Status Effects
Stackable effects that alter combat behavior, applied by items and enemy abilities.
Effect Reference
Chill
Slows the target and adds bonus damage.
→Reduces the target's strikes per turn by the number of Chill stacks (minimum 1 strike).
→Each stack adds +1 bonus damage to the affected combatant's strikes (maximum +3 bonus damage regardless of stacks). This bonus also adds to any Bleed damage the target deals while Chilled.
→Decays by 1 stack at the end of each turn.
Shrapnel
Retaliates when struck.
→When the affected combatant is struck, 1 Shrapnel stack is consumed.
→The consumed stack deals retaliatory damage equal to roughly half the attacker's strike damage (minimum 1 damage), which passes through the attacker's own ARM first.
→Stacks persist until consumed. They do not decay over time.
Rust
Corrodes armor over time.
→At the end of each turn, the target loses ARM equal to the number of Rust stacks.
→Rust stacks are permanent. They do not decay or get consumed.
→Effective against high-ARM targets, as it strips their defenses progressively.
Bleed
Deals direct HP damage over time.
→At the end of each turn, the target takes damage equal to the number of Bleed stacks (plus any Chill bonus damage, if also Chilled).
→Bleed damage ignores ARM entirely, applying directly to HP.
→Decays by 1 stack at the end of each turn.
Reflection
Bounces incoming status effects back at their source.
→While the affected combatant holds Reflection stacks, a status effect aimed at them is redirected back onto whoever applied it instead of landing.
→Each reflected effect consumes 1 Reflection stack.
→Stacks persist until consumed. They do not decay over time.
Stack Behavior Summary
| Effect | Decay | Persistence |
|---|---|---|
| Chill | −1 stack/turn | Until fully decayed |
| Shrapnel | None (consumed on hit) | Until all stacks consumed |
| Rust | None | Permanent (lasts entire fight) |
| Bleed | −1 stack/turn | Until fully decayed |
| Reflection | None (consumed on reflect) | Until all stacks consumed |
Trigger Keywords
Items that apply status effects use specific trigger keywords to determine when the effect activates. These keywords appear in item descriptions throughout the game, and are underlined and tappable wherever they show up so you can check their exact meaning.
| Keyword | When It Triggers |
|---|---|
| Battle Start | Once, on turn 1, before either combatant strikes. |
| First Turn | On turn 1 only, regardless of who acts first. |
| Turn Start | At the beginning of every combat turn. |
| Turn End | At the end of every combat turn. |
| Turn N | On that specific turn number only (for example "Turn 3"). |
| Every Other Turn | At the start of every second turn (turns 2, 4, 6, etc.). |
| Countdown(N) | Every N turns — Countdown(3) fires on turns 3, 6, 9, and so on. |
| On Hit | When your own strike lands on the opponent. |
| When Struck | When the opponent's strike lands on you. |
| Once Per Turn | Limits an effect to at most one activation per turn, even if you land multiple strikes. |
| Once Per Battle | Limits an effect to its first occurrence in the fight only. |
| Exposed | Checked every turn; true whenever the combatant's ARM is at or below 0. |
| Wounded | Checked every turn; true whenever the combatant is below 50% of their maximum HP. |
| Victory | After the fight is won, once combat resolution finishes. |