Status Effects — Bleed, Poison, Stun & Slow

The game shows you status effect icons. It doesn't explain the rules. Bleed stacks are multiplicative. Poison has a burst threshold. Stun has diminishing returns. Slow has a hard cap. If you're building Venom Bow without knowing why 5 stacks matters, you're not playing the item correctly.

Bleed — Multiplicative Stacking

🩸 Bleed DOT · Multiplicative
Max Stacks5
Duration per Stack3 seconds (refreshes on new application)
Stacking TypeMultiplicative — each stack multiplies the previous tier's damage
Base DPS5% of Archer's base attack per second at 1 stack
Primary SourceBleed Stack Archer build, Emerald Bow piercing hits

The key fact about bleed: each additional stack multiplies total bleed damage, it doesn't add to it. This is the most commonly misunderstood mechanic in the game.

Approximate DPS multipliers per stack (relative to 1-stack baseline):

This exponential curve is why Bleed Stack builds are considered S-tier in Endless Mode: the time investment to reach 5 stacks is high, but the payoff is substantial.

✓ Stacking Tip
Attack speed directly controls how fast you reach 5 stacks. A Lone Ranger Archer with high attack speed and two bleed-applying items can reliably maintain 5-stack bleed on priority targets throughout most boss fights.

Poison — The 5-Stack Burst

☠️ Poison DOT · Burst Threshold
Max Stacks5 (hard cap)
Duration per Stack4 seconds
Burst ThresholdAt 5 stacks: instant burst damage + all stacks consumed
Burst Damage15% of target's current HP (before armour reduction)
Primary SourceVenom Bow, secondary from certain Rare proc items

Poison works fundamentally differently from bleed. Rather than scaling continuously, poison saves up to a burst at 5 stacks. The 5th application triggers an instant damage burst equal to 15% of the target's current HP, then clears all stacks.

1
2
3
4
+1 →
BURST

This means the application rate matters enormously for Venom Bow. A slow Archer reaching 5 stacks over 10 seconds deals the same burst as a fast Archer reaching it in 3 seconds — but the fast Archer cycles the burst 3× as often. Attack speed is the primary damage lever for poison builds, not raw damage.

⚡ Combo: Venom Bow + Emerald Bow
Emerald Bow's piercing shots apply poison to every enemy in a line. Each enemy that's hit counts as a separate stack application. Against grouped enemies, a single Emerald Bow shot can instantly push some targets to 5 stacks and trigger the burst. This is the core mechanic of the Venom Bow combo build.

Poison vs Armoured enemies

The 5-stack burst is calculated against current HP, then reduced by armour. Against the Iron Warden (maximum armour), burst damage can be reduced by up to 60%. Bleed builds outperform poison builds against high-armour bosses — consider armour pen items to restore effectiveness.

Stun — Diminishing Returns

💫 Stun CC · Diminishing Returns
Base Duration1.5 seconds (Ban Hammer proc)
StackingDoes not stack — refresh only (new stun extends duration)
DR CapStun duration halves on 2nd application, quarters on 3rd. Minimum 0.2s.
DR Reset10 seconds after last stun application
Bonus EffectStunned enemies take +25% damage from all sources (Ban Hammer)
Boss ResistanceBosses are stun-immune after Phase 1

Stun doesn't stack multiple instances — re-applying stun to an already-stunned enemy just extends the timer (up to the base duration). However, applying stun multiple times in a short window triggers diminishing returns:

⚠️ Boss Stun Immunity
Bosses can be stunned in Phase 1 only. From Phase 2 onwards, all stun applications are fully immune. Ban Hammer's +25% damage amplification still applies during the immune phases — the damage boost and the stun are separate effects.

Stun value in wave content

Stun shines against wave enemies, not bosses. A single Ban Hammer on a Defender creates a cycle: hit → stun → 25% damage amp on the stunned enemy → next hit before DR kicks in. Against dense normal waves, this is one of the highest-efficiency setups in the game.

Slow — The 70% Floor Cap

❄️ Slow CC · Additive · Capped
StackingAdditive — multiple sources add their percentages
Hard Cap70% movement speed reduction (enemies always move at minimum 30% speed)
DurationVaries by source (0.8s – 3s)
SourcesIvy Bow (0.8s root on hit), Venom Bow (20% slow per poison stack), Rare slow proc items

Unlike bleed (multiplicative) or poison (burst), slow is simply additive. Two 30% slow sources give 60% slow. Three 30% sources give 70% — you hit the cap, and the third source adds nothing.

The 70% cap means stacking slow sources past two is usually wasteful. The strategic value of slow comes from:

ℹ️ Ivy Bow Root vs Slow
Ivy Bow's 0.8s root is classified as a complete slow (100% reduction) that's hard-capped separately from normal slow. During the root, additional slow sources do nothing — the target is already at 0 speed. Root and slow are tracked on separate timers.

Cross-Effect Interactions

Status effects interact in specific ways that build theory depends on:

Best Items per Effect

Boss Status Resistance

Boss Bleed Poison Stun Slow
Bay Harbour Butcher Normal Normal Ph.1 only 50% resist
The Iron Warden Normal 60% reduced Immune all phases 75% resist
The Final Witch Ph.3 immune Ph.3 immune Immune all phases Normal
All others Normal Normal Ph.1 only 50% resist