Bloxodes

All 17 Status Effects in Anime Expeditions

Updated on (17 days ago)

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.

View

Section

Damage-over-Time Effects

5 items

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
ImageNameDescriptionCategoryDurationEffectTicksCooldownStack rulesExample units
Black FireLong, high-scaling DoT from Crow that chews through shields while stacking burn pressure over a full 12-second window.DoT12 secondsDeals 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
BleedMid-length DoT used by several physical and dark kits; strong for sustained chip damage that scales with the applier's damage.DoT6 secondsDeals 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
BurnShort flame DoT that partners with Hollow's Austere Flames conversions and Flame Emperor spread tools.DoT4 secondsDeals 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 FlamesStronger short DoT often converted from Burn by Hollow, rewarding burn setups with a heavier follow-up flame tick package.DoT4 secondsDeals 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 BurnLonger, lighter DoT from Elf Mage that stretches chip damage across eight ticks.DoT8 secondsDeals 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

3 items

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
ImageNameDescriptionCategoryDurationEffectTicksCooldownStack rulesExample units
SlowHalves enemy path speed for five seconds so DPS units get more hits before a target reaches the base.Soft CC5 secondsReduces enemy movement speed to 0.5x for 5 seconds.-5 secondsSoft crowd-control effects share a cooldown bracket and same-type soft CC conflicts on reapply.Salmon Sorcerer (Grade 1), Salmon Sorcerer, Ice Mage
StaggerInterrupts actions and briefly delays movement, buying space without a full hard stop.Soft CC4 secondsInterrupts enemy actions and briefly delays movement for 4 seconds.-10 secondsSoft crowd-control effects share a cooldown bracket and same-type soft CC conflicts on reapply.Razorjaw (Hunter), Razorjaw, Salmon Sorcerer (Grade 1), Salmon Sorcerer
DismemberedPermanent 15% movespeed cut from 8th Sword that sticks for the rest of the enemy's path.Soft CCPermanentPermanently 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

4 items

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

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)
ImageNameDescriptionCategoryDurationEffectTicksCooldownStack rulesExample units
FreezeHard stop that freezes movement and actions for two seconds, giving high-damage units a clean damage window.Hard CC2 secondsFreezes the target, preventing movement and actions for 2 seconds.-10 secondsHard crowd-control effects share a stricter cooldown bracket and same-type hard CC conflicts on reapply.Dark Mage (Sovereign), Ice Queen
RewindForces enemies backward along the path for three seconds, strong against bosses and fast movers up to the per-enemy cap.Hard CC3 secondsForces the target to move backward along its path for 3 seconds.-10 secondsHard CC bracket. Max 10 applications per enemy.Puppet (Telekinetic)
StunFull hard stop for two seconds with a shorter cooldown than Freeze, common on Shadow and String Demon kits.Hard CC2 secondsPrevents all actions and movement for 2 seconds.-5 secondsHard 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 RewindTeleport-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 secondHard CC family. Max 3 applications per enemy.Shadow (Divine)

Section

Mark Effects

4 items

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 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
ImageNameDescriptionCategoryDurationEffectTicksCooldownStack rulesExample units
IllusionCrow mark that stores damage dealt during the window, then releases a reduced-strength AoE when the mark ends.Mark12 secondsMark 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 secondsPersistent mark tied to Crow's kit until the store window ends.Crow (Black Fire), Crow
True Saint MarkPersistent True Saint tag that enables extra kit triggers rather than dealing damage on its own.MarkUntil triggered or removedPersistent mark applied by True Saint that can trigger additional unit abilities.-10 secondsPersistent mark used by True Saint kit triggers.True Saint (Holy), True Saint
Puppet MarkTeamwide support mark that makes the target take more damage from every source, capped per enemy.MarkUntil removedMarked enemies take 20% increased incoming damage.-10 secondsPersistent mark. Max 3 applications per enemy.Puppet (Telekinetic), Puppet
Crimson Mark
Crimson MarkCrimson kit mark that detonates after five seconds for a share of the unit's current damage and can leave path pools.Mark5 secondsMarked enemies Crimson Explode after 5 seconds, taking 15% of the applying unit's current damage.-10 secondsPersistent mark tied to Crimson's explosion passive until it detonates.Crimson (Brother), Crimson

Section

Miscellaneous Status Effects

1 items

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

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
ImageNameDescriptionCategoryDurationEffectTicksCooldownStack rulesExample units
Cocoon
CocoonString 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

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Comments
0 total

Checking your account...

0/1000
No comments yet. Be the first to share a tip.

Check out other catalogs from Anime Expeditions

View all