Status effect
From SpiralKnights
Status effects are statuses that effect the behavior of both players and enemies. They have a wide range from effects, such as dealing damage over time or damaging a character when it attacks.
Positives/Negatives of Status Effects
Curse:
+ causes enemy healers to damage themselves + allows you to inflict mild damage when shielded - doesn't make it easier to dodge/block attacks - only extremely useful against monsters who don't pause/wait after attacking once. situation: healers that are protected by mobs or anything else, e.g. Danger Rooms, Arenas and Royal Jelly.
Fire:
+ inflicts strong damage over time without you needing to attack + allows you to run away from a monster instead of shielding attacks - like curse, it doesn't make it easier to dodge/block attack - becomes a lot less useful in situations with two or more healers - ingites Oilers situation: damaging large mobs and monsters that are hard to deal with at close range, e.g. deconstruction zones and gun puppies. Also great for melting Ice Jellies.
Freeze:
+ immobilises monsters, limiting their attack range as well as giving you breathing space/time to charge an attack + if left alone, monsters will take damage from the ice breaking naturally. - isn't an uninterrupted status effect, meaning an attack will free the monster out of it. it can also be cancelled out by Fire - waiting for ice damage is time-consuming situation: small areas with large mobs; dodging enemies
Poison:
+ stops monsters from being able to recover HP, making dealing with healers a lot easier. + lowers attack and defense of poisoned monsters, effectively shortening the time it takes to kill them - like fire and curse, doesn't make attacks easier to dodge, block or run away from - doesn't directly deal extra damage; you still have to attack normally for poison to make a huge difference to the fight situation: areas where healers aren't easy to kill immediately, and where you are facing a large number of attacks at once or monsters that hit hard
Shock:
+ interrupts attacks and movement and deals weak damage over time; almost like fire and freeze combined into one status + can be passed from one enemy to another, potentially shocking a large bunch of enemies at the same time - both fire and freeze do a MUCH better job than shock; a jack of all trades - only lowers enemy defense while they are in shock, giving you a very small window of opportunity - supercharges Quicksilvers situation: small mob numbers tightly bunched together; useful in most normal rooms of normal levels (not Arenas/Danger Rooms etc)
Sleep:
+ completely pacifies enemies for a certain amount of time; and is uninterrupted making it even better than Freeze + gives you a wide window to deal damage without any evasive maneuvers. - monsters heal while asleep, lowering your DPS. - more of a hindrance when fighting large mobs; the equivalent of giving the enemy another healer. - currently no weapons exist that inflict Sleep, meaning you just have to be lucky to have a vial at the right time. situation: individual monsters with large HP that are hard to approach normally, e.g. Lichen Colonies and Royal Jelly.
Stun:
+ significantly slows monsters' movement speed and attack speed, meaning you can attack more and shield less + uninterrupted, meaning stunned monsters will stay stunned for the whole duration. - you can still be attacked by stunned monsters, and will take full damage - can't be bothered thinking of a second negative because stun is awesome. situation: places where enemies attack rapidly, or against enemies that move faster than your weapon can keep up with. Spookats, dodgers like Alpha Wolvers and Devilites, Gun Puppies.