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Verified for v1.0 (launch) · 2026-09-05 Launch essential

Rogue Blight Status Effects: Burn, Bleed, Poison, Freeze, Shatter

Every status effect documented in Rogue Blight, how the buildup bar works, why hits while the effect is active don't stack it twice, and how to resist them.

A green blight explosion tearing through a ruined street as the player fights a lantern-carrying enemy

Status effects are Rogue Blight’s real damage multiplication layer, and both sides of the fight use them — you can bleed a boss, and a puddle can poison you into a run-ending spiral. This page collects every documented status, the buildup rules that govern them all, and how to defend against them.

The buildup system (one engine, six effects)

The game’s tutorial explains the whole system with one worked example, relayed identically by several players:

Each hit applies a percentage of a status — say 25% per hit, accumulating to 100% over four hits. When the bar fills, the effect applies. While an effect is active, the same status cannot be applied again, and the bar slowly decays between hits — so don’t let your attack gaps grow too long.

Three practical consequences:

  1. Fast weapons are status weapons. More hits per second means faster fills and less decay.
  2. Dual wield applies status 40% slower per weapon — the penalty bites twice, on the rate and on the decay race.
  3. Uptime, not uptime-chasing. Since an active effect blocks re-application, your second bar should fill just as the first expires.

The six documented statuses

StatusWhat it doesConfidence
BurnFire damage over time. Applied by flame weapons (the Flame Wand rolls 12% per hit), meteors and fire hazards. One legendary doubles burn damage.Multiple players
BleedDamage over time, plus bonus physical damage taken per hit while active (~+50 measured on a mid-run dagger). The engine of the Dex Bleed build.Multiple players
PoisonDamage over time, usually from ground pools and spitting enemies. Several streamers call player-side poison the worst status to receive — it lingers through fights.Multiple players
FreezeLocks a target in place while active — base duration is 3 seconds, extended to 4 by the Ice Ring blessing (both figures from in-game text). Frost Sword applies it; one wand line rolls it too.In-game UI + multiple players
ShatterFor 5 seconds the target takes only critical hits — every hit crits. Applied by the Great Staff’s skill; devastating when chained into a crit build.Single video
StunBrief loss of control, seen from poise breaks and from blessings like the fear-scream relic that stuns nearby enemies when you drop below half HP.Multiple players

Defending against statuses

  • Status Resist (your stat, shown on the equipment screen at 0% base) reduces the chance to receive statuses.
  • Specific resistance blessings — a resistance-teacher NPC event offers run-long resistance picks (freeze, bleed, strike, and more); players recommend at least one on maps heavy in elemental enemies.
  • Elemental Resist covers the damage half of fire/ice/lightning but not the application chance — they’re separate stats.
  • Play around pools. Poison puddles out-damage most enemy hits; the dash i-frames cross them safely, and jump-attacks let you fight over them without standing in them.

Which status should you build around?

As a rule of thumb from launch-week play: bleed for sustained fights you can control, burn for bosses with big health pools, freeze for survival-first runs, and shatter when your build already crits hard. All four route through the same buildup rules — pick the weapon that applies your favorite and check the Builds overview for the shell around it.

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