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.

StatusDurationEffectStacks?
Burn2 turnsDeals 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 elementYes — additive damage
Freeze1 turnTarget skips their next action (15% base chance from effects that roll to freeze)No — refreshes duration
Chill2 turnsTarget deals 25% less damage — applied automatically when a Freeze roll failsNo — refreshes
Vulnerable2 turnsTarget takes +25% damage from all sourcesNo — refreshes
Freeze is binary, but Ice is always useful.

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:

StatusDurationEffect
Burned Die2 turnsDie is temporarily removed from your pool
Locked DieUntil rerolledCan't be held or rerolled — excluded from scoring
Cursed Dice1 turnAll 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

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