Mastering status effects is crucial for pushing high loops in Megabonk. Learn how the 5 core debuffs work, how they scale with your stats, and the hidden mechanics of Crowd Control (CC) Immunity.
⚡ GAME MECHANICS • DEBUFFSThese status effects actively drain enemy health. They benefit greatly from Damage Brackets and the Duration stat.
These effects restrict enemy movement. They are subject to the hidden CC Immunity mechanic to prevent infinite stun-locking.
While bosses CAN be stunned (turning yellow and stopping movement), Stun does not silence them! Bosses can still shoot projectiles and use attacks while stunned. It only roots them in place.
Enemies build resistance to crowd control. After 15 Stun or Freeze procs, an enemy + immune to further Stuns and Freezes. Furthermore, after 20 minutes into a run, this cap gradually decreases until enemies can no longer be + Use Duration to get the most out of every single stun proc before immunity hits!
Bloodmark is a delayed-damage debuff with an immediate lethal trigger, separate from standard DoTs and crowd control.
Stores pending Bloodmark damage and displays that amount as a dark-red section of the health bar. It is not a fixed percentage of enemy maximum HP.
A normal on-hit mark uses a 5-second base timer and a Bloody Cleaver Lifesteal mark uses 4 seconds. If the stored damage becomes lethal, it resolves immediately.
Yes! If you trigger a status-inducing item (like Moldy Cheese) via a weapon with a low Proc Coefficient, the chance to apply the status effect is reduced accordingly.
Because of the CC Immunity mechanic. After a 20-minute run timer, the threshold of procs required for an enemy to become immune to Stun/Freeze drops significantly.
Yes. Poison triggers a damage tick every 0.5 seconds. By increasing the duration of the Poison stack, you increase the total number of ticks the enemy suffers before it wears off.
Absolutely. You can Poison, Burn, and Stun an enemy simultaneously. Stacking multiple diverse debuffs is highly recommended.