Status Effects are effects that players can get and apply during a battle. Applied status effects show their corresponding icon above a player/enemy, along with their current duration and level if applicable.
As the player levels up, the chances of gaining negative status effects lowers while also increasing the chances of applying negative status effects to enemies.
There are currently 48 status effects in-game as of Demo 5.
Passive Buffs
Passive Buffs can positively impact their target by restoring/increasing their stats, preventing debuffs, or providing unique positive effects.
Passive Debuffs
Passive Debuffs can negatively effect the user by making them weaker, damaging them, or preventing certain actions.
Removed on Strike
Removed on Strike status effects last for an indefinite amount of turns, and are only removed when they take effect.
Turn Based
Turn Based effects can change how the target is able to use their turn, such as nullifying or adding a turn.
| Icon | Name | Effect | Source | Cures & Immunities |
|---|---|---|---|---|
| Status Effects#Turn Based (Debuff) |
Target cannot use any moves and cannot guard. After being removed, target gets Combat
|
Constant:
Varying:
|
Cured By:
Immunities:
| |
| Status Effects#Turn Based (Debuff) |
Target has a X/(X+1) chance to skip their turn. Target also becomes visually dizzy.
|
Constant:
Varying:
|
Cured By:
Immunities: | |
| Status Effects#Turn Based (Debuff) |
Target has a X/(X+1) chance to hit themself or an ally instead of their intended action. Target also becomes visually dizzy.
|
Constant:
Varying: |
Cured By:
Immunities: | |
| Status Effects#Turn Based (Buff) |
Target gets two actions per turn. Their idle animation moves twice as fast.
Currently exclusive to enemies, although players gains an extra turn in solo. Enemies that have the Attributes#Double Turns |
Constant:
|
Removed By:
Immunities:
| |
| Status Effects#Turn Based (Debuff) |
Target skips every second turn. Their idle animation will become twice as slow.
|
Constant:
|
Cured By:
Immunities: | |
| Status Effects#Turn Based (Debuff) |
Target cannot use any moves. | Constant:
|
Can't be cured. | |
| Status Effects#Turn Based (Debuff) |
Target cannot use any moves and cannot guard.
|
Constant:
Varying:
|
Cured By:
Immunities: |
Unique
Unique effects provide a mix between a positive and negative effects or grant a user a new ability.
| Icon | Name | Effect | Source | Cures & Immunities |
|---|---|---|---|---|
| Status Effects#Unique (Buff/Debuff) |
Target gains Combat |
Constant:
|
Removed By: | |
| Status Effects#Unique (Buff) |
Target revives when this status effect expires.
|
Constant:
|
Can't be cured. | |
| Status Effects#Unique (Buff/Debuff) |
All attacks phase through the target. Target cannot use any moves and cannot guard.
|
Constant: | Can't be cured. |
Removed
Removed effects are removed or are scrapped from the game.
| Icon | Name | Effect | Source |
|---|---|---|---|
| N/A | Sword Pierce (Buff) |
All Sword |
Constant:
|
Overwriting Effects
When an effect is applied to a target that already has the same effect:
- If the new effect has a different level than the old one, the old effect's level is overwritten.
- If the new effect has a longer duration than the old one, the old effect's duration is overwritten (Note that this does not apply to Status Effects#Passive Debuffs
DEF DOWN).
When an effect is applied to a target that is the opposite of that effect:
- Assigning X as the positive effect's level and Y as the negative effect's level, the new effect will have a level of |X - Y|.
- If X - Y is positive, the positive effect is applied and keeps its current duration.
- If X - Y is negative, the negative effect is applied with the negative effect's duration.
- If X - Y is zero, both effects are removed.
Trivia
- More than six status effects can be applied to an enemy or player. The opposite (that any status after the sixth is simply nullified) is assumed from the fact that the icons for status effects applied after the 6th will not appear along with the sound, but the particle effects will still display as normal.
- The max limit for status effects shown used to be 4 prior to Demo 5.
- Despite Charge
Charge applying Status Effects#Removed on Strike
ATK UP, the card's design is based on Status Effects#Removed on Strike
FIRST STRIKE instead. - Status Effects#Removed on Strike
CHARGED exclusive attacks could be activated with Status Effects#Removed on Strike
ATK UP, and this could be seen by enemies using a Green Pepper
Green Pepper on the enemy with the Status Effects#Removed on Strike
CHARGED attack or getting it with the Prayer
Prayer card, though this would not work if this was done on a turn that would result in the enemy with the Status Effects#Removed on Strike
CHARGED attack doing an action.
- The Status Effects#Passive Debuffs
SMALL effect will not make the afflicted entity's shadow scale with them, which is noticeable with big enemies like Bubonic Plant
Bubonic Plant and Bigfoot
Bigfoot. - Prior to Demo 2, the Status Effects#Passive Debuffs#Passive Debuffs
POISON effect when applied would play a wet fart sound effect, but this was changed to be a more serious sloshy liquid sound, presumably done because of how common Status Effects#Passive Debuffs#Passive Debuffs
POISON could be gotten. - While under Status Effects#Turn Based
FREEZE effect, the player's pose reveals the old hurt animation. - Status Effects#Turn Based
DIZZY, Status Effects#Turn Based
CONFUSION, and Status Effects#Turn Based
EXHAUSTED use the same animation. - The biggest self damage can be caused by Status Effects#Turn Based
CONFUSION is Combat
18 (Combat
2 from the base damage + Combat
6 from Status Effects#Removed on Strike
Lv 6 ATK UP + Combat
1 from combining Knight
Knight and Baller
Baller + Combat
1 from Ante Up
Ante Up + Combat
1 from Aggressor
Aggressor + Combat
2 from Mega Rush
Mega Rush + Combat
2 from Status Effects#Unique
BIG). (Power Rush gets ignored if Mega Rush is active) + Combat
2 from Status Effects#Removed on Strike
Lv 2 FIRST STRIKE. - Status Effects#Turn Based
CONFUSION is most likely inspired from Paper Mario's Confused Effect
- It could also be inspired by Pokemon's Confusion effect or Earthbound's Strangeness ailment.
- The Status Effects#Unique
INVISIBLE effect has a priority over Status Effects
DODGY, which means that if player has both, the latter will be retained after an end of the turn. - The Status Effects#Unique
INVISIBLE effect's icon is a reference to Roblox's Content Deleted icon. - Status Effects#Unique
INVISIBLE used to remove the Status Effects#Passive Buffs
FINE status effect prior to Demo 5. - The animation when Status Effects#Passive Buffs
SHIELD is applied is a reference to classic respawn pads, with the shield and particles itself being a reference to the forcefield effect seen in classic Roblox games upon spawning. - Stacking Status Effects#Passive Buffs
STINKY effect 5 times will result in a whopping ~66% damage reduction, negating most of the damage dealt by any attack. - Prior to Demo 5, Status Effects#Passive Buffs
DEF UP used to be unable to be pierced by Sword
Sword or Launcher
Launcher's passive defense pierce. - Enemies with Status Effects#Passive Buffs
ITEM HP+ will heal extra Heart Points
HP from all sources (except Status Effects#Passive Buffs
HP REGEN), even if it wasn't from an item. - Before the patch on May 9th 2026:
- Status Effects#Turn Based
EXHAUSTED and Status Effects#Passive Debuffs
BUTTERFINGERS was curable by Status Effects#Passive Buffs
FINE. - Status Effects#Turn Based
DIZZY and Status Effects#Turn Based
CONFUSION had a chance to skip the target's turns on any action, not just attacking.
- Status Effects#Turn Based
- Prior to Demo 4, Status Effects#Removed on Strike
CHARGED used to be blue. This is the first time a status effect has had its design changed after being added. - Status Effects#Turn Based
FREEZE inflicted on players used to PROC 100%, now it has a chance to fail and take thaw damage instead depending on the player's level. - Status Effects#Turn Based
DIZZY and Status Effects#Turn Based
CONFUSION applies to every action that Status Effects#Passive Debuffs
BUTTERFINGERS locks.
- Prayer
Prayer's Dazzling Light is the only exception to this and can fail from Status Effects#Turn Based
DIZZY and Status Effects#Turn Based
CONFUSION. - Storm Tea
Storm Tea's lightning is not coded as a damaging item which is why it can bypass Status Effects#Passive Debuffs
BUTTERFINGERS and Combat#Item-Resistant
Item-Resistant.
- Prayer
- Status Effects#Passive Debuffs
SMALL, Status Effects#Unique
BIG, Status Effects#Passive Debuffs
FROG, Status Effects#Unique
INVISIBLE, Status Effects#Passive Debuffs
PAINTED and Status Effects#Passive Debuffs
BIGHEAD are the only status effects that change the appearance of the player/enemy who has that effect.
- Status Effects#Passive Debuffs
SMALL, Status Effects#Unique
BIG and Status Effects#Passive Debuffs
BIGHEAD only change the scale of the affected character / their head, and Status Effects#Unique
INVISIBLE and Status Effects#Passive Debuffs
PAINTED only change their color.
- This means that Status Effects#Passive Debuffs
FROG is currently the only status effect to give a player an entirely new appearance.
- This means that Status Effects#Passive Debuffs
- Status Effects#Passive Debuffs
- Cassie
Windforce Cassie is immune to Status Effects#Passive Buffs
FINE despite being a positive effect.
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References
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