Status Effects

Stackable effects that alter combat behavior, applied by items and enemy abilities.

Effect Reference

Chill

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

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

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

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

EffectDecayPersistence
Chill−1 stack/turnUntil fully decayed
ShrapnelNone (consumed on hit)Until all stacks consumed
RustNonePermanent (lasts entire fight)
Bleed−1 stack/turnUntil fully decayed
ReflectionNone (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.

KeywordWhen It Triggers
Battle StartOnce, on turn 1, before either combatant strikes.
First TurnOn turn 1 only, regardless of who acts first.
Turn StartAt the beginning of every combat turn.
Turn EndAt the end of every combat turn.
Turn NOn that specific turn number only (for example "Turn 3").
Every Other TurnAt 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 HitWhen your own strike lands on the opponent.
When StruckWhen the opponent's strike lands on you.
Once Per TurnLimits an effect to at most one activation per turn, even if you land multiple strikes.
Once Per BattleLimits an effect to its first occurrence in the fight only.
ExposedChecked every turn; true whenever the combatant's ARM is at or below 0.
WoundedChecked every turn; true whenever the combatant is below 50% of their maximum HP.
VictoryAfter the fight is won, once combat resolution finishes.