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 wiki·18 detail pages · 5 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.