Mechanics/Statuses

Statuses

What each status does to an enemy, and how long it holds.

How statuses work

A status is applied by a damage effect or by a spell, and it runs on its own timer. Applying the same status again restarts that timer rather than adding a second copy. Bosses ignore most of them, and so does any enemy marked immune to crowd control.

How enemies move, and how long each status lasts.

Percent of health

No crowd-control status deals a share of maximum health. These damage over time effects do. One full application at the start of a run:

Fel Fire5% of maximum health (0.2% × 25 ticks; each tick never below 2 and never above 10)
Poison10% of maximum health (2% × 5 ticks; each tick never below 10 and never above 50)
Rot20% of maximum health (2% × 10 ticks; each tick never below 5 and never above 50)

All statuses

Sticks to a bossA boss ignores it
StatusHow longWhat it does to the enemyApplied bySticks to a boss
Stun3 s, stretched by the run's spell duration bonusCannot moveEarthward, Boulder, Bullet, Earth Orb, Mythic Blast Earthno
Spook3 s at the start of a run, set by Spook DurationRuns away, does not attackCat Shriek, Chaos Shriekno
Polymorph10 s, stretched by the run's spell duration bonusHarmless, wandersChaos Shriek, Lich Blast, Rebuke Blastno
Freeze10 s at the start of a run, set by Freeze DurationSlides on, takes 20% more damagespell behaviour and cardsno
Chill5 s at the start of a run, set by Chill DurationHalf speedMythic Blast Waterno
Knockbackas long as the effect that caused itPushed away, cannot moveEarthward, Prismatic Pylon, Crushing Wave, Earthward Pebbles, Puddle Wail, Shadowcloak Blast, Wind Orb, Wisp Splashno
Confuse5 s, stretched by the run's spell duration bonusWanders instead of chasingPrismatic Pylon, Hazard Explosion, Poof Potion, Thunder Coral Blastno
Ink3 s at the start of a run, set by Ink DurationHalf speedInk, Ink Impactyes
Slow3 s at the start of a run, set by Slow DurationSpeed multiplied by the slow amountspell behaviour and cardsyes

Stun

The enemy stops dead: its movement is set to zero until the stun ends. Bosses and enemies immune to crowd control are never stunned. A stun that asks for a length other than the default is stretched by the run's spell duration bonus.

How long3 s, stretched by the run's spell duration bonus
Sticks to a bossno
Sticks to an enemy immune to crowd controlno

What applies it

Spells: Earthward

Spook

The enemy turns around and runs away from you, and it does not stop to attack. It is skipped on an enemy that is already frozen, slipping, stunned, stationary or immune to crowd control, and on bosses, except a boss that is really a normal enemy.

How long3 s at the start of a run, set by Spook Duration
Sticks to a bossno
Sticks to an enemy immune to crowd controlno

What applies it

Damage effects: Cat Shriek, Chaos Shriek

Polymorph

The enemy is turned into a harmless shape and wanders in a random direction, which is picked again every second. Bosses and enemies immune to crowd control cannot be polymorphed.

How long10 s, stretched by the run's spell duration bonus
Sticks to a bossno
Sticks to an enemy immune to crowd controlno

What applies it

Freeze

The enemy stops steering and keeps sliding along its last direction, its animation frozen, and it takes 20% more damage while frozen. Freezing an already frozen enemy refreshes it. Bosses and enemies immune to crowd control cannot be frozen.

How long10 s at the start of a run, set by Freeze Duration
Sticks to a bossno
Sticks to an enemy immune to crowd controlno

What applies it

No damage effect in this build carries it on its own: it comes from spell behaviour and from cards, which each spell page describes.

Chill

The enemy moves at half speed and turns pale blue. Bosses and enemies immune to crowd control cannot be chilled.

How long5 s at the start of a run, set by Chill Duration
Sticks to a bossno
Sticks to an enemy immune to crowd controlno

What applies it

Damage effects: Mythic Blast Water

Knockback

The enemy is pushed away and its movement is set to zero until it lands. Bosses are never knocked back.

Sticks to a bossno
Sticks to an enemy immune to crowd controlno

Confuse

The enemy wanders in a random direction, picked again every second, instead of chasing you. If you are searching for familiars, a confused enemy is polymorphed instead. Bosses and enemies immune to crowd control cannot be confused.

How long5 s, stretched by the run's spell duration bonus
Sticks to a bossno
Sticks to an enemy immune to crowd controlno

What applies it

Ink

The enemy is stained dark and moves at half speed. A burning enemy that is also inked feeds the Inky Ignition perk. Unlike the crowd control statuses, ink lands on a boss too.

How long3 s at the start of a run, set by Ink Duration
Sticks to a bossyes
Sticks to an enemy immune to crowd controlyes

What applies it

Spells: Ink
Damage effects: Ink Impact

Slow

The enemy's speed is multiplied by the slow amount, 0.5 for a normal slow. A stronger slow replaces a weaker one; a weaker one is ignored while the stronger is running. Like ink, a slow lands on a boss too.

How long3 s at the start of a run, set by Slow Duration
Sticks to a bossyes
Sticks to an enemy immune to crowd controlyes

What applies it

No damage effect in this build carries it on its own: it comes from spell behaviour and from cards, which each spell page describes.

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