Enemies catch fire, ice over or end up wrapped in vines mid-fight. None of that is decoration — they are status effects, and which move applies which, at what chance, is written into the skill data. Once you know it, picking a moveset stops being only about power and element.
The nine effects and their elements
Data keys in brackets; the names are the game's own:
| Effect | Applied by | Skills carrying it |
|---|---|---|
| Burn | Fire Dragon Dark Neutral Grass | 56 |
| Soak (Wetness) | Water | 36 |
| Electrify | Electric | 36 |
| Freeze | Ice | 34 |
| Blind (Darkness) | Dark | 31 |
| Ivy-Covered | Grass | 28 |
| Muddy | Ground | 21 |
| Poison | Dark Ground Grass | 8 |
| Stun | Neutral Ground | 2 |
The pattern is one element, one effect: Water soaks, Electric electrifies, Ice freezes, Grass entangles, Ground muddies, Dark blinds.
There is exactly one exception, and it is worth remembering: Dragon skills apply Burn. Of the 56 skills that carry it, 33 are Fire and 16 are Dragon, with a handful more from Dark, Neutral and Grass — mostly the self-destruct moves. Bringing a Dragon Pal quietly brings a second source of fire.
The proc chance is in the data
Every skill that carries an effect has a chance attached, and it does not change between Pals. The distribution is lopsided:
- 100%, guaranteed. Most of the heavy hitters live here. 31 of Soak's 36 skills are 100%, 28 of Freeze's 34, 26 of Electrify's 36.
- Around 50%. Blind has the most, 13 of 31.
- 35% and below. A handful of low-cooldown harassment moves — Wind Cutter (Ivy-Covered, 35%), Stone Cannon (Stun, 20%).
If you want a status to land reliably, take the 100% moves in that element rather than trying to stack chances with fast, cheap ones. Typical picks:
| Element | Effect | Skills |
|---|---|---|
| Fire | Burn | Flare Arrow, Spirit Flame, Spirit Fire |
| Water | Soak | Bubble Blast, Acid Rain, Hydro Laser |
| Electric | Electrify | Tri-Lightning, Thunder Rain, Lock-on Laser |
| Ice | Freeze | Ice Missile, Crystal Breath, Blizzard Spike |
| Grass | Ivy-Covered | Seed Machine Gun, Seed Mine, Circle Vine |
| Ground | Muddy | Stone Blast, Rock Lance, Rocky Impact |
| Dark | Blind | Dark Laser, Apocalypse, Dark Ball |
| Dark | Poison | Poison Fog, Poison Blast |
Which Pal learns what, and at which level, is on the active skills page and on each Pal's own page.
The effects change incoming damage
A community datamine documents how the effects interact with elements. This part is not in the site's data snapshot and the game does not expose the multipliers, only the direction:
| Effect | Takes more damage from | Takes less damage from | Duration |
|---|---|---|---|
| Burn | — | Grass | 15s |
| Soak | Electric | Fire | 10s |
| Ivy-Covered | Fire | — | 10s |
| Muddy | — | Electric | 10s |
| Electrify | Water | — | 10s |
| Blind | — | — | 4s |
| Freeze | — | — | 3s |
| Poison | — | — | 18s |
Which reads straightforwardly: soak then shock, entangle then burn. In reverse, hitting a burning target with Grass moves does less than it should.
One at a time, except Poison
Only one of these can be on a target at once, and a new one overwrites the old. Electric after Soak picks up the bonus, but one more Water move washes the Electrify straight off again — wrong order, wasted damage.
Poison is the sole exception. It coexists with anything else, and at 18 seconds it also lasts the longest.
It works on you too
You and your Pals are just as catchable. The player's stat points include Status Resistance, which makes effects land on you less often, and the accessories include a resistance ring for each element. The rings cut damage rather than duration, but together they noticeably shorten how long a status keeps you pinned.
Skill counts and proc chances come from the site's game-data snapshot. The interaction table and durations come from a community datamine — the game ships no extractable table for them, so treat those as indicative. Element-versus-element multipliers are on the type chart and in how to remember type matchups.