Crowd-Control Effects change how an enemy moves or acts on the track. The Anime Expeditions community wiki separates them into Soft Crowd-Control and Hard Crowd-Control. Soft control changes speed or briefly interrupts actions, while Hard control stops actions or moves the enemy backward. The category matters because the reference says control Effects in the same type can conflict when they try to apply.
This page compares seven documented control Effects and includes Cocoon as a miscellaneous status that inflicts Stun. Values come from the Effect overview and linked entity revisions checked July 28, 2026.
Soft Crowd-Control
Slow is the easiest speed value to read: the reference lists a 0.5x factor for five seconds with a five-second cooldown. Stagger does more than change a speed number; it interrupts actions and briefly delays movement for four seconds, then uses a ten-second cooldown. Dismembered is different from both because the reference describes its 0.85x movement factor as permanent.
Open the Razorjaw (Hunter) guide when comparing Stagger with the rest of that unit’s kit. Do not assume a base and evolved form apply the Effect at the same upgrade or with identical values.
Hard Crowd-Control
Freeze and Stun both stop actions and movement for two seconds in the current reference. Their main published difference is the applying unit set and the disputed Freeze cooldown. Rewind does not simply immobilize: it forces the target to move backward along its path for three seconds and can apply up to ten times per enemy. Shadow Rewind teleports rather than steadily reversing movement, has a one-second listed cooldown and a stricter three-use limit.
Open the Dark Mage (Sovereign) guide to connect Freeze with an existing unit page. Shadow Rewind and Stun can appear in Shadow’s documented forms, so read which passive triggers each Effect rather than assuming one attack applies both.
Cooldown brackets and conflicts
The community wiki says Crowd-Control Effects of the same type conflict on attempted application. This is more important than adding durations on paper. Two Soft control units may compete for the same bracket, and two Hard control units may fail to chain exactly as their separate cards suggest.
A safe test begins with one applier. Record the time the icon appears, the time movement changes, when normal movement resumes and the earliest successful reapplication. Add the second control unit only on the next run. If one icon replaces another, note which unit attacked last.
The public pages do not fully explain whether different control names within the same category share a single target cooldown, whether bosses use separate resistance, or whether a teleport consumes the ordinary Rewind count. Those fields need a live test.
Choose control by the failure
Use Slow when extra travel time is the main goal and the target is not immune. Stagger is more attractive when interrupting an enemy action matters in addition to movement. Dismembered is documented as permanent, so it can provide steady value on a target that survives long enough.
Use Freeze or Stun when a short complete stop creates a burst window. Rewind is useful when moving backward through an existing damage zone is more valuable than standing still. Shadow Rewind has a smaller application limit, so count whether the teleport is being spent on ordinary enemies before the important target.
Control is not a replacement for damage. A team still needs enough output to finish enemies during the extra time. In modes with control resistance or immunity, a slot devoted entirely to control may contribute less than expected.
Cocoon and miscellaneous status
The Effect overview places Cocoon under Miscellaneous and describes it as a cocoon around an enemy that inflicts Stun. The linked Cocoon page is currently a redlink, and no icon or detailed timing is published there. It is included in the Effects index but does not receive a separate canonical page.
Treat Cocoon as a named trigger connected to Stun until a current unit panel or fuller source establishes duration, cooldown, appliers and interaction with the Hard Crowd-Control bracket.
Common control mistakes
- Adding two durations together without testing the shared category bracket.
- Treating Rewind and Shadow Rewind as the same movement mechanic.
- Ignoring Rewind’s ten-use and Shadow Rewind’s three-use per-enemy limits.
- Quoting one Freeze cooldown without acknowledging the reference conflict.
- Assuming Dismembered’s permanent label overrides every boss immunity or cleanse.
- Comparing a control unit by personal damage instead of extra team attack time.
- Testing on a target that dies before the first cooldown completes.
Crowd-Control FAQ
What is the difference between Soft and Hard control?
Soft control changes speed or interrupts movement and actions with its own category bracket. Hard control completely stops actions or reverses enemy progress and generally has stricter reapplication.
Does Freeze have a 5- or 10-second cooldown?
The checked Miraheze overview says 10 seconds; the linked Freeze revision 7571 says 5 seconds. Check the current unit ability and actual reapplication time.
How often can Rewind work on one enemy?
The reference lists a maximum of ten Rewind applications per enemy. Shadow Rewind is listed separately with a maximum of three.
Where are damage and mark effects?
Use the interactive Effects index, Damage-over-Time guide and Mark Effects guide.