A status is given to Pawns by attacks, items, or styles. Statuses can be positive or negative. Individual statuses do not stack unless otherwise noted. If a Pawn is affected by a status and gets hit with the same status again, whichever duration is longer is chosen.
Sources: Cat, Skates
• Pawns with
bleed take 5% of their remaining hp per second.
• Pawns cannot die from bleed, their hp will remain at 0.1.
Sources: Mummy, Ship
• Pawns with
disarmed do not instantiate attacks.
• Their attack cycle continues in the background.
• A Pawn can "lose" an attack if disarmed even for a split-second.
Sources: Pirate, Flask
• Pawns with
drunk have a 20% chance to miss.
• Missing while drunk causes a Pawn to change directions.
• Pawns affected by drunk do 1.5× damage.
Sources: Smoke
• Pawns with ![]()
hazy have a 50% chance to miss attacks.
Source: Cat
• Pawns with ![]()
lazy have a 0.5× penalty to asp.
Sources: Demon
• Pawns with
scared turn away from attacks that hit them.
Sources: Pirate, Slug
• Pawns with
sick take 1% of their missing hp per second.
• Pawns can die from being sick.
Sources: Mecha, Ship, Glue, Flask
• Pawns with
slow move at 0.5× speed.
• The Pawn's spd is unaffected.
Sources: Fish, Mecha, Top, Bully, Skates
• Pawns with
sprint move at 1.5× speed.
• The Pawn's spd is unaffected.
Sources: Cat, Fish, Witch, Glue, Tire
• Pawns with
stuck do not move normally.
• The Pawn's spd is unaffected.
• Some Pawns may stop attacking while stuck.
Sources: Chair, Meta
• Pawns with
tanky take 0.5× damage.
Sources: Grouper, Mummy, Witch
• Pawns with
void ignore enemy hits (attacks, styles, and items).
• Status damage from bleed and sick is not prevented.
• Some mechanics may ignore void, like the Ghost.
Sources: Mummy, Bully
• Pawns with
weak do 0.5× damage.