Game Systems
Status Ailments
An explanation of the Buffs, Debuffs, and Abnormal Statuses in BLUE PROTOCOL.
7 minute read
Last updated 8/19/2024
Status Ailments
Status Ailments come in three categories—buffs, debuffs, and abnormal statuses—and can be applied to both players and enemies. Elemental status ailments can be found in the elements guide.
Buffs & Debuffs
When a buff or debuff is applied, the attack that applies the debuff is not affected the debuff. If resistance is altered, the UI will show an indicator as if the debuff is already applied, however the damage will be calculated before the debuff is applied.
Icon(s) | Status | Effect |
---|---|---|
Stun Immunity | Immunity to stun (existed in CBT but was unused) | |
Invincibility | Take no damage (existed in CBT but was unused) | |
Imajinn Triggered | Provides various buffs (differs per Battle Imagine) | |
ATK Up | Increases damage dealt (max +?%) | |
DEF Up | Reduces damage received (max +?%) | |
Drain | Restores a portion of damage dealt as HP | |
SP Armor | Become immune to flinching when hit | |
HP Regen | Regenerates HP over time | |
EP Regen | Spell Caster Regenerates EP over time | |
Quick Charge | Reduces charge time for skills that can be charged | |
Quick Interval | Increase cooldown countdown speed of skills used after this buff is applied (max +?%) | |
Speed Up | Increases movement speed (max +100%) | |
Shield Save | Aegis Fighter Shield gauge is not consumed by skills | |
Follow Bullet | Spell Caster Summon two hovering bullets to attack alongside you | |
ST Quick Regen | Increases the speed of stamina recovery (max +?%) | |
Critical Ready | The next attack is guaranteed to be a critical hit | |
Taunt Mode | Aegis Fighter Applies Taunt to applicable attacks | |
Rock Body | Heavy Smasher Gain Super Armor and negate a portion of damage | |
Mark Trigger | Blitz Lancer Increase the effectiveness of activated Marks | |
ST Save | Reduces the amount of stamina consumed (max -100%) | |
Hunting Zone | Escape Leap cooldown is disabled and Leap Shot explodes on impact, pulling in nearby enemies | |
Cure Cartridge | Heavy Smasher Recover HP when using a cartridge | |
Bad Status Immune | Become immune to abnormal status effects | |
Critical Rate Up | Increases the chance of critical hits (max +100%) | |
Full Heal | Heals party members to full health | |
Points Up | Increases the point multiplier in Score Attack | |
Ignition | Twin Striker While active, consume Combo Gauge to boost the damage of attack skills | |
Hunter's Spirit | Blast Archer Increases the rate at which the Buff Charge Gauge accumulates | |
Prepare Mode | Blitz Lancer Once fully activated, increases the damage of all attack Tactical Skills one time | |
Sagittarius | Blast Archer Basic attacks fire additional arrows and apply DEF Down and Weak Attack damage is increased | |
Heat Up | Beat Performer Accumulates Heat Gauge over time | |
Tension Boost | Beat Performer Increases the rate at which the Heat Gauge accumulates | |
Power Amplifier | Beat Performer Increase damage of attacks from your amp | |
HPHeal Gain | Increase amount of healing received | |
Quick Aid | Increase the speed at which you rescue downed players | |
Scape Armor | Provides an HP Shield that provides Super Armor and blocks a portion of damage while active | |
Auto Heal | Automatically heals you when your HP falls below a certain threshold or when the effect expires | |
Bullet Save | Heavy Smasher Reduce the amount of Cartridges consumed by Tactical Skills | |
Sentinel | Reduces your aggro | |
Barrier Ready | Provides a one-time barrier that blocks incoming damage. |
Abnormal Statuses
Abnormal statuses are separate from debuffs and are subject to enemy Resistance and Immunity.
Enemies have a resistance to each abnormal status (Sleep Resistance, Bind Resistance, etc.) that affects its success rate. Additionally, enemies and players will temporarily gain an increased resistance to some abnormal statuses that are repeatedly applied on them. If an abnormal status is unsuccessful, the UI will show Resist, and if the enemy has become completely immune to that abnormal status, the UI will show Immune.
Icon(s) | Status | Effect | Applied by Players |
---|---|---|---|
Stun | Become stunned for a few sections (actions are disabled) | ✅ | |
Sleep | Sleep for a short period (actions are disabled), waking up upon taking damage; affected players can be freed by allies | ✅ | |
Poison | HP is continuously deducted over time | ✅ | |
Targeted | Targets the player that applied the debuff and increases damage taken by 10% | ✅ | |
Fear | Become immobilized and attempt to separate from the target; affected players can be freed by allies | ||
Blind | Attacks have a chance of missing | ✅ | |
Skill Locked | Tactical skills are disabled | ||
Fatigue | Stamina is reduced to 0 | ||
Item Locked | Consumable items are disabled | ||
Nappo | Transform into a Nappo (unable to do anything but move) | ||
Bind | Immobilized (actions are not disabled) | ✅ | |
Paralyzed | Actions are interrupted at regular intervals | ✅ | |
HP Leak | When attacked, the attacker recovers HP | ✅ | |
Laceration | HP is continuously deducted over time | ✅ |
Blast Archer’s Resonance Shot β will spread only a portion of the abnormal statuses above. Some abnormal statuses can only be applied by enemies, traps, and map mechanics (Skill Locked, Fatigue, Item Locked, Nappo, and Fear).
Enemy attacks may inflict abnormal statuses either at a specific probability or with guaranteed effect. Players can equip special equipment, such as Anti-Paralysis and Anti-Stun Enhance Imagine, to negate these status effects.
Stun, Sleep, Paralyzed, Blind, Skill Locked, Fatigue, Item Locked, Bind, Fear
Each time one of these statuses are sucessfully applied, the target’s resistance to it is increased for 60 seconds. Some enemies have a higher base resistance, so they will become immune to the abnormal status sooner.
Times Applied | Resistance | Success Rate | Duration |
---|---|---|---|
1 | +0 | 100% | 100% |
2 | +50 | 50% for 60 seconds | 100% |
3 | +75 | 25% for 60 seconds | 100% |
4 | +100? | 0%? for 60 seconds | 0% |
Common enemy resistance values include 0, 20, 50, 80, and 999, and common ability values are 50% and 100%.
Attempts to reapply an abnormal status before it runs out will always fail. If you manage to apply an abnormal status for the 4th or more time, the effect will immediately end.
Poison, Nappo, HP Leak
Repeatedly applying these abnormal statuses does not increase enemy resistance to them. If resistance (such as Anti-Nappo E-imagines) causes the success rate to be 0%, the target is Immune.
Targeted
Guaranteed to be applied every time without increasing Targeted Resistance. The abnormal status will always apply, but if the enemy has Targeted Resistance, they may ignore being provoked and proceed to target players at will.
Stagger
Some attacks that apply Targeted also Stagger enemies. Stagger is not the same as Targeted, so Targeted Resistance does not apply nor does it increase.
Stagger ignores most enemy Damage Reaction resistances, forcefully interrupting most enemy actions. Successfully staggering an enemy grants an invisible “Stagger Resistance” abnormal status that lasts 30 seconds.
Stagger will be not be applied if the enemy has 3 Stagger Resistances, if the enemy is already undergoing a Damage Reaction, or if the enemy is unable to be interrupted (such as during Stun).
Each Stagger Resistance is a separate abnormal status, not resetting the duration of the previous Stagger Resistance. Staggering one time will apply one Stagger Resistance (30s), and Staggering a second time will apply a second Stagger Resistance (30s), their durations tracked individually. In other words, spacing your Staggers out every 10 seconds will allow you to use them endlessly without them being nullified.
Since Stagger Resistance is considered an abnormal status, damage increases against enemies with abnormal statuses will take effect.