Home / Effects / Status effect values and stacking Edit pageHistory Sign in to edit Your draft stays in this browser. Submitted changes are reviewed before they appear on the wiki.
Sign in or create an account Checking your account...
All-Stat Boost Ally Defensive Ally Powerful Auto-Block When Hurt Beacon enemy-damage aura Beacon enemy-health aura Beacon player-damage aura Beacon special-freeze aura Bomb Dropper Burning Burning Trail Chain minor debuff Chain Refracted Charger Bracing Control-area debuff Cooldown debuff Dagger Spawner Damage After A Melee Command Damage After A Multikill Damage After A Polearm Command Damage After A Ranged Command Damage After Being Hurt Damage After Blocking Damage After Killing A Captain Damage Against Breakables Damage At Low Health Damage Boost Damage debuff Damage Deflection Damage Reduction After A Kill Damage Reduction After An Ally Command Dash block-regeneration boost Debuff On Hit Dragonstone Leak Enemy Defensive Enemy-damage debuff Enraged Fire damage over time Fragile Frenzy Gambler lucky area damage Gambler lucky area resistance Heal On Hit Healing Health Boost Health Leech Healthy Damage After An Ally Command Invincible Lava damage over time Life Leech When Hurt Linked Linked Invincibility Low-Health Enemies Explode Morale At Low Health Movement-speed debuff No flinch One-hit resistance One-Hit Resistance Aura Parry-stun-duration debuff Periodic Invincibility Poisoned Positive Aura Post-dodge speed boost Rage Regeneration Resilient Satellite sphere Satellite vulnerable Shrine Bloodlust Shrine Dagger Shrine Glass Shrine Weakness Speed After A Kill Speed After A Multikill Speed After Killing A Captain Speed After Saving An Ally Stunned Vortex Castigated Vortex tier-two minor buff Vortexed
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 3 variants share these values Back to top
Stack cap 1
Status class Major
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Stack Cap 1 Exact values Back to top Auto-Block When Hurt Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 Exact values Back to top
Stack cap 1
Stack Cap 1 Exact values Upgrades that use Burning Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 Exact values Back to top Chain minor debuff Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Chain Refracted Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Upgrades that use Chain Refracted Back to top
Stack cap 1
Status class Major
Stack Cap 1 Exact values Upgrades that use Charger Bracing Back to top Control-area debuff Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Cooldown debuff Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 Exact values Back to top Damage After A Melee Command Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Damage After A Multikill Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Damage After A Polearm Command Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Damage After A Ranged Command Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Damage After Being Hurt Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Damage After Blocking Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Damage After Killing A Captain Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Damage Against Breakables Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Damage At Low Health Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 3 variants share these values Back to top Damage debuff Stack cap 4.
Stack cap 4
Stack Cap 4 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 Exact values Back to top Damage Reduction After A Kill Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Damage Reduction After An Ally Command Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Dash block-regeneration boost Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 Compare 2 variants Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 Exact values Back to top
Stack cap 4
Status class Major
Stack Cap 4 Exact values Back to top Enemy-damage debuff Stack cap 4.
Stack cap 4
Stack Cap 4 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes 2 variants share these values Back to top Fire damage over time Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 1
Stack Cap 1 How Fragile works Fragile is a one-stack enemy status used by Aodh's upgrade family. It marks enemies for upgrades that explicitly check for Fragile. It is separate from the temporary vulnerable phases used by bosses.
Vulnerable is the internal label for Fragile. It is not the same as a boss vulnerability window. Exposing Dodge applies Fragile to enemies near the end of a dodge. Exposing Strike applies Fragile when Strike hits. Cherub's Punishment gives Fragile captains a chance to be affected by a Vortex . Exact values Upgrades that use Fragile Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Stack Cap 1 Exact values Back to top Gambler lucky area damage Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Gambler lucky area resistance Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 Exact values Back to top
Stack cap 1
Status class Major
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 3 variants share these values Back to top
Stack cap 1
Stack Cap 1 Exact values Back to top Healthy Damage After An Ally Command Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Stack Cap 1 Exact values Back to top Lava damage over time Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Life Leech When Hurt Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 50 How Linked works Linked is a stackable enemy status applied by Charger upgrades. Linked enemies form a group, and damage dealt to one marked enemy is shared with the others. It does not summon a minion.
Older and internal labels may call this Flocked or Superflocked. Both names refer to Linked, not a separate combat effect. The status has a 50-stack cap. Linked stacks applied is the number of status stacks an upgrade adds. It is not a unit count. Damage shared per Linked stack is shown as a percentage. Some Charger upgrades add stacks, raise the stack limit, spread Linked on death, or trigger its effect a second time. 2 variants share these values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 Compare 2 variants Back to top Low-Health Enemies Explode Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Morale At Low Health Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Movement-speed debuff Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 1
Prevents Flinch Yes Exact values Back to top
Stack cap 1
Status class Major
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 Exact values Back to top
Stack cap 1
Automatic modifier Yes
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 Exact values Back to top
Stack cap 1
Stack Cap 1 Exact values Upgrades that use Poisoned Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 Compare 2 variants Back to top Post-dodge speed boost Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Automatic modifier Yes
Scale Multiplier 0.15 3 variants share these values Upgrades that use Regeneration Back to top
Stack cap 1
Reduces Received Damage Yes
Prevents Flinch Yes Exact values Upgrades that use Resilient Back to top Satellite sphere Major status.
Status class Major Exact values Back to top Satellite vulnerable Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Stack Cap 1 Exact values Back to top
Stack cap 1
Status class Major
Stack Cap 1 Exact values Back to top
Stack cap 1
Stack Cap 1 Exact values Back to top Shrine Weakness Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Speed After A Kill Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Speed After A Multikill Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Speed After Killing A Captain Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Speed After Saving An Ally Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 1
Stack Cap 1 Exact values Back to top Vortex Castigated Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top Vortex tier-two minor buff Stack cap 1.
Stack cap 1
Stack Cap 1 Exact values Back to top
Stack cap 1
Stack Cap 1 Exact values Back to top No entries match that search.