Chapter 15:Details 2 (1/2)
Here some Volatile status condition:
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Stuck:
If something is stuck in a particular position, it is fixed tightly in this position and is unable to move.
Some Soul-Beasts moves can make the opponents or foe unable to move, to its position which greatly reduces their combat efficiency
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Can't escape
A Soul-Beast that can't escape is unable to switch out or flee as long as the Pokémon that trapped it is on the field.
Most of the Soul-Beast was wild and a hunter they have extreme senses, some hidden talent, and moves that cannot make the opponents to run-away.
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Confusion:
Obviously, Confusion makes Soul-Beast or Soul-Beast Tamers confused, they often hurt themselves and their partner Soul-Beast thinking that they are the enemy or something.
But if Soul-Beast is in Soul-Space and Soul-Beasts Tamer who have merged with their respective Soul-Beast, they attack themselves by banging their head on the floor or attack the enemy itself.
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Curse:
A prayer or invocation for harm or injury to come upon one, there's a lot of curses so it is not estimated yet.
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Presence feeling conditions, obviously conditions, that are mostly from hidden abilities of opponents.
There's a lot of Hidden abilities information about Presence feeling condition that is exclusive only when Joining Academies.
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Here, are the three best example of common Presence Condition:
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Pressure:
This kind of ability is common to Legendary Soul-beasts, it is their best abilities
Here the effects of pressure...
First, Pressure makes the enemy cough up blood and cause internal bleeding instantly that knocks-out enemy just by the presence Alone.
If the enemy doesn't have pressure hidden skill on the same level, they would likely lose.
Pressure also knocks-back the enemy close combat attack and Range combat attack damage by 35%.
Thus, hurting the attacker too in the process
There are some top-level Soul-Beasts in the Semi-legendary kind that can emit a weaker pressure. Usually 10% knocks-back.
If soul-beasts with pressure and weaker pressure met, the effect would become lesser and it is like.
35% - 10% = 20%
Only the effect.
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Weaker pressure:
Usually, a pressure too that knocks back 10% enemy damage.
There's only a couple of Semi-Legendary Soul-Beasts that can emit weaker pressure.
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Control
An ability that can control Soul-Beast with the same species, if the species has lower bloodline and lower level, Legendary Soul-Beasts would likely control them to battle for them.
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Note:
Legendary abilities like pressure and Control can't be learned by Soul-Beasts Tamers.
The non-volatile attack can affect Soul-Beast Tamer multiple times, The Tamer could get poisoned, paralyzed, and burn at the same time.
But Soul-beast Tamers can't be burned and frozen at the same time.
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Jomel was so shocked by the information, especially to pressure and control by those Legendary Soul-Beasts.
No wonder Soul-Beasts are so damn strong even though, Soul-Beasts Tamers have extremely different peculiar abilities.
They won't be able to take down hordes of beasts and can be taken down just by the pressure alone.
Jomel continued to read the pieces of information on the hologram.
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Melee Combat attack: _ combat power
Ranged Combat attack: _ combat power
Melee Combat Defense: _ combat power
Range Combat Defense: _combat power
Speed: _ combat power
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Melee Combat attacks are for short, physical attacks:
A physical move is one in which the user uses its physical strength to damage its foes. Damage dealt by a physical move depends on both the Attack stat of the attacking Soul-Beasts and the Defense stat of the defending Soul-Beasts.
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Ranged Combat attacks are for short, Range attacks:
A Range move is one in which the user does not necessarily have to make contact with its opponent to deal damage. It is notable that while most range moves do not contact their target.
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Melee Combat defenses are for short, physical defenses:
Defense refers to the Soul-Beasts' ability to take physical damage and is used in calculating how much damage the Soul-Beasts receive from physical attacks.
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Ranged Combat defenses are for short, Range defenses:
This determines how much damage is dealt when a Soul-Beast is hit by a special move.
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Speed:
Speed is the stat that determines how quickly a Soul-Beasts can act. If the opposing Soul-Beasts' speed is higher (and +1 or -1 etc priority moves aren't used) than the user, they will go first.
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There are also hidden statistics that usually in battle but there's no accurate measure about it...
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Evasion:
The Evasion stat is similar to the accuracy stat, but it determines the chances of the opponent Soul-Beasts landing a hit. At the start of a battle, it is initially set to 100%.
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Accuracy:
The Accuracy stat shows the chances of a Soul-Beasts landing an attack and expresses it as a percentage. At the start of a battle, accuracy is automatically set to 100%.
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It usually refers to hit-points.
Hit-Points: _
Accuracy is for chances of hitting the enemy.
Evasion is for chances of evading the foes attacks.
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Next, is Combat power..?
Combat power is the measure of their attacks, but it depends on their kind if they are average, rare, and so on… They have a combat power limit of every kind, and are accurately estimated…
Here is the list of their Combat power limits:
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Average Soul-Beast Level combat power limit:
Can't control lower-level bloodline and level
Level battle form: Level 80