Units

Anime Expeditions Mark Effects Guide

Compare Illusion, True Saint Mark, Puppet Mark and Crimson Mark, including triggers, damage amplification, cooldowns, appliers and testing advice.

Marks are Status Effects that tag an enemy for a unit-specific mechanic. The Anime Expeditions community wiki describes them as typically persistent until removed. Unlike a general Slow or Burn, each documented Mark is tied to a particular unit’s passive: Crow uses Illusion, True Saint uses True Saint Mark, Puppet uses Puppet Mark and Crimson uses Crimson Mark.

The Effect overview often contains more numeric detail than the linked Mark entity pages, so this guide preserves both sources. Values were checked July 28, 2026 against Effect revision 7567 and the four linked revisions.

Community-wiki snapshot: Mark descriptions are useful for identifying their job, but removal conditions, boss immunity, duplicate-copy behavior and unit-specific scaling are not fully documented. Treat the applying unit's current passive text as the final check.

Mark comparison

Mark
Documented function
Timing / limit
Documented appliers
Illusion
Crow-specific delayed damage detonation
10s cooldown on Effect overview
Crow (Black Fire), Crow
True Saint Mark
Persistent trigger; entity page classifies movement reduction
10s cooldown on Effect overview
True Saint (Holy), True Saint
Puppet Mark
Target receives 20% increased incoming damage
10s cooldown; max 3 per enemy
Puppet (Telekinetic), Puppet
Crimson Mark
Explodes after 5s for 15% of applying unit's current damage
10s cooldown
Crimson (Brother), Crimson

Illusion and Crow

The Illusion entity page describes the Mark as part of Crow’s kit and classifies its function as delayed damage detonation. The Effect overview calls it the Mark applied by Crow’s Illusion and lists a ten-second cooldown.

That wording does not state the full detonation factor, how many targets can hold Illusion, or whether a new application refreshes the timer. Use the Crow (Black Fire) guide for the known unit context, then read the current passive before using Illusion as a damage estimate.

In a test, record the moment the Mark appears, what action triggers the detonation and whether the icon disappears afterward. Keep Black Fire damage separate from the Illusion detonation so the two parts of Crow’s kit are not counted twice.

True Saint Mark

The overview describes True Saint Mark as a persistent effect that can trigger additional effects and lists a ten-second cooldown. The entity page connects it to True Saint’s Predictive Calculation passive and classifies its function as movement-speed reduction.

Those statements can be compatible: the Mark can act as the persistent tag, while the passive uses the tag to trigger movement behavior. The public page does not publish a default speed factor, trigger count or removal rule. Do not reuse Slow’s 0.5x value for this Mark.

Compare True Saint (Holy) and the base True Saint form only after checking which upgrade unlocks the passive. A documented applier list does not prove identical timing across forms.

Puppet Mark

Puppet Mark has the clearest team-wide numeric description on the Effect overview. It says marked enemies receive 20% increased incoming damage, allows up to three applications per enemy and uses a ten-second cooldown. The entity page links it to Puppet’s Marionette’s Gaze passive and classifies it as a debuff.

Do not automatically convert three applications into a 60% multiplier. “Max 3x per Enemy” confirms an application limit, but the public pages do not explicitly state whether the 20% increase stacks additively, multiplicatively or only refreshes. This needs an in-game comparison using the same attacker against an unmarked target, one application and the maximum visible applications.

Also check whether the amplifier affects Damage-over-Time ticks, delayed explosions and damage from every player in a squad. Those interactions materially change Puppet Mark’s team value but are not established by the reference pages.

Crimson Mark

The Effect overview says a Crimson-marked enemy will Crimson Explode after five seconds, dealing 15% of the applying unit’s current damage. It lists a ten-second cooldown. The entity page ties the Mark to Crimson’s Crimson Explosion passive and lists Crimson (Brother) and Crimson as appliers.

“Current damage” raises an important timing question: whether the explosion reads damage when the Mark is applied or when it detonates. Buffs, upgrades and trait changes during the five-second delay could produce different results. The public text does not settle that, so test the explosion before and after a controlled damage change.

Keep ordinary Bleed ticks separate from Crimson Mark’s delayed explosion. Crimson forms are also documented Bleed appliers, which makes overlapping red damage numbers easy to misread.

Build a Mark test

  1. Use a repeatable enemy with enough health to survive the full trigger.
  2. Remove other Marks and delayed explosions from the first run.
  3. Record the applying unit’s damage and the Mark icon.
  4. Measure appearance, trigger, detonation and removal timing.
  5. Add a duplicate applier only after establishing the single-copy behavior.
  6. Repeat with Damage-over-Time and team damage to test amplification scope.

For Puppet Mark, compare the same hit without the Mark, with one visible application and with the highest visible application count. For Crimson Mark, separate the five-second explosion from Bleed. For Illusion, separate the passive detonation from Black Fire. For True Saint Mark, record the actual movement change rather than borrowing a value from Slow.

Common Mark mistakes

  • Treating every Mark as the same generic debuff.
  • Assuming “max three” proves three additive 20% Puppet Mark stacks.
  • Mixing Crimson Mark’s explosion with Crimson’s Bleed ticks.
  • Mixing Illusion damage with Crow’s Black Fire application.
  • Assigning Slow’s default factor to True Saint Mark without evidence.
  • Assuming base and evolved forms apply identical versions.
  • Ignoring a boss cleanse, resistance or icon-removal mechanic.

Mark Effects FAQ

Are Marks permanent?

The overview says they are typically persistent until removed. Individual passives can still consume, detonate or replace their own Mark.

Which Mark increases incoming damage?

Puppet Mark is documented as causing enemies to receive 20% increased incoming damage. How multiple applications combine requires a live test.

Which Mark explodes after a delay?

Crimson Mark is listed with a five-second delay and an explosion worth 15% of the applying unit’s current damage. Illusion is also classified as delayed detonation, but its exact factor is not published on the checked pages.

Where are Burn, Freeze and Rewind?

Use the interactive Effects index, Damage-over-Time Effects and Crowd-Control Effects.

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.