Units

Anime Expeditions Effects: Interactive Status Effect Guide

Explore all 17 documented Anime Expeditions Effects by type, with icons, durations, cooldowns, damage factors, appliers and links to detailed guides.

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.

Community-wiki snapshot: names, categories, default values and documented appliers come from the Miraheze Effect page and its linked Effect pages. The reference currently disagrees with itself about Burn's default factor and Freeze's cooldown; both values are shown instead of silently choosing one. Enemy immunity, boss resistance, refresh behavior and unit-specific overrides still need an in-game check.

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.

Black Fire
Damage over Time2x

Reference: 12 ticks over 12 seconds.

Applier: Crow (Black Fire). Open the DoT guide for stacking and calculation.

Bleed Effect icon
Bleed
Damage over Time0.65x

Reference: 6 ticks over 6 seconds.

Appliers: Crimson, Cursed Student, Greed and Bounty Hunter forms are documented.

Burn Effect icon
Burn
Damage over TimeSource conflict

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.

Austere Flames Effect icon
Austere Flames
Damage over Time0.75x

Reference: 4 ticks over 4 seconds.

Appliers: Hollow (Blaze) and Hollow.

Mana Burn Effect icon
Mana Burn
Damage over Time0.5x

Reference: 8 ticks over 8 seconds.

Appliers: Elf Mage (Unleashed) and Elf Mage.

Slow Effect icon
Slow
Soft Control0.5x speed

Reference: 5-second duration and 5-second cooldown.

Use the control guide to compare temporary Slow with permanent Dismembered.

Stagger Effect icon
Stagger
Soft ControlInterrupt

Reference: interrupts actions and delays movement for 4 seconds, with a 10-second cooldown.

Dismembered Effect icon
Dismembered
Soft ControlPermanent

Reference: permanently reduces enemy movement speed to 0.85x.

Appliers: 8th Sword (Berserk) and 8th Sword.

Freeze Effect icon
Freeze
Hard ControlSource conflict

Reference: blocks movement and actions for 2 seconds. The Effect hub lists a 10-second cooldown; the newer Freeze page lists 5 seconds.

Rewind Effect icon
Rewind
Hard ControlMax 10

Reference: moves an enemy backward for 3 seconds, with a 10-second cooldown and ten applications per enemy.

Stun Effect icon
Stun
Hard ControlImmobilize

Reference: prevents all movement and actions for 2 seconds, with a 5-second cooldown.

Shadow Rewind
Hard ControlMax 3

Reference: teleports enemies toward their base, with a 1-second cooldown and three applications per enemy.

Illusion Effect icon
Illusion
MarkCrow

Reference: a mark applied by Crow's Illusion passive, documented with a 10-second cooldown and delayed damage role.

True Saint Mark Effect icon
True Saint Mark
MarkPersistent

Reference: a persistent mark that can trigger additional effects; the entity page connects it to movement reduction.

Puppet Mark Effect icon
Puppet Mark
MarkMax 3

Reference: enemies receive 20% increased incoming damage, up to three applications per enemy, with a 10-second cooldown.

Crimson Mark
MarkExplosion

Reference: explodes after 5 seconds for 15% of the applying unit's current damage, with a 10-second cooldown.

Cocoon
MiscellaneousStun

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.

Sources checked 2026-07-28: the index and category rules use Miraheze Effect revision 7567 plus its linked entity revisions. Values are a community-wiki snapshot, not an official changelog. Confirm update-sensitive behavior in the live Anime Expeditions Roblox experience.

Continue with another focused Anime Expeditions guide.

Units

Anime Expeditions Archetypes: Visual Guide and Unit Index

Compare Physical, Magical and Psychic archetypes, open their visual unit lists, understand archetype buffs and choose the right roster for a stage.

Units

Anime Expeditions Crowd-Control Effects Guide

Compare Slow, Stagger, Dismembered, Freeze, Rewind, Stun and Shadow Rewind by duration, cooldown, limits, appliers and control category.

Units

Anime Expeditions Damage-over-Time Effects Guide

Compare Black Fire, Bleed, Burn, Austere Flames and Mana Burn by factor, ticks, duration, appliers, stacking rules and current source confidence.