Difference between revisions of "Sticker Attributes"

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(→‎List of Attributes: Split table into uncommon and rare)
(Added mode for values and corrected some entries)
 
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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 33: Line 33:
  
 
== List of Attributes ==
 
== List of Attributes ==
 +
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 ===
+
=== Uncommon===
 
{| class="wikitable"
 
{| class="wikitable"
!Attribute Name
+
! Attribute Name
 
!Description
 
!Description
! Weight
+
!Weight
 
!Chance/Value
 
!Chance/Value
 +
!Mode
 
|-
 
|-
 
|Alternative Attack Max HP
 
|Alternative Attack Max HP
 
| Damage based on Max HP if higher
 
| Damage based on Max HP if higher
 
|0.16
 
|0.16
 +
|—
 
|—
 
|—
 
|-
 
|-
Line 49: Line 52:
 
|Damage based on Melee Attack if higher
 
|Damage based on Melee Attack if higher
 
|0.16
 
|0.16
 +
|—
 
|—
 
|—
 
|-
 
|-
 
|Alternative Attack Melee Defense
 
|Alternative Attack Melee Defense
|Damage based on Melee Defence if higher
+
| Damage based on Melee Defence if higher
 
|0.16
 
|0.16
 
|—
 
|—
 +
| —
 
|-
 
|-
 
|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
 +
|—
 
|—
 
|—
 
|-
 
|-
Line 64: Line 70:
 
|Damage based on Ranged Defence if higher
 
|Damage based on Ranged Defence if higher
 
|0.16
 
|0.16
 +
|—
 
|—
 
|—
 
|-
 
|-
Line 69: Line 76:
 
|Damage based on Speed if higher
 
|Damage based on Speed if higher
 
|0.16
 
|0.16
 +
|—
 
|—
 
|—
 
|-
 
|-
 
|Extra Hit
 
|Extra Hit
| +1 extra Hit
+
| +1 extra Hit
 
|1
 
|1
 +
|—
 
|—
 
|—
 
|-
 
|-
Line 80: Line 89:
 
|0.16
 
|0.16
 
|1-10%
 
|1-10%
 +
|3%
 
|-
 
|-
 
|Damage per empty slot
 
|Damage per empty slot
| +% Damage per empty slot
+
| +% Damage per empty slot
 
|1
 
|1
 
|1-10%
 
|1-10%
 +
|5%
 
|-
 
|-
 
|Exp per empty slot
 
|Exp per empty slot
Line 90: Line 101:
 
|0.2
 
|0.2
 
|1-10%
 
|1-10%
 +
|5%
 
|-
 
|-
 
|Move Accuracy per empty slot
 
|Move Accuracy per empty slot
Line 95: Line 107:
 
|0.2
 
|0.2
 
|1-20%
 
|1-20%
 +
|5%
 
|-
 
|-
 
|Crit Damage per empty slot
 
|Crit Damage per empty slot
| +% Critical Damage per empty slot
+
| +% Critical Damage per empty slot
 
|0.2
 
|0.2
 
|1-50%
 
|1-50%
 +
|10%
 
|-
 
|-
 
|Crit Rate per empty slot
 
|Crit Rate per empty slot
| +% Critical Chance per empty slot
+
| +% Critical Chance per empty slot
 
|0.2
 
|0.2
 
|1-30%
 
|1-30%
 +
|6%
 
|-
 
|-
 
|Effect chance per empty slot
 
|Effect chance per empty slot
| +% Effect Chance per empty slot
+
| +% Effect Chance per empty slot
 
|0.2
 
|0.2
 
|1-20%
 
|1-20%
 +
|5%
 
|-
 
|-
 
|Splash damage per empty slot
 
|Splash damage per empty slot
| +% Splash Damage per empty slot
+
| +% Splash Damage per empty slot
 
|0.2
 
|0.2
 
|1-35%
 
|1-35%
 +
|5%
 
|-
 
|-
 
|Priority Chance per empty slot
 
|Priority Chance per empty slot
| +% Priority Chance per empty slot
+
| +% Priority Chance per empty slot
 
|0.2
 
|0.2
|1-30%
+
| 1-30%
 +
|5%
 
|-
 
|-
 
|Status Duration Boost
 
|Status Duration Boost
| +1 Duration
+
| +1 Duration
 
|1
 
|1
 
|—
 
|—
 +
| —
 
|-
 
|-
 
|Stat Damage
 
|Stat Damage
| +% Damage
+
| +% Damage
 
|1
 
|1
 
|1-20%
 
|1-20%
 +
|10%
 
|-
 
|-
|Stat Exp
+
| Stat Exp
 
|  +% Exp Points
 
|  +% Exp Points
 
|0.2
 
|0.2
 
|1-20%
 
|1-20%
 +
|5%
 
|-
 
|-
 
|Stat Accuracy
 
|Stat Accuracy
| +% Accuracy
+
| +% Accuracy
 
|0.2
 
|0.2
 
|1-30%
 
|1-30%
 +
|10%
 
|-
 
|-
 
|Stat Crit Damage
 
|Stat Crit Damage
| +% Critical Damage
+
| +% Critical Damage
 
|0.2
 
|0.2
 
|30-100%
 
|30-100%
 +
|40%
 
|-
 
|-
 
|Stat Crit Rate
 
|Stat Crit Rate
Line 150: Line 173:
 
|0.2
 
|0.2
 
|1-50%
 
|1-50%
 +
|10%
 
|-
 
|-
 
|Stat Effect Chance
 
|Stat Effect Chance
| +% Effect Chance
+
| +% Effect Chance
 
|0.2
 
|0.2
 
|1-30%
 
|1-30%
 +
|10%
 
|-
 
|-
|Stat Splash Damage
+
| Stat Splash Damage
| +% Splash Damage
+
| +% Splash Damage
 
|0.2
 
|0.2
 
|1-70%
 
|1-70%
 +
|10%
 
|-
 
|-
 
|Stat Priority Chance
 
|Stat Priority Chance
| +% Priority Chance
+
| +% Priority Chance
 
|0.2
 
|0.2
 
|1-30%
 
|1-30%
 +
|5%
 
|-
 
|-
 
|Type Advantage Crit
 
|Type Advantage Crit
|Critical hit on type advantage
+
| Critical hit on type advantage
 
|0.2
 
|0.2
 +
|—
 
|—
 
|—
 
|}
 
|}
  
=== Rare ===
+
===Rare ===
 
{| class="wikitable"
 
{| class="wikitable"
!Attribute Name
+
! Attribute Name
 
!Description
 
!Description
! Weight
+
!Weight
 
!Chance/Value
 
!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
 
|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
|1-5%
+
|{{tt|1-6%*|In the game's files the maximum is 5%, but the mode being above this value allows generation of 6% values}}
 +
|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
 
|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
 
|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
 
|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
 
|1-25%
 
|1-25%
 +
|10%
 
|-
 
|-
 
|Use after Attacks
 
|Use after Attacks
| +% Chance to use after attacks
+
| +% Chance to use after attacks
 
|0.2
 
|0.2
 
|1-25%
 
|1-25%
 +
|10%
 
|-
 
|-
 
|Use when hit
 
|Use when hit
| +% Chance to use when hit
+
| +% Chance to use when hit
 
|0.2
 
|0.2
 
|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
|1-50%
+
|5-50%
 +
|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
|1-25%
+
|5-50%
 +
|10%
 
|-
 
|-
 
|Buff User Wall
 
|Buff User Wall
 
|  +% Chance of summoning wall
 
|  +% Chance of summoning wall
 
|0.2
 
|0.2
|1-25%
+
|5-50%
 +
| 10%
 
|-
 
|-
 
|Compatibility
 
|Compatibility
 
|Compatible with any tape
 
|Compatible with any tape
 
|0.2
 
|0.2
 +
|—
 
|—
 
|—
 
|-
 
|-
 
|Debuff Target
 
|Debuff Target
| +% Chance of applying status effect
+
| +% Chance of applying status effect
 
|0.2
 
|0.2
|1-25%
+
|1-50%
 +
|5%
 
|-
 
|-
 
|Destroys Walls
 
|Destroys Walls
 
|Destroys Walls
 
|Destroys Walls
 
|1
 
|1
|1-25%
+
|
 +
|—
 
|-
 
|-
 
|Extra Slots
 
|Extra Slots
| +1 slot
+
| +1 slot
 
|1
 
|1
 +
|—
 
|—
 
|—
 
|-
 
|-
Line 257: Line 301:
 
|Ignores Walls
 
|Ignores Walls
 
|1
 
|1
 +
|—
 
|—
 
|—
 
|-
 
|-
 
|Multitarget
 
|Multitarget
| +% Chance to target whole team
+
| +% Chance to target whole team
 
|1
 
|1
 
|10-75%
 
|10-75%
 +
|20%
 
|-
 
|-
 
|Shared
 
|Shared
 
|Shared with allies
 
|Shared with allies
 
|1
 
|1
 +
|—
 
|—
 
|—
 
|-
 
|-
 
|Heal per empty slot
 
|Heal per empty slot
|Heals % of Max HP per empty slot
+
| Heals % of Max HP per empty slot
 
|0.16
 
|0.16
 
|1-10%
 
|1-10%
 +
|3%
 
|-
 
|-
 
|Passive Accuracy per empty slot
 
|Passive Accuracy per empty slot
 
|Passive: +% Accuracy per empty slot
 
|Passive: +% Accuracy per empty slot
 
|0.2
 
|0.2
|1-10%
+
| 1-10%
 +
|3%
 
|-
 
|-
 
|Passive Evasion per empty slot
 
|Passive Evasion per empty slot
Line 283: Line 332:
 
|0.2
 
|0.2
 
|1-10%
 
|1-10%
 +
|3%
 
|-
 
|-
 
|Passive Max HP per empty slot
 
|Passive Max HP per empty slot
Line 288: Line 338:
 
|0.2
 
|0.2
 
|1-10%
 
|1-10%
 +
|3%
 
|-
 
|-
 
|Passive Melee Attack per empty slot
 
|Passive Melee Attack per empty slot
Line 293: Line 344:
 
|0.2
 
|0.2
 
|1-10%
 
|1-10%
 +
|3%
 
|-
 
|-
|Passive Melee Defense per empty slot
+
| Passive Melee Defense per empty slot
 
|Passive: +% Melee Defence per empty slot
 
|Passive: +% Melee Defence per empty slot
 
|0.2
 
|0.2
 
|1-10%
 
|1-10%
 +
|3%
 
|-
 
|-
 
|Passive Ranged Attack per empty slot
 
|Passive Ranged Attack per empty slot
Line 303: Line 356:
 
|0.2
 
|0.2
 
|1-10%
 
|1-10%
 +
|3%
 
|-
 
|-
 
|Passive Ranged Defense per empty slot
 
|Passive Ranged Defense per empty slot
Line 308: Line 362:
 
|0.2
 
|0.2
 
|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
 
|1-10%
 
|1-10%
 +
|3%
 
|-
 
|-
 
|Passive Accuracy
 
|Passive Accuracy
Line 318: Line 374:
 
|0.2
 
|0.2
 
|1-10%
 
|1-10%
 +
|3%
 
|-
 
|-
|Passive Evasion
+
| Passive Evasion
 
|Passive: +% Evasion
 
|Passive: +% Evasion
|0.2
+
| 0.2
|1-10%
+
| 1-10%
 +
|3%
 
|-
 
|-
|Passive Maxed HP
+
|Passive Max HP
 
|Passive: +% Max HP
 
|Passive: +% Max HP
 
|0.2
 
|0.2
 
|1-10%
 
|1-10%
 +
| 3%
 
|-
 
|-
 
|Passive Melee Attack
 
|Passive Melee Attack
Line 333: Line 392:
 
|0.2
 
|0.2
 
|1-10%
 
|1-10%
 +
|3%
 
|-
 
|-
 
|Passive Melee Defense
 
|Passive Melee Defense
 
|Passive: +% Melee Defence
 
|Passive: +% Melee Defence
 
|0.2
 
|0.2
|1-10%
+
| 1-10%
 +
|3%
 
|-
 
|-
 
|Passive Ranged Attack
 
|Passive Ranged Attack
Line 343: Line 404:
 
|0.2
 
|0.2
 
|1-10%
 
|1-10%
 +
|3%
 
|-
 
|-
 
|Passive Ranged Defense
 
|Passive Ranged Defense
Line 348: Line 410:
 
|0.2
 
|0.2
 
|1-10%
 
|1-10%
 +
|3%
 
|-
 
|-
 
|Passive Speed
 
|Passive Speed
 
|Passive: +% Speed
 
|Passive: +% Speed
|0.2
+
| 0.2
|1-10%
+
| 1-10%
 +
|3%
 
|-
 
|-
 
|Use again
 
|Use again
Line 358: Line 422:
 
|1
 
|1
 
|1-20%
 
|1-20%
 +
| 5%
 
|-
 
|-
|Use random
+
| Use random
| +% Chance to use a random move
+
| +% Chance to use a random move
 
|1
 
|1
 
|1-20%
 
|1-20%
 +
|5%
 +
|}
 +
 +
== Attribute Properties ==
 +
 +
*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.
 +
*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.
 +
 +
===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
 +
|}
 +
 +
===Debuff Target Status Effects===
 +
{| 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
 +
|-
 +
|[[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 07:43, 21 June 2024

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

  • 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.
  • 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.

Buff User Status Effects

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

Debuff Target Status Effects

Name Duration
Status Bomb.png Bomb 1
Status Flinched.png Flinched 1
Status Resonance.png Resonance 1
Status Confused.png Confused 3
Status Glass Bonds.png Glass Bonds 3
Status Leeched.png Leeched 3
Status Poisoned.png Poisoned 3
Status Shrapnel.png Shrapnel 3
Status Sleep.png Sleep 3
Status Accuracy Down.png Accuracy Down 3
Status Evasion Down.png Evasion Down 3
Status Melee Attack Down.png Melee Attack Down 3
Status Melee Defence Down.png Melee Defence Down 3
Status Ranged Attack Down.png Ranged Attack Down 3
Status Ranged Defence Down.png Ranged Defence Down 3
Status Speed Down.png Speed Down 3
Status Berserk.png Berserk 3
Status AP Drain.png AP Drain 3
Status Burned.png Burned 3
Status Conductive.png Conductive 3
Status Petrified.png Petrified 3
Status Unitarget.png 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 StatsMovesDamageStat StagesHit chanceCritical hitsPhysicality
TypesStatus EffectsFusionExperience
RecordingFleeingSlotsSticker Attributes
Other AbilitiesBootlegsRelationshipsWeatherMultiplayerCustom Game