Status effect

A status effect is an added effect of a technique that is applied to a target much like damage is. They can have any number of effects, positive and negative, on the way a unit performs in battle. Status effects with generally positive effects on the affected unit are called buffs and ones with generally negative effects are called debuffs. However, the situation is not always black and white - sometimes, it might be advantageous to use a buff on an enemy or a debuff on an ally.

For a current list of status effects in CCRPG and what they do, see List of status effects.

Intensity
All status effects have intensity, which quantifies how strong the effect is. Depending on which effect it is, intensity can affect either the duration of an effect or how strongly it affects the unit it is applied to.

Techniques that cause status effects have higher activation costs, and the higher the intensity of the status effect(s), the more the activation cost will increase.

Partially dodging a technique that has a status effect will cause the status effect to be inflicted at reduced intensity. For more on this, see Dodge.

Reapplication mechanics
A unit can't have two instances of the same type of status effect on it at the same time. If a status effect is inflicted on a unit that already has that status effect, what happens depends on how the status effect duration is calculated and whether the status effect is a Disable.

For all fixed-duration status effects and status effects with an unlimited duration, the new effect will replace the old effect, overwriting it, if the intensity of the new instance is greater than or equal to the intensity of the old instance. If this replacement occurs, the duration of the status effect will reset to its original fixed duration. For instance, if a unit is under Break 6 and has 2 turns left, if it is hit with Break 7, then it will be under Break 7, and the new effect will last 4 turns after.

For all variable duration status effects, the new instance of the effect is completely ignored. For instance, if a Provoked unit is hit with Provoke, nothing happens - the existing effect's duration is not changed.

Disables have additional restrictions on their usage. See Disable.