of luck chance to cause additional damage 8 rounds long. | |
| KO hit | Enemy is going KO with only one hit. | death blossom, conflagration, aeons lightning, death oath |
