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Feelings

From Beastiepedia: The Beastieball Wiki
(Redirected from Stressed)

Feelings are status effects in Beastieball. Feelings can be inflicted via Plays, Traits, or universal mechanics.

Some feelings are inflicted in numerical values, such as "Target feels 2 TENDER (Defenses)". If a Beastie has more than one of a given feeling, this value reduces by 1 when the feeling would normally go away. With the exception of Sweaty, while a Beastie has a feeling, stacking additional levels of the feeling has no effect. (eg. Provoke has no effect on a Beastie while they're already Angry).

This article is in need of further research.

Can all feelings be stacked? If not, we need a definitive list of which ones can and cannot.

Feelings are categorized as either Good Feelings or Bad Feelings, depending on whether they are beneficial or not. Certain effects, such as the Stirring trait, the Dread field condition, or the play Nerve Strike, may interact with good or bad feelings in particular.

Good Feelings

Jazzed

While Jazzed, all of a Beastie's power stats have a x1.5 multiplier. This effect ignores all negative coosts to the Jazzed Beastie's power stats, and damage it deals while Jazzed ignores positive defense boosts on its targets. This feeling lasts until the end of the Beastie's coach's turn.

Noisy

While Noisy, all attack plays used by the opponent are redirected to this Beastie. This effects overrides all other targeting effects of plays, such as auto-targeting a specific row and the Watchtower trait, with the exception of the Precise trait. If both opposing Beasties are Noisy, the game acts as if neither is. This feeling lasts until the start of the Beastie's coach's next turn.

Tough

While Tough, all damage a Beastie would receive from attacks is multiplied by 0.25. This does not protect against non-attacking forms of damage such as Nettle. This feeling lasts until the start of the Beastie's coach's next turn.

Receiving a multi-hit attack like Mindfield while Tough reduces the damage for both Beasties. However, if the non-receiver is Tough while taking multi-hit damage, they do not pass the damage mitigation benefit to their partner.

A Beastie feeling Tough will always survive any attack with 1 stamina remaining, unless they already only had 1 stamina left.

Bad Feelings

Tired

While Tired, a Beastie can only perform basic actions: Move, Volley, Tag Out, and Free Ball. This feeling lasts until the end of the Beastie's coach's turn.

Stressed

At the start of a Stressed Beastie's coach's turn, it loses this feeling and feels 2 Tired. If tagged out before this point, this feeling will disappear. A Beastie that is already Tired cannot become Stressed.

Blocked

While Blocked, all of a Beastie's damage from plays is multiplied by x2/3. Receiving a Blocked Beastie's attack counts as an Easy Receive, allowing the receiver to use attacking plays without having to volley first. This feeling lasts until the end of the current turn.

Blocked is notable for being induced by the universal Block play, which all Beasties can use on defense from the net.

Sweaty

While active, a Sweaty Beastie loses 10 Stamina for each stack of Sweaty they have at the end of each of their coach's turns, then adds one additional stack of Sweaty to itself. This feeling is not removed naturally until a Beastie is Wiped.

Sweaty is the only feeling that can have additional layers of itself applied to a Beastie already afflicted with this feeling. For instance, using Heat Up on a Beastie that is feeling 2 Sweaty will increase that count to 3.

Other than Wiped, Sweaty is the only feeling that persists in the overworld. It can be cured via items or by resting at a Railhouse.

While it can be inflicted in a match by various effects, Sweaty is also a component of a universal overworld mechanic. Beasties who are about to undergo metamorphosis feel Sweaty in the overworld. This Sweaty status cannot be cured by items or by resting.

Nervous

While Nervous, a Beastie cannot take the Move action, be moved by any effects, or be tagged out. This feeling lasts until the end of the Beastie's coach's turn.

Shook

While Nervous, a Beastie cannot use attack plays, barring Free Ball. This feeling lasts until the end of the Beastie's coach's turn.

Tender

While Tender, all of a Beastie's Defense stats are reduced by two stages. This feeling lasts until the end of the Beastie's coach's turn.

This article is in need of further research.

What are the actual numbers behind this? Does this interact with other effects that interact with boosts? Is it even a boost, or is it just a multiplier like Jazzed?

Angry

While Angry, a Beastie cannot take any actions other than attacking or using the basic Volley. This feeling lasts until the end of the Beastie's coach's turn.

Wiped

While Wiped, a Beastie cannot use any plays except for Free Ball while they have the ball, and can only Move or Tag Out while they don't. If a Wiped Beastie would receive the ball, the opposing team scores a point. This status reduces by 1 at the start of each of their Coach's turns, regardless of if that Beastie is active or not. A Beastie will remain Wiped until it naturally wears off, even if the Beastie recovers Stamina through other means (such as tagging out with the Scavenger trait). After recovering from Wiped, a Beastie will feel 1 Sweaty.

A Beastie becomes Wiped when it reaches 0 Stamina. If this happens by direct damage from an attack, they are inflicted with 4 Wiped. If this happens by any other means, they are "Drained", and are inflicted with 8 Wiped instead.

Alongside Sweaty, Wiped persists in the overworld. The value of Wiped a Beastie currently has is carried over between matches. It can be cured via items or by resting at a Railhouse.

Trivia

  • Prior to the August 2024 Closed Playtest, the Tough status blocked all damage from plays, rather than merely reducing it.