Statuses
Statuses
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.
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 Fire | 5% of maximum health (0.2% × 25 ticks; each tick never below 2 and never above 10) |
| Poison | 10% of maximum health (2% × 5 ticks; each tick never below 10 and never above 50) |
| Rot | 20% of maximum health (2% × 10 ticks; each tick never below 5 and never above 50) |
All statuses
| Status | How long | What it does to the enemy | Applied by | Sticks to a boss |
|---|---|---|---|---|
| Stun | 3 s, stretched by the run's spell duration bonus | Cannot move | Earthward, Boulder, Bullet, Earth Orb, Mythic Blast Earth | no |
| Spook | 3 s at the start of a run, set by Spook Duration | Runs away, does not attack | Cat Shriek, Chaos Shriek | no |
| Polymorph | 10 s, stretched by the run's spell duration bonus | Harmless, wanders | Chaos Shriek, Lich Blast, Rebuke Blast | no |
| Freeze | 10 s at the start of a run, set by Freeze Duration | Slides on, takes 20% more damage | spell behaviour and cards | no |
| Chill | 5 s at the start of a run, set by Chill Duration | Half speed | Mythic Blast Water | no |
| Knockback | as long as the effect that caused it | Pushed away, cannot move | Earthward, Prismatic Pylon, Crushing Wave, Earthward Pebbles, Puddle Wail, Shadowcloak Blast, Wind Orb, Wisp Splash | no |
| Confuse | 5 s, stretched by the run's spell duration bonus | Wanders instead of chasing | Prismatic Pylon, Hazard Explosion, Poof Potion, Thunder Coral Blast | no |
| Ink | 3 s at the start of a run, set by Ink Duration | Half speed | Ink, Ink Impact | yes |
| Slow | 3 s at the start of a run, set by Slow Duration | Speed multiplied by the slow amount | spell behaviour and cards | yes |
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 long | 3 s, stretched by the run's spell duration bonus |
| Sticks to a boss | no |
| Sticks to an enemy immune to crowd control | no |
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 long | 3 s at the start of a run, set by Spook Duration |
| Sticks to a boss | no |
| Sticks to an enemy immune to crowd control | no |
What applies it
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 long | 10 s, stretched by the run's spell duration bonus |
| Sticks to a boss | no |
| Sticks to an enemy immune to crowd control | no |
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 long | 10 s at the start of a run, set by Freeze Duration |
| Sticks to a boss | no |
| Sticks to an enemy immune to crowd control | no |
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 long | 5 s at the start of a run, set by Chill Duration |
| Sticks to a boss | no |
| Sticks to an enemy immune to crowd control | no |
What applies it
Knockback
The enemy is pushed away and its movement is set to zero until it lands. Bosses are never knocked back.
| Sticks to a boss | no |
| Sticks to an enemy immune to crowd control | no |
What applies it
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 long | 5 s, stretched by the run's spell duration bonus |
| Sticks to a boss | no |
| Sticks to an enemy immune to crowd control | no |
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 long | 3 s at the start of a run, set by Ink Duration |
| Sticks to a boss | yes |
| Sticks to an enemy immune to crowd control | yes |
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 long | 3 s at the start of a run, set by Slow Duration |
| Sticks to a boss | yes |
| Sticks to an enemy immune to crowd control | yes |
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.