Status Effect

**Status effects** are applied effects that may benefit or harm the subject.

Unless otherwise specified, status effects does not stack in magnitude; instead, the subject is only affected by the greatest value on a per stat basis. That being said, the game still keeps track of each stack, allowing lesser, longer-duration stacks to take effect once a greater, shorter-duration stack has elapsed.

Note that squadrons themselves are unaffected by status effects; however, they can still be indirectly affected if the ship or module that launched them is under the status effect.

## Friendly Effects

These effects can only be applied by friendlies. Hostile ships will never apply these effects to their enemy.

### Support Fields

*See:* Support Field
Each friendly support field applies its own unique effect.

### Overdrives

*See:* Overdrive
Overdrives apply to the ship that triggered it.

## Hostile Effects

These effects can only be applied by hostiles. Friendly ships will never apply these effects to other friendly ships.

### Stasis

This effect penalizes forward, rotation, strafe, and/or rear speeds, depending on the exact source.

If hit by Stasis that has a cooldown, Stasis cannot be reapplied (by any source, not limited to just the original) until the cooldown has elapsed. This cooldown starts from the moment Stasis from the original source is applied.

The effects of Stasis can be reduced through Stasis Resistance.

Modules are obviously not affected by Stasis because they are stationary objects.

### Weapon Disrupted

This effect negatively affects the Firing Cycle of all equipped (excluding Overdrive) weapons as follows:

* Fire Disruption forcefully ends the firing phase the moment the debuff is applied.
* Charge Disruption increases the charge time for the specified duration, or until two Firing Cycles have elapsed per weapon.
* Cooldown Disruption increases the cooldown time for the specified duration, or until two Firing Cycles have elapsed per weapon.

If hit by Weapon Disruption that has a cooldown, the effect cannot be reapplied (by any source, not limited to just the original) until the cooldown has elapsed. This cooldown starts from the moment Weapon Disruption from the original source is applied.

The effects of Weapon Disrupted can be reduced through Weapon Disruption Resistance.

### Shield Disrupted

This effect reduces the defense of shields against the specified damage types.

Those that do not have shields are immune to this effect.

### Shield Suppressed

This effect negatively effects the ability of shields to regenerate.

If hit by Shield Suppressed that has a cooldown, Shield Suppressed cannot be reapplied (by any source, not limited to just the original) until the cooldown has elapsed. This cooldown starts from the moment Shield Suppressed from the original source is applied.

Those that do not have shields are immune to this effect.

### Ablative Suppressed

This effect negatively affects the ability of ablative armor to recover as follows:

* Damage Threshold Disruption increases the Damage Threshold stat of the ship or module.
* Ablative Recovery Disruption decreases the Ablative Recovery stat of the ship or module.

Those that do not have ablative armor are immune to this effect.

### Phase Hacked

This effect negatively affects the ability of screens to enter Phase State as follows:

* Phase Charge Hacked decreases the Phase Screen Charge of the fleet or base.
* Phase Drain Hacked increases the Phase Screen Drain of the fleet or base.

Note that the effects will not disappear even when the hacked ship is destroyed; the full duration must expire before the effect is gone. In addition, the effect is stacked multiplicatively when applied across multiple ships or modules in the same fleet or base. For example, if one ship in the fleet gets Phase Charge Hacked by 50%, the fleet's Phase Charge Rate is halved. If another ship gets hit by the same effect, the Phase Charge Rate is further halved to 25% of the original.

Those that do not have screens are immune to this effect.

### DoT Stacks

Each stack of Damage Over Time (DoT) deals a certain amount of damage whenever the interval ticks. This damage can be intercepted by defenses, and in addition, shields and screens do not take damage from this effect.

Unlike other status effects, the number of stacks of DoT can be stacked, which consequently allows its magnitude to stack. The current number of stacks is shown on the top of the DoT icon in combat.

DoT Stacks cannot be applied to Altairian Pylon Emitters.

### Debilitate

Debilitate can be applied to ships and modules. When the target to which Debilitate is applied is hit, it will take additional damage according to the given Debilitate percentage.

Debilitate cannot be applied to Altairian Pylon Emitters.

### Taunt

Taunt can be applied to ships and modules. Affected targets are forced to activate their subverted AI manipulation mode, attacking units to which the effect is applied.

If hit by Taunt that has a cooldown, Taunt cannot be reapplied (by any source, not limited to just the original) until the cooldown has elapsed. This cooldown starts from the moment Taunt from the original source is applied.

### Blind

Blind can be applied to ships and modules. Affected targets have their weapon range reduced.

If hit by Blind that has a cooldown, Blind cannot be reapplied (by any source, not limited to just the original) until the cooldown has elapsed. This cooldown starts from the moment Blind from the original source is applied.

## Trivia

* Originally, Stasis Cooldown only began after the target is no longer affected by Stasis, thus allowing it to be slowed indefinitely. Since the late July 2020 update, it begins when Stasis is applied.