User:Dorsal Axe/Sandbox/Flower: Difference between revisions

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==Stat-changing conditions==
==Stat-changing conditions==
===Attack Up===
===Attack Up===
[[File:PMTTYD NS Condition Attack Up.png|40px|left]]
[[File:PMTTYD NS Condition Attack Up.png|80px|right]]
:"''Attack is boosted!''"
:"''Attack is boosted!''"
<br>
A character affected by [[Attack Up]] will have increased Attack power of all attacks with modifiable damage for the duration of the effect.


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:
; Bestowed on self or ally by enemy moves:
* [[Magikoopa]]'s ''Magic Boost'' (+3 ATK for 3 turns).
* [[Magikoopa]]'s ''Magic Boost'' (+3 ATK for 3 turns).
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====Merlee's Attack Up====
====Merlee's Attack Up====
[[File:PMTTYD NS Condition Charm Attack Up.png|40px|left]]
[[File:PMTTYD NS Condition Charm Attack Up.png|80px|right]]
:"''The effect of the curse boosted your Attack power!''" — Nintendo GameCube
:"''The effect of the curse boosted your Attack power!''" — Nintendo GameCube
:"''The effect of the charm boosted your Attack power by 3!''" — Nintendo Switch
:"''The effect of the charm boosted your Attack power by 3!''" — Nintendo Switch
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===Attack Down===
===Attack Down===
[[File:PMTTYD NS Condition Attack Down.png|40px|left]]
[[File:PMTTYD NS Condition Attack Down.png|80px|right]]
:"''Attack has dropped!''"
:"''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.
<br>
<br>
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 Up===
[[File:PMTTYD NS Condition Defense Up.png|40px|left]]
[[File:PMTTYD NS Condition Defense Up.png|80px|right]]
:"''Defense is boosted!''"
:"''Defense is boosted!''"
A character affected by [[Defense Up]] will have increased Defense against incoming attacks for the duration of the effect.
A character affected by [[Defense Up]] will have increased Defense against incoming attacks for the duration of the effect.
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====Merlee's Defense Up====
====Merlee's Defense Up====
[[File:PMTTYD NS Condition Charm Defense Up.png|40px|left]]
[[File:PMTTYD NS Condition Charm Defense Up.png|80px|right]]
:"''The effect of the curse decreased the damage you take!''" — Nintendo GameCube
:"''The effect of the curse decreased the damage you take!''" — Nintendo GameCube
:"''The effect of the charm increased your Defense by 3!''" — Nintendo Switch
:"''The effect of the charm increased your Defense by 3!''" — Nintendo Switch
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===Defense Down===
===Defense Down===
[[File:PMTTYD NS Condition Defense Down.png|40px|left]]
[[File:PMTTYD NS Condition Defense Down.png|80px|right]]
:"''Defense has dropped!''"
:"''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.
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.
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===HP Regeneration===
===HP Regeneration===
[[File:PMTTYD NS Condition HP Regeneration.png|40px|left]]
[[File:PMTTYD NS Condition HP Regeneration.png|80px|right]]
:"''HP will briefly recover!''"
:"''HP will briefly recover!''"
A character with [[Regen|HP Regeneration]] will recover a small amount of [[Heart Point]]s (HP) at the end of each turn for the duration of the effect.
A character with [[Regen|HP Regeneration]] will recover a small amount of [[Heart Point]]s (HP) at the end of each turn for the duration of the effect.
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===FP Regeneration===
===FP Regeneration===
[[File:PMTTYD NS Condition FP Regeneration.png|40px|left]]
[[File:PMTTYD NS Condition FP Regeneration.png|80px|right]]
:"''FP will briefly recover!''"
:"''FP will briefly recover!''"
A character with [[Regen|FP Regeneration]] will recover a small amount of [[Flower Point]]s (FP) at the end of each turn for the duration of the effect.
A character with [[Regen|FP Regeneration]] will recover a small amount of [[Flower Point]]s (FP) at the end of each turn for the duration of the effect.
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==Status conditions==
==Status conditions==
===Allergic===
===Allergic===
[[File:PMTTYD NS Condition Allergic.png|40px|left]]
[[File:PMTTYD NS Condition Allergic.png|80px|right]]
:"''Status hasn't changed!''" — Nintendo GameCube
:"''Status hasn't changed!''" — Nintendo GameCube
:"''Can't be affected by status changes!''" — Nintendo Switch
:"''Can't be affected by status changes!''" — Nintendo Switch
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===Burned===
===Burned===
[[File:PMTTYD NS Condition Burned.png|40px|left]]
[[File:PMTTYD NS Condition Burned.png|80px|right]]
:"''Burned! The fire will steadily do damage!''"
:"''Burned! The fire will steadily do damage!''"
A character who is [[Burn|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|Poisoned]]. This condition can be prevented with the [[Ice Power]] badge, negated by the [[#Frozen|Frozen]] status condition, and cured from the falling water or ice nozzle [[Stage (Paper Mario: The_Thousand-Year Door)#Stage nozzles|stage hazard]]s. [[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.
A character who is [[Burn|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|Poisoned]]. This condition can be prevented with the [[Ice Power]] badge, negated by the [[#Frozen|Frozen]] status condition, and cured from the falling water or ice nozzle [[Stage (Paper Mario: The_Thousand-Year Door)#Stage nozzles|stage hazard]]s. [[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.
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===Confused===
===Confused===
[[File:PMTTYD NS Condition Confused.png|40px|left]]
[[File:PMTTYD NS Condition Confused.png|80px|right]]
:"''Confused! Movement will be hindered for a while!''" — Nintendo GameCube
:"''Confused! Movement will be hindered for a while!''" — Nintendo GameCube
:"''Confused! Actions will be hindered for a while!'' — Nintendo Switch
:"''Confused! Actions will be hindered for a while!'' — Nintendo Switch
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===Counter===
===Counter===
[[File:PMTTYD NS Condition Counter.png|40px|left]]
[[File:PMTTYD NS Condition Counter.png|80px|right]]
:"''Direct attacks will be countered!''"
:"''Direct attacks will be countered!''"
Also known as "Payback", a character affected by [[Payback|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).
Also known as "Payback", a character affected by [[Payback|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).
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====Bomb Counter====
====Bomb Counter====
[[File:PMTTYD NS Condition Bomb Counter.png|40px|left]]
[[File:PMTTYD NS Condition Bomb Counter.png|80px|right]]
:"''Direct attacks will be countered!''"
:"''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.
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.
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===Dizzy===
===Dizzy===
[[File:PMTTYD NS Condition Dizzy.png|40px|left]]
[[File:PMTTYD NS Condition Dizzy.png|80px|right]]
:"''Dizzy! Attacks might miss!''"
:"''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.
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.
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===Dodgy===
===Dodgy===
[[File:PMTTYD NS Condition Dodgy.png|40px|left]]
[[File:PMTTYD NS Condition Dodgy.png|80px|right]]
:"''Dodgy! Some attacks will automatically be dodged!''"
:"''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.
A character affected by [[Dodgy]] has a 50% of evading incoming attacks during battle for the duration of the effect.
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===Electrified===
===Electrified===
[[File:PMTTYD NS Condition Electrified.png|40px|left]]
[[File:PMTTYD NS Condition Electrified.png|80px|right]]
:"''Electrified! Enemies that make contact will get hurt!''"
:"''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.
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.
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===Frozen===
===Frozen===
[[File:PMTTYD NS Condition Frozen.png|40px|left]]
[[File:PMTTYD NS Condition Frozen.png|80px|right]]
:"''Frozen! Movement will be impossible for a while!''"
:"''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|Burned]] status condition, as well as cured from fire nozzle [[Stage (Paper Mario: The_Thousand-Year Door)#Stage nozzles|stage hazard]].
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|Burned]] status condition, as well as cured from fire nozzle [[Stage (Paper Mario: The_Thousand-Year Door)#Stage nozzles|stage hazard]].
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===Huge===
===Huge===
[[File:PMTTYD NS Condition Huge.png|40px|left]]
[[File:PMTTYD NS Condition Huge.png|80px|right]]
:"''Huge! Attack power is now boosted!''"
:"''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|Tiny]] status, which lowers Attack by 2.
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|Tiny]] status, which lowers Attack by 2.
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===Tiny===
===Tiny===
[[File:PMTTYD NS Condition Tiny.png|40px|left]]
[[File:PMTTYD NS Condition Tiny.png|80px|right]]
:"''Tiny! Attack power has now dropped!''"
:"''Tiny! Attack power has now dropped!''"
A character affected by [[Tiny (status effect)|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|Huge]] status, which increases Attack by 2. The voice and sound effects of characters afflicted with Tiny will increase in pitch.
A character affected by [[Tiny (status effect)|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|Huge]] status, which increases Attack by 2. The voice and sound effects of characters afflicted with Tiny will increase in pitch.
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===Immobilized===
===Immobilized===
:"''Immobilized! Movement will be impossible for a while!''"
:"''Immobilized! Movement will be impossible for a while!''"
[[File:PMTTYD NS Condition Immobilized.png|40px|left]]
[[File:PMTTYD NS Condition Immobilized.png|80px|right]]
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.
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.


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===Invisible===
===Invisible===
[[File:PMTTYD NS Condition Invisible.png|40px|left]]
[[File:PMTTYD NS Condition Invisible.png|80px|right]]
:"''Invisible! Attacks will now miss!''"
:"''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]].
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]].
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===Poisoned===
===Poisoned===
[[File:PMTTYD NS Condition Poisoned.png|40px|left]]
[[File:PMTTYD NS Condition Poisoned.png|80px|right]]
:"''Poisoned! The toxins will steadily do damage!''"
:"''Poisoned! The toxins will steadily do damage!''"
A character who is [[Poison (status effect)|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|Confused]] and attack them with a Poison-inducing move.
A character who is [[Poison (status effect)|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|Confused]] and attack them with a Poison-inducing move.
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===Prohibited===
===Prohibited===
[[File:PMTTYD NS Condition Prohibited Boots.png|40px|left]]
[[File:PMTTYD NS Condition Prohibited Boots.png|80px|right]]
A character affected by [[Prohibited Command|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.
A character affected by [[Prohibited Command|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.


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===Quick===
===Quick===
[[File:PMTTYD NS Condition Quick.png|40px|left]]
[[File:PMTTYD NS Condition Quick.png|80px|right]]
:"''More chances to attack are now available!''"
:"''More chances to attack are now available!''"
:''Mario can act an additional time this turn!''
:''Mario can act an additional time this turn!''
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===Sleepy===
===Sleepy===
:"''Sleepy! It'll take time for the sleepiness to wear off!''"
:"''Sleepy! It'll take time for the sleepiness to wear off!''"
[[File:PMTTYD NS Condition Sleepy.png|40px|left]]
[[File:PMTTYD NS Condition Sleepy.png|80px|right]]
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 [[Paper Mario: The Thousand-Year Door (Nintendo Switch)|Nintendo Switch remake]], sleeping partners will be carried off-stage by the stage hands when using a special move.
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 [[Paper Mario: The Thousand-Year Door (Nintendo Switch)|Nintendo Switch remake]], sleeping partners will be carried off-stage by the stage hands when using a special move.


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===Slow===
===Slow===
[[File:PMTTYD NS Condition Slow.png|40px|left]]
[[File:PMTTYD NS Condition Slow.png|80px|right]]
:"''Less chances to attack are now available!''"
:"''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|Quick]] status condition.
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|Quick]] status condition.
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|-
|-
! rowspan=2 style="width: 120px;" | Condition
! rowspan=2 style="width: 120px;" | Condition
! rowspan=2 style="width: 120px;" | Prevented by [[Feeling Fine]] & [[Feeling Fine P]]
! rowspan=2 style="width: 100px;" | Prevented by [[Feeling Fine]] & [[Feeling Fine P]]
! colspan=3 | Cured by
! colspan=3 | Cured by
|-
|-
! style="width: 120px;" | [[Tasty Tonic]]
! style="width: 100px;" | [[Tasty Tonic]]
! style="width: 120px;" | [[Sweet Treat]] & [[Sweet Feast]]
! style="width: 100px;" | [[Sweet Treat]] & [[Sweet Feast]]
! style="width: 120px;" | Falling water [[Stage (Paper Mario: The_Thousand-Year Door)#Stage nozzles|stage hazard]]
! style="width: 100px;" | Falling water [[Stage (Paper Mario: The_Thousand-Year Door)#Stage nozzles|stage hazard]]
|-
|-
! [[File:PMTTYD NS Condition Attack Down.png|18px|link=]] Attack Down
! [[File:PMTTYD NS Condition Attack Down.png|18px|link=]] Attack Down

Revision as of 10:36, May 26, 2024

Stat-changing conditions

Attack Up

Small icon for the Attack Up status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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
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

Small icon for the Merlee charm-induced Attack Up status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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

Small icon for the Attack Down status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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

Small icon for the Defense Up status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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
Bestowed on self by enemy moves
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

Small icon for the Merlee charm-induced Defense Up status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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

Small icon for the Defense Down status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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
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

Small icon for the HP Regen status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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

Small icon for the FP Regen status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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

Small icon for the Allergic status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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

Small icon for the Burn status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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

Small icon for the Confused status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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

Small icon for the Counter status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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
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

Small icon for the Hold Fast status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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
  • Bobbery's move Hold Fast will bestow this status condition on himself (1-4 turns).

Dizzy

Small icon for the Dizzy status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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
  • Ms. Mowz's move Tease has a 0-100% chance to inflict targets with this status condition (3 turns).
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

Small icon for the Dodgy status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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
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

Small icon for the Electrified status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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
Bestowed on self by enemy moves
Items that can be consumed for effect
  • Volt Shroom 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

Small icon for the Frozen status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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

Small icon for the Huge status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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
Bestowed on self by enemy moves
Items that can be consumed for effect
  • Power Punch will bestow this status condition on the user or their ally.

Tiny

Small icon for the Tiny status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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
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!"
Small icon for the Immobilized status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)

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
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

Small icon for the Invisible status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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
Bestowed on self by enemy moves
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
  • Vivian's move Veil will bestow on Mario a similar effect to this status condition for 1 turn.
Other causes
  • A Boo from the audience may randomly appear to bestow this effect on a combatant during battle.

Poisoned

Small icon for the Poisoned status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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
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

Small icon for the Prohibited Command status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)

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
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

Small icon for the Fast status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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

Sleepy

"Sleepy! It'll take time for the sleepiness to wear off!"
Small icon for the Sleepy status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)

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

Small icon for the Slow status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch)
"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
Items that can be consumed for effect
  • The unused and unobtainable Koopa Curse item will inflict a single target with this status condition.

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
Items that can be consumed for effect
Player actions for effect
  • The move Charge will store +1 charge.
  • The unused and unobtainable move Super Charge will store +2 charge.

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.

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
Small icon for the Attack Down status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch) Attack Down Yes No Yes No
Small icon for the Defense Down status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch) Defense Down Yes Yes Yes No
Small icon for the Allergic status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch) Allergic No Yes No No
Small icon for the Burn status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch) Burned No Yes Yes Yes
Small icon for the Frozen status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch) Frozen No Yes Yes Yes
Small icon for the Poisoned status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch) Poisoned Yes Yes Yes Yes
Small icon for the Confused status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch) Confused Yes Yes Yes Yes
Small icon for the Dizzy status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch) Dizzy Yes Yes Yes Yes
Small icon for the Electrified status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch) Electrified Yes No No Yes
Small icon for the Tiny status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch) Tiny Yes Yes Yes No
Small icon for the Immobilized status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch) Immobilized Yes Yes Yes Yes
Slow No Yes Yes No
Small icon for the Sleepy status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch) Sleepy Yes Yes Yes Yes
Small icon for the Counter status condition in Paper Mario: The Thousand-Year Door (Nintendo Switch) Counter No No No Yes
Charged No No No Yes