Effects, also called Status Effects, are mechanics attached to unit attacks, passives and other parts of a kit. Most of them are applied to enemies, where they can deal damage over time, change movement, prevent actions or leave a mark that another part of a unit’s kit can use. An effect name is only the starting point: duration, tick rate, scaling, cooldown and application limits determine what it actually does in a stage.
This interactive guide follows the 17 Effects documented by the Anime Expeditions community wiki Effect page, revision 7567, checked July 28, 2026. Click any card to open the appropriate detailed guide. The linked category pages explain how to compare units, read the numbers and test update-sensitive interactions without creating a thin page for every icon.
How to read an Effect card
- Factor is the reference multiplier applied to the source unit’s damage for a Damage-over-Time application.
- Ticks divide that total application across repeated damage events.
- Duration is how long the application or control lasts by default.
- Cooldown is the documented reapplication window for that Effect.
- Max applications limits how many times the same enemy can receive effects such as Rewind or Shadow Rewind.
- Appliers are the units listed on the linked Miraheze entity pages. A form or update may change the actual kit.
For example, the reference explains that a total factor of 0.5x on a unit showing 10,000 damage would start from 5,000 total effect damage. If that application uses five ticks, it would divide the total into five 1,000-damage ticks. Do not add the full factor on every tick. The wiki also says that a Damage-over-Time effect does not stack with itself from the same applier, but separate applicants can stack it.
Interactive Effect index
Use the filters to isolate damage, soft control, hard control, marks or miscellaneous mechanics. Cards link to one of three substantial detail pages: Damage-over-Time Effects, Crowd-Control Effects or Mark Effects.
Reference: 12 ticks over 12 seconds.
Applier: Crow (Black Fire). Open the DoT guide for stacking and calculation.
Reference: 6 ticks over 6 seconds.
Appliers: Crimson, Cursed Student, Greed and Bounty Hunter forms are documented.
Reference: 4 ticks over 4 seconds. The Effect hub says 0.5x; the Burn page says 1x.
Open the detail guide before comparing Burn units.
Reference: 4 ticks over 4 seconds.
Appliers: Hollow (Blaze) and Hollow.
Reference: 8 ticks over 8 seconds.
Appliers: Elf Mage (Unleashed) and Elf Mage.
Reference: 5-second duration and 5-second cooldown.
Use the control guide to compare temporary Slow with permanent Dismembered.
Reference: interrupts actions and delays movement for 4 seconds, with a 10-second cooldown.
Reference: permanently reduces enemy movement speed to 0.85x.
Appliers: 8th Sword (Berserk) and 8th Sword.
Reference: blocks movement and actions for 2 seconds. The Effect hub lists a 10-second cooldown; the newer Freeze page lists 5 seconds.
Reference: moves an enemy backward for 3 seconds, with a 10-second cooldown and ten applications per enemy.
Reference: prevents all movement and actions for 2 seconds, with a 5-second cooldown.
Reference: teleports enemies toward their base, with a 1-second cooldown and three applications per enemy.
Reference: a mark applied by Crow's Illusion passive, documented with a 10-second cooldown and delayed damage role.
Reference: a persistent mark that can trigger additional effects; the entity page connects it to movement reduction.
Reference: enemies receive 20% increased incoming damage, up to three applications per enemy, with a 10-second cooldown.
Reference: explodes after 5 seconds for 15% of the applying unit's current damage, with a 10-second cooldown.
Reference: described only as a cocoon around an enemy that inflicts Stun. Its Miraheze entity page does not exist.
Damage-over-Time Effects
The reference groups Black Fire, Bleed, Burn, Austere Flames and Mana Burn together. Their listed factor is total application scaling, while tick count and duration determine how that total is delivered. A longer duration is not automatically stronger, and a shorter application is not automatically better. Compare whether the enemy stays alive for the full duration, whether another copy refreshes the same application, and whether separate applicants can maintain independent stacks.
Open the complete Damage-over-Time guide for the comparison table, documented appliers, formula examples and the Burn source conflict.
Soft and Hard Crowd Control
Soft control changes movement or interrupts actions with a less restrictive control bracket. Slow temporarily halves movement speed in the reference snapshot, Stagger interrupts and delays, and Dismembered applies a permanent 0.85x speed factor. Hard control is more direct: Freeze and Stun stop actions, while Rewind and Shadow Rewind move the enemy backward.
The wiki says Crowd-Control Effects of the same type can conflict on attempted application. That means two control units cannot be evaluated by adding their duration cards together. Test the actual reapplication order, enemy resistance and the wave where each effect activates. Open Crowd-Control Effects for the full timing and unit comparison.
Marks and unit-specific triggers
Marks are generally persistent tags used by a specific unit’s passive or follow-up mechanic. Illusion belongs to Crow, True Saint Mark belongs to True Saint, Puppet Mark belongs to Puppet, and Crimson Mark belongs to Crimson. They are not interchangeable generic debuffs, even when several share a 10-second cooldown in the hub snapshot.
Open Mark Effects to compare the documented trigger, damage-amplification, movement and explosion roles.
How to choose an Effect for a team
Start with the stage failure. If enemies leak between attacks, movement control may create more useful attack time. If a boss stays in range for a long phase, a Damage-over-Time unit may finish more of its application. If your carry already has reliable coverage, Puppet Mark’s documented incoming-damage amplification may help the whole damage plan, but the live stacking and boss interaction must still be checked.
Do not count two Effects as two independent answers until you know their bracket. A Slow unit and a Stagger unit are both Soft Crowd-Control. Freeze, Rewind, Stun and Shadow Rewind are all Hard Crowd-Control. Keep a fallback damage plan for enemies that resist or ignore control.
Effects FAQ
How many Effects are documented?
The current reference snapshot lists 17: five Damage-over-Time Effects, three Soft Crowd-Control Effects, four Hard Crowd-Control Effects, four Marks and Cocoon under Miscellaneous.
Can the same Damage-over-Time Effect stack?
The reference says one applier cannot stack the same DoT on itself, while separate applicants can stack their applications. Unit-specific overrides and refresh timing still require a live check.
Are Freeze and Stun the same?
Both are Hard Crowd-Control and both stop movement and actions in the current reference, but their source pages, appliers and reapplication values differ. They should be tested as separate Effects.
Why are Burn and Freeze marked as conflicts?
Miraheze’s Effect overview and linked entity pages currently publish different values. Burn is 0.5x on the overview and 1x on its detail page. Freeze shows a 10-second cooldown on the overview and 5 seconds on its newer detail page. This guide preserves both claims until the game resolves them.