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Status Effects affect units in play. There are three types; Effects, Buffs, and Debuffs.

The maximum stack amount is 9999.

Units in play are also affected by Triggered Effects.

See also: Card Effects

Effects[]

Effects are persistent and can not normally be removed; however, some of them, such as Armor, Burnout, and Fuel, have certain conditions for removal. Armor is the only Effect that doesn't have a yellow icon during fights.

Effect Description Stacking Notes
Status Armor
Armor
Damage is dealt to Armor before health. Each point of Armor blocks one point of damage and is then removed. Duration (1 stack = 1 effective health) Can be bypassed by Piercing spells, such as Horn Break.
Status Buffet
Buffet
This unit can be eaten multiple times. Duration (1 stack = 1 activation) Used by Primordium.

A unit with Buffet is treated as a Morsel in regard to Eaten abilities, so it cannot eat Morsels. However, it is not treated as a Morsel in regard to spells that only affect Morsels.

Status Burnout
Burnout
Counts down every turn. When Burnout runs out, the unit dies. Duration (1 stack = 1 turn) Used by the Melting Remnant clan.
Units that die because of Burnout have this icon placed on their Combat previews.
Status Cardless
Cardless
This unit was not summoned from a unit card. It won't go to the Consume pile upon death and can't gain Endless. None
Status Enchant
Enchant
Other friendly units on the same floor gain a bonus. None For allies, this is accessible through Wyldenten's Predator upgrade path. The icon is also used by many floor-based effects, such as Molluscmage, Tethys Titansbane's Conduit path, and Morselmaster.
Status Endless
Endless
When this unit dies, return its card to the top of the draw pile. None
Status Fragile
Fragile
If this unit loses health, it dies. None Damage to Armor will not trigger Fragile.
Status Fuel
Fuel
Negates the effect of Inert.
Loses 1 stack every turn.
Duration (1 stack = 1 turn) Used in relation to Alloyed Construct.
Status Haste
Haste
Moves directly from the first floor to the third floor. Duration (1 stack = 1 turn) Only used by enemies.
While battle effect text shows Haste being removed as though it had stacks if it is negated, it never has more than 1 stack at a time.
Status Immobile
Immobile
Can't move between floors or change position on this floor. None Used by Alabaster Guardian.
Status Inert
Inert
This unit cannot attack unless it has Fuel. None Used in relation to Alloyed Construct.
Status Multistrike
Multistrike
Attacks an additional time each turn. Intensity (1 stack = 1 extra attack)
Status Phased
Phased
Cannot attack. Cannot be damaged or targeted in any way. Duration (1 stack = 1 turn)
Status Purify
Purify
Removes all damaging debuffs from this unit at the end of turn. None Used mainly by The Last Divinity.

Damage from debuffs is applied before the debuffs are purged.

Status Quick
Quick
Attacks before enemy units during combat. None Can only apply to player units.
Status Relentless
Relentless
Combat in this room continues until all enemies are defeated. This unit cannot be Rooted. None Cards cannot be played between Relentless combat rounds, nor will units move between floors until all units on one side are dead.
Only Bosses and the Pyre have this effect.
Status Shard
Shard
Powers Solgard the Martyr's abilities. Duration (1 stack = 1 use)
Status Shell
Shell
At end of turn, remove Echo from the floor to remove Shell from the front unit with Shell. When all Shell is removed, the unit will Hatch. Duration (1 stack = 1 Echo) Used by Eggs in the Wurmkin clan.

Stacks will only decay if Echo is available to consume.

Status Silence
Silence
Disables Triggered Abilities. None Affected Trigger abilities' icons turn Gray.
Status Sweep
Sweep
Attacks all enemy units. None Each enemy hit with Sweep will remove a stack of Lifesteal.
Status Trample
Trample
When attacking, excess damage is applied to the subsequent enemy unit. None When combined with Sweep, excess damage dealt to enemies in the back is pushed to the front enemy unit. Enemies killed by carryover Trample damage will not be hit by the initial sweeping hit. (Sweep damage is dealt from front to back, sequentially.)

Triggers[]

Triggers are effects which activate on certain conditions; they can be disabled by the Silence debuff.

Effect Description Notes
Status Action
Action
Triggers at the start of this unit's turn. "Start of turn" refers to the unit's turn in combat.
Status Armored
Armored
Triggers when Armor is added to this unit. Used by Apex Imp.
Status Eaten
Eaten
After the next round of combat, this unit will be eaten by the front unit without an Eaten ability. Used by the Umbra clan.

Eaten units do not count as dying for purposes of Harvest.

Units cannot be Eaten between Relentless combat rounds.

Eaten units have this icon placed on their Combat Previews.

Status End of Turn
End of Turn
Triggers at end of turn.
Status Etch
Etch
Triggers when a card is Consumed on this floor. Used by the Wurmkin clan.
Status Extinguish
Extinguish
Triggers on death.
Status Gorge
Gorge
Triggers when this unit eats a Morsel unit. Used by the Umbra clan.
Status Harvest
Harvest
Triggers when a unit on this floor dies.
Status Hatch
Hatch
Once all Shell is removed, the unit dies, triggering its Hatch ability. Apply the Egg unit's upgrades and stat changes to the summoned unit. Used by Eggs in the Wurmkin clan.
Status Hellborne Harvest
Hellborne Harvest
Triggers when one of your units dies on this floor. Used by Shattering Darkshard.
Status Hunger
Hunger
Triggers when a unit with Eaten is summoned. Used in relation to Morsel-Made.
Status Incant
Incant
Triggers when you cast a spell on this floor.
Status Inspire
Inspire
Triggers when you gain Echo on this floor, once per Echo. Used by the Wurmkin clan.
Status Rally
Rally
Triggers when you play a non-Morsel unit card on this floor.
Status Rejuvenate
Rejuvenate
Triggers when healed, even at full health.
Status Resolve
Resolve
Triggers after combat.
Status Revenge
Revenge
Triggers when damaged. If a unit with Revenge is killed, its Revenge ability will still trigger on the killing blow.
Status Slay
Slay
Triggers after dealing a killing blow. Triggers on kills from not only melee attacks, but also abilities on the unit such as Spikes, Summon, and Action. (However, Slay cannot normally trigger upon Extinguish abilities because the unit is already dead.)

Slay can also appear on damaging spells, in which case it is triggered if the spell kills a unit.

Status Strike
Strike
Triggers when attacking. Similar to Slay, triggers on strikes from not only melee attacks, but also abilities on the unit such as Summon and Gorge (Shadoweater). Every time a single unit is hit, it counts as a Strike; as such, Multistrike will trigger multiple times, and Trample and Sweep may trigger several times in one Action.
Summon Triggers when played.

Buffs[]

Buff effects are generally positive for their target and are represented by green icons.

Effect Description Stacking Notes
Status Damage Shield
Damage Shield
Nullify the next source of damage. Duration (1 stack = 1 activation) Revenge will not trigger on a shielded unit.

Dealing 0 damage doesn't remove a stack.

Piercing spells, such as Horn Break, will ignore Damage Shield.

Status Lifesteal
Lifesteal
When a unit with Lifesteal attacks, it restores health equal to the damage dealt. Duration (1 stack = 1 attack) Decreases after any attack, even ones which deal no damage. The full damage dealt by the attack will be converted into healing, even if it exceeds the combined health and Armor of the attacked unit.

If multiple units are struck at once via Sweep, Lifesteal triggers separately (healing the bearer and removing a stack) for each unit struck. (This does not happen if multiple units are struck at once via Trample, since that ability spreads the damage from one attack across multiple units.)

Status Rage
Rage
+2Attack per stack.
Decreases every turn.
Duration (1 stack = 1 turn) & Intensity (1 stack = +2Attack) The end of a Relentless combat round (1 cycle of attacks) counts as a turn for the purpose of Rage decay.

If under the effect of Collection of Tails, Rage will not decay.

If under the effect of Resonant Shard, Rage will give +3Attack per stack.

Status Regen
Regen
Restores 1 health per stack at the end of turn.
Decreases every turn.
Duration (1 stack = 1 turn) & Intensity (1 stack = 1 health restoration) The end of a Relentless combat round (1 cycle of attacks) counts as a turn for the purpose of Regen healing and decay.

If under the effect of Bloating Fungus, Regen will heal 2 health per stack.

Status Soul
Soul
Modifies the damage of Devourer of Death's Extinguish ability. Intensity (1 stack = 15 damage) Used by Devourer of Death.
Status Spell Shield
Spell Shield
Absorbs the next damage spell. Duration (1 stack = 1 activation) Revenge will not trigger on a shielded unit.

Dealing 0 damage doesn't remove a stack.

Piercing spells, such as Horn Break, will ignore Spell Shield.

Status Spikes
Spikes
When a unit with Spikes is attacked, the attacker takes 1 damage per stack. Intensity (1 stack = 1 damage) If under the effect of Petrified Crucible, Spikes will deal 2 damage per stack.

If under the effect of Gnarled Root, Spikes will also grant +1Attack per stack.

Status Stealth
Stealth
Not a target in combat.
Loses 1 stack every turn.
Duration (1 stack = 1 turn) The Crystalcloak has Stealth 8 when they appear.

The end of a Relentless combat round (1 cycle of attacks) counts as a turn for the purpose of Stealth decay.

Spells, Artifacts, and other 'indirect' damage sources ignore Stealth.

Debuffs[]

Debuffs effects are generally negative for their target and are represented by red icons.

Effect Description Stacking Notes
Status Dazed
Dazed
As long as a unit is Dazed, it can't attack or use any Action or Resolve abilities. Duration (1 stack = 1 turn) The end of a Relentless combat round (1 cycle of attacks) counts as a turn for the purpose of Dazed decay.
Status Emberdrain
Emberdrain
At the start of turn, you lose 1Ember for every stack of Emberdrain.
Decreases every turn.
Duration (1 stack = 1 turn) & Intensity (1 stack = -1Ember)
Status Frostbite
Frostbite
Unit takes 1 damage per stack at the end of turn.
Decreases every turn.
Duration (1 stack = 1 turn) & Intensity (1 stack = 1 damage) The end of a Relentless combat round (1 cycle of attacks) counts as a turn for the purpose of Frostbite damage and decay.

If under the effect of Cuttlebeard, Frostbite will not decay.

Status Heartless
Heartless
A unit with Heartless cannot be healed. Duration (1 stack = 1 turn) Heartless doesn't jeopardize direct +Health gains, such as Rector Flicker's Accumulator +5/+10/+20Health.
Status Melee Weakness
Melee Weakness
The next time the unit is attacked, it takes that much damage again for each stack of Melee Weakness. Intensity (1 stack = +1 damage multiplier)
Status Reap
Reap
Unit takes 1 damage per stack of Echo after combat ends. Does not decrease. Intensity (1 stack = 1 damage per Echo) Used by the Wurmkin clan.

The end of a Relentless combat round (1 cycle of attacks) counts as a turn for the purpose of Reap damage.

Status Rooted
Rooted
Prevents the next time a unit would move between floors.
Bosses are immune.
Duration (1 stack = 1 turn)
Status Sap
Sap
-2Attack per stack.
Decreases every turn.
Duration (1 stack = 1 turn) & Intensity (1 stack = -2Attack) The end of a Relentless combat round (1 cycle of attacks) counts as a turn for the purpose of Sap decay.
Status Spell Weakness
Spell Weakness
The next time the unit is hit by a damage spell, it takes that much damage again for each stack of Spell Weakness. Intensity (1 stack = +1 damage multiplier)

Enemy Only Effects[]

These effects are only available to enemy units.

Effect Description Notes
Status Recover
Recover
Restore health to friendly units after combat. Recover replaces the Attack icon with its own icon.

Trying to give some Attack to a healer (so it triggers Revenge/Spikes) will improve his healing instead.

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