Status effects are the combat keywords unit kits keep naming in Anime Expeditions. DoTs chip damage over ticks, soft CC slows or interrupts pathing, hard CC freezes, stuns, or rewinds enemies, and marks set up kit triggers like Crow's Illusion store-and-release. Read a passive that says Bleed or Freeze and you will know what the enemy actually suffers.
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Section
Damage-over-Time Effects
Tick damage scaled to the applying unit. Same unit cannot stack an identical DoT on one enemy; different appliers can. Black Fire is Crow's long shield-chewing burn, Bleed is the mid physical package, Burn and Austere Flames are short flame windows (Hollow converts Burn up), and Mana Burn stretches lighter chip across more ticks.
Black Fire
Long, high-scaling DoT from Crow that chews through shields while stacking burn pressure over a full 12-second window.
- Category
- DoT
- Duration
- 12 seconds
- Effect
- Deals 2x of the applying unit's damage across 12 ticks over 12 seconds. Crow's kit also uses Black Fire ticks to damage shields and stack Black Fire on shielded enemies in range.
- Ticks
- 12
- Cooldown
- -
- Stack rules
- Same unit cannot stack identical DoT on one enemy; different units can apply the same DoT together.
- Example units
- Crow (Black Fire), Crow
Bleed
Mid-length DoT used by several physical and dark kits; strong for sustained chip damage that scales with the applier's damage.
- Category
- DoT
- Duration
- 6 seconds
- Effect
- Deals 0.65x of the applying unit's damage across 6 ticks over 6 seconds.
- Ticks
- 6
- Cooldown
- -
- Stack rules
- Same unit cannot stack identical DoT on one enemy; different units can apply the same DoT together.
- Example units
- Crimson (Brother), Crimson, Cursed Student (True Love), Cursed Student, Greed, Bounty Hunter
Burn
Short flame DoT that partners with Hollow's Austere Flames conversions and Flame Emperor spread tools.
- Category
- DoT
- Duration
- 4 seconds
- Effect
- Deals 1x of the applying unit's damage across 4 ticks over 4 seconds.
- Ticks
- 4
- Cooldown
- -
- Stack rules
- Same unit cannot stack identical DoT on one enemy; different units can apply the same DoT together.
- Example units
- Flame Emperor (Reincarnate), Flame Emperor, Demon Cyborg
Austere Flames
Stronger short DoT often converted from Burn by Hollow, rewarding burn setups with a heavier follow-up flame tick package.
- Category
- DoT
- Duration
- 4 seconds
- Effect
- Deals 0.75x of the applying unit's damage across 4 ticks over 4 seconds.
- Ticks
- 4
- Cooldown
- -
- Stack rules
- Same unit cannot stack identical DoT on one enemy; different units can apply the same DoT together.
- Example units
- Hollow (Blaze), Hollow
Mana Burn
Longer, lighter DoT from Elf Mage that stretches chip damage across eight ticks.
- Category
- DoT
- Duration
- 8 seconds
- Effect
- Deals 0.5x of the applying unit's damage across 8 ticks over 8 seconds.
- Ticks
- 8
- Cooldown
- -
- Stack rules
- Same unit cannot stack identical DoT on one enemy; different units can apply the same DoT together.
- Example units
- Elf Mage (Unleashed), Elf Mage
| Image | Name | Description | Category | Duration | Effect | Ticks | Cooldown | Stack rules | Example units |
|---|---|---|---|---|---|---|---|---|---|
| Black Fire | Long, high-scaling DoT from Crow that chews through shields while stacking burn pressure over a full 12-second window. | DoT | 12 seconds | Deals 2x of the applying unit's damage across 12 ticks over 12 seconds. Crow's kit also uses Black Fire ticks to damage shields and stack Black Fire on shielded enemies in range. | 12 | - | Same unit cannot stack identical DoT on one enemy; different units can apply the same DoT together. | Crow (Black Fire), Crow | |
| Bleed | Mid-length DoT used by several physical and dark kits; strong for sustained chip damage that scales with the applier's damage. | DoT | 6 seconds | Deals 0.65x of the applying unit's damage across 6 ticks over 6 seconds. | 6 | - | Same unit cannot stack identical DoT on one enemy; different units can apply the same DoT together. | Crimson (Brother), Crimson, Cursed Student (True Love), Cursed Student, Greed, Bounty Hunter | |
| Burn | Short flame DoT that partners with Hollow's Austere Flames conversions and Flame Emperor spread tools. | DoT | 4 seconds | Deals 1x of the applying unit's damage across 4 ticks over 4 seconds. | 4 | - | Same unit cannot stack identical DoT on one enemy; different units can apply the same DoT together. | Flame Emperor (Reincarnate), Flame Emperor, Demon Cyborg | |
| Austere Flames | Stronger short DoT often converted from Burn by Hollow, rewarding burn setups with a heavier follow-up flame tick package. | DoT | 4 seconds | Deals 0.75x of the applying unit's damage across 4 ticks over 4 seconds. | 4 | - | Same unit cannot stack identical DoT on one enemy; different units can apply the same DoT together. | Hollow (Blaze), Hollow | |
| Mana Burn | Longer, lighter DoT from Elf Mage that stretches chip damage across eight ticks. | DoT | 8 seconds | Deals 0.5x of the applying unit's damage across 8 ticks over 8 seconds. | 8 | - | Same unit cannot stack identical DoT on one enemy; different units can apply the same DoT together. | Elf Mage (Unleashed), Elf Mage |
Section
Soft Crowd-Control Effects
Pressure without a full lockout. Slow halves path speed, Stagger interrupts and delays, and Dismembered permanently cuts movespeed. Soft CC shares a cooldown bracket, so same-type reapply conflicts instead of stacking forever.
Slow
Halves enemy path speed for five seconds so DPS units get more hits before a target reaches the base.
- Category
- Soft CC
- Duration
- 5 seconds
- Effect
- Reduces enemy movement speed to 0.5x for 5 seconds.
- Ticks
- -
- Cooldown
- 5 seconds
- Stack rules
- Soft crowd-control effects share a cooldown bracket and same-type soft CC conflicts on reapply.
- Example units
- Salmon Sorcerer (Grade 1), Salmon Sorcerer, Ice Mage
Stagger
Interrupts actions and briefly delays movement, buying space without a full hard stop.
- Category
- Soft CC
- Duration
- 4 seconds
- Effect
- Interrupts enemy actions and briefly delays movement for 4 seconds.
- Ticks
- -
- Cooldown
- 10 seconds
- Stack rules
- Soft crowd-control effects share a cooldown bracket and same-type soft CC conflicts on reapply.
- Example units
- Razorjaw (Hunter), Razorjaw, Salmon Sorcerer (Grade 1), Salmon Sorcerer
Dismembered
Permanent 15% movespeed cut from 8th Sword that sticks for the rest of the enemy's path.
- Category
- Soft CC
- Duration
- Permanent
- Effect
- Permanently reduces enemy movement speed to 0.85x.
- Ticks
- -
- Cooldown
- -
- Stack rules
- Soft crowd-control family; same-type soft CC conflicts on reapply.
- Example units
- 8th Sword (Berserk), 8th Sword
| Image | Name | Description | Category | Duration | Effect | Ticks | Cooldown | Stack rules | Example units |
|---|---|---|---|---|---|---|---|---|---|
| Slow | Halves enemy path speed for five seconds so DPS units get more hits before a target reaches the base. | Soft CC | 5 seconds | Reduces enemy movement speed to 0.5x for 5 seconds. | - | 5 seconds | Soft crowd-control effects share a cooldown bracket and same-type soft CC conflicts on reapply. | Salmon Sorcerer (Grade 1), Salmon Sorcerer, Ice Mage | |
| Stagger | Interrupts actions and briefly delays movement, buying space without a full hard stop. | Soft CC | 4 seconds | Interrupts enemy actions and briefly delays movement for 4 seconds. | - | 10 seconds | Soft crowd-control effects share a cooldown bracket and same-type soft CC conflicts on reapply. | Razorjaw (Hunter), Razorjaw, Salmon Sorcerer (Grade 1), Salmon Sorcerer | |
| Dismembered | Permanent 15% movespeed cut from 8th Sword that sticks for the rest of the enemy's path. | Soft CC | Permanent | Permanently reduces enemy movement speed to 0.85x. | - | - | Soft crowd-control family; same-type soft CC conflicts on reapply. | 8th Sword (Berserk), 8th Sword |
Section
Hard Crowd-Control Effects
Full stops and path resets. Freeze and Stun lock movement and actions, Rewind walks enemies backward (cap ten per enemy), and Shadow Rewind teleports them toward the start (cap three). Hard CC uses a stricter cooldown bracket than soft CC.
Freeze
Hard stop that freezes movement and actions for two seconds, giving high-damage units a clean damage window.
- Category
- Hard CC
- Duration
- 2 seconds
- Effect
- Freezes the target, preventing movement and actions for 2 seconds.
- Ticks
- -
- Cooldown
- 10 seconds
- Stack rules
- Hard crowd-control effects share a stricter cooldown bracket and same-type hard CC conflicts on reapply.
- Example units
- Dark Mage (Sovereign), Ice Queen
Rewind
Forces enemies backward along the path for three seconds, strong against bosses and fast movers up to the per-enemy cap.
- Category
- Hard CC
- Duration
- 3 seconds
- Effect
- Forces the target to move backward along its path for 3 seconds.
- Ticks
- -
- Cooldown
- 10 seconds
- Stack rules
- Hard CC bracket. Max 10 applications per enemy.
- Example units
- Puppet (Telekinetic)
Stun
Full hard stop for two seconds with a shorter cooldown than Freeze, common on Shadow and String Demon kits.
- Category
- Hard CC
- Duration
- 2 seconds
- Effect
- Prevents all actions and movement for 2 seconds.
- Ticks
- -
- Cooldown
- 5 seconds
- Stack rules
- Hard crowd-control effects share a stricter cooldown bracket and same-type hard CC conflicts on reapply.
- Example units
- Shadow (Divine), Shadow, String Demon (Awakened), String Demon
Shadow Rewind
Teleport-style rewind that snaps enemies toward the start of the path, limited to three uses per enemy.
- Category
- Hard CC
- Duration
- -
- Effect
- Teleports enemies back toward the enemy base / start of the path.
- Ticks
- -
- Cooldown
- 1 second
- Stack rules
- Hard CC family. Max 3 applications per enemy.
- Example units
- Shadow (Divine)
| Image | Name | Description | Category | Duration | Effect | Ticks | Cooldown | Stack rules | Example units |
|---|---|---|---|---|---|---|---|---|---|
| Freeze | Hard stop that freezes movement and actions for two seconds, giving high-damage units a clean damage window. | Hard CC | 2 seconds | Freezes the target, preventing movement and actions for 2 seconds. | - | 10 seconds | Hard crowd-control effects share a stricter cooldown bracket and same-type hard CC conflicts on reapply. | Dark Mage (Sovereign), Ice Queen | |
| Rewind | Forces enemies backward along the path for three seconds, strong against bosses and fast movers up to the per-enemy cap. | Hard CC | 3 seconds | Forces the target to move backward along its path for 3 seconds. | - | 10 seconds | Hard CC bracket. Max 10 applications per enemy. | Puppet (Telekinetic) | |
| Stun | Full hard stop for two seconds with a shorter cooldown than Freeze, common on Shadow and String Demon kits. | Hard CC | 2 seconds | Prevents all actions and movement for 2 seconds. | - | 5 seconds | Hard crowd-control effects share a stricter cooldown bracket and same-type hard CC conflicts on reapply. | Shadow (Divine), Shadow, String Demon (Awakened), String Demon | |
Shadow Rewind | Shadow Rewind | Teleport-style rewind that snaps enemies toward the start of the path, limited to three uses per enemy. | Hard CC | - | Teleports enemies back toward the enemy base / start of the path. | - | 1 second | Hard CC family. Max 3 applications per enemy. | Shadow (Divine) |
Section
Mark Effects
Kit tags that set up follow-ups rather than plain chip. Illusion stores Crow damage then releases reduced AoE, True Saint Mark fuels True Saint triggers, Puppet Mark raises incoming damage (cap three), and Crimson Mark detonates after five seconds.
Illusion
Crow mark that stores damage dealt during the window, then releases a reduced-strength AoE when the mark ends.
- Category
- Mark
- Duration
- 12 seconds
- Effect
- Mark from Crow's Illusion. Lasts about 12 seconds while damage from that unit is stored, then releases about 25% of the stored damage in a small AoE when Illusion ends.
- Ticks
- -
- Cooldown
- 10 seconds
- Stack rules
- Persistent mark tied to Crow's kit until the store window ends.
- Example units
- Crow (Black Fire), Crow
True Saint Mark
Persistent True Saint tag that enables extra kit triggers rather than dealing damage on its own.
- Category
- Mark
- Duration
- Until triggered or removed
- Effect
- Persistent mark applied by True Saint that can trigger additional unit abilities.
- Ticks
- -
- Cooldown
- 10 seconds
- Stack rules
- Persistent mark used by True Saint kit triggers.
- Example units
- True Saint (Holy), True Saint
Puppet Mark
Teamwide support mark that makes the target take more damage from every source, capped per enemy.
- Category
- Mark
- Duration
- Until removed
- Effect
- Marked enemies take 20% increased incoming damage.
- Ticks
- -
- Cooldown
- 10 seconds
- Stack rules
- Persistent mark. Max 3 applications per enemy.
- Example units
- Puppet (Telekinetic), Puppet
Crimson Mark
Crimson kit mark that detonates after five seconds for a share of the unit's current damage and can leave path pools.
- Category
- Mark
- Duration
- 5 seconds
- Effect
- Marked enemies Crimson Explode after 5 seconds, taking 15% of the applying unit's current damage.
- Ticks
- -
- Cooldown
- 10 seconds
- Stack rules
- Persistent mark tied to Crimson's explosion passive until it detonates.
- Example units
- Crimson (Brother), Crimson
| Image | Name | Description | Category | Duration | Effect | Ticks | Cooldown | Stack rules | Example units |
|---|---|---|---|---|---|---|---|---|---|
| Illusion | Crow mark that stores damage dealt during the window, then releases a reduced-strength AoE when the mark ends. | Mark | 12 seconds | Mark from Crow's Illusion. Lasts about 12 seconds while damage from that unit is stored, then releases about 25% of the stored damage in a small AoE when Illusion ends. | - | 10 seconds | Persistent mark tied to Crow's kit until the store window ends. | Crow (Black Fire), Crow | |
| True Saint Mark | Persistent True Saint tag that enables extra kit triggers rather than dealing damage on its own. | Mark | Until triggered or removed | Persistent mark applied by True Saint that can trigger additional unit abilities. | - | 10 seconds | Persistent mark used by True Saint kit triggers. | True Saint (Holy), True Saint | |
| Puppet Mark | Teamwide support mark that makes the target take more damage from every source, capped per enemy. | Mark | Until removed | Marked enemies take 20% increased incoming damage. | - | 10 seconds | Persistent mark. Max 3 applications per enemy. | Puppet (Telekinetic), Puppet | |
Crimson Mark | Crimson Mark | Crimson kit mark that detonates after five seconds for a share of the unit's current damage and can leave path pools. | Mark | 5 seconds | Marked enemies Crimson Explode after 5 seconds, taking 15% of the applying unit's current damage. | - | 10 seconds | Persistent mark tied to Crimson's explosion passive until it detonates. | Crimson (Brother), Crimson |
Section
Miscellaneous Status Effects
Cocoon is String Demon's trap package: it wraps the target and applies Stun, so the hard-CC stun rules still matter once the cocoon lands.
Cocoon
String Demon misc effect that wraps a target and applies Stun, bridging crowd-control into a trap-style package.
- Category
- Misc
- Duration
- -
- Effect
- Traps an enemy in a cocoon and applies Stun.
- Ticks
- -
- Cooldown
- -
- Stack rules
- Miscellaneous status effect; Stun portion follows hard CC stun rules.
- Example units
- String Demon (Awakened), String Demon
| Image | Name | Description | Category | Duration | Effect | Ticks | Cooldown | Stack rules | Example units |
|---|---|---|---|---|---|---|---|---|---|
Cocoon | Cocoon | String Demon misc effect that wraps a target and applies Stun, bridging crowd-control into a trap-style package. | Misc | - | Traps an enemy in a cocoon and applies Stun. | - | - | Miscellaneous status effect; Stun portion follows hard CC stun rules. | String Demon (Awakened), String Demon |
These effects are how kits talk to each other. A burn unit, a soft-CC support, and a mark carrier are not three separate ideas; they are tools that stack pressure on the same path.
Damage-over-time vs control
DoTs scale off the applying unit's damage and tick on a fixed clock. Black Fire is the long, heavy Crow package (including shield chew). Bleed sits in the middle for physical and dark kits. Burn and Austere Flames are short flame windows, with Hollow converting Burn into Austere Flames for a stronger follow-up. Mana Burn stretches lighter chip across more ticks.
Soft CC buys time without a full stop: Slow halves movespeed, Stagger interrupts and delays, and Dismembered permanently trims path speed. Hard CC is the full pause or path reset: Freeze and Stun lock movement and actions, Rewind walks enemies backward, and Shadow Rewind snaps them toward the start. Soft and hard families each share cooldown brackets, so spamming the same type from one kit hits a wall fast.
Marks and kit synergies
Marks are not generic pads. Illusion stores Crow damage for about twelve seconds, then releases a reduced AoE (Illusion Crow gear can raise that release share). True Saint Mark enables True Saint kit triggers. Puppet Mark raises incoming damage for the whole team, capped per enemy. Crimson Mark detonates after five seconds for a share of Crimson's damage. Cocoon is the misc trap from String Demon that wraps a target into Stun.
Stacking and caps that matter
- Same unit cannot refresh-stack an identical DoT on one enemy. Different units can apply the same DoT together, so two Bleed appliers actually help.
- Soft CC and hard CC conflict inside their own families on reapply and respect each effect's listed cooldown.
- Rewind caps at ten applications per enemy. Shadow Rewind caps at three. Puppet Mark caps at three.
- Place DoT carries with different kits when you want overlapping burn or bleed, not two copies of the same unit hoping to double a DoT.
Easy mistakes
Treating every keyword as free stacking is the classic miss. One Flame Emperor cannot pile Burn forever on the same target. Soft CC on a lane already locked by Freeze often wastes the soft bracket. Marks without the matching kit (Illusion without Crow, Puppet Mark without anyone hitting the marked target) look busy and do little. Path traps and kit-only tags like Frostbite are not the same catalog as these Effect-hub keywords, so do not plan a team around names that never show up here.
FAQ
Can the same unit stack the same DoT on one enemy?
No. One unit cannot refresh-stack an identical DoT on the same enemy. Different units can apply the same DoT together, so two Bleed appliers can both land.
What is the difference between soft CC and hard CC?
Soft CC slows, interrupts, or permanently trims movespeed without a full lockout. Hard CC freezes, stuns, or rewinds enemies so they stop acting or lose path progress. Each family has its own cooldown bracket and same-type conflict rules.
How does Crow's Illusion mark work?
Illusion lasts about twelve seconds while Crow stores damage dealt during the window, then releases roughly 25% of that stored damage as a small AoE. Illusion Crow gear can raise the release share; the mark itself is still Crow's kit tag.
What are the per-enemy caps on Rewind, Shadow Rewind, and Puppet Mark?
Rewind caps at ten applications per enemy, Shadow Rewind at three, and Puppet Mark at three. Past the cap, more applications from that effect do not keep stacking on the same target.
Does Cocoon count as Stun?
Cocoon traps the enemy and applies Stun. Treat the stun portion like other hard-CC stuns once it lands, even though Cocoon itself sits in the miscellaneous group.
Is Burn 0.5x or 1x damage?
Published MechanicData scaling and the Burn page factor list 1x across four ticks over four seconds. Some older tooltips and guides still say 0.5x, so treat in-game behavior as the tie-breaker if the numbers feel off.
Why do Freeze and Stun have different cooldowns?
Both hard-stop for two seconds, but Freeze lists a ten-second cooldown and Stun lists five. Stun reopens sooner; Freeze is the longer-gated ice lock from Dark Mage and Ice Queen.









