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 and the duration of many negative Status Effects can be reduced with Resilience.
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).
Debuffs decrease Champion's stats or deal Damage over Time.
Irregular Status Effects
Status effects that are unusual, unclear or not specified in the game.
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.
Freeze slows the target for the duration.
Heavy SMG - Automatic
Requires Tribunal Upgrades
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.
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 debuffs applied: 60%, 50% and 40%. The Champion is guaranteed to get the full value from the 60% debuff, 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 causes the target to take damage over time for the duration.
Confusion causes the target's user interface to work incorrectly, making it harder to distinguish allies from foes for the duration.
Daze reduces the accuracy of the target's weapon basic attacks for the duration.
Disarm prevents the target from using weapon basic attacks for the duration.
Zombie nullifies any healing the target receives for the duration.