Status Effects

Status Effects are standard in any RPG, and Raid on Phoenix Hill is no exception. There are many planned statuses, but this page will only list the ones that are public knowledge - that is to say, they are either on the wiki or have been used in-game, or otherwise have been talked about by a Gamerunner publicly.

Elemental Statuses
These are perhaps the simplest ones - you've seen a few on the Elements page.

Flame

 * Burning - Causes target to take 5% damage every turn for 3 turns. Base proc chance is 25%.

Earth

 * Silence - Prevents Skill use. Base proc chance is 25%.

Wind

 * Clouded - Prevents aggro. Base proc chance is 25%.

Lightning

 * Shocked - Prevents Attack use. Base proc chance is 25%.

Water

 * Waterlogged - Prevents Item use. Base proc chance is 25%.

Solar

 * Flare - Deals 15% of target's Max HP as additional damage once. Base proc is 33%.

Lunar

 * Calm - Removes aggro from targets. Base proc is 50%.

Storm

 * Shocked - Prevents Attack use. Base proc chance is 25%.

Void

 * Counter Cancel - Prevents enemy counterattack. Base proc is 40%. It was nicer than my original idea of sealing all actions.

Time

 * Timelock - Forces the target to act last that turn. Base proc is 15%.

Tick statuses
Like the elemental Burning status, these do something every turn.
 * Poison - Drains 7% HP every turn, and doesn't end naturally - it must be Cured. Base proc is 40%.
 * Exhausted - Drains 10% ENE every turn, counteracting ENE regen. Base proc is ??%. Can be caused by a variety of things.

Other Statuses
These do various things.
 * Dizzy - Disables the target's ability to aim, causing them to sometimes hurt allies in an attempt to attack. Base proc is 30%.
 * Blind - Forces the target to Confirm Attacks and offensive Skill use in order to do anything. Can still use Items and Supportive actions, however. Base proc is 15%.
 * Normal - Nothing is wrong with you right now. You're completely healthy!