Status Effects
Burn, Freeze, Chill, Vulnerable, Stun, and the enemy interference debuffs that land on your dice.
Status Effects
Status effects are the game's second layer of damage. Hand damage lands in the moment; statuses keep paying out over the next two or three turns.
Statuses from elemental combos
These are applied to enemies by your combos.
| Status | Duration | Effect | Stacks? |
|---|---|---|---|
| Burn | 2 turns | Deals damage at the start of each turn — 15% of the original combo's damage when applied by a combo, or a flat 8 per turn from a solo Fire element | Yes — additive damage |
| Freeze | 1 turn | Target skips their next action (15% base chance from effects that roll to freeze) | No — refreshes duration |
| Chill | 2 turns | Target deals 25% less damage — applied automatically when a Freeze roll fails | No — refreshes |
| Vulnerable | 2 turns | Target takes +25% damage from all sources | No — refreshes |
When Ice tries to Freeze, it either lands (target skips next turn) or fails into Chill (target deals 25% less damage). Ice combos are never a dead roll — they always do something.
Stun
Stun is not elemental. It comes from raw impact:
- If a single hit (hand damage or combo) deals more than 30% of the target's max HP, the target is stunned for 1 turn (skips next action).
- Bosses have stun resistance: the threshold is 40% instead of 30%.
- Stun does not stack with Freeze — either one already skips the next action.
Soft Freeze vs Deep Freeze
Enemies also land freezes on your dice through interference intents. The type matters:
- Soft Freeze (basic monsters) — value is locked, but the die still counts in hands and elemental combos at full value.
- Deep Freeze (elite / boss interference) — value is crushed to 1, excluded from combos, and contributes no element. The crushed "1" is added as flat damage instead.
Statuses on your dice (enemy interference)
Enemies can land debuffs on your dice as part of their intent:
| Status | Duration | Effect |
|---|---|---|
| Burned Die | 2 turns | Die is temporarily removed from your pool |
| Locked Die | Until rerolled | Can't be held or rerolled — excluded from scoring |
| Cursed Dice | 1 turn | All your dice values reduced by N |
"Locked" in this sense (an enemy debuff) is distinct from "Freeze" (which you apply to enemies). Relics like Iron Will make you immune to curses, and Spite punishes enemies for interfering.
Tick timing
- Player statuses tick at the start of the player phase
- Enemy statuses tick at the start of the enemy phase
- Timed statuses (Freeze, Chill, Vulnerable, Stun) lose one stack/turn at each tick
- Ticked statuses (Burn) deal damage first, then lose one stack
Related: Elements · Combat Flow