Status Effects

**Status Effects** are negative conditions in Paladins. They usually afflict the targeted Champions with some kind of penalty, and the effect wears off over time or by moving out of the affected area. The effectiveness and the duration of many negative Status Effects can be reduced with  Resilience.

## Crowd Control

**Crowd Control** effects limit Champion's actions or displace them.

Abilities able to interrupt Movement Abilities are referred to as **Hard Crowd Control** (Hard CC).

**Hard CC**  Banish  •   Cripple  •   Fear  •   Knockup  •   Polymorph  •   Root  •   Silence  •   Stun  •   Void Grip
**Soft CC**  Knockback

## Debuffs

**Debuffs** decrease Champion's stats or deal Damage over Time.

 Burn  •   Damage Taken  •   Mark  •   Poison  •   Healing Reduction  •   Reveal  •   Slow

## Irregular Status Effects

Status effects that are unusual, unclear or not specified in the game.

###  Sticky Bomb

**Sticky Bomb** indicates how many of Bomb King's Sticky Bombs are currently attached to the target. Sticky Bombs stick to Champions for up to 2s and can be cleansed.

###  Flashbang

**Flashbang** blinds enemies near its explosion for up to 3s. Blind duration depends on how far the target is from the explosion's center. Cannot see revealed targets through blindness. Flashbang's duration is affected by Resilience.

###  Disarm

Disarm prevents the target from using weapon basic attacks for the duration.

###  Freeze

**Freeze** slows the target for the duration.

###  Midnight

**Midnight** restricts the target's vision to a 30-unit radius for 4s. Midnight's duration is affected by Resilience but has a minimum duration of 2s. Becoming CC Immune cleanses Midnight.

## Countering

### Resilience

 Resilience passively reduces the duration and effectiveness of Crowd Control effects and Slows for the whole match. It also affects the duration of Midnight and Flashbang.

### CC Immunity

Crowd Control Immunity prevents your Champion from being affected by Crowd Control effects but he can still receive Debuffs with the exception of Slows.

### Ethereal (State)

Champions that become Ethereal can't have their current Health decreased and can't be affected by Crowd Control effects and Debuffs. Additionally, they ignore collisions with enemy Champions and projectiles.

### Cleanses

**Cleanses** remove all Crowd Control effects and Debuffs upon activation and prevent them for the duration, they also remove Bomb King's Sticky Bombs.

### Diminishing returns

Diminishing returns is a mechanic that makes many different types of effects, including Debuffs, less effective when stacked upon an affected target.

For example a Champion has 3 Slow debuffs applied: 60%, 50% and 40%. The Champion is guaranteed to get the full value from the 60% debuff, the other will diminish on top of that 60%. Their total Slow will be 75.75%.

Additionally, attributes that oppose each other will stack their diminished values additively against each other. Movement Speed opposes Slow. Damage Reduction opposes Damage Taken debuffs. Healing Increase opposes Healing Reduction.

## Unused Status Effects

These effects were either removed, or replaced on later updates.

###  Attack Speed Slow

Attack Speed Slow reduces the target's weapon firing rate for the duration.

###  Bleed

Bleed causes the target to take damage over time for the duration.

###  Confusion

Confusion causes the target's user interface to work incorrectly, making it harder to distinguish allies from foes for the duration.

###  Daze

Daze reduces the accuracy of the target's weapon basic attacks for the duration.

###  Zombie

Zombie nullifies any healing the target receives for the duration.

**Champions**Champions**Abilities →** Ability  •  Movement Ability  •  Weapon Shots  •  Ultimate Ability
**Damage Types →** Area or Direct Damage  •  Burst Damage  •  Damage over Time  •  Executes  •  Poke Damage  •  Sustained Damage  •  True Damage
**Effects →** Cleanses  •  Damage Reduction  •  Deployables  •  Healing  •  Immunity  •  Shields  •  **Status Effects**  •  Stealth
**Playstyle** **Cards**  •  **Talents**  •  **Items →** Credits
**Game Modes**Game Modes  •  Capture Point  •  Payload
**Maps**Maps  •  Map Features  •  Callouts
**Game Mechanics**Advanced Mechanics  •  Anti-Healing Mechanic  •  Comeback Mechanic  •  Damage Falloff  •  Diminishing returns  •  Headshot  •  Lifesteal  •  Out of Combat  •  Overtime  •  Respawn
**End of the Game**Accolades  •  Scoreboard  •  Post-Match Lobby Landing Screen