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Feelings

From Beastiepedia: The Beastieball Wiki
(Redirected from Tender)

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.

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 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, with the exception of the Precise Trait. This feeling lasts until the start of the Beastie's coach's next turn.

This article is in need of further research.

What happens when both opposing Beasties are Noisy?

Tough

While Tough, all damage a Beastie would receive is multiplied by 0.25. This feeling lasts until the start of the Beastie's coach's next turn.

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 becomes Tired. If tagged out before this point, this feeling will disappear.

Blocked

While Blocked, all of a Beastie's damage from plays is multiplied by x2/3. 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.

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, which inflicts them with this feeling in all matches during the level prior to their metamorphosis.

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 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 inflicted with 8 Wiped instead.

Trivia

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