Sticker Attributes: Difference between revisions

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Uncommon stickers and attributes are displayed in green, and rare stickers and attributes are displayed in blue.
Uncommon stickers and attributes are displayed in green, and rare stickers and attributes are displayed in blue.


==Attribute generation==
==Attribute Generation==
===Sticker Rarity===
===Sticker Rarity===
When obtaining a new sticker, its rarity is randomized as follows :
When obtaining a new sticker, its rarity is randomized as follows :
Line 32: Line 32:
|}
|}


==List of attributes==
== List of Attributes ==
{{IncompleteSection}}
Attributes that have a listed chance or value choose this value from a [[wikipedia:Triangular_distribution|triangular distribution]], and the mode listed below specifies the most probable value.
 
=== Uncommon===
{| class="wikitable"
{| class="wikitable"
!Attribute Name
! Attribute Name
!Description
!Description
! Weight
!Weight
!Rarity pool
!Chance/Value
!Chance/Value
!Mode
|-
|-
|Alternative Attack Maxed HP
|Alternative Attack Max HP
| Damage based on Maxed HP if higher
| Damage based on Max HP if higher
|0.16
|0.16
|uncommon
|—
|—
|—
|-
|-
Line 50: Line 52:
|Damage based on Melee Attack if higher
|Damage based on Melee Attack if higher
|0.16
|0.16
|uncommon
|—
|—
|—
|-
|-
|Alternative Attack Melee Defense
|Alternative Attack Melee Defense
|Damage based on Melee Defense if higher
| Damage based on Melee Defence if higher
|0.16
|0.16
|uncommon
|—
|—
| —
|-
|-
|Alternative Attack Ranged Attack
|Alternative Attack Ranged Attack
|Damage based on Ranged Attack if higher
|Damage based on Ranged Attack if higher
|0.16
|0.16
|uncommon
|—
|—
|—
|-
|-
|Alternative Attack Ranged Defense
|Alternative Attack Ranged Defense
|Damage based on Ranged Defense if higher
|Damage based on Ranged Defence if higher
|0.16
|0.16
|uncommon
|—
|—
|—
|-
|-
Line 74: Line 76:
|Damage based on Speed if higher
|Damage based on Speed if higher
|0.16
|0.16
|uncommon
|—
|—
|—
|-
|Extra Hit
| +1 extra Hit
|1
|—
|—
|-
|Heal
|Heals % of Max HP
|0.16
|1-10%
|3%
|-
|Damage per empty slot
| +% Damage per empty slot
|1
|1-10%
|5%
|-
|Exp per empty slot
|  +% Exp Points per empty slot
|0.2
|1-10%
|5%
|-
|Move Accuracy per empty slot
|  +% Move Accuracy per empty slot
|0.2
|1-20%
|5%
|-
|Crit Damage per empty slot
| +% Critical Damage per empty slot
|0.2
|1-50%
|10%
|-
|Crit Rate per empty slot
| +% Critical Chance per empty slot
|0.2
|1-30%
|6%
|-
|Effect chance per empty slot
| +% Effect Chance per empty slot
|0.2
|1-20%
|5%
|-
|Splash damage per empty slot
| +% Splash Damage per empty slot
|0.2
|1-35%
|5%
|-
|Priority Chance per empty slot
| +% Priority Chance per empty slot
|0.2
| 1-30%
|5%
|-
|Status Duration Boost
| +1 Duration
|1
|—
| —
|-
|Stat Damage
| +% Damage
|1
|1-20%
|10%
|-
| Stat Exp
|  +% Exp Points
|0.2
|1-20%
|5%
|-
|Stat Accuracy
| +% Accuracy
|0.2
|1-30%
|10%
|-
|Stat Crit Damage
| +% Critical Damage
|0.2
|30-100%
|40%
|-
|Stat Crit Rate
|  +% Critical Chance
|0.2
|1-50%
|10%
|-
|Stat Effect Chance
| +% Effect Chance
|0.2
|1-30%
|10%
|-
| Stat Splash Damage
| +% Splash Damage
|0.2
|1-70%
|10%
|-
|Stat Priority Chance
| +% Priority Chance
|0.2
|1-30%
|5%
|-
|Type Advantage Crit
| Critical hit on type advantage
|0.2
|—
|—
|}
===Rare ===
{| class="wikitable"
! Attribute Name
!Description
!Weight
!Chance/Value
!Mode
|-
|-
|AP Refund 1
| AP Refund 1
| +% Chance to refund 1 AP after usage
| +% Chance to refund 1 AP after usage
|1
|1
|rare
|10-90%
|10-90%
|50%
|-
|-
|AP Refund All
|AP Refund All
| +% Chance to refund all AP after usage
| +% Chance to refund all AP after usage
|1
|1
|rare
|{{tt|1-6%*|In the game's files the maximum is 5%, but the mode being above this value allows generation of 6% values}}
|1-5%
|20%
|-
|-
|Use Smack after Attack
|Use Smack after Attack
| +% Chance to use Smack after attack
| +% Chance to use Smack after attack
|0.5
|0.5
|rare
|10-90%
|10-90%
|20%
|-
|-
|Use Spit after Attack
|Use Spit after Attack
| +% Chance to use Spit after attack
| +% Chance to use Spit after attack
|0.5
|0.5
|rare
|10-90%
|10-90%
|20%
|-
|-
|Use at Battle Start
| Use at Battle Start
| +% Chance to use at the start of battles
| +% Chance to use at the start of battles
|0.2
|0.2
|rare
|30-90%
|30-90%
|50%
|-
|-
|Use at Round Ending
|Use at Round Ending
| +% Chance to use at the end of a round
| +% Chance to use at the end of a round
|0.2
|0.2
|rare
|1-25%
|1-25%
|10%
|-
|Use after Attacks
| +% Chance to use after attacks
|0.2
|1-25%
|10%
|-
|-
|Use when hit
|Use when hit
| +% Chance to use when hit
| +% Chance to use when hit
|0.2
|0.2
|rare
|1-25%
|1-25%
|10%
|-
|-
|Buff User
|Buff User
| +% Chance to applying status effect to self
| +% Chance to applying status effect to self
|0.2
|0.2
|rare
|5-50%
|1-50%
|10%
|-
|-
|Buff User Contact Damage
|Buff User Contact Damage
| +% Chance of applying contact damage to self
| +% Chance of applying contact damage to self
|0.2
|0.2
|rare
|5-50%
|1-25%
|10%
|-
|-
|Buff User Wall
|Buff User Wall
| +% Chance of summoning wall
| +% Chance of summoning wall
|0.2
|0.2
|rare
|5-50%
|1-25%
| 10%
|-
|-
|Compatibility
|Compatibility
|Compatible with any tape
|Compatible with any tape
|0.2
|0.2
|rare
|—
|—
|—
|-
|-
Line 146: Line 283:
| +% Chance of applying status effect
| +% Chance of applying status effect
|0.2
|0.2
|rare
|1-50%
|1-25%
|5%
|-
|-
|Destroys Walls
|Destroys Walls
|Destroys Walls
|Destroys Walls
|1
|1
|rare
|—
|1-25%
|-
|Extra Hit
| +1 extra Hit
|
|uncommon
|—
|—
|-
|-
Line 164: Line 295:
| +1 slot
| +1 slot
|1
|1
|rare
|—
|—
|-
|—
|Heal
|Heals % of Max HP
|
|uncommon
|
|-
|-
|Ignores Walls
|Ignores Walls
|Ignores Walls
|Ignores Walls
|1
|1
|rare
|—
|—
|—
|-
|-
Line 182: Line 307:
| +% Chance to target whole team
| +% Chance to target whole team
|1
|1
|rare
|10-75%
|10-75%
|20%
|-
|-
|Shared
|Shared
|Shared with allies
|Shared with allies
|1
|1
|rare
|—
|—
|-
|—
|Damage per empty slot
| +% Damage per empty slot
|1
|uncommon
|1-10%
|-
|Exp per empty slot
| +% Exp Points per empty slot
|0.2
|uncommon
|1-10%
|-
|-
|Heal per empty slot
|Heal per empty slot
|Heals % of Max HP per empty slot
| Heals % of Max HP per empty slot
|
|0.16
|rare
|1-10%
|1-10%
|-
|3%
|Move Accuracy per empty slot
| +% Move Accuracy per empty slot
|0.2
|uncommon
|1-20%
|-
|Crit Damage per empty slot
| +% Critical Damage per empty slot
|0.2
|uncommon
|1-50%
|-
|Crit Rate per empty slot
| +% Critical Rate per empty slot
|0.2
|uncommon
|1-30%
|-
|Effect chance per empty slot
| +% Effect Chance per empty slot
|0.2
|uncommon
|1-20%
|-
|Splash damage per empty slot
| +% Splash Damage per empty slot
|0.2
|uncommon
|1-35%
|-
|-
|Passive Accuracy per empty slot
|Passive Accuracy per empty slot
|Passive: +% Accuracy per empty slot
|Passive: +% Accuracy per empty slot
|0.2
|0.2
|rare
| 1-10%
|1-10%
|3%
|-
|-
|Passive Evasion per empty slot
|Passive Evasion per empty slot
|Passive: +% Evasion per empty slot
|Passive: +% Evasion per empty slot
|0.2
|0.2
|rare
|1-10%
|1-10%
|3%
|-
|-
|Passive Maxed HP per empty slot
|Passive Max HP per empty slot
|Passive: +% Maxed HP per empty slot
|Passive: +% Max HP per empty slot
|0.2
|0.2
|rare
|1-10%
|1-10%
|3%
|-
|-
|Passive Melee Attack per empty slot
|Passive Melee Attack per empty slot
|Passive: +% Melee Attack per empty slot
|Passive: +% Melee Attack per empty slot
|0.2
|0.2
|rare
|1-10%
|1-10%
|3%
|-
|-
|Passive Melee Defense per empty slot
| Passive Melee Defense per empty slot
|Passive: +% Melee Defense per empty slot
|Passive: +% Melee Defence per empty slot
|0.2
|0.2
|rare
|1-10%
|1-10%
|3%
|-
|-
|Passive Ranged Attack per empty slot
|Passive Ranged Attack per empty slot
|Passive: +% Ranged Attack per empty slot
|Passive: +% Ranged Attack per empty slot
|0.2
|0.2
|rare
|1-10%
|1-10%
|3%
|-
|-
|Passive Ranged Defense per empty slot
|Passive Ranged Defense per empty slot
|Passive. +% Ranged Defense per empty slot
|Passive. +% Ranged Defence per empty slot
|0.2
|0.2
|rare
|1-10%
|1-10%
|3%
|-
|-
|Passive Speed per empty slot
| Passive Speed per empty slot
|Passive: +% Speed per empty slot
|Passive: +% Speed per empty slot
|0.2
|0.2
|rare
|1-10%
|1-10%
|-
|3%
|Priority Chance per empty slot
| +% Priority Chance per empty slot
|0.2
|uncommon
|1-30%
|-
|Status Duration Boost
| +1 Duration
|
|uncommon
|—
|-
|Stat Damage
| +% Damage
|1
|uncommon
|1-20%
|-
|Stat Exp
| +% Exp Points
|0.2
|uncommon
|1-20%
|-
|Stat Accuracy
| +% Accuracy
|0.2
|uncommon
|1-30%
|-
|Stat Crit Damage
| +% Critical Damage
|0.2
|uncommon
|30-100%
|-
|Stat Crit Rate
| +% Crit Rate
|0.2
|uncommon
|1-50%
|-
|Stat Effect Chance
| +% Effect Chance
|0.2
|uncommon
|1-30%
|-
|Stat Splash Damage
| +% Splash Damage
|0.2
|uncommon
|1-70%
|-
|-
|Passive Accuracy
|Passive Accuracy
|Passive: +% Accuracy
|Passive: +% Accuracy
|0.2
|0.2
|rare
|1-10%
|1-10%
|3%
|-
|-
|Passive Evasion
| Passive Evasion
|Passive: +% Evasion
|Passive: +% Evasion
|0.2
| 0.2
|rare
| 1-10%
|1-10%
|3%
|-
|-
|Passive Maxed HP
|Passive Max HP
|Passive: +% Maxed HP
|Passive: +% Max HP
|0.2
|0.2
|rare
|1-10%
|1-10%
| 3%
|-
|-
|Passive Melee Damage
|Passive Melee Attack
|Passive: +% Melee Damage
|Passive: +% Melee Attack
|0.2
|0.2
|rare
|1-10%
|1-10%
|3%
|-
|-
|Passive Melee Defense
|Passive Melee Defense
|Passive: +% Melee Defense
|Passive: +% Melee Defence
|0.2
|0.2
|rare
| 1-10%
|1-10%
|3%
|-
|-
|Passive Ranged Attack
|Passive Ranged Attack
|Passive: +% Ranged Attack
|Passive: +% Ranged Attack
|0.2
|0.2
|rare
|1-10%
|1-10%
|3%
|-
|-
|Passive Ranged Defense
|Passive Ranged Defense
|Passive: +% Ranged Defense
|Passive: +% Ranged Defence
|0.2
|0.2
|rare
|1-10%
|1-10%
|3%
|-
|-
|Passive Speed
|Passive Speed
|Passive: +% Speed
|Passive: +% Speed
|0.2
| 0.2
|rare
| 1-10%
|1-10%
|3%
|-
|Stat Priority Chance
| +% Priority Chance
|0.2
|uncommon
|1-30%
|-
|Type Advantage Crit
|Critical hit on type advantage
|0.2
|uncommon
|—
|-
|-
|Use again
|Use again
| +% Chance to use twice
| +% Chance to use twice
|1
|1
|rare
|1-20%
|1-20%
| 5%
|-
|-
|Use random
| Use random
| +% Chance to use a random move
| +% Chance to use a random move
|1
|1
|rare
|1-20%
|1-20%
|5%
|}
== Attribute Properties ==
*Any given [[Moves|Move]] Sticker can have a maximum of three attributes applied to it, provided the attribute is compatible with the move being modified, and is not a duplicate of another attribute being applied. There are no limits applied based on rarity, aside from [[Fused Material]] cost.
*Majority of sticker attributes that modify stats, such as Effect chance or Passive Speed, are multiplicative instead of being additive; for example, a [[Roll Again]] sticker with the +20% Effect chance attribute will have an activation chance of 60%, not 70%.
**The number of empty slots is added up first before being multiplied at the end; for example, an [[Acorn Mortar]] with the +5% Accuracy per empty slot attribute, if applied on a tape with 3 empty slots, will result in a net +15% accuracy (which is then multiplied), increasing the move's accuracy from 75% to 86.25%.
**Critical chance and Critical damage on the other hand are directly additive.
*Empty slots are calculated on a per-tape basis. [[Mind-Meld (status effect)|Mind-Meld]] and moves shared with ''Shared with allies'' has no effect on how it is counted. For fusions, empty slots are the sum of the empty slot of each member's tape.
*Extra hit adds one hit to the move's total number of hits. For example, a [[Multi Shot]] sticker with this attribute goes from 3-5 hits to 4-6 hits.
*Healing from the Heal attribute gets copied by [[Vampire]].
*For the experience attribute to apply its effects, the move it's attached to must be used or activated.
*Priority chance, if successful, will allow the attack to move first within a given priority. For example, an attacker using [[Quick Smack]] can occasionally act first before a faster [[Avalanche]] user with this attribute, as both have increased priority of 1, but the attack will still take place after [[Parry Stance (move)|Parry Stance]] which has an increased priority of 2.
*Rare attributes that call moves, such as Use Smack after attack or Use at battle start, are unaffected by [[Machine Curse]].
*The contact damage and wall buff attributes will apply a status effect that matches the move's type, or if dual-type from being fused, the first type listed. Additionally, summoning a wall will not sacrifice the user's health.
*The Destroys walls attribute will allow the attack to bypass the [[Parry Stance (status effect)|Parry Stance]] status effect.
*The Shared with allies attribute behaves similar to [[Mind-Meld (status effect)|Mind-Meld]] in which the shared move gets put to the bottom of the list of the ally's moves.
**Unlike [[Mind-Meld (status effect)|Mind-Meld]], stickers that activate at the start of battle such as [[Random Starter]] or [[Pre-emptive Strike]] will activate when shared with this modifier.
*The +1 Slot modifier cannot bring the total slot count higher than 16.
===Buff User Status Effects===
{| class="wikitable sortable mw-collapsible"
! colspan="2" | Name
!Duration
|-
|[[File:Status Cottoned On.png|42x42px]]
|[[Cottoned On]]
|1
|-
|[[File:Status Parry Stance.png|42x42px]]
|[[Parry Stance (status effect)|Parry Stance]]
|1
|-
|[[File:Status Locked On.png|42x42px]]
|[[Locked On]]
|1
|-
|[[File:Status Multistrike.png|42x42px]]
|[[Multistrike]]
|3
|-
|[[File:Status Accuracy Up.png|42x42px]]
|[[Accuracy Up]]
|3
|-
|[[File:Status Evasion Up.png|42x42px]]
|[[Evasion Up]]
| 3
|-
|[[File:Status Melee Attack Up.png|42x42px]]
|[[Melee Attack Up]]
|3
|-
|[[File:Status Melee Defence Up.png|42x42px]]
|[[Melee Defence Up]]
|3
|-
|[[File:Status Ranged Attack Up.png|42x42px]]
|[[Ranged Attack Up]]
|3
|-
|[[File:Status Ranged Defence Up.png|42x42px]]
|[[Ranged Defence Up]]
|3
|-
|[[File:Status Speed Up.png|42x42px]]
|[[Speed Up]]
|3
|-
|[[File:Status AP Boost.png|42x42px]]
|[[AP Boost (status effect)|AP Boost]]
|3
|-
|[[File:Status Multitarget.png|42x42px]]
|[[Multitarget]]
|3
|-
|[[File:Status Healing Leaf.png|42x42px]]
|[[Healing Leaf]]
|3
|-
|[[File:Status Healing Steam.png|42x42px]]
|[[Healing Steam]]
|3
|-
|[[File:Status Mind-Meld.png|42x42px]]
|[[Mind-Meld (status effect)|Mind-Meld]]
|3
|}
|}


===Uncommon attributes===
===Debuff Target Status Effects===
{| class="wikitable"
{| class="wikitable sortable mw-collapsible"
! colspan="2" |Name
!Duration
|-
|[[File:Status Bomb.png|42x42px]]
|[[Bomb]]
|1
|-
|[[File:Status Flinched.png|42x42px]]
|[[Flinched]]
|1
|-
|[[File:Status Resonance.png|42x42px]]
|[[Resonance]]
|1
|-
|[[File:Status Confused.png|42x42px]]
|[[Confused]]
|3
|-
|[[File:Status Glass Bonds.png|42x42px]]
|[[Glass Bonds (status effect)|Glass Bonds]]
|3
|-
|[[File:Status Leeched.png|42x42px]]
|[[Leeched]]
|3
|-
|[[File:Status Poisoned.png|42x42px]]
|[[Poisoned]]
|3
|-
|[[File:Status Shrapnel.png|42x42px]]
|[[Shrapnel (status effect)|Shrapnel]]
|3
|-
|[[File:Status Sleep.png|42x42px]]
|[[Sleep]]
|3
|-
|[[File:Status Accuracy Down.png|42x42px]]
|[[Accuracy Down]]
|3
|-
|[[File:Status Evasion Down.png|42x42px]]
|[[Evasion Down]]
|3
|-
|[[File:Status Melee Attack Down.png|42x42px]]
|[[Melee Attack Down]]
|3
|-
|[[File:Status Melee Defence Down.png|42x42px]]
|[[Melee Defence Down]]
|3
|-
|[[File:Status Ranged Attack Down.png|42x42px]]
|[[Ranged Attack Down]]
|3
|-
|[[File:Status Ranged Defence Down.png|42x42px]]
|[[Ranged Defence Down]]
|3
|-
|[[File:Status Speed Down.png|42x42px]]
|[[Speed Down]]
|3
|-
|[[File:Status Berserk.png|42x42px]]
|[[Berserk]]
|3
|-
|[[File:Status AP Drain.png|42x42px]]
|[[AP Drain]]
|3
|-
|[[File:Status Burned.png|42x42px]]
|[[Burned]]
|3
|-
|[[File:Status Conductive.png|42x42px]]
|[[Conductive]]
|3
|-
|-
!Attribute !!Additional Information
|[[File:Status Petrified.png|42x42px]]
|[[Petrified]]
|3
|-
|-
|
|[[File:Status Unitarget.png|42x42px]]
|[[Unitarget]]
|3
|}
|}
==Trivia==
*The combined list of status effects from the Buff User, Buff User Contact Damage, Buff User Wall, and Debuff Target attributes are identical to the list of status effects for [[Fusion Power]].
*In [[Version]] 1.5, it was not possible for [[Bad Forecast]] to have any attributes. This was fixed in version 1.6.


[[Category:Mechanics]]
[[Category:Mechanics]]


{{Mechanics}}
{{Mechanics}}

Latest revision as of 13:18, 24 April 2026

Sticker attributes are modifications that uncommon and rare stickers have. Uncommon stickers and attributes are displayed in green, and rare stickers and attributes are displayed in blue.

Attribute Generation

Sticker Rarity

When obtaining a new sticker, its rarity is randomized as follows :

Sticker Source Uncommon Chance Rare Chance
Default 5% 1.25%
Bootleg star-up 66.6% 16.7%

Number of attributes

Sticker Rarity Uncommon Attributes Rare Attributes
Uncommon 3/5 chance for 1
2/5 chance for 2
0
Rare 1/3 chance for 1
2/3 chance for 2
1

List of Attributes

Attributes that have a listed chance or value choose this value from a triangular distribution, and the mode listed below specifies the most probable value.

Uncommon

Attribute Name Description Weight Chance/Value Mode
Alternative Attack Max HP Damage based on Max HP if higher 0.16 — —
Alternative Attack Melee Attack Damage based on Melee Attack if higher 0.16 — —
Alternative Attack Melee Defense Damage based on Melee Defence if higher 0.16 — —
Alternative Attack Ranged Attack Damage based on Ranged Attack if higher 0.16 — —
Alternative Attack Ranged Defense Damage based on Ranged Defence if higher 0.16 — —
Alternative Attack Speed Damage based on Speed if higher 0.16 — —
Extra Hit +1 extra Hit 1 — —
Heal Heals % of Max HP 0.16 1-10% 3%
Damage per empty slot +% Damage per empty slot 1 1-10% 5%
Exp per empty slot +% Exp Points per empty slot 0.2 1-10% 5%
Move Accuracy per empty slot +% Move Accuracy per empty slot 0.2 1-20% 5%
Crit Damage per empty slot +% Critical Damage per empty slot 0.2 1-50% 10%
Crit Rate per empty slot +% Critical Chance per empty slot 0.2 1-30% 6%
Effect chance per empty slot +% Effect Chance per empty slot 0.2 1-20% 5%
Splash damage per empty slot +% Splash Damage per empty slot 0.2 1-35% 5%
Priority Chance per empty slot +% Priority Chance per empty slot 0.2 1-30% 5%
Status Duration Boost +1 Duration 1 — —
Stat Damage +% Damage 1 1-20% 10%
Stat Exp +% Exp Points 0.2 1-20% 5%
Stat Accuracy +% Accuracy 0.2 1-30% 10%
Stat Crit Damage +% Critical Damage 0.2 30-100% 40%
Stat Crit Rate +% Critical Chance 0.2 1-50% 10%
Stat Effect Chance +% Effect Chance 0.2 1-30% 10%
Stat Splash Damage +% Splash Damage 0.2 1-70% 10%
Stat Priority Chance +% Priority Chance 0.2 1-30% 5%
Type Advantage Crit Critical hit on type advantage 0.2 — —

Rare

Attribute Name Description Weight Chance/Value Mode
AP Refund 1 +% Chance to refund 1 AP after usage 1 10-90% 50%
AP Refund All +% Chance to refund all AP after usage 1 1-6%* 20%
Use Smack after Attack +% Chance to use Smack after attack 0.5 10-90% 20%
Use Spit after Attack +% Chance to use Spit after attack 0.5 10-90% 20%
Use at Battle Start +% Chance to use at the start of battles 0.2 30-90% 50%
Use at Round Ending +% Chance to use at the end of a round 0.2 1-25% 10%
Use after Attacks +% Chance to use after attacks 0.2 1-25% 10%
Use when hit +% Chance to use when hit 0.2 1-25% 10%
Buff User +% Chance to applying status effect to self 0.2 5-50% 10%
Buff User Contact Damage +% Chance of applying contact damage to self 0.2 5-50% 10%
Buff User Wall +% Chance of summoning wall 0.2 5-50% 10%
Compatibility Compatible with any tape 0.2 — —
Debuff Target +% Chance of applying status effect 0.2 1-50% 5%
Destroys Walls Destroys Walls 1 — —
Extra Slots +1 slot 1 — —
Ignores Walls Ignores Walls 1 — —
Multitarget +% Chance to target whole team 1 10-75% 20%
Shared Shared with allies 1 — —
Heal per empty slot Heals % of Max HP per empty slot 0.16 1-10% 3%
Passive Accuracy per empty slot Passive: +% Accuracy per empty slot 0.2 1-10% 3%
Passive Evasion per empty slot Passive: +% Evasion per empty slot 0.2 1-10% 3%
Passive Max HP per empty slot Passive: +% Max HP per empty slot 0.2 1-10% 3%
Passive Melee Attack per empty slot Passive: +% Melee Attack per empty slot 0.2 1-10% 3%
Passive Melee Defense per empty slot Passive: +% Melee Defence per empty slot 0.2 1-10% 3%
Passive Ranged Attack per empty slot Passive: +% Ranged Attack per empty slot 0.2 1-10% 3%
Passive Ranged Defense per empty slot Passive. +% Ranged Defence per empty slot 0.2 1-10% 3%
Passive Speed per empty slot Passive: +% Speed per empty slot 0.2 1-10% 3%
Passive Accuracy Passive: +% Accuracy 0.2 1-10% 3%
Passive Evasion Passive: +% Evasion 0.2 1-10% 3%
Passive Max HP Passive: +% Max HP 0.2 1-10% 3%
Passive Melee Attack Passive: +% Melee Attack 0.2 1-10% 3%
Passive Melee Defense Passive: +% Melee Defence 0.2 1-10% 3%
Passive Ranged Attack Passive: +% Ranged Attack 0.2 1-10% 3%
Passive Ranged Defense Passive: +% Ranged Defence 0.2 1-10% 3%
Passive Speed Passive: +% Speed 0.2 1-10% 3%
Use again +% Chance to use twice 1 1-20% 5%
Use random +% Chance to use a random move 1 1-20% 5%

Attribute Properties

  • Any given Move Sticker can have a maximum of three attributes applied to it, provided the attribute is compatible with the move being modified, and is not a duplicate of another attribute being applied. There are no limits applied based on rarity, aside from Fused Material cost.
  • Majority of sticker attributes that modify stats, such as Effect chance or Passive Speed, are multiplicative instead of being additive; for example, a Roll Again sticker with the +20% Effect chance attribute will have an activation chance of 60%, not 70%.
    • The number of empty slots is added up first before being multiplied at the end; for example, an Acorn Mortar with the +5% Accuracy per empty slot attribute, if applied on a tape with 3 empty slots, will result in a net +15% accuracy (which is then multiplied), increasing the move's accuracy from 75% to 86.25%.
    • Critical chance and Critical damage on the other hand are directly additive.
  • Empty slots are calculated on a per-tape basis. Mind-Meld and moves shared with Shared with allies has no effect on how it is counted. For fusions, empty slots are the sum of the empty slot of each member's tape.
  • Extra hit adds one hit to the move's total number of hits. For example, a Multi Shot sticker with this attribute goes from 3-5 hits to 4-6 hits.
  • Healing from the Heal attribute gets copied by Vampire.
  • For the experience attribute to apply its effects, the move it's attached to must be used or activated.
  • Priority chance, if successful, will allow the attack to move first within a given priority. For example, an attacker using Quick Smack can occasionally act first before a faster Avalanche user with this attribute, as both have increased priority of 1, but the attack will still take place after Parry Stance which has an increased priority of 2.
  • Rare attributes that call moves, such as Use Smack after attack or Use at battle start, are unaffected by Machine Curse.
  • The contact damage and wall buff attributes will apply a status effect that matches the move's type, or if dual-type from being fused, the first type listed. Additionally, summoning a wall will not sacrifice the user's health.
  • The Destroys walls attribute will allow the attack to bypass the Parry Stance status effect.
  • The Shared with allies attribute behaves similar to Mind-Meld in which the shared move gets put to the bottom of the list of the ally's moves.
  • The +1 Slot modifier cannot bring the total slot count higher than 16.

Buff User Status Effects

Name Duration
Cottoned On 1
Parry Stance 1
Locked On 1
Multistrike 3
Accuracy Up 3
Evasion Up 3
Melee Attack Up 3
Melee Defence Up 3
Ranged Attack Up 3
Ranged Defence Up 3
Speed Up 3
AP Boost 3
Multitarget 3
Healing Leaf 3
Healing Steam 3
Mind-Meld 3

Debuff Target Status Effects

Name Duration
Bomb 1
Flinched 1
Resonance 1
Confused 3
Glass Bonds 3
Leeched 3
Poisoned 3
Shrapnel 3
Sleep 3
Accuracy Down 3
Evasion Down 3
Melee Attack Down 3
Melee Defence Down 3
Ranged Attack Down 3
Ranged Defence Down 3
Speed Down 3
Berserk 3
AP Drain 3
Burned 3
Conductive 3
Petrified 3
Unitarget 3

Trivia

  • The combined list of status effects from the Buff User, Buff User Contact Damage, Buff User Wall, and Debuff Target attributes are identical to the list of status effects for Fusion Power.
  • In Version 1.5, it was not possible for Bad Forecast to have any attributes. This was fixed in version 1.6.


Mechanics
Battle Stats • Moves • Damage • AP • Stat Stages • Hit chance • Critical hits
Physicality • Priority • Types • Status Effects • Fusion • Experience
Recording • Fleeing • Slots • Sticker Attributes
Other Abilities • Bootlegs • Relationships • Weather • Multiplayer • Custom Game