Status Effects

**Status Effects** are effects that are applied to units when hit by certain types of projectiles. These effects are either continuous, affecting the unit's stats until wearing off, or are instantaneous and only activate when applied with other effects.

A full list of these effects can be found at https://github.com/Anuken/Mindustry/blob/master/core/src/mindustry/content/StatusEffects.java.

## Continuous Status Effects

### Burning

A status effect is inflicted by stepping on fires or being exposed to incendiary projectiles such as Pyratite ammo. It inflicts around 7.5 damage per second. When a burning unit is *tarred*, the duration of the burn increases and inflicts 8 damage which bypasses unit armor.

When hit by a *freezing* or *wet* status effect, this effect wears off. Atrax, Mace, Vela , and Navanax are immune to this status effect.

### Freezing

A status effect is inflicted by being exposed to Cryofluid puddles or projectiles. The speed of a unit is reduced to 60% while its max health is decreased to 80%. When a freezing unit is hit by a Blast Compound projectile, it inflicts 18 additional armor-piercing damage.

When hit by the *melting* or *burning* status effect, this effect wears off.

### Wet

A status effect is inflicted by being exposed to Water, whether it be through projectiles, puddles, being in rain or stepping in a water tile. The unit slows down by 6%.

When a wet unit has the *shocked* effect, it receives 14 bonus damages: 30% of it (4.2) is not reduced by unit armor.

When hit by the *burning* status effect, this effect wears off. All Naval Units are immune to this effect.

### Muddy

A status effect is inflicted by units stepping in mud tiles, which slows down the unit by 6%. Wears off quickly after not being in contact. Cannot be encountered in the campaign as no mud tiles are present.

### Melting

A status effect is inflicted by being exposed to Slag, whether as a projectile or by entering slag tiles. The unit slowly takes damage, has its speed decreased to 80% and receives 25% more damage.

When hit by the *freezing* or *wet* status effect, this effect wears off.

### Sapped

A status effect inflicted by being hit by a Spiroct, Arkyid, or Toxopid's artillery projectile. The unit is slowed by 30% and receives 25% more damage.

### Spore Slowed

A status effect caused by Sporestorm weather. Affected units are slowed by 20%.

### Tarred

A status effect is inflicted by contact with Oil or surface tar tiles. Tarred units are slowed down by 40%. When tarred units combine with the *burning* effect, the durations of both effects increase.

### Overdrive

A status effect is automatically applied in later waves. (*citation needed*) A permanent effect, overdriven units have 5% less health, 15% more speed and inflict 40% more damage.

### Overclock

A status effect is applied to units surrounding an Oxynoe. Overclocked units have a 15% increase in speed and damage as well as a 25% increase in fire rate.

### Guardian

*Main Article: Guardian*

A status effect that makes a unit become a Guardian, referred to as a *boss* in the game's files. It increases the unit's health by 50% and damage by 30%.

### Unmoving

A status effect that sets a unit's movement speed to 0. Applied onto Corvus when firing. All units being spawned in a wave briefly get this effect.

### Electrified

A status effect that decreases fire rate by 40% and movement speed by 30%. Applied by the Aegires' energy field and Navanax EMPs.

## Instantaneous Status Effects

### Shocked

An instantaneous status effect inflicted by shock ammo. Inflicts 4.2 armor-piercing damage and 9.8 regular damage to *wet* units.

### Blasted

An instantaneous status effect inflicted by Blast Compound ammo and projectiles from some units. Inflicts 18 armor-piercing damage to *freezing* units.

## Hidden Status Effects

### Slow

Slow units have their speed reduced to 40% and applied to Vela, Anthicus, and Collaris when firing.

### Invincible

Invincible units have infinite health. It is applied briefly to units being spawned in a wave.

## Unused Status Effects

### Shielded

Shielded units have three times the health of a regular unit.

### Disarmed

Disarmed units have their weapons removed. (*citation needed*)

## Changes

 Version 7.0, unknown build
* Previously inflicted 14 armor-piercing damage.
* Now inflicts 4.2 armor-piercing damage and 9.8 regular damage.

## References

1. ↑ 1.0 1.1 https://github.com/Anuken/Mindustry/blob/master/core/src/mindustry/content/UnitTypes.java
2. ↑ 2.0 2.1 2.2 https://github.com/Anuken/Mindustry/blob/master/core/src/mindustry/content/Liquids.java
3. ↑ 3.0 3.1 https://github.com/Anuken/Mindustry/blob/master/core/src/mindustry/content/Weathers.java
4. ↑ 4.0 4.1 4.2 https://github.com/Anuken/Mindustry/blob/master/core/src/mindustry/content/Blocks.java