Efeitos de Status

**Efeitos de Status** são doenças e condições únicas que podem afetar inimigos e unidades. Alguns desses efeitos estão disponíveis apenas para unidades ou inimigos.

Alguns efeitos ocorrem naturalmente, enquanto outros são causados ​​por certos ataques e habilidades.

## Efeitos naturais

Tanto as unidades quanto os inimigos no campo de batalha podem ter efeitos relacionados ao seu moral. Esses efeitos podem ser aplicados apenas por meio de condições aleatórias e únicas.

### Inspiração

   **Inspiração** (unidades com este efeito também são chamadas de **sortudas** ou **corajosos**) é um efeito positivo que pode ser aplicado a unidades. Unidades afetadas têm sua velocidade de movimento aumentada em 20% e reagem mais rápido, melhorando sua velocidade de ataque. As chances de isso ocorrer são baseadas na estatística de carisma, com uma estatística de carisma mais alta aumentando a probabilidade de a unidade sair se tornando inspirada. Essa chance de inspiração é calculada dividindo a estatística de fortuna de uma unidade por 10 e usando o resultado como uma porcentagem. Por exemplo, uma unidade com 31 de carisma terá 3,1% de chance de se inspirar quando sair do Ônibus.

Visualmente, as unidades afetadas terão um símbolo amarelo levemente brilhante sobre a cabeça e brilharão brevemente em amarelo quando ganharem esse efeito.

Unidades individuais podem obter esse efeito aleatoriamente quando saem do ônibus. Ambos Cap e Pepper (com sua habilidade especial desbloqueada) são capazes de aplicar este efeito em todas as unidades no campo de batalha de uma só vez. Cap pode usá-lo um número ilimitado de vezes, desde que ele permaneça vivo. Pepper, por outro lado, só pode usá-lo uma vez imediatamente após ser enviado para fora do ônibus.

### Medo

   **Medo** (unidades com este efeito também são chamadas de **assustados**) é um efeito negativo que pode ser aplicado a unidades. As unidades afetadas sofrem com a velocidade de reação piorada, como demonstrado por unidades atacando os inimigos mais tarde do que o normal, fazendo pausas ocasionais entre os ataques e parando por breves momentos sem fazer nada.

Visualmente, as unidades afetadas terão um rosto assustado e gritando sobre a cabeça e brilharão em azul arroxeado.

Algumas unidades são parcialmente resistentes ao medo. A força da resistência ao medo de cada unidade individual varia entre si. Unidades com a vantagem de inspiração de medo são as únicas com imunidade a medo, mas também são capazes de aplicar medo em seus companheiros de equipe, assim como seus inimigos. Sua inspiração de medo é particularmente forte, o que torna o envio de apenas duas ou mesmo apenas uma dessas unidades para o campo de batalha um obstáculo potencial ao DPS total de outras unidades. Algumas unidades têm resistência ao medo com intensidades variadas. Quanto mais fortes eles são como grupo ou como indivíduo, mais inimigos são necessários para assustá-los. O buff de inspiração pode substituir parcialmente os efeitos do medo, pois melhora o tempo de reação de uma unidade. No entanto, não fornece qualquer resistência direta contra ele.

Unidades individuais podem ser afetadas quando enfrentam muitos inimigos ou zumbis específicos ao mesmo tempo, mas o medo depende do alcance. Esse alcance é bastante grande, tornando mais comum que as unidades corpo a corpo fiquem com medo à medida que entram no alcance de mais inimigos em comparação com as unidades de longo alcance que geralmente ficam mais atrás. O medo deixará de afetar uma unidade quando houver menos inimigos por perto ou quando as unidades com a vantagem de inspiração do medo estiverem um pouco distantes delas. Na atualização 3.6.2, os Saqueadores agora podem mostrar medo quando uma unidade está acima de seu nível.

### Aura vermelha

   **Aura vermelha** é um efeito positivo que pode ser aplicado à maioria dos inimigos. Inimigos afetados geralmente têm um aumento de 20 a 25% no dano e na velocidade de movimento. Essa porcentagem varia para a maioria dos inimigos, e o buff recebido é naturalmente arredondado para números inteiros. Necromancer e Twins, os dois inimigos não fixos mais lentos do jogo, simplesmente têm sua velocidade base dobrada.

Visualmente, os inimigos afetados brilharão em vermelho. Às vezes, esse efeito pode ser obstruído quando em multidões, tornando um pouco difícil apontar o inimigo afetado específico. Grandes inimigos podem esconder a maior parte do efeito em seus quadros maiores, enquanto outros podem encobri-lo com outros efeitos visuais.

Inimigos individuais podem obter esse efeito aleatoriamente no início da missão ou quando entram no campo de batalha. Sergeant e Undead são capazes de ganhar ou recuperar aleatoriamente o efeito após reviver. Inimigos como Sapper e Armored Skeleton podem se degradarem e ganharem auras vermelhas aleatoriamente também. Certos inimigos e a maioria dos chefes são incapazes de obter esse efeito. Inimigos que emitem uma aura vermelha sempre concedem 15 pontos adicionais de Fúria em cima de sua quantidade habitual quando morto, totalizando em um número.

Na maioria dos casos, os inimigos afetados pela aura vermelha são apenas um pouco mais perigosos do que suas contrapartes normais. Como regra geral, este efeito só é perigoso se for aplicado a um inimigo com dano maior que 20 e/ou velocidade maior que 12.

## Damage Effects

Both units and enemies are capable of delivering harmful **damage effects** that can affect combat in varying ways.

### Fire

    **Fire** is a DoT (Damage over Time) debuff effect that can be used against both enemies and human units. Those that are afflicted take damage every second. Fire damage always fluctuates, dealing slightly more or slightly less of the documented amount of damage with each interval.

Visually, those that are affected immediately darken and gradually turn darker and darker as their health diminishes, to the point that they char into a solid black color right before they die. Small fire particles rise from their feet to their torso and smoke particles emit from their bodies just like those from fire pools.

Units with the fire resistance perk will completely ignore fire damage. Enemies can either be fully or partially fire-resistant. Both units and enemies become fire-resistant during rainy weather, as both groups cannot take additional fire damage. Nitrogen is capable of removing the fire debuff from affected units and enemies, although they will remain visibly darkened in appearance. Reversely, if Nitrogen stuns enemies or units, fire cannot deal damage or inflict the fire debuff until the stun wears off. Healing from things such as Medkit, Chopper's manual ability, or Paramedic Nancy's healing ability can fix damage done by fire but cannot remove it, making it a temporary measure at best to extend a unit's survivability.

Fire is most commonly created in the form of a fire pool. Zombies will always walk mindlessly through them and inflict themselves with the fire debuff. Units and marauders will simply walk around fire pools to avoid unnecessary damage if they lack fire resistance. There are two exceptions, Mechanic and Crazy. While Mechanic can also avoid fire pools, he won't if he's currently charging in to perform his additional damage attack. Crazy, on the other hand, will always run through fire pools without fail. Only a level 13 Carlos with his special ability unlocked, Flamethrower, and Swat can deal fire damage directly with their weapons; out of all three only Flamethrower deals pure fire damage.

Fire is capable of entirely destroying bodies. Ultimately being killed with fire or a fire-based attack reduces its victim to a pile of ashes. Fire pools are capable of burning unit and marauder corpses on the floor to prevent them from turning into a zombie. This won't work if the corpse belonged to someone that naturally possess fire resistance such as Firefighter and Biker, or those that possess infection resistance such as Specops. Both Sergeant and Undead can be burned to ashes to prevent them from reviving.

A unique property of fire is that the effect can indefinitely stack. Each bullet from Swat or a level 13 Carlos that ignites an enemy will be treated as an individual source of fire, allowing for fire damage to essentially stack on top of each other. Multiple fire pools can similarly stack as well. However, Flamethrower's attack counts as a single source of fire, and is unable to stack the effects of the fire debuff by himself.

### Poison

    **Poison** is an enemy-exclusive DoT debuff effect that can be used against human units. Units that are afflicted take damage every second. Poison damage is a fixed amount, always dealing the same amount of damage with each interval.

Visually, units that are affected have their health bar and damage display number turn blue. Units will curiously bleed out small blue droplets every time they take damage and emanate floating blue particles from their bodies, similarly to enemies such as Dark Skeleton or Medic (Zombie) who naturally emit the same effect, however in a pervious update, they changed the color of the blue HP bar, to green to show they are poisoned.

Units with the poison resist perk can never be poisoned after being hit by a poison attack. Enemies can never be poisoned.

Only Epidemiologist and Slob are capable of inflicting the poison debuff and only units with the poison resist perk can completely negate the effect. Medkit and Chopper's manual ability can heal the damage caused by poison as a temporary measure. Technically, Glenn is the only unit capable of passing the effects of poison by himself. This only occurs whenever he revives as he will have cured himself of the effects after getting back up. However, this doesn't prevent him from contracting the poison debuff again. The same concept also applies to all units that get revived by Paramedic Nancy. The only way of removing this effect normally is through the tier-1 synergy from the Emergency team power that allows all Medkits to cure it.

### Stun

        **Stun** is a damage effect that can be used against both enemies and human units. Those that are afflicted will have their movement inhibited in general. There are two forms of the stun effect; the first is an electricity-based paralyzing stun that causes a very short, full movement halt and the second is a severe slowdown that affects movement and attack speed. Jailer, Nitrogen, Willy, and Rogue all possess the stun perk. Blue, Blue Runner, and Big Blue are the only enemies with the ability to stun. Jailer, Willy, and Rogue both utilize the first form of the stun effect while Nitrogen and all the listed enemies utilize the second form. Nitrogen's stun duration can be upgraded while everyone else has a fixed stun duration.

Visually, enemies affected by Willy or Jailer's stun effect will flash a cyan color, though Cephalopods remains the only exception. Both enemies and units affected by Nitrogen's stun effect will glow a bright white. This also occurs for units who are stunned by enemies.

There is no way for enemies to negate the stun effect caused by Willy or Jailer unless they possess full immunity against ranged damage and/or melee attacks to prevent being stunned in the first place. There is no way for units to negate the stun effect caused by enemies. Nitrogen cannot stun units and enemies that are currently on fire and will instead remove the fire debuff. The enemies' stun attacks cannot extinguish units that are on fire even though they have the same effect visually and functionally as Nitrogen.

Dr. Norman, and his Liquid Nitrogen weapon can stun enemies for a while, slowing them down, even when he explodes it will freeze enemies and ally units at once in the radius.

### Knockback

**Knockback** is a damage effect that can be used against both enemies and human units. Those that are afflicted will be pushed some distance away from their attacker.

Units with the undocumented knockback resistance perk and enemies with the knockback resistance ability can either completely or partially negate knockback. Units under the heavyweight class, most bosses, and certain zombies are unable to be knocked back at all. Some units, most of which are in the damager class, and some zombies have varying amounts as to how much knockback they suffer. When units are knocked back, they will momentarily idle before moving again.

Many units and enemies can cause knockback. While most units deal knockback with their critical hits, some can deal it with every attack regardless. The same applies to enemies that deal knockback, but there are also very few enemies who can only cause knockback with only their regular attacks and not their critical hits. Psy is the only enemy who can cause a varying amount of knockback depending on how close a unit is to him when he performs his psi attack.

## Trivia

* Before update 3.0.0, the poison debuff used to turn the health bar and damage display number of poisoned units green instead of blue. This was likely changed to prevent confusion due to the numbers that appear when human units get healed being the exact same green color, a change also made in the same update.

* In the past, when a courageous unit dies, the zombie they turn into will stay courageous as well. This will make them a slightly more dangerous enemy as they also keep the same buff bonuses as well.
* If Glenn is inspired, he will always keep the effect after reviving, meaning inspiration is never lost even after death (as proven by the courageous zombies previously mentioned). Glenn also has a chance to revive with the inspiration effect if he didn't have it before.
* The effects of fear are not limited to just human units. Fear can affect other living entities. These include most marauder enemies and Princess.
	+ In the case of Princess, fear is a non-issue due to her passive nature. Since she isn't capable of attacking anything and will never stop moving once she appears, it doesn't have any perceivable effect on her.
	+ In the case of most marauder enemies, fear does have an effect in their ability to fight as their attack speeds will suffer. However, unlike player units, the effects are slight and almost unperceivable in some cases. Some possess a bit of fear resistance and may require more than one unit with the fear inspiration perk to affect them. Uniquely, if there are enough marauders near each other, they can reduce the effectiveness of the fear inspiration perk. They can even counteract the effects entirely if there are enough of them standing close to each other. Crazy is unique as the only marauder to be unaffected by fear completely.

* The red aura effect for enemies used to have a different appearance.

Predefinição:Game Info (DAZW)