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):
- First looks for an active controller for the same definition (
FindStatusEffect). - If one exists, it is refreshed (
IStatusEffectController.Refresh) and returned. No second copy is made, so effects don't stack. - Otherwise it creates the controller with
StatusEffectFactory.Create(controller class =controllerScriptName, or<DefinitionClass>Controller), then callsInitializeandStart. - If the skater's
statusEffectDurationMultiplieris 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:
durationin seconds, orinfiniteDuration;tagsToApply, a list ofStatusTagvalues 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 |