Status Guide

Status effects are conditions that affects the battlefield one way or another. Each has its own unique trait and effects on your allies or enemies, and each brings its own pros and cons.

This page will divide the effects into three types, States, Buffs and Abilities. A state can only be overwritten by other states, a buff can only be overwritten by other buffs, while an ability will only be overwritten by an ability with the same effect.

## **Poison (State)**

Generally used by *Earth* and *Dark* elemental units, Poison is a status that does not expire for as long as the unit is on the battlefield. Poison damage dealt per TU is equal to 0.25% of the caster's attack power, and damage as a result of this effect ignores damage reduction.

### *Uses*

Poison is used to satisfy the condition for Poison Eater skills, which deals 400% damage to a Poisoned target(*Or in Endless Astrid's(Earth) case, 250%*). As the game progresses, if the status is not Purified or overwritten by another status other than Poison, the unit will receive continuous damage over time until it is defeated.

Poison Eater skills have decent damage when successfully performed. The amount of damage dealt can easily sweep multiple units at once, quickly dispersing the enemy's formation.

### *Note/Trivia*

Poison statuses can be overwritten among one another, but the damage per TU will not stack. Instead, the damage per TU stat of that Poison will be overwritten by the most recent Poison.

## **Burn (State)**

Used by many of the *Fire* elemental units, Burn is a status both advantageous and disadvantageous, depending on which unit has it. This status lasts for 300TU or until the affected unit leaves the battlefield, dealing 0.1% of the Burned unit's max health as damage per TU. Burn timers will not refresh even if another unit with Burn attacks the Burned unit. Damage caused by this effect ignores damage reduction.

### *Uses*

Burn helps to satisfy the condition for Burn Blast skills of the user, which deals 300% damage to one target(*Or in Hibiki's case, Burn Blast+ with 400% damage*). Skills called Burn Drive would require multiple units to have Burn in order to be used, thus, the spreading effect of Burn can easily accomplish this. Units can apply the Burn status effect to other units by attacking them while having the status effect themselves.

Burn Blast skills have in general, smaller burst damage, but is usable for as long as the Burn Blast user has Burn, allowing sustained damage.

## **Quicken (Buff)**

Quicken is a buff that allows allies to act faster by reducing the TU cost of their skills. The buff lasts for as long as the unit is on the battlefield(*In certain cases, Quicken can be applied to certain units based on team leader skill*). Quicken grants a 20% TU reduction to the affected unit, but the buff cannot stack, and can be overwritten by another Quicken buff. As this is a buff, it cannot be overwritten by status effects.

### *Uses*

Quicken can alter the gameplay by letting your units act faster and thus launch attacks and combos more frequently. This buff favors any team, as it makes a team significantly versatile against units with low TU cost skills.

There are some units that have leader skills that can affect certain allies with Quicken, or have skills that grant Quicken to allies.

## **Sleep (State)**

Wielded by many *Water* elemental units, Sleep is a status which forces a unit to be unable to act. The status generally lasts for 200TU, and each time a unit with Sleep gets a turn, it skips its turn and gains 100TU instead. When the status duration expires or the unit is woken up from an attack or a status effect, the unit will gain the *Already Slept* status for as long as it is on the battlefield, making them immune to Sleep.

### *Uses*

Sleep is a crowd controlling status that allows the player to act with the reduced risk of receiving attack combo bursts from the enemy. It also helps to satisfy the condition for Dream Ender skills, which deals 600% damage to the Sleeping target while gaining 4SP(*Or in cases like Alice which gains 3SP per Sleeping unit attacked or no SP gained like Clarice's(Water) Dream Assassin*). The resulting damage either wakes the unit up or keeps it asleep based on the Dream Ender skill's description.

In exchange that it can only be used once on each unit(*Or in Alira's(Water) case, does not wake the target*), Dream Ender skills casted on Sleeping units can deal massive burst damage, and potentially one-shot them.

### *Note/Trivia*

If the Sleeping unit has Quicken, the unit skips its turn while gaining reduced TU. For example, if the unit has 20% TU reduction and has the Sleep status, it gains 80TU instead when it gets its turn.

## **Stealth (State)**

Generally used by many Water units, Stealth is a status that is casted on the user or other allies as a buff. If an attack that hits more than one unit targets a unit with Stealth, the attack will be negated, and the Stealth status will be removed.

### *Uses*

While a unit has Stealth, Stealth Strike skills can be used against enemies. Stealth Strike deals 400% damage to any unit(*Or in SSR Elmina's(Dark) case, her Stealth Raid does 500% damage*) and ignores any damage reduction, revenge and skin passives. This skill also negates the spread effect of the Burn status. Since it ignores passives, it is considered not triggered and therefore, buffs like Armor will not be removed as a result.

Because of the advantage the skill has, most Stealth statuses can be easily dispersed by other status effects, and may cost more TU and SP to recast the status. On the other hand, the ability to deal damage without the effects of enemy damage reduction or revenge passives being triggered is significantly beneficial.

### *Note/Trivia*

With the introduction of Endless Astrid(Earth) who has Auto Poison, units with Stealth Entry(*and Burning Entry*) have a hard time trying to utilize their passives and skills early on. As Entry passives are activated before Auto passives, this immediately removes Stealth from units, rendering them useless for longer periods of time. Before she was introduced however, to increase the buff's sustainability, some units have the *Evade Poison* passive, which makes them immune to Poison while it has Stealth, thus maintaining the status.

As stated, Stealth Strike from a Stealth unit will ignore any damage reduction, revenge and skin passives. So, regardless of how you think it is, Stealth Strike **does not** ignore Hold Ground passives in any way.