Status Icons
An icon you don't recognize under a unit's portrait? Find it here by its picture, then read what it changes.
On this page
How to read an icon
The frame shows which side an icon helps. A gold frame with a red up arrow is a buff, a blue frame with a purple down arrow is a debuff, and a red icon is an ailment. Shields are resistances, marked with the element or ailment they cover.
Each icon here was matched to its effect through the skills that use it in the game’s data. A few rare icons aren’t listed; tap the unit in battle to read those. The Technical Guide explains how to use them when a fight goes wrong.
Ailments
What each ailment stops a unit doing. “The source” is Monokhrome’s Grand Summoners Technical Guide, which the Technical Guide adapts.
| Ailment | Main problem | Useful distinction |
|---|---|---|
| Damage over time. | The source describes ordinary Burn as stopping at 1 HP, with Burn and Freeze canceling each other. | |
| Damage over time. | Ordinary Poison stops at 1 HP in the source; Envenom is a separate, lethal variant that cannot be cleansed normally. | |
| Attacks can miss. | The source gives ordinary Blind a 30% miss chance. Damage buffs do not solve missed attacks. | |
| Prevents acting and using equips; can interrupt an attack. | Protect against the specific ailment. Ultimate Freeze also lowers critical resistance in the source. | |
| Severely reduces healing received. | The source gives an 80% reduction. Check that your cleanse includes Disease. | |
| Prevents equipment use. | A cleanse equip on the cursed unit cannot solve the problem while it is unusable. | |
| Prevents Skills and Arts. | Equipment may still provide an answer. | |
| Stops actions and equipment use. | Ordinary resistance and cleanse effects generally exclude it; plan around the attack that causes it. |
Read exceptions such as “except Faint” and “except Disease”. A cleanse that removes one problem may leave the other in place. Likewise, do not assume every HP-drain effect obeys ordinary Burn or Poison’s nonlethal rule.
Stats and damage dealt
| Icon | Effect | What it changes |
|---|---|---|
| Max HP UP / DOWN | Maximum HP. Monokhrome’s guide says Max HP UP also heals by the amount added. | |
| ATK UP / DOWN | The ATK stat, which is separate from DMG UP. Damage grows more slowly than ATK does. | |
| DEF UP / DOWN | The DEF stat, which is separate from DMG taken DOWN. | |
| Action speed UP / DOWN | How quickly the unit attacks and moves. | |
| Break power UP / DOWN | How quickly hits drain a Break gauge. | |
| CRI rate UP / DOWN | The chance a hit is critical. | |
| CRI resistance DOWN | On an enemy: your hits become critical more often. | |
| Accuracy UP / DOWN | The chance a hit connects. | |
| Evasion UP / DOWN | The chance to dodge a hit. | |
| DMG UP / DOWN | Damage dealt by every attack. | |
| Physical DMG UP | Physical damage only. | |
| Magic DMG UP / DOWN | Magic damage only. | |
| Skill DMG UP | Damage from Skills. | |
| Arts DMG UP | Damage from Arts. | |
| Equip DMG UP | Damage from equipment. | |
| Additional DMG | A fixed amount added to each hit. | |
| Ignore DEF | Hits skip part or all of the target’s DEF. |
Damage taken and protection
| Icon | Effect | What it changes |
|---|---|---|
| DMG taken DOWN / UP | Damage taken from every source. On an enemy, the up icon means it takes more from you. | |
| Physical DMG taken DOWN / UP | Physical damage taken. | |
| Magic DMG taken DOWN | Magic damage taken. | |
| Weak-element DMG taken UP | On an enemy: more damage from the element it’s weak to. | |
| DMG negation | Blocks damage up to a set amount, then ends. | |
| HP from DMG taken | Recovers HP as a share of damage of the stated kind. |
Elemental resistance
| Icon | Effect | What it changes |
|---|---|---|
| Fire RES UP / DOWN | Damage taken from Fire hits. | |
| Water RES UP / DOWN | Damage taken from Water hits. | |
| Earth RES UP / DOWN | Damage taken from Earth hits. | |
| Light RES UP / DOWN | Damage taken from Light hits. | |
| Dark RES UP / DOWN | Damage taken from Dark hits. |
Ailment resistance
| Icon | Effect | What it changes |
|---|---|---|
| Faint RES UP / DOWN | The chance Faint lands on the unit. | |
| Poison RES UP / DOWN | The chance Poison lands on the unit. | |
| Paralyze RES UP / DOWN | The chance Paralyze lands on the unit. | |
| Seal RES UP / DOWN | The chance Seal lands on the unit. | |
| Blind RES UP / DOWN | The chance Blind lands on the unit. | |
| Disease RES UP / DOWN | The chance Disease lands on the unit. | |
| Curse RES UP / DOWN | The chance Curse lands on the unit. | |
| Freeze RES UP / DOWN | The chance Freeze lands on the unit. | |
| Burn RES UP / DOWN | The chance Burn lands on the unit. | |
| Status RES UP / DOWN | The chance any ailment lands on the unit. |
Arts, cooldowns and support
| Icon | Effect | What it changes |
|---|---|---|
| Arts auto-fill / drain | Arts gained, or lost, every second. Some effects invert Arts generation, which turns a generation buff into a drain. | |
| Skill CT speed UP | The Skill cooldown runs faster. | |
| Equip CT speed UP | Equipment cooldowns run faster. | |
| HP regen | Recovers HP over time. | |
| Auto-revive | Revives the unit once if it falls while the effect lasts. The fall can still count as a death for a no-deaths mission. | |
| Cover | The unit takes hits meant for its allies. | |
| Attacks inflict Paralyze / Freeze / Burn | Each hit can inflict that ailment. | |
| Nightmare | On an enemy: damage over time. |
Read the label
Some effects have no icon of their own, or share one with effects that work differently. Read the skill text for these.
- Bleed raises damage taken for each stack, as Monokhrome’s guide describes it. It isn’t ordinary Poison.
- Survive lethal damage is a different effect from a revive. Check which one a unit gives before you plan around it.
- Outgoing healing, healing received, self-healing and lifesteal are four separate things, and a bonus to one doesn’t improve the others. Monokhrome’s healing table mixes some of them, so check the actual skill text.
Last updated on 11/8/2026