Anime Expeditions Effects — Follow-Up Attack, Marks, Status

Effects in Anime Expeditions are status and combat flags from wiki MechanicDetails — marks, burn, bleed, crowd-control, and similar appliers — not a unit list. Follow-up attack is a combat mechanic on unit passives, not a named status on this roster; use the grid below for actual effects, then open a unit (for example Crow) when you wanted a character. Category blurbs stay condensed from the Effect wiki hub and the last verified snapshot.

Effect wiki29 detail pages · 2 list-only (no MechanicDetails stub)

Overview

Effects, or Status Effects, are Unit mechanics that are attached to parts of unit 'kits' (attacks, passives, etc.) that may activate in various conditions with various results. For example, most Effects are applied to enemies, and then carry their intrinsic mechanics (damage over time, crowd-control) as they take effect.

Effects may have durations, a 'tick rate' to determine how fast an individual instance of the effect applies, scaling, and so forth. Each Status Effect is greatly unique, and even ones labelled with the same subtags function quite differently.

Effects make up a sizeable portion of every keyword you'd see in a Unit's passive. The rest that you might be looking for, as well as every other Mechanic that Units use, are in Mechanics. For mechanics that enemies use or are governed by, check Enemy Modifiers.

Effect types

Damage-over-Time

The following is every Damage-over-Time Effect in the game. These scale off the applying Unit's damage stat, the duration of an application, and how fast each tick of damage is inflicted on the enemy. Damage-over-Time effects can not stack on themselves by the same applier, but they can stack through separate applicants.

  • The damage applied by these effects first takes the unit's damage into account, multiplies it by the scaling (e.g. 0.5x of 10,000 is 5,000), then delivers it through ticks (e.g. 5 ticks, 1,000 damage per tick) over a specific duration by the tick rate (e.g. 5 seconds duration with 1 second tick rate is 1,000 damage per second for 5 seconds).

Soft Crowd-Control

The following is every Soft Crowd-Control Effect in the game. Soft Crowd-Control is part of the Crowd-Control category which primarily refers to effects that directly affect an enemy's movement on the track. Soft Crowd-Control Effects operate in a cooldown bracket amongst themselves and typically have a lower cooldown between reapplication, affecting speed scaling with their own factor.

Hard Crowd-Control

The following is every Hard Crowd-Control Effect in the game. Hard Crowd-Control is part of the Crowd-Control category which primarily refers to effects that directly affect an enemy's movement on the track. Hard Crowd-Control Effects operate in a cooldown bracket amongs themselves and typically have a more strict cooldown with greater effects.

Marks

The following is every Mark Effect in the game. Marks are typically permanent effects applied to enemies that serve to keep them tagged for various mechanics until removed. Some Marks just affect intrinsic mechanics, while others are attached to triggered effects of specific Units.

Miscellaneous

The following is every Mechanic labelled Status Effect that is not actually a Status Effect and/or whose mechanics do not fall into any of the above categories.

EffectCategoryDescriptionUnits
Black FireBlack FireDamage-over-Time

Deals 2x damage in 12 ticks over 12s.

2
BleedBleedDamage-over-Time

Deals 0.65x damage in 6 ticks over 6s.

6
BurnBurnDamage-over-Time

Deals 0.5x damage in 4 ticks over 4s.

3
Austere FlamesAustere FlamesDamage-over-Time

Deals 0.75x damage in 4 ticks over 4s.

2
Mana BurnMana BurnDamage-over-Time

Deals 0.5x damage in 8 ticks over 8s.

2
PoisonPoisonDamage-over-Time

Deals 0.3x damage in 6 ticks over 6s. Additionally, deal 0.5x damage every tick.

0
Enhanced BurnEnhanced BurnDamage-over-Time

Deals 0.75x damage in 4 ticks over 4s. Damage taken by the enemy while Enhanced Burn is active is stored.

0
SlowSlowSoft Crowd-Control

Reduces movement speed for 5s.

  • x0.5 Speed
  • 5s Duration
  • 5s Cooldown
3
StaggerStaggerSoft Crowd-Control

Interrupts actions and briefly delays movement.

  • 2s Duration
  • 5s Cooldown
3
DismemberedDismemberedSoft Crowd-Control

Permanently reduces movement speed to 0.85x.

  • x0.85 Speed
0
SandstormSandstormSoft Crowd-Control

Reduces movement speed by 0.2 for 5s.

  • x0.2 Speed
  • 5s Duration
  • 5s Cooldown
0
FreezeFreezeHard Crowd-Control

Freezes the target, preventing movement and actions for 2s.

  • 2s Duration
  • 5s Cooldown
  • Stuns
2
RewindRewindHard Crowd-Control

Forces the target to move backward along its path.

  • 3s Duration
  • 10s Cooldown
  • Max 10x per Enemy
  • Reverses
0
StunStunHard Crowd-Control

Prevents all actions and movement for 2s.

  • 2s Duration
  • 5s Cooldown
  • Stuns
0
Shadow RewindShadow RewindHard Crowd-Control

Teleports enemies back towards the enemy base.

  • 1s Cooldown
  • Max 2x per Enemy
0
ElectricityElectricityHard Crowd-Control

Stuns the enemy for 1 second. On stun, chain lightning hits up to 3 enemies, dealing 0.15x damage.

  • 1s Duration
  • 0s Cooldown
  • Stuns
0
DistortedDistortedHard Crowd-Control

Applied to enemies under the effect of a Distortion, causing them to disappear from the map for the effect's duration.

  • 2s Duration
  • 12s Cooldown
0
Time StopTime StopHard Crowd-Control

Stops time for the target, preventing movement and actions for 2s.

  • 2s Duration
  • 5s Cooldown
  • Max 3x per Enemy
  • Stuns
0
Bio GelBio GelMark

Inflicts Slow at 60% potency for its duration. On expiry, inflicts Stun for 3 seconds.

  • 5s Duration
  • 10s Cooldown
0
The Drink MarkThe Drink MarkMark

Increase all Follow-Up Attack damage received by 10% and apply a Physical weakness of 10%.

  • 10s Cooldown
0
IllusionIllusionMark

Store all damage applied by this unit for the duration of this mark. On expiry, deal 0.25x of stored damage in 2 range.

  • 10s Cooldown
2
True Saint MarkTrue Saint MarkMark

A persistent effect applied to enemies that can trigger additional effects.

  • 10s Cooldown
0
Puppet MarkPuppet MarkMark

A persistent effect applied to enemies that causes enemies to receive 20% increased incoming damage.

  • Max 3x per Enemy
  • 10s Cooldown
0
Crimson MarkMark

Crimson Marked enemies will Crimson Explode after 5 seconds dealing 15% of this unit's current damage.

  • 10s Cooldown
0
GoldenGoldenMark

On application of Golden an enemy will be stunned for 2 seconds and become more conductive, allowing Electricity to chain to 2 additional enemies.

  • 2s Duration
  • 0s Cooldown
0
Mark of FateMark of FateMark

Applied by Causality. Increases damage taken from the applying unit by 5%. Cannot stack.

  • 5s Duration
  • 10s Cooldown
0
Heat StackHeat StackMark

For each Heat Stack on an enemy, the applier deals +3% increased damage. After receiving 10 Heat Stacks from the same applier, the enemy is afflicted with Burn, sourced from the applier.

  • 4s Duration
0
ScorchedScorchedMark

Enemy takes +10% increased damage from Flame element units and +20% increased damage from any fire-related Damage-over-Time. This Mark can stack up to 10 times.

0
Demon HeadDemon HeadMark

Enemy gains a radius that causes other enemies within it to take 10% more damage. Additionally, if the applier attacks this enemy, this enemy receives one instance of Enhanced Burn.

0
Cocoonlist onlyStatus Effect

A cocoon around an enemy inflicting Stun

0
WetWetlist onlyStatus Effect

Increases movement speed by 15%, regardless of stacks; Each stack may lead to different reactions depending on the stack count.

0