Status Effects

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There is a great variety of status effects which have different effects and can be caused by multiple sources, including the Dwarves via their Equipment. The majority of them are negative to whoever is inflicted with them. For players, any status effect they have will be visible at the center-bottom of the screen with a corresponding icon (and sometimes, a HUD overlay). Most negative status effects serve to inflict damage-over-time (DoT) to a target which will slowly chip away its health while they are in effect. There are perks and upgrades to equipment that mitigate effects from some of these status effects. For example, the Elemental Insulation perk is used to reduce damage taken by status effects by up to a maximum of 30%, and some unique upgrades allow them to resist most of the damage from certain Status Effects.

To better understand how status effects work, it may help to know what the terms involved mean:

  • Damage: The figures listed for any damage dealt are displayed as their base values before Hazard Levels are applied. For more information, check the associated page of the status effect's source in question.
  • Interval: How often the damage will be applied.
  • Duration: How long the status effect lasts until it stops affecting the creature/player.
  • Radius: The range where the status effect can be inflicted.

Status fire.png On Fire

On Fire is a status effect that causes Fire DoT. Most creatures in the game (including Dwarves) have a burn temperature, and when their Heat reaches this value they will ignite. While a target is ignited it will take damage over time, but not while it is heating up. Most creatures act as a heat source for other creatures when they are on fire and apply heat damage over time to any creature within a certain radius around them. The burning enemies will not act as a heat source for themselves, but multiple burning creatures may apply heat to each other.

Sources of Cold will reduce the temperature of anything reaching the ignition heat value, preventing it from igniting.

The Driller can equip a Modification for his Armor Rig called Temperature Insulation, which reduces all Fire damage taken by 50%. This also makes him immune to the small, lava holes in the Magma Core, although it is unknown whether this is intentional or the 50% nullifying the damage.

All types of Dreadnoughts, as well as the Caretaker, cannot be ignited. Igniting any Rival robot, aside from the Prospector Drone, will kill or disable it instantly.

The stats of On Fire are:

  • Self DoT:
    • Damage: 6 Fire
    • Interval: 0.3 - 0.5s
    • Duration: Variable
  • Radial Heat:
    • Damage: 5 Heat
    • Heat Interval: 1s
    • Heat Radius: 1.5m, 2.0m, or 2.5m depending on creature size.

On Fire Sources:






Status frozen.png Frozen

Frozen is a status effect which is triggered similarly to On Fire. Most creatures in the game have a freezing temperature point, and when this point is reached the target will be frozen solid. As with Burning, applying Heat to a freezing player/creature will reverse the effects of the Cold and prevent Freezing. Frozen targets are unable to move or attack in any way, and will take triple (x2.67 for Dreadnoughts) damage from direct sources.

Direct damage is any damage from weapons being directly impacted onto a target. This excludes Area-of-effect (AoE) attacks such as the AoE from the "Thunderhead" Heavy Autocannon, DoT from other status effects, or internal damage sources such as the Subata 120 Overclock "Explosive Reload". For weapons which include both direct and AoE damage (such as the Autocannon and Impact Axe), only the parts of the weapon which deal direct damage are boosted, while the AoE damage remains unchanged. Melee damage varies; the Pickaxe Power Attack gains no damage boost while the Power Drills do. Regular pickaxe strikes consist of direct and area damage, so they will only be partially boosted.

Frozen enemies will also have their weak spots disabled, but targeting any part of their body with direct damage will cause the frozen damage multiplier, even on armor plating. An exception is the Glyphid Brood Nexus, whose weakpoints are still enabled when frozen.

Being frozen kills Mactera and other flying enemies almost instantly, as well as the Glyphid Swarmers.

All Rival robot enemies are immune to being frozen.

The duration of the Frozen status is highly variable.

Enemies which die while being Frozen will disable unique effects which occur on death. This includes:

  • A Glyphid Exploder's combustion (includes regional varieties)
  • A Glyphid Praetorian's "Death Cloud" attack (includes regional varieties and the Glyphid Oppressor)
  • A Glyphid Brood Nexus' "Swarmer Release" where it spawns many Swarmers on death
  • A Mactera Goo Bomber's "Goo Barrage" attack (includes regional varieties)
  • A Glyphid Bulk Detonator's "Final Blow" combustion (technically not disabled - Bulks which die while frozen release a large-radius shockwave which deals no damage but can easily propel Dwarves across extreme distances, where the fall damage will often be enough to kill them) (includes Crassus Detonator - frozen Crassus Detonators will not produce any gold upon death)
  • Parasites

If a dwarf becomes frozen mid-air or while hanging off a zipline, the dwarf falls to the ground, but fall damage does not occur. A Pickaxe attack, either the regular or Power Attack, will help unfreeze dwarves without damaging them.

Freezing Sources


  • The Cryo Cannon - Applies damage and Freezing Power to any enemy it targets. Does not deal additional damage to frozen targets.




  • Glacial Strata contains many elements of freezing:
    • Praetorians and Goo Bomber variants in this biome can inflict Freezing with their attacks
    • There are several natural elements of Freezing in the biome, such as the Blizzards and Cold Wind Vents

Icon Upgrade TemperatureShock.pngTemperature Shock

Temperature Shock is a status effect that can be caused on creatures (Dwarves are immune to it). If Frozen, it must reach the Unfreeze temperature or 10 units below, with direct heating; If On Fire, it must reach the Douse Fire temperature or 10 units above, with direct cooling.

Icon Damage Corrosive.png Corrosion

Corrosion is a status effect exclusive the Driller's Corrosive Sludge Pump. It deals damage over time and slows enemies under its effects. The slowdown potency may vary wildly depending on perks taken, refer to this chart for more details. Corrosion does not affect dwarves in any way, but the projectile's instant direct damage can cause friendly fire.

When hit DIRECTLY, the enemy receives the following debuff:

  • Damage: 8 Corrosive (+2 with Fluoroantimonic Acid, +0.5 with Hydrogen Ion Additive)
  • Duration: 4 seconds
  • Tick interval: 0.2-0.25s
  • Movement Speed: x0.65 (35% Slowdown by default)

When hitting the GROUND, a Puddle is created, simillar to Sticky Goo; applying the following debuff to touching enemies. This effect ends when the enemy leaves the puddle's area of effect and it stacks with direct hit corrosion:

  • Damage: 4 Corrosive (+1 with Fluoroantimonic Acid)
  • Puddle Lifespan: 12 seconds
  • Tick interval: 0.2-0.3s
  • Movement Speed: x0.55 (45% Slowdown by default)

Corrosion Sources

  • The Corrosive Sludge Pump - Applies corrosion to any bug caught within the splash radius of one of the weapon's projectiles, and the puddle effect to any terrain hit within the same radius.

Status radioactive.png Radiation

Radiation is a status effect that causes Radiation DoT. Radiation often appears in a radius, similar to the Death Clouds of poison gas left behind by dead Praetorians. The affected area will glow an intense bright green, visible even in pure darkness, and emit a humming noise the closer you get towards them. Standing inside the radius will cause damage to be taken, at a comparable speed to other status effects.

Radiation Sources

Almost all sources of radioactivity are found exclusively in the Radioactive Exclusion Zone biome. Natural sources of radiation occur from the environment and from enemies.

Source Damage per Tick Tick interval Field Duration Radius
Volatile Uranium 6 Radiation 0.5 - 1.0s Endless
Radioactive Praetorian (Radiator) 6 Radiation 0.5 - 1.0s 7s 4m
Radioactive Praetorian (Death Cloud) 6 Radiation 0.5 - 1.0s 7s 2.75m
Radioactive Exploder (Cloud) 6 Radiation 0.5 - 1.0s 7s 2.75m
40mm PGL with Fat Boy Overclock (to Enemies) 25 Radiation 0.75 - 1.25s 15s 8m
40mm PGL with Fat Boy Overclock (to Dwarves) 6 Radiation 0.5 - 1.0s 15s 8m
Colette Wave Cooker with Gamma Contamination Overclock (direct DoT) 5 Radiation 0.2 - 0.25s 7s N/A
Colette Wave Cooker with Gamma Contamination Overclock (field) 3 Radiation 0.2 - 0.25s 7s 2.0m

Status Poison.png Poison

Poison is a status effect that causes Poison DoT. Stats from Poison are not set at a fixed rate.

The Engineer can equip a modification for his Armor Rig called "Hazmat System", which reduces all Poison damage taken by 50%. This effect stacks with Elemental Insulation to resist up to 80% (x0.2) of all Poison damage.

Poison Sources

Source Damage per Tick Tick interval Duration Radius
Glyphid Acidspitter (Acid Spit) 2.5 Poison 0.5 - 1.0s 2s (status) N/A
Glyphid Praetorian (Acid Spray) 5 Poison 0.5 - 1.0s N/A N/A
Glyphid Praetorian (Death Cloud) 3 Poison 1.0 - 1.5s 10s (field) 5m
Toxic Maggot (Death Cloud) 2-3 Poison 0.5 - 0.8s 4s (field) 2m
Poison Spores Fungus 3 Poison 1.0 - 1.5s N/A 0.4m

Status Neurotoxin.png Neurotoxin

  • Damage and slow enemy down over a long period of time with various methods of delivery
  • Is applied on a hit, not on damage being done, allowing for affecting hard to damage enemies.
    • Some examples are shooting Oppressors and Glyphid Dreadnoughts in the front while still activating the effect to deal damage.
    • In this way, it can also be applied to invincible enemies, such as the Dreadnaught Hiveguard during its shield phase. Because they are invincible, it will have no damaging effect, but the slow still applies.

Neurotoxin effects:

  • Duration: 30s (Neurotoxin Grenade) / 10s (Neurotoxin Coating, Contagion Transmitter's Neurotoxin & Neurotoxin Payload)
  • Interval: 0.75 - 1.25s
  • Damage: 12 Poison
  • Movement Speed: x0.7 (30% Slowdown)
  • The debuff effects do not stack with multiple procs but the duration will reset based off of the sources duration

Neurotoxin sources

Status electricity.png Electrocution

  • Electrocuted enemies take Electric DoT and are slowed.
  • Stackable: No (Except the Taser Bolts from Nishanka Boltshark X-80)
  • Can be refreshed: Yes
  • Reduced by: Electric resistance (for both the damage and the slow)

Electrocution sources

Source Damage per Tick Tick interval Duration Movement Speed
Breach Cutter Overclock "High Voltage Crossover" 4 Electric 0.25s 5s x0.2 (80% slowdown)
BRT7 Burst Fire Gun Overclock "Electro Minelets" 3 Electric 0.25s 6s x0.2 (80% slowdown)
Deepcore GK2 Overclock "Electrifying Reload" 4.5 Electric 0.2s 6s x0.2 (80% slowdown)
DRAK-25 Plasma Carbine Upgrade "Overcharged PCF" 4.5 Electric 0.2s 6s x0.2 (80% slowdown)
M1000 Classic Overclock "Electrocuting Focus Shots" 4.5 Electric 0.2s 6s x0.2 (80% slowdown)
"Stubby" Voltaic SMG 3 Electric 0.25s 3s x0.2 (80% slowdown)
LOK-1 Smart Rifle (With Electric Generator Mod) 3 Electric 0.25s 3s x0.2 (80% slowdown)
Inhibitor-Field Generator N/A N/A 15s x0.25 (75% slowdown)
Electrocrystals (found in Crystalline Caverns) 4 Electric 0.2s 3s x0.3 (70% slowdown)
"Stubby" Voltaic SMG overclock "Turret Arc" 6 Electric 0.2s N/A x0.2 (80% slowdown)
Nishanka Boltshark X-80 with Taser Bolts (proximity) 2 Electric 0.1-0.15s N/A x0.5 (50% slowdown)
Nishanka Boltshark X-80 with Taser Bolts (Beam) 6 Electric 0.2s N/A x0.2 (80% slowdown)
Voltaic Stun Sweeper 1 Electric 0.25s 4s x0 (100% slowdown)

Status Staggered.png Stun

  • Stunned enemies are unable to act or move
  • Stunned dwarves can still move and act but their speed is significantly diminished
  • The melee of a Glyphid Grunt Slasher can deal a stun
  • Certain creatures with channeled attacks, such as Praetorian acid spit, will be interrupted by stuns
  • The Pickaxe Power Attack can stun enemies briefly

List of Mobile Hostile Creatures Immune to Stun: Glyphid Bulk Detonator, Glyphid Crassus Detonator, Glyphid Dreadnought, Glyphid Oppressor, Naedocyte Breeder, Nayaka Trawler, Q'ronar Youngling, Q'ronar Shellback, Xynarch Charge-Sucker

Status goo.png Sticky Goo

Sticky Goo is a non-lethal status effect which harshly penalizes mobility. It is exclusive to enemies and the environment. It is triggered by standing in the eponymous Goo, which causes the status effect to occur.

Sticky Goo as an in-game entity appears in two ways: from Mactera Goo Bombers and naturally in the Fungus Bogs. In either instance it appears as a stodgy, dark green mushy liquid with thick consistency. Goo Bombers are able to spew it while flying, spraying it underneath themselves. Sticky Goo from Mactera Goo Bombers will eventually fade away on its own. As an environmental hazard in the Fungus Bogs, it will show up randomly on the ground, usually in tunnels connecting large rooms. The naturally-spawned variety will not fade over time, and can often prove to be a big hinderance to mission progression.

It applies a 70% slowdown effect (x0.3 Movement Speed) to any entity passing through it; this includes Dwarves, Glyphids, and flying enemies who happen to hover too low. A couple of enemies are exempt from it in certain conditions, such as a Q'Ronar Shellback in rolling form which gives it immunity to all slowdowns. Use of Dash and Unstoppable perks can help to mitigate the slowdown brought on by Sticky Goo. The latter provides a passive resistance against slowdown effects by up to 50%, while Dash provides a speed boost on top of ignoring the slow entirely, but only lasts for a couple of seconds.

While Sticky Goo can be problematic, it can also be used to a player's advantage as enemies are slowed by the Goo as well. This inhibits their ability to move as quickly, so this can be used to strategically slow down enemies to deal headshots more easily or slow down a large group of bugs.

Status cobweb.png Webbed

  • Slows down Dwarves and obscures vision. Enemies that step into a web are slowed down.
  • Environmental Sticky Webs can be removed by destroying the surface they are attached to or through fire damage or other weapons, including Driller’s CRSPR Flamethrower & Impact Axe; Engineer’sShard Diffractor & Deepcore 40mm PGL with Incendiary Compound & Breach Cutter with the Inferno Overclock; Scout's Jury-Rigged Boomstick with White Phosphorous Shells & DRAK-25 Plasma Carbine with Plasma Splash. Alternative way to remove webs is to have Molly or Bosco move through them. Webs will visually persist for a short duration after being destroyed but will no longer affect anything.

Webbed Detailed effects:

  • Duration: 4 / 8 s (Web Spitter / Sticky Web)
  • Obscured vision
  • Movement Speed: x0.5 (50% Slowdown)

Webbed Sources

Icon Upgrade ScareEnemies.png Fear

Fear is a Status effect that causes affected creatures to flee 10m away from the source.

When Fear Status Effect gets applied to ground-based enemies like Glyphids or Huuli Hoarders, they stop what they're doing and attempt to flee from the source of the Fear. This has a chance to interrupt some long-lasting attacks (Praetorian Spray attack or Radioactive Praetorian Radiator). If an enemy is running away from a source of Fear, they gain a "Flee" movespeed multiplier of x1.5 (with some exceptions, see main article) until they have moved 10m away from the source of Fear. Once the Fear Effect has ended, they resume normal behavior.

Similarly, applying the Fear Status Effect to Mactera enemies will cause them to cancel their current attack or move command and fly 10m away from the source of Fear at normal speed before resuming normal behavior. From observation, it appears that Fear isn't able to cancel Mactera Bombers' strafe attacks.

Status Pheromones.png Pheromones

  • Creatures affected by pheromones allure nearby creatures, causing them to prioritize attacking the affected creature over the Dwarves. Afflicted enemies will attack non afflicted enemies after they have been attacked first.
  • Sources: Pheromone Canister, Glyphid Dreadnought, Nishanka Boltshark X-80 (with Pheromone Dart)

Berzerker perk icon.png Berzerker

Reduction of recharge time for Pickaxe Power Attacks.

Berzerker Sources

Shield link perk icon.png Shield Link

Increases Shield recharge Rate.

Shield Recharge Boost Sources

  • Shield Link Perk

Status Oxygen.png Suffocation

Suffocation is a status effect that appears during the Low Oxygen Mutator, whenever the oxygen meter is depleted, causing Dwarves to directly lose 10 health per second, which can not be blocked.

Icon Damage Rockpox Infection.png Rockpox Infection

Builds up upon exposure to Rockpox infestation, up to 100. If no exposure has occurred for 1.25 seconds, infestation will naturally decay at a rate of 7 per second. Once Dwarves become fully infected, they become immobilized and take 10 damage every 0.5-2 seconds until they break free. Being completely infected grants a 3 second immunity to gaining further infection (but not from taking health damage from infested sources).

If a dwarf becomes infected mid-air or while hanging off a zipline, the dwarf falls to the ground, but fall damage does not occur.

Rockpox Infection Sources

Source Quantity per Tick Tick interval Duration
Rockpox Larvae's attack 7 0.25s 2s
Bite attack (Rockpox Grunts and Rockpox Praetorians) 5 N/A N/A
Glob Throw attack (Rockpox Grunts and Rockpox Praetorians) 7 0.25s 2s
Spit Attack (Rockpox Praetorians) 7 0.25s While in range
Death Cloud (Rockpox Grunts and Rockpox Praetorians) 5 0.5s While in range
Stepping on Rockpox Terrain 2 1s While nearby
Mining Rockpox Terrain (per broken piece) 15 N/A N/A
Holding Plagueheart 1 0.25s Until dropped
Being within 3m of a Rockpox Blister when it breaks 35 1s 2s

List of Re-atomizable Status Effects

The following status effects can be transferred with Coil Gun's Re-atomizer OC: