Status Effects

 are beneficial or detrimental conditions applied to players by a large variety of equipment.

Cleanse
The Cleanse effect is a buff typically associated with the Combat Medic.

When applied, the effect will immediately clear most debuffs from eligible allies, and will then heal them for 300 health over three seconds (regardless of whether or not a debuff was purged).

The effect is capable of cleansing the burning, concussion, EMP, flash, and slow effects. Cleanse provides no immunity to debuffs, with a cleansed debuff able to be immediately reapplied at full effect.

This effect can only be applied to allied infantry, and cannot be applied to MAXes, Defectors, or vehicles.

Enhancement
The Enhancement effect is a buff typically associated with the Engineer.

When applied, the effect will immediately increase the maximum health of eligible allies by 500, and increases their current health by up to 500 based on their current health as a percentage of their maximum. The affected unit will then be repaired by 250 health over the following five seconds.

The current and maximum health increases are not affected by the havoc debuff.

This effect can only be applied to allied MAXes, Defectors, and vehicles, and cannot be applied to infantry.

Burning
The Burning effect is a debuff.

When applied, the effect typically ignites infantry causing them to suffer 150 damage over three seconds, received in six 25 damage ticks every 0.5 seconds.

The burning effect uses the unique  resistance type, which shares the same resistances as  but cannot be further reduced by enhancements such as the Flak Armor suit slot, and is only affected by the Cold Heart implant.

Where sourced from the Pain Spire, the effect is constant so long as the victim remains in range, and ends as soon they leave range.

This effect can applied to all infantry, MAXes, and Defectors, regardless of allegiance, and cannot be applied to vehicles.

Concussion
The Concussion effect is a debuff typically associated with the Heavy Assault.

When applied, the effect reduces the movement and turn speed of victims and blurs their screen, with the magnitude and duration of the effect dependent on their distance from the source.

This effect can be applied to all infantry, MAXes, and Defectors, regardless of allegiance, and cannot be applied to vehicles.

EMP
The EMP effect is a debuff typically associated with the Infiltrator.

When applied, the effect fully and immediately drains the personal shielding of all infantry and destroys or disables any hostile deployables within range—regardless of the presence of cover. Any infantry directly stricken by the effect, with no cover in the way, they will also suffer their shield regen delay, and a scrambling effect will be applied to their screen.

The EMP effect derived from the Infiltrator's Adaptive Class Underbarrel is considerably weaker, unable to affect shields in any way and dealing less damage to deployables.

This effect can be applied to all infantry, MAXes, and Defectors, regardless of allegiance, and cannot be applied to vehicles.

Flash
The Flash effect is a debuff typically associated with the Light Assault.

When applied, the effect blinds affected infantry by turning their screen white, with the opacity of the blind and the duration of the effect dependent on their distance from the source. The effect also increases the minimum cones-of-fire of the victim's weaponry by 20% for the full duration of the effect.

The flash effect derived from the Quick-Det Flash Grenade does not affect the cone-of-fire of affected infantry.

This effect can be applied to all infantry, MAXes, and Defectors, regardless of allegiance, and cannot be applied to vehicles.

Havoc
The Havoc effect is a debuff typically associated with the Heavy Assault.

When applied, the effect immediately prevents the unit from receiving repairs from any source for six seconds. Affected units will have a floating red visual effect across their body for the duration of the effect.

Havoc effects prevent all repairs, although does not prevent increases to maximum and current health such as that from the enhancement effect.

When derived from a NE-36 Linecutter equipped with Haywire Ammunition, this effect only lasts four seconds and cannot affect vehicles.

This effect can only be applied to hostile MAXes, Defectors, and vehicles, and cannot be applied to allies or infantry. It can also be applied to enemy-owned Generators.

Impulse
The Impulse effect is a debuff typically associated with the Light Assault.

When applied, the effect immediately applies a strong knockback force to all affected players, pushing them directly away from the center of the explosion. The player that triggered the effect typically receives a stronger impulse force than other targets hit, and players with existing aerial momentum (such as from jumping, gravity, or the usage of a jump jet) will have that momentum amplified.

Deployed vehicles are fully immune to all impulse effects, as are Colossi using the Fallout Hardening defense slot upgrade. The Heavyweight implant makes the user immune to impulse effects.

Only the impulse effects of Tank Mines and Mauler Cannon are capable of affecting vehicles and allies.

This effect can be applied to hostile infantry, MAXes, and Defectors, as well as to the player that triggered the effect, and typically cannot be applied to allies or vehicles.

Slow
The Slow effect is a debuff.

When applied, the effect reduces the movement of victims by 20% for 2 seconds.

This effect can be applied to hostile infantry, MAXes, and Defectors, and cannot be applied to allies or vehicles.