MECHANICS / STATUS EFFECTS

Warhammer Survivors status effects

Status effects change the relationship between an attack, a target, and the space around them. The named set includes Burning, Poisoned, Oiled, Frenzied, Healing, Stunned, and Berserk. Read each effect with its consequence: speeding or slowing enemies changes movement pressure, while an attack modifier changes how quickly a build can answer it.

Open record: Status effectsCurrent public build
01

MECHANICS / STATUS EFFECTS

Effects are verbs in the run

Burning is a damage-over-time effect that speeds enemies. Poisoned is also damage over time, but slows enemies. That difference is more useful than a made-up damage value because it tells a player how the field may feel after the effect is applied: Burning raises urgency, while Poisoned creates more room to reposition. Both effects continue to matter after application, so the movement response is part of the target's practical threat.

Oiled is a damage modifier that increases fire damage and links to Burning. Nuln Oil sits on the weapon side of that relationship, while Burning sits on the status side, so you can follow the fire path in either direction.

Frenzied, Healing, and Stunned have descriptive roles. Berserk is an attack modifier granted by Frenzon and raises attack frequency. Exact duration, percentage, stack limit, and immunity rules are not established yet. Use Frenzied as a status name, Healing as recovery, Stunned as control, and Berserk as the attack-frequency modifier when describing a test.

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MECHANICS / STATUS EFFECTS

Follow Oiled to Burning for the fire interaction, or Berserk to Frenzon for attack frequency. The other named effects remain useful starting points when you want to identify a control, recovery, or damage state.

An effect can matter before its final numbers are known. Burning can raise movement pressure, Poisoned can create room to reposition, and Berserk can change attack frequency without making any one status universally best. Oiled adds a fire-damage relationship, so the target state and the weapon-side interaction can be read together.

Filter by effect family or consequence, search the name or summary, and follow one relationship at a time. The key question is what changes in the field after the effect applies.

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MECHANICS / STATUS EFFECTS

A practical effect reading order

Read the kind first, then the interaction line. Damage over time tells you that an effect continues to matter after application; the interaction line tells you what changes in the field. Burning speeding enemies and Poisoned slowing enemies are therefore different movement problems even before a final damage number is known.

Next, look for a named pair. Oiled and Burning form the fire relationship, while Frenzon and Berserk form the attack-frequency relationship. These pairs connect a weapon-side record with a mechanic-side record instead of treating every effect as a self-contained button. Nuln Oil gives the fire path its weapon-side name, and Frenzon gives the attack-frequency path its item-side name.

Finally, use the consequence to choose a question rather than a winner. If the problem is space, look at the slow or speed relationship; if it is attack frequency, inspect Frenzon and Berserk; if it is a control state, open Stunned. No single order fits every build.

Search the name, scan the type and interaction fields, and follow one relationship. No missing duration or percentage needs to be guessed to understand the role of the effect.

For any effect, ask three questions: does it damage over time, does it modify movement or attack frequency, and which named record connects to it? Those answers give you a useful next step while duration, stack, and percentage rules remain open. The named set covers damage over time, damage modification, recovery, control, and attack frequency, so the consequence matters as much as the label.

Use the vocabulary in a test session: apply or observe one named effect, note the target's movement or attack response, and then check the connected record. A version-tied observation is more useful than a broad claim that ignores the demo boundary. The seven named effects cover Burning, Poisoned, Oiled, Frenzied, Healing, Stunned, and Berserk, so a test can begin with the exact term rather than a vague description.

MECHANICS / STATUS EFFECTS

Field notes / 7 records

7 records
01

Burning

Fire interaction

Damage over time that speeds enemies, increasing the urgency around an affected target.

Type
Damage over time
Context
Speeds enemies
Context
Fire interaction
02

Poisoned

Toxic interaction

Damage over time that slows enemies and changes the space available for repositioning.

Type
Damage over time
Context
Slows enemies
Context
Toxic interaction
03

Oiled

Burning link

Damage modifier that increases fire damage and connects directly to Burning.

Type
Damage modifier
Context
Increases fire damage
Context
Burning link
Build LinkBurning
04

Frenzied

Status effect

Status effect with no published duration or numerical stack rule.

Type
Status effect
Context
Officially listed
Context
Status effect
05

Healing

Recovery effect

Recovery effect in the named status set.

Type
Recovery effect
Context
Officially listed
Context
Recovery effect
06

Stunned

Control effect

Control effect in the named status set.

Type
Control effect
Context
Officially listed
Context
Control effect
07

Berserk

Frenzon link

Attack modifier granted by Frenzon that raises attack frequency.

Type
Attack modifier
Context
Raises attack frequency
Context
Frenzon link

Official

Sources

  1. Steam product page ↗
  2. Warhammer Community characters and enemies ↗