Status Effects
Status effects are temporary conditions that have positive or negative effects on vivosaurs in battle. They can be applied by both skills and abilities.
All status effects last for a certain amount of turns. Once those turns have passed, the status expires and the vivosaur's condition returns to normal. Status turns do not stack - for example, when a vivosaur with 1 remaining turn of Super Excite, a 2-turn status effect, is afflicted with Super Excite again, the status counter will become 2, not 3. Negative status effects can be cured before they expire naturally by swapping to the EZ (in Fossil Fighters), using status-restoring skills like Rallying Cry (in Fossil Fighters and Fossil Fighters: Champions), or firing Ailment Cure Support Shots (in Fossil Fighters: Frontier).
In Fossil Fighters: Champions, some vivosaurs enter battle with status effects applied because of their abilities. These vivosaurs are Nigo, Tanstro, Terata, Radox, Dikelo, Parapu, Desmo, Gaudry, Anomalo, and Tonzilla.
Negative Effects[edit | edit source]
Negative status effects hinder a vivosaur's ability to battle. All negative effects except Infection can be cured with status-restoring skills or Support Shots. Some vivosaurs are immune to negative status effects; in Fossil Fighters (but not Fossil Fighters: Champions), Dinomaton is immune to all except Confuse, and in Fossil Fighters: Champions, certain vivosaur groups are immune to Poison, Sleep, and Scare.
- Poison //: Damages the vivosaur at the end of its turn. Boneysaurs are immune to Poison.
- Sleep /: Prevents the vivosaur from using skills or swapping. Effect weakens when the vivosaur is attacked. Zombiesaurs are immune to Sleep.
- Scare / and Paralysis: Disables some of the vivosaur's skills. Boneysaurs and Zombiesaurs are immune to Scare.
- Excite /: Prevents the team from rotating.
- Confuse /: Makes the vivosaur behave unpredictably.
- Enrage /: Reduces the vivosaur's Accuracy, but raises its Attack.
- Infection: KOs the vivosaur after five turns. Zombiesaurs are immune to Infection.
- Dizziness: Causes the vivosaur to change stances after using a skill.
- Distraction: Increases the vivosaur's chance of being critically hit.
Positive Effects[edit | edit source]
Positive status effects aid vivosaurs in battle, often by raising their stats.
- Enflame /: Raises the vivosaur's Attack, but lowers its Defense.
- Harden /: Raises the vivosaur's Defense.
- Quicken /: Raises the vivosaur's Evasion/Speed.
- Counter /: Reflects damage the vivosaur would have taken back to its attacker.
- Charge : Greatly increases the damage the vivosaur's attacks deal.