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Dungeonbound combat against a Court Mage and Serpent Knot with burn and critical hit effects

Status reference

Every fight is on a clock

Dungeonbound layers damage-over-time, control and anti-stall effects, each ticking on its own schedule. This is the reference we use when a fight ends and we are not sure why.

Confirmed statuses
12
Burn tick
1.5s
Poison tick
3s
Fatigue
60s

Official Steam screenshot

Status clocks

Burn 1.5s
Poison 3s
Fatigue starts 60s

Bars are relative, not to scale. Tick rates are from official patch notes.

The index

Confirmed status effects

Filter by role. Every entry separates the confirmed effect from our planning response; unknown tick rates are marked instead of guessed.

Poison

Damage over time

Official

Confirmed

Stacks and ticks on its own clock. The Halloween update set Poison to tick every 3 seconds.

Planning response

Poison rewards long fights. Against a poison board, front-load damage or bring a cleanse/heal plan; do not assume one big Block pool solves the fight.

Burn

Damage over time

Official

Confirmed

Stacks and ticks every 1.5 seconds. Burn-ward items now block 50% of Burn damage.

Planning response

Burn is the faster DoT, so it punishes slow setup turns. Burn wards are a direct counter; otherwise race the stack count.

Bleed

Damage over time

Official

Confirmed

A damage-over-time status. The official battle log shows "Bleed ruptures" as a damage event.

Planning response

The exact tick rate is not published. Treat Bleed as pressure that gets worse the longer a fight runs, and value cleanse or burst accordingly.

Freeze

Control

Official

Confirmed

Lowers Dodge. The Halloween update buffed Freeze and tied it to accuracy rather than outright skipping turns.

Planning response

Do not build a dodge-only defence against a Freeze board. Add Block, healing or a cleanse so the dodge loss does not collapse the whole plan.

Stun

Control

Official

Confirmed

Stunned items run at half speed and hurt their owner when they fire. Stun knives gained Multicast on a stunned foe instead of free hits.

Planning response

Stun is a double-edged control effect: it slows the target's engine but turns their triggers into self-damage. Check whether your own high-trigger board is vulnerable to it.

Thorns

Defensive

Official

Confirmed

Reflects damage back at attackers. It shows beside the portrait. A v0.1.51 fix stopped Thorns on a killing blow from dealing 20k+ damage.

Planning response

Thorns punishes many small hits. If a rival board is covered in Thorns, fewer and larger hits reduce the number of reflections; lifesteal and healing offset the chip damage.

Terror

Control

Official

Confirmed

Terrified fighters take extra damage. The Halloween update added a Haunted item type built around Terror and made Terror hit the bearer on every attack.

Planning response

Terror is an offensive multiplier, not just a debuff. If you see Haunted gear on a rival, expect your own attacks to cost more than the tooltip suggests.

Unhealing

Control

Official

Confirmed

A healing-reduction debuff. The Halloween update set Unhealing to 15% per stack.

Planning response

Stacked Unhealing can outpace a heal-heavy Paladin or lifesteal board. Keep a cleanse, or win before the stacks accumulate.

Fatigue

Anti-stall

Official

Confirmed

Kicks in after 60 seconds in v0.1.50. It pressures long fights so that a tanky stalemate cannot run forever. A reviewer described the better-healing side winning once fatigue starts.

Planning response

Do not build an infinite sustain board and assume it wins. Add real damage so you close before fatigue, or lean into healing if you expect a long attrition mirror.

Slow

Resource

Official

Confirmed

Holds back timed items, delaying their independent activations.

Planning response

Timed boards care about the seconds between activations. Slow is a direct counter to Charge-stacking timer builds.

Charge

Resource

Official

Confirmed

Speeds up timed items. Thunderhead Greaves, for example, gain 1 Charge every 4 seconds.

Planning response

Charge is the accelerator for timed gear. If your board leans on Metronome-class items, Charge support is closer to a damage stat than a utility stat.

Regen

Defensive

Official screenshot

Confirmed

A healing-over-time stat. Oathkeeper Blade grants 1 Regen per hit in the official combat screenshot.

Planning response

Regen favours long fights. Pair it with Block against physical pressure, but do not rely on it alone against burst or Unhealing.

The key distinction

Ticks vs hits

Direct damage is absorbed by Block; status ticks are their own clock. A board that only plans for the next hit can lose to a stack it never blocked. That is why sustain and cleanse matter more than a single big defensive number.

The anti-stall rule

Fatigue is not a suggestion

Fatigue starts at 60 seconds. An infinite sustain board does not win by default; it eventually has to deal with a fight that is trying to end. Add a real damage clock or lean into healing if you expect an attrition mirror.

Sources & verification

Checked 2026-11-15
  1. 01
    Dungeonbound on Steam Official Store description, feature list, modes, system requirements, languages and release date.
  2. 02
    Dungeonbound Item Update v0.1.18 Official Timed items, six named timed pieces, loadout row unlocks, leaderboard and rival inspection.
  3. 03
    Dungeonbound v0.1.40 Update + Mac Build for demo Official The Grave, speed baseline, item balance, climb win condition, Mac demo build.
  4. 04
    Dungeonbound 0.1.46: Halloween Update Official Pumpkin Head, Haunted items, co-op lobbies, Mythic relics, PvE-only climbs, status changes.
  5. 05
    Dungeonbound v0.1.50: Potions, Runes & Late Game + 40k wishlists Official Rune rework, potion rules, new hero Jeiku, forged-item growth, fatigue, speed curve.
  6. 06
    Dungeonbound v0.1.51 + 55k wishlists + 7 days until launch Official Pricing indication ($10-12), item shrines, fusion preview, Loaded Dice, Jeiku, QoL and fixes.
  7. 07
    Official Steam store screenshot: combat and battle log Official screenshot Court Mage and Serpent Knot encounter, critical hit, burn and item trigger log.

Screenshots and patch notes reflect pre-release builds. Where the launch build differs, the source label tells you how much weight to give a claim.