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Debuffs

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World DebuffsEdit

Combat DebuffsEdit

Certain debuffs will affect your monster during combat, causing them to lose a turn or take damage over time. Weather affects how the battle turns out. Certain weather increases the power of a certain element, while some deal damage to some elements but not to others.

Weather:

Scorching (Fire and Plant)

Rain (Water and Electric)

Sand Storm ( Damage to all elements except Rock and Fire)

Blizzard (Damage to all elements except Ice and Water)

Magic Storm (Psychic)

Night (Ghost)


Mon-confuse
Confuse: Causes a monster to ignore its orders and attack any target, including itself, with its special abilities.

Effect duration: 2-5 rounds or until the monster is recalled.

Mon-burn
Burn: Decreases its target’s attack power and causes it to take additional damage at the end of each turn.

Effect duration: Lasts until removed manually or until the target can no longer fight. The effect still remains when a monster is recalled, although it will not cause any loss of health.

Mon-poison
Poison: Causes its target to take additional damage at the end of each turn.

Effect duration: Lasts until removed manually or until the target can no longer fight. The effect still remains when a monster is recalled, although it will not cause any loss of health.

Mon-ensnare
Ensnare: Causes its target to take additional damage at the end of each turn. An ensnared monster cannot be switched.

Effect duration: 4-5 rounds or until the monster is recalled.

Mon-hyp
Hypnotize: This debuff causes the target to fall into a deep sleep.

Effect duration: 1-3 rounds. The effect still remains when a monster is recalled.

Mon-para
Paralyze: This debuff decreases the target’s speed and has a chance of rendering it unable to make a move. The monster’s speed will be reduced by 75%. Meanwhile, there is a 25% chance it will be unable to make a move.

Effect duration: Lasts until removed manually or until the target can no longer fight. The effect still remains when a monster is recalled.

Mon-curse
Curse: Sacrifices 50% of the attacker’s health to put a curse on the target. Decreases the cursed monster’s health by 25% each turn.

Effect duration: Curses cannot be removed and will last until the target can no longer fight. The effect still remains when a monster is recalled, although it will not cause any loss of health.

Mon-stun
Stun: Renders the target unable to do anything.

Effect duration: 1 round.

Mon-freeze
Freeze: This debuff freezes a monster in its place.

Effect duration: Lasts for an indefinite number of turns. Can be removed manually or until the target can no longer fight. The effect still remains when a monster is recalled.

Mon-seduce
Seduce: This debuff has a chance of causing the monster to become too infatuated to fight.

Effect duration: Lasts until removed manually, until either the seducer or the target is recalled, or until the target can no longer fight.


ScorchingEdit

Weather Scorching
There are two ways to trigger scorching weather
* By using the skill Celestial Prayer
* By sending a monster with the Heat Wave mystery talent into combat
Effects of Scorching
FireMonsterType skills become 50% more effective when used by FireMonsterType monsters
PlantMonsterType skills become 50% more effective when used by PlantMonsterType monsters
WaterMonsterType skills become 50% less effective

Image013 skills become 50% less effective

FireMonsterType and PlantMonsterType monsters are immune to any negative effects from their respective element skills
The effects of Mon-freeze will disappear

RainEdit

Weather Rain
There are two ways to trigger rain
* By using the skill Rain Prayer
* By sending a monster with the Rain mystery talent into combat
Effects of Rain
WaterMonsterType skills become 50% more effective when used by WaterMonsterType monsters
ElectricMonsterType skills become 50% more effective when used by ElectricMonsterType monsters
FireMonsterType skills become 50% less effective

PlantMonsterType skills become 50% less effective

WaterMonsterType and ElectricMonsterType monsters are immune to any negative effects from their respective element skills
The effects of Mon-burn will disappear

Note: At present, there exists a glitch where during rain, Earth skills may appear to become 50% less effective. This glitch is only visual, as Earth skills will continue to do normal damage.

Sand StormEdit

Weather Sand Storm
There are two ways to trigger a sand storm:
* By using the skill Sand Storm
* By sending a monster with the Sand Storm mystery talent into combat
Effects of Sand Storm:
All monsters lose 8% of their health each turn, All monsters’ hit rating will decrease
FireMonsterType and EarthMonsterType monsters are immune to health loss and hit rating decreases.
WaterMonsterType and ElectricMonsterType monsters lose an additional 8% of their health each turn
FireMonsterType and EarthMonsterType monsters are immune to any negative effects from their respective element skills

BlizzardEdit

Weather Blizzard
There are two ways to trigger a blizzard:
* By using the skill Blizzard
* By sending a monster with the Blizzard mystery talent into combat
Effects of Blizzard
All monsters lose 8% of their health each turn.
Image013 and WaterMonsterType monsters are immune to health loss.
FireMonsterType and EarthMonsterType monsters lose an additional 8% of their health each turn
Image013 and WaterMonsterType monsters’ dodge rating will increase.
Image013 and WaterMonsterType monsters are immune to any negative effects from their respective element skills

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