Touhou Puppet Dance Performance: Encore

Touhou Puppet Dance Performance: Encore

Puppet Status

There are several Puppet ailments in Touhou Puppet Dance Performance, most of which are flat out derived from the Pokemon games. Some, however, have been tweaked a bit, and some others are entirely new.

All Puppets have two status slots, allowing them to have two one-slot status conditions at once, such as Poison and Burn. However, statuses like Heavy Poison and Heavy Burn use two status slots, preventing the afflicted Puppet from being inflicted with further status conditions until cured through an item, skill, or ability.

Some types, such as Fire and Poison have innate status immunity under normal conditions (listed on the Type Chart page), Resonance bypasses this immunity if a status is passed on to the aforementioned types. Further immunities are listed under the respective status condition.

Additionally, if a Puppet is trapped (either via Ability or Skill), they will still be able to switch out with Pivoting moves such as Changeling or Lightning Speed, as well as being hit while holding the Retreat Manual item or attacking a Puppet holding the Eviction Notice item. Puppets with the Peaceful ability or Puppets that are Nether-type are able to ignore this restriction and switch regardless of the trapping method, even if it is self-inflicted, unless the Puppet is trapped through the Restraint ability.

Status Effects

Deals 1/8th HP at the end of every turn. Poison and Steel Types are immune to this condition.
Uses one slot.

Deals damage at the ending of every turn. The damage increases by 1/16th each turn. Causing the Poison status on something that is already Poisoned will turn it into Heavy Poison. Poison and Steel Types are immune to this condition.
Uses two slots.

Deals 1/8th HP at the end of every turn. Fire Types are immune to this condition.
Uses one slot.

Deals damage at the ending of every turn. The damage increases by 1/16th each turn. Causing the Burn status on something that is already Burned will turn it into Heavy Burn. Fire Types are immune to this condition.
Uses two slots.

A Stopped Puppet cannot use any Skills for 2-4 turns.
Uses two slots.

Halves a Puppet's Focus Attack stat.
Uses one slot.

Halves a Puppet's Spread Attack stat.
Uses one slot.

Quarters a Puppet's Speed stat. Electric Types are immune to this condition.
Uses one slot.

Quarters a Puppet's Speed stat and renders it unable to avoid any attacks for the duration of the status. Causing the Paralysis status on something that is already Paralyzed will turn it into Shocked. Electric types are immune to this condition.
Uses two slots.

Prevents the use of Skills that recover HP, but Items that restore HP can still be used. Skills that drain the opponent's HP will still deal damage, but will not heal the user.
Uses one slot.

Prevents the use of Skills that recover HP, but Items that restore HP can still be used. Skills that drain the opponent's HP will still deal damage, but will not heal the user. In addition, every skill usage will consume 2 SP, similar to when the opposing puppet has the ability Unjustness (also stacks with the abilities effect to drain 3 SP). Causing the Weakness status on something that is already Weak will turn it into Heavy Weakness.
Uses two slots.

Status Effects that take up no Status Slots

Note: These statuses take up no slots, and can be received even if both Status slots are filled. The following status effects can be passed with the use of Backup Plan, so be careful.

Can only be caused by the Skill Drain Seed. The puppet will receive damage at the end of each turn equal to 1/16th of their max HP, and the opponent will recover 100% of the HP absorbed. Nature type puppets are immune to this status. Can be removed by either switching out, or by using Smash Spin. The seeded puppet's HP will be drained and absorbed by the opponent even if the original user of Drain Seed has switched out.

Can only be caused by the Skill Claim. The puppet is unable to use the same skill twice in a row. If the affected puppet is holding a Choice item, they will be forced to use Struggle every other turn. Has no effect on the skill Struggle itself. Can be removed by switching out.

Can only be caused by the Skill Shinigami's Waltz. The targeted puppet becomes possessed by a Shinigami, who drains 1/4 of the targeted puppet's max HP at the end of each turn. Can be removed by switching out.

Can only be caused by the Skill Fountain of Life. The user roots themselves, becoming unable to switch via the Puppets menu or be blown away with moves such as Squall or Charging Stun. However, the user will recover 6% of their maximum HP per turn. Can be removed by switching out via moves like Changeling or Lightning Speed, by holding the Retreat Manual item and receiving damage, or by attacking an opposing Puppet holding the Eviction Notice item.

Can only be caused by the Skill Camouflage. Provides no benefit to the user, but allows Dark Sphere to skip Accuracy checks and deal double damage when used against Puppets with the Camouflage status.

Can only be caused by the Skill Magic Barrier. Puts up a barrier using a fourth (25%) of the user's maximum HP. The barrier has its own health bar, equivalent to the amount of health sacrificed to create it. The barrier can be passed through use of Backup Plan, maintaining its current HP value and being applied to the Puppet that is switched in.

Inflicted on both sides by Ruinous Voice. At the end of each turn, a counter ticks down by one, beginning at three. If the counter hits zero, the afflicted Puppet will faint regardless of condition. Using Backup Plan while inflicted with Ruinous Voice will pass the counter on to the Puppet that has switched in. Can be removed by switching out.

Temporary Conditions

Note: These statuses take up no slots, and can be received even if both Status slots are filled. The following status effects cannot be passed with the use of Backup Plan.

A Confused Puppet has a 50% chance of doing nothing for 1-4 turns.

The puppet is bound by the opposing puppet for 4-5 turns, and takes 1/16th max HP at the end of every turn, and is unable to switch out during the duration, unless they are a Nether type, holding a Substitute Tag, use a Pivoting Skill such as Changeling, forced out by a Phasing Skill such as Squall, removing the effect with Smash Spin, trigger opponents Eviction Notice, or trigger your own Retreat Manual.

Similar to Bound, except is instead triggered by attempting to use a Pivoting Skill on a puppet with the Restraint ability. When under this effect, the puppet is unable to switch out altogether for 2 turns, with exception of the same examples listed in Bound, except Pivoting Skills, since that's what triggers the status, as well as Smash Spin. Additionally, this is the only form of trapping Nether-type Puppets are not immune to, and will be trapped regardless.

Prevents a Puppet from using any Skills for one turn. A Flinch will only occur if the Puppet moves after its opponent.

Prevents a Puppet from avoiding any attacks for one full turn. Specifically, it causes the next attack used on the puppet affected with this status to skip an accuracy check, meaning all skills, including ones like Shattering Earth, which normally are unaffected by increased accuracy, will always hit.

Can only be caused by the move Upbeat. The puppet becomes unable to use skills from the Status category for the next 3 turns after being affected. Fades after next 3 turns, or by switching out. Puppets with Composed or Free Will are immune to this condition.

The puppet's last used move is unable to be used for the next 4 turns. If the affected puppet is holding a Choice item, or locked into using it by Encourage, it will be forced to use Struggle until the status fades. Ends after 4 full turns, or by switching out. Puppets with Free Will are immune to this condition.

Almost identical to Skill-Seal, only difference being that it instead seals 2 random skills, instead of the last used one, and can also be used even if the opposing puppet hasn't used a skill yet. If the affected puppet is holding a Choice item, or locked into using it by Encourage, it will be forced to use Struggle until the status fades. Ends after 4 full turns, or by switching out. Puppets with Free Will are immune to this condition.

Changes the next skill the foe uses to be Electric-type, regardless of its original typing.

Skills

The foe becomes unable to switch out until the user leaves the field, unless the user is Nether-type. Applied through the skill Black Hole.

Abilities

Shadow Stitch - Prevents the opponent from switching out, unless the opponent is Nether-type. This ability does not prevent fleeing from Wild Battles.
Adverse Wind - Prevents the opponent from switching out, unless the opponent is Wind or Nether-type. This ability does not prevent fleeing from Wild Battles.
Battle Mania - Prevents opposing Fighting-type Puppets from switching out. This ability does not prevent fleeing from Wild Battles.
Poison Labyrinth - Prevents the opponent from switching out, unless the opponent is Poison or Nether-type. This ability does not prevent fleeing from Wild Battles.
Note:

Moves such as Changeling and Lightning Speed still allow the user to switch out while applicable Skills or Abilities are in play. For an exception, check Restraint, though this rule only applies if a Puppet is trapped by Black Hole, as a given Puppet cannot have two abilities simultaneously under normal conditions.

Can only be caused by the Skill Mirage. For the turn of use only, reflects incoming Status moves directed at the user back to the opponent. This effect is not persistent unlike Curse Return.

Can only be caused by Aquatic Waltz. Changes the target's type to Water. Can be removed by switching out. The skill fails on Puppets that are already Water-type, unless the Puppet has a secondary type.

Can only be caused by Tabula Rasa. Changes the target's type to Void. Can be removed by switching out.

Can only be caused by Ghost Chase. Makes the user immune to Fighting-type moves, persists until switching out.

Can only be caused by Lightning Charge. Raises the user's SpDef, and if an Electric-type Skill is used on the following turn, the resulting damage is doubled.
Note: As mentioned on the Lightning Charge page, the BP of the move is not doubled, triggering the effects of items like Small Bit or Wariness if the Skill does not meet the BP threshold.

The user attempts to survive the next incoming attack with 1 HP. May fail if used consecutively, and does not prevent fainting from damage over time such as Burn.

The effect changes depending on which skill is used. Haste Charm and Fast Talker can skip the charging turn for the following moves, allowing the Skill portion to be used instantly.
Firm Spirit - On the first turn, the user's FoDef is raised. The attack is used on the second turn.
Gensokyo Typhoon - On the first turn, the user charges the Skill. The attack is used on the second turn.
Rainbow Flowers - On the first turn, the user charges the Skill. This charge turn is skipped if the Skill is used during Aurora.
Meteor Impact - Present on the charge portion of the move, and is removed if the user is successfully targeted and damaged by an incoming Skill, causing the move to fail.

Can only be caused by Supernatural Border and Thorned Ivy. Blocks incoming damage for the turn it is used, but does not block damage over time. Can be bypassed by Shadow Rush and Stalk and Murder.

Can only be caused by Stalk and Murder. The user becomes unable to be targeted by incoming damage, but can still take damage from sources such as Burn or Poison. If the charging portion of Stalk and Murder is skipped, Semi-Invulnerability will not apply.

Applied after using Aqua Rake, Cataclysm, Deflagration, Pulse Laser, and Vacuum Rupture. The user is inactionable on the turn following usage of the move, preventing selection of Fight, Puppets, Bag, or Flee.

Can only be caused by Water Veil. For five turns following use of the Skill, the user's party cannot have their stats lowered by the opponent. Does not prevent Puppets on the user's team from lowering their own stats, through sources like Volcano and Off-Season Bloom.

Can only be caused by Lucky Rainbow. For five turns following use of the Skill, the user's party cannot be inflicted with status conditions that take up a slot. Lucky Rainbow does not prevent infliction of status from moves such as Drain Seed or Word Break.