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Status Effects#

From the in-game glossary: "A temporary condition that changes how a skater plays, such as Enraged, Frogged, or Immunity. Reapplying one resets its timer; effects don't stack."

This page covers how status effects are applied and refreshed, then each effect in turn: Enraged, Frogged, Immune, Boosted Pass, Retro Rocket, the forward stat bonuses (including helmets) and the goalie stat bonuses. It ends with Dance, which works differently.

Status effects are StatusEffectDefinition ScriptableObjects (namespace Rogue). Each one runs through a matching *StatusEffectController, managed per skater by Skaters.SkaterStatusEffectsManager.


1. How they work#

Applying. SkaterStatusEffectsManager.AddStatusEffect(def):

  1. First looks for an active controller for the same definition (FindStatusEffect).
  2. If one exists, it is refreshed (IStatusEffectController.Refresh) and returned. No second copy is made, so effects don't stack.
  3. Otherwise it creates the controller with StatusEffectFactory.Create (controller class = controllerScriptName, or <DefinitionClass>Controller), then calls Initialize and Start.
  4. If the skater's statusEffectDurationMultiplier is above 1, the new effect's time is multiplied by it. This comes from Status Extender: +50% at lvl 1, +100% at lvl 2.

Refreshing. A refresh resets the remaining time, as the glossary says. The code shows the multiplier from step 4 applied only on new applications. Whether a refresh keeps it is inferred and unconfirmed.

Fields every definition has:

  • duration in seconds, or infiniteDuration;
  • tagsToApply, a list of StatusTag values the skater holds while the effect runs.
StatusTag Meaning
1 ImmuneToKnockout Bodychecks cannot KO; also triggers the anti-bodycheck bounce
2 ImmuneToStagger Staggers are ignored
3 Enraged Bodychecks always KO, with extra throw force
4 ImmuneToPokecheck Cannot be pokechecked
5 Frogged Frog form

Source: Skaters.SkaterStatusEffectsManager::AddStatusEffect, Rogue.StatusEffectDefinition, Rogue.StatusTag, Rogue.StatusExtender.


2. Enraged (EnragedStatusEffect "EnragedEffect")#

From the glossary: "Enraged skaters are faster and every bodycheck leads to a knockout. Enraged goalies are quicker and react faster."

Property Value
Duration 10 s
Tags Enraged (3)
Forward: Speed +50 (enrageBonus, added through the stat-modifier list)
Goalie: Depth +30
Goalie: Butterfly speed +30
Goalie: Standing speed +80
Goalie: Skill +80
Bodychecks Always knock out (IsGuaranteedKnockout); +8 throw force and friction 0.02 on the victim
Visuals Equips the EnragedHelmet, which cannot drop; red face tint; "EnragedAura" VFX
Duration relic Short Fuse (ProlongedRage) multiplies duration by 2 (lvl 1) or 3 (lvl 2). Applied on start and on refresh (CheckForDurationMultiplier)
Injury relic Deviled Egg: enraged attackers get ×2 injury chance (see injuries)

Effects that apply or depend on Enraged, from the catalog:

Power-up Trigger and duration
Enraged talent Become enraged when knocked out
Rage Burst ability Enraged 10 s, 30 s cooldown
Avenge Me! Teammates enraged when you are KO'd; lvl 2 includes the goalie
Rage Release Enraged after a shot; lvl 2 is team-wide
Sensitive Skin Enraged when pokechecked
Squadllic Fury Team enraged when your shot hits a post; lvl 2: any shot
Fragile Flakes Crits enrage your team
Referee Rumble Team enraged when the ref is KO'd
Rare Berry lvl 2 Faceoff win gives immunity and enrage
The Starter / The Finisher Goalie enraged for the first / last 30 s of each period
The Hunter Goalie enraged 10 s on a breakaway
The Avenger Goalie enraged 30 s after a goal
The Berzeker Goalie enraged 15 s on a shot
Rage Burger Goals by enraged skaters count double
Infrared Marker +2 OVR per enrage, resets each game

Source: EnragedStatusEffect asset, EnragedStatusEffectController::OnStart, AddForwardSpeedBonus, AddGoalie*Bonus, CheckForDurationMultiplier, OnRefresh.


3. Frogged (FrogStatusEffect "FrogEffect")#

From the glossary: "Can't use talents or ability."

Property Value
Default duration 60 s (power-ups can override it, e.g. 30 s)
Tags Frogged (5)
On start Removes all other status effects (RemoveAllExcept)
Equips the FrogHelmet, which has a 5% chance to drop on KO
Adds the Froggified talent
Suppresses talent payoffs
Swaps the ability icon to "disabled" and grants a Jump ability
Resets AI state and reverts cultist transformations
On end Restores the original ability. An ability granted mid-frog is deferred until then (TryDeferAbilityGrant)

Sources of Frogged:

Power-up Effect
Swamp Scoops (CritShotFrog) Crits frog all opponents for 60 s
Frog-Off Faceoff win frogs opponents for 60 s
Froggy Ability Opponents frogged 30 s after using an ability
Frogeree KO the ref to frog opponents for 30 s
Frog Counter The opponent's last scorer is always frogged
Canada curse A frog curse effect

Source: FrogStatusEffect asset, FrogStatusEffectController::OnStart (callees), catalog entries.


4. Immune (ImmuneStatusEffect "ImmuneEffect")#

From the glossary: "Can't be bodychecked or staggered."

Property Value
Default duration 1 s (most sources override it)
Tags ImmuneToKnockout (1), ImmuneToStagger (2), ImmuneToPokecheck (4)
Visual Flash every 0.05 s, plus RGB dust VFX
Interaction A bodychecker hitting an Immune skater is bounced, loses the puck and is staggered (HandleAntiBodycheck)

Sources:

Power-up Duration
Immunity ability 1 s (lvl 1) / 2 s (lvl 2), 20 s cooldown
Passing Rule (ImperviousOnPass) After receiving a pass: 0.5 s at lvl 1, 1 s at lvl 2 (per the asset data)
Turbo-Absorbent Jock Strap (SilkyMitts) 1 s on puck pickup
Hockey Bag (FartImmunity) 2 s for the farter and teammates farted on
Rare Berry Whole team 5 s after a faceoff win

5. Boosted Pass (BoostedPassStatusEffect "BoostedPassEffect")#

Property Value
Asset duration 15 s; each source sets its own duration with SetDuration
Effect Adds a Shot Power or Speed bonus. The amount is set by the source with SetForwardBonus(bonus, stat)
Applies to Forwards only; logs an error on goalies
Source Bonus Duration
Power Transfer Pass receiver gets +20 Shot Power (+10 more when upgraded; the description says +30) 6 s
Speed Transfer Pass receiver gets +30 Speed (+20 upgraded; the description says +50) 5 s
Pass Puncher lvl 2 When you're KO'd you auto-pass; the receiver gets +30 Shot Power 5 s

6. Retro Rocket (RetroRocketStatusEffect)#

Property Value
Duration Infinite (infiniteDuration = 1); lasts while the relic is owned
Effect Adds a Speed bonus only while skating backward (MovementManager.IsBackward)
Bonus baseBonus 40 + upgradeBonus 20. The relic description says "+60 Speed when skating backward"
Extras Flips the skater's facing; rocket VFX and SFX

7. Forward stat bonuses (ForwardStatBonusEffect)#

Each bonus adds flat values to Checking, Shot Accuracy, Shot Power and Speed. Helmet bonuses use a duration of 1e8 s, so in practice they last as long as the helmet is worn.

Asset Checking Accuracy Shot Power Speed Duration
HeavyHelmetBonus +100 0 0 −30 helmet
HeavyHelmetBonusLv2 +200 0 0 −60 helmet
IronHelmetBonus 0 0 +40 −20 helmet
IronHelmetBonusLv2 0 0 +60 −30 helmet
LancelovHelmetBonus 0 0 +40 −20 helmet
PropellerHelmetBonus 0 −40 0 +40 helmet
PropellerHelmetBonusLv2 0 −60 0 +60 helmet
ForwardSpeedAndCheckingMegaBonus +999 0 0 +999 15 s

Notes:

  • A helmet's bonus ends when the helmet drops. Helmet drop chances are in bodychecking.
  • The controller has a "helmet power-up multiplier" switch (SetUseHelmetPowerupMultiplier / ForwardStatMultiplier). Relics that scale helmet stats use it (inferred).

8. Goalie stat bonuses (GoalieStatBonusEffect)#

Asset Butterfly Depth Recovery Standing Skill Duration
GoalieAllStatsBonus +10 +10 +10 +10 +10 5 s
GoalieSpeedBonus +20 0 0 +20 0 3 s

The goalie bonuses from Enraged are listed in §2.


9. Dance (movement state, not a status effect)#

From the glossary: "An effect that forces skaters to dance in place: no shooting, passing, or defending until it ends."

Dancing is a movement state (DancingFreezeState), not a StatusEffectDefinition. Because of that, the refresh rule above does not apply to it.

Source Values
Disco Dance ability (DancingFreeze) Radius 4 (3 for AI), 25 s cooldown. lvl 1: opponents dance 6 s, the user dances 4 s. lvl 2: 7 s / 3 s
Dance Floor relic (DanceFloor) A floor zone on the ice. A skater standing on it for 0.15 s (triggerTime) dances for 6 s (duration). Then a 1.5 s cooldown (2 s after a faceoff)
Goalie Dance talent Opponents dance when your goalie makes a save