FANDOM


There are eleven main stats, three Physical, four Elemental, three Passive and one Ability that each ZENFORM possesses. These stats affect both how the ZENFORM performs in battle and how its evolution branches.

Physical Stats Edit

These stats affect battles the most and determine the Child and Adolescent forms a ZENFORM will take. They also have an effect on HP and FP.

Attack Edit

Attack, or ATK, affects the power of damage dealing moves used by a ZENFORM. Every point in ATK also adds 1-3 FP.

Defense Edit

Defense, or DEF, affects how much damage a ZENFORM takes from damage dealing moves. Every point in DEF also adds 1-3 HP.

Speed Edit

Speed, or SPD, affects which ZENFORM goes first in battle phases. When using attacks of the same speed class, the ZENFORM with higher SPD goes first. Every point in SPD also adds 1 FP and HP. Speed also plays a part in the dodging mechanic.

Elemental Stats Edit

Element stats increase the strength of element based attacks. The higher the element stat, the more damage that specific element based attack will do to the enemy. The four elemental stats of Fire, Water, Earth and Wind also determine which Adult (and likely Grand) form a ZENFORM takes. For when the Adult ZENFORM stage is introduced, your Adolescent evolves based on the highest element stat.

Passive StatsEdit

These stats are "Might", "Dexterity", and "Willpower". Unlike a ZENFORMS Physical stats (Attack, Defense, and Speed), these Passive stats increase as you use the ZENFORM in battle.

MightEdit

Might increases as you attack. The stronger the attack power you use, the more EXP you'll gain for that stat in order to level it up. The higher this stat, the more ADDITIONAL damage you do (on top of your damage calculation with Attack stat and the individual attack power).

DexterityEdit

Dexterity increases as you fight with each attack but gives more EXP when your ZENFORM uses attacks with a "Speed Priority" of "Fast". The higher this stat, the higher your chance of hitting a critical hit on the enemy is.

WillpowerEdit

increases as you take damage in battle and survive the attack. The more damage the enemy gives you, and you stay in the battle, the more EXP you'll earn to fill up your Willpower. The higher this stat, the LESS damage you'll take from enemy attacks!

AbilitiesEdit

A specific stat that can be positive or may even hinder a ZENFORM. These can play out in various ways depending on the ability such as increasing or decreasing specific stats at the start of a battle, or even influencing various other battle mechanics like capture rate, dodge rate, damage calculations, and more.
Each ZENFORM will have 1 Ability that will be randomly given out of 3 potential Abilities. Each unique ZENFORM color (Newborn to Adolescent) can have 3 potential Abilities each. Each Adult and Grand ZENFORM will have 3 Abilities each. The 3 Abilities a ZENFORM could potentially have is called the "Ability Pool"

List of AbilitiesEdit

001:     Hawk Eye
    Increases chance of a Critical Hit by 15 percent.
002:     Heartburn
    Plus 30 percent damage when using fire based attacks.
003:     Aqua Heart
    Plus 30 percent damage when using water based attacks.
004:     Heavy Heart
    Plus 30 percent damage when using earth based attacks.
005:     Lighthearted
    Plus 30 percent damage when using wind based attacks.
006:     Eagle Eyed
    Attack hit chance increased by 30 percent.
007:     Hot Blood
    12 percent damage resistance to fire based attacks.
008:     Cold Blood
    12 percent damage resistance to water based attacks.
009:     Heavy Blood
    12 percent damage resistance to earth based attacks.
010:     Light Blood
    12 percent damage resistance to wind based attacks.
011:     Swim Fins
    Water based attacks always have a speed priority of Fast.
012:     Firewall
    Defense increases by 15 percent with each fire based attack you do.
013:     Barrier Reef
    Defense increases by 15 percent with each water based attack you do.
014:     Earth Wall
    Defense increases by 15 percent with each earth based attack you do.
015:     Wind Wall
    Defense increases by 15 percent with each wind based attack you do.
016:     Last Resort
    Attack and Defense increases by '4 x EvoStage' if HP is less than 20%.
017:     The Focus
    Attack precision increased by 55% when HP is 25% or lower.
018:     Toxic Tackler
    Attack damage increased by 30% when poisoned.
019:     Fast Gainer
    SP/Alt gain at the end of battle is increased by 10% when this ZENFORM is on the field.
020:     Equilibrium
    "Fast" and "Slow" speed attacks are treated as "Normal" speed.
021:     Firestarter
    Neutral attacks are treated as Fire.
022:     Water Veil
    Neutral attacks are treated as Water.
023:     Overgrowth
    Neutral attacks are treated as Earth.
024:     Gale Force
    Neutral attacks are treated as Wind.
025:     Heartbreaker
    Attack Damage increased by 30% when Charmed.
026:     Heartbeat
    Speed increased by 30% when Charmed.
027:     Tense
    Defense increased by 30% when Paralyzed.
028:     Slugger
    Attack increased by 30% if battling a ZENFORM of higher evolution stage.
029:     Reanimator
    15% chance to revive from defeat and get 25% of it's HP back.
030:     Night Lurker
    Attack damage increased by 30% between 20:00 and 07:00 in game time.
031:     Day Pouncer
    Attack damage increased by 30% between 20:00 and 07:00 in game time.
032:    Nocturnal
    5 x Evo Stage value added to Speed between 20:00 and 07:00 in game time.
033:     Nightvision
    Critical Hit chance increased 40% between 20:00 and 07:00 in game time.
034:     Moon shield
    5 x Evo Stage value added to Defense between 20:00 and 07:00 in game time.
035:     Pro Gambler
    Gambling attacks cost 50% less than normal.
036:     Initiation
    Every attack enemy uses cost double FP (does not stack).
037:     Luck of Entess
    Cannot be hit with a Critical Hit from enemy.
038:     Appeal
    Capture success rate to wild ZENFORMS increased by 10% (Can stack).
039:     Camouflage
    Increases chance of dodging enemy attacks by 15%.
040:     Healing Switch
    Healed by 20% when switched out of battle.
041:     Friendship Bond
    Defense stat increased by 20% when second battler on the field.
042:     Bulk Up
    Physical and Element stats increased by 10% if enemy has 2 battlers on the field.
043:     Speed Trap
    Receives 20% less damage from 'Fast' Priority Moves.
044:     Center Stage
    When outnumbered in a multi-battle, increase the chance of a Critical by 30%.
045:     Overflow
    Water moves receive a 20% damage boost. Fire moves receive 20% damage reduction.
046:     Primal
    Attack increases by +3 for dealing the final blow to an opponent.
047:     Chitin
    Damage is reduced by 30% when targeted by non-elemental moves.
048:     Hold Out
    If HP is less than 30% of max value, Defense is increased by 5 x Evo stage.
049:     Bad Vibe
    Decrease the opponent's ATK, DEF, and SPD by 1 + Target's Evo stage upon entering battle.
050:     Flip Flop
    Enemies' Attack and Defense stats switch values upon entering battle.

Unique:     Hero *Special Trade Event*

       Attack damage increased by 25% when battling Revolution. 

Other Stats Edit

There are two other stats that are important for ZENFORMS - HP(Hit Points) and FP(Focus Points). These are increased as Physical Stats are trained.

Hit Points Edit

These are the remaining "life" of a ZENFORM, when they hit zero, the ZENFORM dies(or faints). HP increases by 1-3 randomly for every DEF point and 1 for every SPD point.

Focus Points Edit

Focus Points are expended as a ZENFORM uses moves. When they are too low, moves are weakened and become incapable of inflicting effects. HP increases by 1-3 randomly for every ATK point and 1 for every SPD point.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.