A Status Effect is a buff or debuff that can be applied to an agent by using abilities or, outside of Unrated, Swiftplay and Competitive, capturing specific orbs.
Buffs[]
Combat Stim[]
An agent with a Combat Stim buff has increased stats. All Combat Stims increase fire rates, reload speeds, and recovery speeds. Specific abilities with Combat Stim may also grant some additional effects.
Agent | Ability | Buff Name | Additional effect(s) |
---|---|---|---|
Brimstone | Stim Beacon | Combat Stim |
|
KAY/O | NULL/cmd | Overloaded | — |
Reyna | Empress | Empress |
|
Effect | Game Mode | Buff Name | Additional effect(s) |
---|---|---|---|
Combat Stim orb | Spike Rush | Combat Stim |
|
Rapid Fire orb | Snowball Fight | Rapid Fire |
|
Damage Amp[]
An agent with a Damage Amp buff will deal increased damage.
Effect | Game Mode |
---|---|
Damage Amp orb | Spike Rush |
Heal[]
An agent with a Heal buff (also referred to as Health Regen) has their health bar replenished over time. Entering combat with a Heal buff will pause the effect until the agent is considered to have left combat, although the duration of the buff will not be paused along with the effect.
Agent | Ability | Additional effect(s) |
---|---|---|
Phoenix | Blaze | via Heating Up passive |
Hot Hands | ||
Reyna | Devour | |
Sage | Healing Orb | — |
Skye | Regrowth |
Effect | Game Mode | Additional effect(s) |
---|---|---|
Health Regen orb | Spike Rush | — |
Recovery orb | Team Deathmatch |
Overheal[]
An agent with an Overheal buff will gain bonus HP alongside their shield and HP. An agent can only have a maximum amount of overhealth that does not take both their overhealth amount, remaining shields, and remaining HP over a total of 150 points.
Agent | Ability | Additional effect(s) |
---|---|---|
Clove | Pick-me-up |
|
Reyna | Devour |
Recovery[]
An agent with a Recovery buff has both their health bar and shields (if applicable) replenished over time.
Effect | Game Mode | Additional effect(s) |
---|---|---|
Recovery orb | Team Deathmatch |
Tracer Rounds[]
An agent with a Tracer Rounds buff augments their gunfire to have increased penetration and briefly reveal any enemies hit.
Effect | Game Mode | Additional effect(s) |
---|---|---|
Tracer Rounds orb | Spike Rush |
Debuffs[]
Blind[]
An agent that is blinded could be affected by one of three effects that are known as blinds:
- Flash, which completely obstructs the agent's vision.
- Plasma Blind, which obstructs most of the agent's vision.
- Nearsight, which reduces the agent's max vision radius.
Flash[]
An agent with a Flash debuff has their vision replaced with an opaque, colored screen. Once the flash's duration expires, its effects will gradually disappear from the player's screen over 1 second.
When an ability that emits a flash detonates, any agent and some utility in its line of sight will become flashed. The duration of the flash is dependent on where the target is facing and the distance between them and the flash. Players looking directly at the flash on detonation will be blinded for the full duration. Players who have turned away from directly looking at the flash or have their backs to it will only be slightly blinded for a very brief time. At large distances, the further away from the flash the player is, the less time they will be blinded for. At especially large distances it is possible for a player to not be blinded at all, even if they are directly looking at the flash on detonation.
Agent | Ability |
---|---|
Breach | Flashpoint |
KAY/O | FLASH/drive |
Phoenix | Curveball |
Skye | Guiding Light |
Vyse | Arc Rose |
Yoru | Fakeout |
Blindside |
Plasma Blind[]
An agent with a Plasma Blind debuff has their vision obstructed by a plasma blast, covering most of their screen. The plasma will leave some visibility around the edges of the screen. Once the blind's duration expires, its effects will gradually disappear from the player's screen over 1 second.
Agent | Ability |
---|---|
Gekko | Dizzy |
Nearsight[]
An agent with a Nearsight debuff is deafened and will have their vision radius capped to a very short length, causing them to only be able to see what's immediately in front of them up to a maximum radius. Anything beyond the vision range cap is replaced with dark, opaque colors instead.
Agent | Ability | Additional effect(s) |
---|---|---|
Fade | Prowler | — |
Omen | Paranoia | |
Reyna | Leer | |
Skye | Seekers |
Effect | Game Mode | Additional effect(s) |
---|---|---|
Twin Hunters orb | Spike Rush |
Concuss[]
An agent with a Concuss debuff is severely slowed and has their fire rate reduced. Their vision will also become slightly blurry and grayscale, with the outer edges being completely covered, and their crosshair and field-of-view will move around slightly without input from the victim. Some background noise will be added whilst the player is concussed but they can still hear everything else around them as usual. Concussed players are also prevented from using scopes or ADS on their weapons.
Agent | Ability |
---|---|
Astra | Nova Pulse |
Breach | Fault Line |
Rolling Thunder | |
Cypher | Trapwire |
Deadlock | Sonic Sensor |
Gekko | Wingman |
Harbor | Reckoning |
Neon | Relay Bolt |
Skye | Trailblazer |
Deafen[]
An agent with a Deafen debuff will have their audio severely dampened and their minimap will become obscured. This will also prevent HUD VFX for some enemy abilities from appearing on an affected player's screen. The global casting quotes for enemy ultimate abilities can still be heard by deafened agents.
Agent | Ability | Additional effect(s) |
---|---|---|
Fade | Seize | |
Nightfall | ||
Also including abilities and effects that apply Nearsight |
Decay[]
An agent with a Decay debuff will temporarily lose HP. All decays afflict a fixed HP decay on initial application of the debuff but some may also continue to decay the target's health further over time. Decays cannot reduce an agent's health below 1 HP. Once no longer under the afflicting ability's condition to keep/increase Decay, the affected agent's health will begin to climb back up over time, up to the maximum of how much HP they would have if they had not been affected, taking any damage and healing taken whilst they were decayed into account.
Agent | Ability | Additional effect(s) |
---|---|---|
Clove | Meddle | — |
Fade | Seize | |
Nightfall | ||
Viper | Poison Cloud | via Toxin passive |
Toxic Screen | ||
Viper's Pit |
Effect | Game Mode |
---|---|
Crippling Decay orb | Spike Rush |
Detain[]
An agent with a Detain debuff is severely slowed and unable to equip items or interact with anything, including their weapons, their abilities, and objects such as the spike.
Agent | Ability | Additional effect(s) |
---|---|---|
Deadlock | Annihilation | |
Gekko | Thrash | — |
Killjoy | Lockdown |
Cocoon[]
An agent who is Cocooned is unable to move at their own will and has their vision obstructed.
Agent | Ability | Additional effect(s) |
---|---|---|
Deadlock | Annihilation |
Jam[]
An agent with a Jam debuff is unable to fire any weapons targeted by the debuff. This includes any applicable weapons picked up by the victim after being afflicted with the debuff.
Agent | Ability | Affected weapons |
---|---|---|
Vyse | Steel Garden | All primary weapons |
Mark[]
An agent with a Mark debuff has their position and movements tracked marked by dark mist. Teleports are not tracked by mark.
Agent | Ability | Additional effect(s) |
---|---|---|
Fade | Haunt |
|
Nightfall |
|
Paranoia[]
An agent with a Paranoia debuff has reduced vision, hear decoy audio and minimap obscured.
Effect | Game Mode |
---|---|
Paranoia orb | Spike Rush |
Reveal[]
An agent with a Reveal debuff has their silhouette revealed to enemy agents through terrain. Reveals can take the form of either a still image showing the position of the affected agent at the time of the reveal, or a real-time silhouette that continuously shows the affected agent's position for the duration of the reveal.
Agent | Ability |
---|---|
Cypher | Spycam |
Neural Theft |
Agent | Ability | Additional effect(s) |
---|---|---|
Cypher | Trapwire | |
Fade | Haunt | |
Sova | Owl Drone | — |
Recon Bolt | ||
Hunter's Fury |
Effect | Game Mode | Additional effect(s) |
---|---|---|
Tracer Rounds orb | Spike Rush |
Slow[]
An agent with a Slow debuff has their movement speed and jump height reduced.
Agent | Ability | Additional effect(s) |
---|---|---|
Chamber | Trademark | — |
Tour De Force | ||
Deadlock | GravNet | |
Harbor | Cascade | |
High Tide | ||
Sage | Slow Orb | |
Skye | Seekers | |
Vyse | Razorvine | — |
Also including abilities that apply Concuss or Detain |
Effect | Game Mode | Additional effect(s) |
---|---|---|
Twin Hunters orb | Spike Rush |
Suppress[]
An agent with a Suppress debuff are unable to cast or equip abilities. Agents who have equipped an ability will immediately unequip it upon being suppressed. Agents who have cast abilities that are awaiting an additional activation cannot activate them. Agents in the process of guiding an ability will be forced to unequip and lose control over it. Suppression will not interrupt any abilities if the agent is already in the process of casting them e.g. Teleports.
The following interactions will occur should the agent be affected:
- Most abilities from Sentinel agents that becomes deactivated and revealed will be disabled by Suppression in the same way as the agent is killed so long as the agent themselves is hit. These Sentinels will also not be able to recall any of these abilities whilst suppressed. The following abilities will be affected:
- Abilities for Controller agents will occur:
- If Astra is aiming Cosmic Divide when she is suppressed, the next time she reenters Astral Form will bring her back to the exact action she was taking before she was suppressed (i.e. if she had placed one of the two locations, that location will remain placed upon reentering). Leaving Astral Form and reentering after this initial time will reset her actions as usual.
- Any smokes intended for placement on Sky Smoke's tactical map will be removed (progress reset) for Brimstone.
- Omen can be suppressed in his Shade Form but this will not cancel the ability. Omen is still able to cancel From the Shadows by recasting.
- Autonomous recon abilities (such as Gekko's Wingman, Raze's Boom Bot or Sova's Recon Bolt) will function as per usual should it already be cast.
- Suppression will force Neon to unequip Overdrive for the duration but will not prevent the ultimate from continuing to drain Energy, nor will it prevent Energy from being restored on kill.
- Suppression will carry over from Phoenix's Run it Back.
- Raze can still activate her Blast Pack should she already cast it.
Agent | Ability |
---|---|
Iso | Kill Contract |
KAY/O | ZERO/point |
NULL/cmd |
Tether[]
An agent with a Tether debuff is tied down to a specific location and cannot move beyond a certain distance from that location by any means other than teleporting.
Agent | Ability | Additional effect(s) |
---|---|---|
Cypher | Trapwire | |
Fade | Seize |
Vulnerable[]
An agent with a Vulnerable debuff takes double damage from all sources.
Agent | Ability |
---|---|
Astra | Gravity Well |
Iso | Undercut |
Killjoy | Alarmbot |
Viper | Snake Bite |
Other Status Effects in specific game modes[]
Snowball Fight[]
- See also: Snowball Fight → Orbs
The following are unique buffs that can only be found in Snowball Fight, in addition to the Rapid Fire orb that grants Combat Stim:
- Growball: Snowballs grows over time while traveling in the air
- Ricochet: Snowballs can bounce off of the ground and walls
- Skates: Increased movement speed and max jump height
Replication[]
The following are unique buffs that can only be found in Replication.
Flashguard[]
An agent with a Flashguard buff cannot be blinded from flashes.
Situations that apply Flashguard:
- Agent is flashed twice within a short time window