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Status Effects are negative conditions in Paladins. They usually afflict the targeted Champions with some kind of penalty, and the effect wears off over time or by moving out of the affected area. The effectiveness or the duration of many negative Status Effects can be reduced with Resilience.

Crowd Control[]

Crowd Control effects limit Champion's actions or displace them.

Abilities able to interrupt Movement Abilities are referred to as Hard Crowd Control (Hard CC).

Crowd Control (CC) Hard CC
Banish  •  Cripple  •  Fear  •  Knockup  •  Polymorph  •  Root  •  Silence  •  Stun  •  Void Grip
Soft CC
Knockback  •  Slow

Debuffs[]

Debuffs decrease Champion's stats or deal Damage over Time.

Debuffs
Burn  •  Damage Taken  •  Mark  •  Poison  •  Healing Reduction  •  Reveal

Irregular Status Effects[]

Status effects that are unusual, unclear or not specified in the game.

Sticky Bomb[]

Sticky Bomb indicates how many of Bomb King's Sticky Bombs are currently attached to the target. Sticky Bombs stick to Champions for up to 2s and can be cleansed.

Bomb King

Sticky Bombs


Flashbang[]

Flashbang blinds enemies near its explosion for up to 3s. Blind duration depends on how far the target is from the explosion's center. Cannot see revealed targets through blindness. Flashbang's duration is affected by Resilience.

Strix

Flashbang


Disarm[]

Disarm prevents the target from using weapon basic attacks for the duration.

Kasumi

Bitter Betrayal


Freeze[]

Freeze slows the target for the duration.

Evie

Ice Storm
VII
Talent required

Heavy SMG - Automatic
Requires Tribunal Upgrades


Midnight[]

Midnight restricts the target's vision to a 30-unit radius for 4s. Midnight's duration is affected by Resilience but has a minimum duration of 2s. Becoming CC Immune cleanses Midnight.

Maeve

Midnight



Countering[]

Resilience[]

Resilience passively reduces the duration or effectiveness of Crowd Control effects for the whole match. It also affects the duration of Midnight and Flashbang.

CC Immunity[]

Crowd Control Immunity prevents your Champion from being affected by Crowd Control effects but they can still receive Debuffs.

Ethereal (State)[]

Champions that become Ethereal can't have their current Health decreased and can't be affected by Crowd Control effects and Debuffs. Additionally, they ignore collisions with enemy Champions and projectiles.

Cleanses[]

Cleanses remove all Crowd Control effects and Debuffs upon activation and prevent them for the duration, they also remove Bomb King's Sticky Bombs.

Diminishing returns[]

Diminishing returns is a mechanic that makes many different types of effects, including Debuffs, less effective when stacked upon an affected target.

For example a Champion has 3 Slow effects applied: 60%, 50% and 40%. The Champion is guaranteed to get the full value from the 60% effect, the other will diminish on top of that 60%. Their total Slow will be 75.75%.

Additionally, attributes that oppose each other will stack their diminished values additively against each other. Movement Speed opposes Slow. Damage Reduction opposes Damage Taken debuffs. Healing Increase opposes Healing Reduction.

Unused Status Effects[]

These effects were either removed, or replaced on later updates.

Attack Speed Slow[]

Attack Speed Slow reduces the target's weapon firing rate for the duration.

Bleed[]

Bleed causes the target to take damage over time for the duration.

Confusion[]

Confusion causes the target's user interface to work incorrectly, making it harder to distinguish allies from foes for the duration.

Daze[]

Daze reduces the accuracy of the target's weapon basic attacks for the duration.

Zombie[]

Zombie nullifies any healing the target receives for the duration.



Gameplay

General
Bots  •  Common terms  •  Death Recap  •  Eliminations  •  Controls  •  Voice Guided System  •  Warning Indicators  •  Zoning

Champions
Champions
Abilities → Ability  •  Movement Ability  •  Weapon Shots  •  Ultimate Ability
Damage Types → Area or Direct Damage  •  Burst Damage  •  Damage over Time  •  Executes  •  Poke Damage  •  Sustained Damage
Effects → Cleanses  •  Damage Reduction  •  Deployables  •  Healing  •  Immunity  •  Shields  •  Status Effects  •  Stealth

Playstyle
Cards  •  Talents  •  Items Credits

Game Modes
Game Modes  •  Capture Point  •  Payload

Maps
Maps  •  Map Features  •  Callouts

Game Mechanics
Advanced Mechanics  •  Anti-Healing Mechanic  •  Comeback Mechanic  •  Damage Falloff  •  Diminishing returns  •  Headshot  •  Lifesteal  •  Out of Combat  •  Overtime  •  Respawn

End of the Game
Accolades  •  Scoreboard  •  Post-Match Lobby Landing Screen

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