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Special Abilities & Status Effects Index

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HeebieJeebie Monsters
Captain

PostPosted: Tue May 12, 2015 6:45 pm


Welcome
This thread will go into more detail about what exactly Special Abilities are, and which ones are currently available for Monsters to choose from.
It also details Status Effects and how they will affect your Monsters in battle.
Often times Special Abilities and Status Effects go hand in hand.

Table of Contents
CTRL + F to find the specific topic you need!

Post 1 :: Welcome & TOC
Post 2 :: Introduction to Special Abilities & Status Effects
Post 3 :: Status Effects
Post 4 :: Passive Abilities
Post 5 :: TIER 0 & TIER 1
Post 6 :: TIER 2
Post 7 :: TIER 3
Post 8 :: Reserved
PostPosted: Sat May 23, 2015 12:04 am


INTRODUCTION TO SPECIAL ABILITIES & STATUS EFFECTS
Special Abilities and Status Effects often go hand in hand. Why? Because some Special Abilities may cause Status Effects or even make a Monster immune to a certain Status Effect.

ABOUT SPECIAL ABILITIES
Just to quickly recap from the Battle guide ; a Special Ability is an Ability that Monsters can learn once they unlock a certain Tier to use that ability. Tiers are unlocked by increasing a Monster's SPECIAL stat, which starts at 0 at the time of certing (unless stated otherwise). There is a total of three Tiers, and thus Monsters can learn a total of 3 Special Abilities once they've unlocked all 3.

For a breakdown on unlocking Special Ability Tiers, please refer to the [ Complete Guide to Battling ].

    Special Abilities and Flash and Boss Battle Monsters
  • It is not uncommon for Monsters in Flash Battles to have a Special Ability during battle. Usually, however, the Monster will not retain this ability if it is up for taming.
  • Boss Battles, however, often feature Monsters which will have at least one Special Ability. And, often, they will retain this ability even after being tamed. The host will announce whether or not they have a Special Ability that they will keep upon taming, or not.


    Player Monsters and choosing Special Abilities
  • Once your Monster unlocks a Tier it can choose only ONE Special Ability from that Tier until it unlocks another Tier (see next bullet). The effect is permanent, so choose wisely!
  • You can, if you desire, choose a Special Ability from the previous Tier rather than one from the newly unlocked Tier if you like. This means you could have three Tier 1 abilities, or two Tier 1 and one Tier 2, or two Tier 1 and one Tier 3. You can only ever have a max of ONE Tier 3 ability.
  • What happens upon reaching 25+ of the SPECIAL Stat is still a mystery at this point....


    Cooldowns and Stacking
  • All Special Abilities have a cooldown of 2 rounds unless stated otherwise.
  • Unless stated otherwise, Abilities that do the exact same thing do not stack
      For example, Tough Hide/Rock Head/Iron Skin all have the same description of "Reduce total damage by --% (round down) for the next 2 rounds". Therefore they would not stack.

  • Special Abilities work in addition to any natural stat bonuses.
      For Example, "Cry" increases the MISS chance by +1, which is in addition to any natural MISS chance gained from an evasion bonus (so if your DEX stat is 22 you have a +3 evasion bonus, and Cry would raise it to +4 momentarily when used).


ABOUT STATUS EFFECTS
A Status Effect is a condition that the Monster is experiencing, and is not permanent. Status Effects can be beneficial or hazardous to the well-being of your Monsters and are usually caused by a Special Ability, either your own or an opponent's, an Item, or even a Field Condition.

A Status Effect will generally only last a few rounds, but may last the duration of the battle (especially if it is a Field Condition).

For more about Field Conditions please see the entry in the [ Complete Guide to Battling ].

TERMINOLOGY

    - "Immune" means that a Monster is unaffected by something.
    - "Beneficial" means that it will help your Monster in some way.
    - "Hazardous" means that it will harm or hinder your Monster in some way.
    - A "Cooldown" is the time you must wait before a Monster can use/do something again.

HeebieJeebie Monsters
Captain


HeebieJeebie Monsters
Captain

PostPosted: Sat May 23, 2015 12:09 am


STATUS EFFECTS
Unless otherwise stated a Status Effect will only last for 2 rounds.

Damage is always rounded up.



  • Stun
    Causes a Monster to be unable to attack.

  • Poison
    Saps x amount of damage each round.

  • Burn
    Saps x% of total current HP. Ice attack damage increases by 1.5x

  • Frozen
    Cannot use items or attack. Fire attack damage increases by 1.5x

  • Silence
    Cannot use Special Abilities.

  • Confusion
    Damage yourself instead of the target. Damage done is 50%.

  • Strip
    Removes any helpful Status Effects or Special Ability effects.

  • Vulnerable
    Increases all damage taken by x%.

PostPosted: Sat May 23, 2015 12:11 am


PASSIVE ABILITIES
Passive Abilities are Special Abilities which remain in effect all the time, automatically.
You do not need to specifically use them and there is no cooldown time.

Special Abilities that are Passive will be marked "PASSIVE ABILITY" next to the name of the ability.
Whatever the description says it does is what it does -- always, every round.

HeebieJeebie Monsters
Captain


HeebieJeebie Monsters
Captain

PostPosted: Sat May 23, 2015 12:11 am


TIERS
To check what Tier your monster is, or how many points you need to reach a new tier, check this post in the [ Complete Guide to Battling ].

TIER 0
Must have at least 5 points in the SPECIAL stat to gain. Because all monsters receive this same basic ability upon reaching 5 points in their Special Skills it is not considered a "special ability".

  • Double-Attack
    Attacks twice in one round ; cooldown of 3 rounds. Roll an additional 2d20 and apply it as you would a regular attack.



TIER 1
Must have at least 10 stat points in the SPECIAL Stat to qualify.

  • Fog
    30% chance to reduce accuracy by 1 for the next 2 rounds; roll an additional 1d20 (1-6 is successful)

  • Tough Hide
    Reduce total damage by 10% (round down) for the next 2 rounds

  • Quick Step
    Increases DEX bonus by +1 for 2 rounds

  • Fierce Jab
    Add +2 damage before Crit Bonus for the next 2 rounds

  • Ooze
    Traps opponent to reduce their DEX bonus by -1 for 2 rounds

  • Cry
    Your Monster is too pitiful to attack. Increase MISS by 1 point for 2 rounds.
PostPosted: Sat May 23, 2015 12:12 am


TIER 2
Must have at least 15 stat points in the SPECIAL Stat to qualify.

  • Smog
    30% chance to reduce accuracy by 2 for the next 2 rounds; roll an additional 1d20 (1-6 is successful)

  • Rock Head
    Reduce total damage by 25% (round down) for the next 2 rounds

  • Float
    Increase DEX bonus by +2 for 2 rounds

  • Maul
    Add +4 damage before Crit Bonus for the next 2 rounds

  • Constrain
    Traps opponent to reduce their DEX bonus by -2 for 2 rounds

  • Snarl
    Your Monster is too scary to attack. Increase MISS by 2 points.

  • Heal
    Heals 10% of total HP

  • Luck
    10% chance to ignore an opponent's Special Ability effect; roll an additional 1d20 (1-2 is successful)

  • Scary Face : STATUS EFFECT
    30% chance to stun an opponent; roll an additional 1d20 (1-6 is successful).

HeebieJeebie Monsters
Captain


HeebieJeebie Monsters
Captain

PostPosted: Sat May 23, 2015 12:12 am


TIER 3
Must have at least 20 stat points in the SPECIAL Stat to qualify.

  • Thick Smoke
    30% chance to reduce accuracy by 3 for the next 2 rounds; roll an additional 1d20 (1-6 is successful)

  • Iron Skin
    Reduce total damage by 50% (round down) for the next 2 rounds

  • Teleport
    Increases DEX bonus by +3 for 2 rounds

  • Lacerate
    Add +6 damage before Crit Bonus for the next 2 rounds

  • Paralyze
    Traps opponent to reduce their DEX bonus by -3 for 2 rounds

  • Warscream
    Your Monster is downright terrifying. Increase MISS by 3 points.

  • Major Heal
    Heals 25% of total HP

  • Dispel
    20% chance to ignore an opponent's Special Ability effect; roll an additional 1d20 (1-4 is successful)

  • Counter
    30% chance to return 50% of damage (round down) taken last turn onto the opponent in addition to your regular attack. Roll an additional 1d20 (1-6 is successful).

  • Toxic Touch : STATUS EFFECT
    30% chance to poison an opponent ; roll an additional 1d20 (1-6 is successful).

  • Healing Aura
    Heals up to 5 allies 10% of their HP next round.

  • Rough Skin : PASSIVE ABILITY
    Returns 10% of damage taken (round up) onto the opponent each time the opponent lands a successful attack.

  • Immune to Stun : PASSIVE ABILITY
    This Monster cannot be Stunned.
PostPosted: Sat May 23, 2015 12:13 am


Reserved

HeebieJeebie Monsters
Captain

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