crimson moon status effects

Crimson Moon status effects - Guide | Crimson Moon Wiki

Crimson Moon status effects guide covering Bleed, Burn, Poison, Frost, Marked, Rage, and Sunderance, with triggers, synergies, and evidence limits today.

Direct answer

Crimson Moon status effects serve different build roles: Bleed, Burn, and Poison apply pressure; Frost can produce Frozen control; Marked supports critical damage; Rage raises player damage; and Sunderance makes targets more vulnerable. Exact values and enemy-specific rules remain version-sensitive.
Damage over time
Bleed, Burn, Poison
Control
Frost and Frozen
Vulnerability
Marked and Sunderance

Status effects inside buildcrafting

Crimson Moon status effects connect weapons, Weapon Arts, equipment passives, Boons, and normal attacks into repeatable combat plans. The captured beginner guide identifies Bleed, Burn, Poison, Frost, Marked, Rage, and Sunderance as effects players should understand before judging a new item. Some damage over time, some control movement, and others change damage or resource opportunities. Their practical value depends on application reliability and on whether another part of the loadout benefits after the effect appears.

Status effects documented in the captured build guide
EffectDocumented functionBuild use
BleedDamage over timeSustained pressure
BurnFire damage over timeSustained fire pressure
PoisonDamage over time after buildupBuildup-focused pressure
FrostSlow and damage; enough buildup freezesControl and safe attack windows
MarkedRaises Critical Damage takenCritical-hit synergy
RageRaises player damage with stacksOffensive scaling
SunderanceLowers resistance to damage and statusesSetup for follow-up effects
Crimson Moon white-armored shield fighter in a stone hall
Crimson Moon status effects - Guide | Crimson Moon Wiki: Status effects inside buildcrafting

Bleed, Burn, and Poison pressure

The captured beginner material describes Bleed as damage over time and Burn as fire damage over time. Poison is also a damage-over-time effect, but the guide says it begins dealing that damage after enough buildup. A creator build shows heavy attacks applying Bleed, Sprint Attacks applying Burn, and heavy attacks contributing Poison when the matching gear effects are present. Those examples establish possible triggers without proving that the same source, threshold, or application strength exists on every item.

Damage-over-time effects can maintain pressure while the player backs away from an unsafe melee exchange. That does not mean a mixed status loadout is always stronger than a focused one, because the run must still find compatible triggers and enough survival support. One creator reports useful results from combining Fire and Poison, while another guide emphasizes Frost control instead. Treat those as build examples and compare what the current equipment can apply consistently rather than declaring one universal status ranking.

Frost buildup and Frozen control

Frost slows and damages enemies as it accumulates according to the captured beginner guide. When enough Frost is applied, the target becomes Frozen and cannot move or attack during that control period. Weapon Arts such as Winter Sun and Winter Solstice are repeatedly used to create or accelerate that opening. Sprint-attack and parry effects can also contribute Frost, letting a build apply control through actions already present in its normal rhythm.

Frozen is valuable because it creates time for safe attacks, repositioning, or a more committed Weapon Art. The end of the control window still matters, since a nearby enemy can resume its attack when movement returns. Captured sources do not establish one threshold for every target, and a boss may not react exactly like an ordinary enemy. A reliable Frost plan therefore watches the target's actual state instead of assuming that a fixed number of actions always produces the same result.

Marked and critical-damage setup

Marked causes an affected enemy to take increased Critical Damage in the captured status overview. Hunter's Strike is given as one way for light attacks to apply the effect, turning a common attack into the start of a larger interaction. Graceful Strike can then restore Angelic Grace when a light attack hits a Marked target. The pair links status application, critical vulnerability, and the resource used for angelic transformation without requiring a separate class choice.

The sources do not establish a dependable Marked duration, critical multiplier, or complete catalog of compatible equipment. A creator also demonstrates Marked near a freeze-triggered burst, but the footage description is not a controlled test of the underlying formula. Use the status when the current loadout can apply and exploit it through repeated actions. Do not promise a specific damage increase or claim every critical effect interacts with Marked until the live tooltip confirms that relationship.

Rage as a stacking damage state

The beginner guide describes Rage as increasing player damage, with the effect becoming stronger as additional stacks are gained. Sanctified Rhythm is presented in a starter build as a way for light attacks to grant Rage, making the status compatible with an aggressive basic-attack pattern. This can sit beside Frost and Sunderance because the same sequence may control a target, make it more vulnerable, and improve the player's output. The sources do not show that Rage must be included in every Frost or melee build.

A stack-based effect is useful only when the player can build and retain it during the encounters that matter. The current archive does not confirm the maximum stack count, duration, decay rules, or exact increase per stack. Those missing values make a precise damage table unsafe. The evidence supports Rage as an offensive layer reached through certain triggers, while the live interface must answer how much is active and whether another temporary choice meaningfully improves it.

Sunderance and target vulnerability

Sunderance is described by the beginner guide as reducing an enemy's resistance to damage and status effects. Sundering Strikes gives light attacks a chance to apply it in the captured starter build, which makes the debuff compatible with a repeated basic-attack sequence. One build author uses it to support elemental output, while another source simplifies its role as making the affected target take more damage. The shared conclusion is vulnerability, not a verified numerical formula for every damage type.

The exact spelling also varies in automatic captions, where Sunderance may be shortened or transcribed incorrectly. No captured source provides a complete duration, resistance table, boss exception list, or confirmed interaction with every Angel. The effect can still be recommended when a build already uses light attacks and benefits from status application. Avoid presenting it as a guaranteed boss weakness or as proof that all elemental and physical damage receive the same increase.

Two armored Crimson Moon warriors outside a gothic castle
Crimson Moon status effects - Guide | Crimson Moon Wiki: Sunderance and target vulnerability

Application routes and safe triggers

Status can enter a build through normal attacks, Weapon Arts, equipment passives, Boons, and parry rewards. The captured examples include Frost from Sprint Attacks or parries, Marked and Sunderance from light attacks, Poison or Bleed from heavy attacks, and area Frost from named Weapon Arts. Each application route asks the player to repeat a different action. The safest route is the one that matches the weapon's reach, enemy pattern, and the player's ability to create a reliable opening.

Forcing an unfamiliar trigger can make an otherwise strong status effect ineffective. A missed parry can expose the player to a full hit, while a long heavy attack may be unsafe against an enemy that has not finished its sequence. Sprint Attacks preserve movement but still require a clear approach and exit. Compare the activation condition before comparing the headline effect, then add recovery or defense when the chosen route carries meaningful risk.

Combining control, damage, and resources

The strongest evidence-backed combinations make one repeated action serve several purposes. Light attacks can apply Marked or Sunderance when the corresponding effects are present, and a Marked hit can restore Angelic Grace through Graceful Strike. Sprint Attacks can apply Frost through Frostbound Charge while also benefiting from Sprint Attack bonuses. A Frozen target then provides time for normal attacks or a committed Weapon Art, connecting application, control, and damage in one understandable loop.

Not every status needs to appear in the same build. A run with dependable Frost control may gain more from Mana or Health support than from adding a weakly triggered damage-over-time effect. Conversely, equipment that repeatedly applies Burn, Bleed, or Poison can justify a pressure-focused plan when Frost pieces never appear. Build around the statuses the current gear can trigger safely, and pivot only when the new combination is more coherent than the one already working.

Evidence limits and patch-sensitive values

The captured sources establish broad status behavior but do not supply a complete live database. They do not confirm buildup thresholds for every enemy, duration by difficulty, resistance values, stack caps, or all boss-specific exceptions. Some creator commentary also questions whether particular bonus effects were functioning correctly in the observed version. That uncertainty should remain visible rather than being converted into a polished but unsupported chart.

Automatic captions can alter item names, status names, and short mechanical phrases, so exact terminology should be checked against the game interface. Creator demonstrations are useful for finding interactions but are not controlled tests of final damage. Patch notes may also change an effect after the capture date without changing an older video. Use this guide for decision logic and confirmed roles, then verify current numbers and wording in the installed build before optimizing a final loadout.