Status Effects
Almost nothing in a battle is just a number. A shot that lands can leave a target Burning, an electrical jolt can stun it outright, and a supporting Icaroid can wrap allies in a protective aura. These are status effects - temporary tags that ride on an Icaroid and bend the damage and Movement & Positioning math - hopefully in your favor - while they last. This guide explains what an effect is, where it comes from, when it fires, and how long it sticks.
Anatomy of an effect
Every status effect on an Icaroid is the same shape under the hood. It carries three things:
- An identity - what the effect is, like Suppressed or Regeneration.
- A strength - the magnitude. A Shadowed of strength 25 penalizes an attacker by 25 accuracy; the same effect at strength 10 lowers accuracy by 10. Not every effect uses one.
- A duration - how many rounds it lasts before it decays. Passive effects from your own parts have no clock; they last as long as the component that applies them is not destroyed.
Effects also wear a colour so you can read them at a glance. A positive effect helps the Icaroid carrying it, a negative one hurts, and a neutral one cuts both ways - Grounded, for instance, hands you strong electrical resistance but locks you out of using jump and Hover to ignore terrain movement costs.
Where effects come from
Effects can be applied in four ways. Knowing the source tells you how to apply a positive one, stop a negative one - or how to use them to cripple foes.
- Weapons, on hit
- Many weapons stamp a status onto whatever they hit. An Entangling round leaves the target Entangled; Stun On Hit delivers a stun; Incendiary sets a burn going; Pinning drops a pin. A clean miss applies nothing - these ride on a confirmed hit.
- Your own parts & glyphs
- Components and ichor glyphs grant passive effects that are always active while the part lives: Thick-Skinned, Armor Piercing, Hover, Regeneration. Destroy the component and the effect it was granting goes with it.
- Auras from nearby Icaroids
- Some effects project a field to other units within a radius - to allies (Dampening Field, Evasion Aura, Coordinated Movement) or onto enemies (ECM Active blinds them, Null Zone nulls their glyphs). Auras are re-checked every round against current positions - step out of range and the effect lapses next round.
- The battlefield & your own actions
- Some states you bring on yourself. Firing builds heat, and crossing the heat threshold inflicts Overheated. A burn keeps ticking on its own. Moving stamps the per-round accuracy and evasion markers that the hit roll reads.
When they take hold
Effects don't all fire at the same instant. Each one hooks into a specific seam of the battle round, which is why timing matters - a stun that lands this round only stops the target from acting next round. A round resolves in roughly this order, and effects read at each step:
- Auras propagate. Every active aura grants a one-round copy of itself to units in range, so support fields are fresh each round.
- Firing. Stunned bars a unit from shooting entirely; Rapid Fire buys an extra shot here.
- The hit roll. Accuracy and evasion modifiers from both sides are summed: Shadowed and Suppressed cut accuracy, Entangled hands the attacker an opening, Targeting Computer sharpens aim.
- Mitigation. Thick-Skinned, Siege Mode, Armor Piercing and the resistances all bend the damage as it lands.
- Movement. Entangled and Pinned halve the move budget; Deployed, Anchored and Stunned stop movement cold.
- End of round. Periodic effects resolve - Burning and Teeth deal their damage, Regeneration and Mending Field repair, shields recharge - and then every effect's clock ticks down by one.
Duration, stacking & removal
Most afflictions last a small handful of rounds and then decay on their own. A burn runs three rounds, an Entangled two, a stun just one. Each round end knocks one round off every timed effect.
What happens when the same effect lands twice depends on the effect:
- Most refresh. Re-applying resets the clock without piling up the magnitude - a second pin just keeps you pinned longer, it doesn't pin you "harder".
- A few accumulate. Stacking effects add their strength together. Suppressed grows more punishing with every suppressing shot that lands, Overheated stacks each time you cross the heat line, and Resonance Weakened deepens with repeated ichor hits.
Effects also end early when their source goes away. A passive from a destroyed component vanishes with the part. An aura lapses the moment you leave its radius. And a handful of effects are actively cleansed: Consume Heat snuffs out your own Burning each round, and Countermeasure Active shortens incoming missile-borne effects.
Soft control & denial
The most valuable debuffs don't deal damage - they take away the enemy's turn. This "soft control" suite is how you neutralise an Icaroid you can't quickly destroy, especially a heavy, well-armored one.
| Effect | What it does | Inflicted by |
|---|---|---|
| Stunned | Cannot fire or move for one round - a total lockout. | Stun On Hit weapons |
| Pinned | Move budget halved by a gravity spike. | Pinning weapons |
| Entangled | Movement and evasion halved - slower and far easier to hit. | Entangling weapons, Entangler |
| Suppressed | Accuracy progressively drops as suppressive fire stacks. | Suppressing weapons |
| Sensory Disrupted | Degraded targeting - a flat accuracy penalty when it fires. | Disrupting weapons, ECM Active |
Entangled is the standout because it cuts both offense and defense: the target crawls and, with its evasion halved, your follow-up fire is much likelier to connect. Pair a control effect with a hard-hitting second weapon and you get a free, accurate volley into a sitting target.
Damage over time & heat
A second class of debuff trades the spike of a single hit for damage that grinds in round after round. These resolve at the end of each round, before the effect clocks tick down, so a fresh application always gets at least one tick.
- Burning
- Plasma fire deals damage at the end of each round for three rounds. Because it's plasma, it chews through shields and ignores the to-hit roll once it's lit. Stacked across a whole match it can out-damage the weapon that started it.
- Overheated
- Self-inflicted. Every shot from a high-energy weapon builds heat; cross the threshold and you take an accuracy penalty that stacks the more you over-fire. Trigger-discipline and cooling parts keep it in check - the more you spray, the worse you shoot.
- Proximity damage
- A few effects punish enemies for standing close at end of round: Teeth gnaws every adjacent foe, Tesla Coil arcs to everyone in range, and Thunderstorm strikes one random nearby enemy with lightning. These need no hit roll and ignore line of sight - they simply trigger.
Buffs & support auras
Not all effects are inflicted on enemies - many are buffs you carry or project to your team. The defensive and offensive levers tie straight back into the damage pipeline: Thick-Skinned resists a flat slice of all incoming damage, Siege Mode adds armor, Armor Piercing skips it, and Targeting Computer buys raw accuracy.
The effects that reward teamwork are auras. While the source Icaroid is alive and in range, it broadcasts a one-round copy to qualifying units each round:
| Aura | Projects to | Effect |
|---|---|---|
| Dampening Field | Allies | Cuts incoming damage across the field. |
| Evasion Aura | Allies | Shares an evasion bonus with nearby friends. |
| Coordinated Movement | Allies | Lends move points to adjacent allies. |
| Relay Boost / Beacon Signal | Allies | Broadcasts targeting data for an accuracy bonus. |
| ECM Active | Enemies | Jams their targeting - degrades enemy accuracy. |
| Null Zone | Enemies | Nulls their ichor glyph bonuses. |
Because auras re-evaluate every round, a support Icaroid has to stay with the formation to matter - the field follows the carrier, not the spot. That makes a dedicated aura platform a high-value target and a reason to keep it screened.
Shaking them off
Every major debuff has an answer. Building one or two of these into a loadout turns a crippling status into a non-event:
| Threat | Counter |
|---|---|
| Burning | Plasma Resistance prevents the burn from catching at all; Consume Heat snuffs an active one each round. |
| Overheated | Thermal Management Active stops heat building entirely; Heat Dissipation slows it. |
| Electrical jolts & stun | Grounded and Electrical Resist blunt the electrical damage that carries them. |
| Nulled | Grid Stabilized holds your glyph grid online through a Null Zone. |
| Forced movement | No Displacement resists knockback; Terrain Anchor roots the ground you stand on. |
| Missiles & their effects | Point Defense Active shoots them down; Countermeasure Active baits them off and shortens what does land. |