Burn, freeze and the vines wrapped around a target are not decoration — they are status effects, and the skill data records which move applies which effect and at what chance. A moveset choice therefore weighs more than power and element.
The nine effects and their elements
Data keys in brackets; the names are the game's own:
| Effect | Applied by | Skills carrying it |
|---|---|---|
| Burn | Fire Dragon Dark Neutral Grass | 56 |
| Soak (Wetness) | Water | 36 |
| Electrify | Electric | 36 |
| Freeze | Ice | 34 |
| Blind (Darkness) | Dark | 31 |
| Ivy-Covered | Grass | 28 |
| Muddy | Ground | 21 |
| Poison | Dark Ground Grass | 8 |
| Stun | Neutral Ground | 2 |
The pattern is one element, one effect: Water soaks, Electric electrifies, Ice freezes, Grass entangles, Ground muddies, Dark blinds.
The one exception: Dragon skills apply Burn. Of the 56 skills that carry it, 33 are Fire and 16 are Dragon, with a handful from Dark, Neutral and Grass — mostly self-destruct moves. A Dragon Pal brings a second source of fire.
The proc chance is in the data
Every skill that carries an effect has a chance attached, and it does not change between Pals. The distribution is lopsided:
- 100%, guaranteed. Most of the heavy hitters live here. 31 of Soak's 36 skills are 100%, 28 of Freeze's 34, 26 of Electrify's 36.
- Around 50%. Blind has the most, 13 of 31.
- 35% and below. A handful of low-cooldown harassment moves — Wind Cutter (Ivy-Covered, 35%), Stone Cannon (Stun, 20%).
If you want a status to land reliably, take the 100% moves in that element rather than trying to stack chances with fast, cheap ones. Typical picks:
| Element | Effect | Skills |
|---|---|---|
| Fire | Burn | Flare Arrow, Spirit Flame, Spirit Fire |
| Water | Soak | Bubble Blast, Acid Rain, Hydro Laser |
| Electric | Electrify | Tri-Lightning, Thunder Rain, Lock-on Laser |
| Ice | Freeze | Ice Missile, Crystal Breath, Blizzard Spike |
| Grass | Ivy-Covered | Seed Machine Gun, Seed Mine, Circle Vine |
| Ground | Muddy | Stone Blast, Rock Lance, Rocky Impact |
| Dark | Blind | Dark Laser, Apocalypse, Dark Ball |
| Dark | Poison | Poison Fog, Poison Blast |
Which Pal learns what, and at which level, is on the active skills page and on each Pal's own page.
The effects change incoming damage
A community-compiled table documents how the effects interact with elements. The game data never exposes these multipliers — only the direction is known:
| Effect | Takes more damage from | Takes less damage from | Duration |
|---|---|---|---|
| Burn | — | Grass | 15s |
| Soak | Electric | Fire | 10s |
| Ivy-Covered | Fire | — | 10s |
| Muddy | — | Electric | 10s |
| Electrify | Water | — | 10s |
| Blind | — | — | 4s |
| Freeze | — | — | 3s |
| Poison | — | — | 18s |
That gives two working combos: soak then electrify, entangle then burn. In reverse, Grass moves against a burning target deal less than normal.
One at a time, except Poison
Only one effect can be on a target at a time; a new one overwrites the old. Electrify after Soak gains the bonus, but one more Water move washes the Electrify off again — the wrong order wastes the damage.
Poison is the sole exception. It coexists with anything else, and at 18 seconds it also lasts the longest.
It works on you too
The player and their Pals can carry effects too. The player's stat points include Status Resistance, which lowers the chance of an effect landing, and the accessories include a resistance ring for each element. The rings reduce damage rather than duration, but combined with Status Resistance they clearly shorten the time a status keeps you pinned.
The interaction table and durations are community-compiled; the game data holds no table for them, so treat those rows as indicative. Element-versus-element multipliers are on the type chart and in how to remember type matchups.