Status Icons

An icon you don't recognize under a unit's portrait? Find it here by its picture, then read what it changes.

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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
Burn Burn Damage over time. The source describes ordinary Burn as stopping at 1 HP, with Burn and Freeze canceling each other.
Poison Poison Damage over time. Ordinary Poison stops at 1 HP in the source; Envenom is a separate, lethal variant that cannot be cleansed normally.
Blind Blind Attacks can miss. The source gives ordinary Blind a 30% miss chance. Damage buffs do not solve missed attacks.
FreezeParalyze Freeze / Paralyze Prevents acting and using equips; can interrupt an attack. Protect against the specific ailment. Ultimate Freeze also lowers critical resistance in the source.
Disease Disease Severely reduces healing received. The source gives an 80% reduction. Check that your cleanse includes Disease.
Curse Curse Prevents equipment use. A cleanse equip on the cursed unit cannot solve the problem while it is unusable.
Seal Seal Prevents Skills and Arts. Equipment may still provide an answer.
Faint Faint 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 UPMax HP DOWN Max HP UP / DOWN Maximum HP. Monokhrome’s guide says Max HP UP also heals by the amount added.
ATK UPATK DOWN ATK UP / DOWN The ATK stat, which is separate from DMG UP. Damage grows more slowly than ATK does.
DEF UPDEF DOWN DEF UP / DOWN The DEF stat, which is separate from DMG taken DOWN.
Action speed UPAction speed DOWN Action speed UP / DOWN How quickly the unit attacks and moves.
Break power UPBreak power DOWN Break power UP / DOWN How quickly hits drain a Break gauge.
CRI rate UPCRI rate DOWN CRI rate UP / DOWN The chance a hit is critical.
CRI resistance DOWN CRI resistance DOWN On an enemy: your hits become critical more often.
Accuracy UPAccuracy DOWN Accuracy UP / DOWN The chance a hit connects.
Evasion UPEvasion DOWN Evasion UP / DOWN The chance to dodge a hit.
DMG UPDMG DOWN DMG UP / DOWN Damage dealt by every attack.
Physical DMG UP Physical DMG UP Physical damage only.
Magic DMG UPMagic DMG DOWN Magic DMG UP / DOWN Magic damage only.
Skill DMG UP Skill DMG UP Damage from Skills.
Arts DMG UP Arts DMG UP Damage from Arts.
Equip DMG UP Equip DMG UP Damage from equipment.
Additional DMG Additional DMG A fixed amount added to each hit.
Ignore DEF Ignore DEF Hits skip part or all of the target’s DEF.

Damage taken and protection

Icon Effect What it changes
DMG taken DOWNDMG taken UP DMG taken DOWN / UP Damage taken from every source. On an enemy, the up icon means it takes more from you.
Physical DMG taken DOWNPhysical DMG taken UP Physical DMG taken DOWN / UP Physical damage taken.
Magic DMG taken DOWN Magic DMG taken DOWN Magic damage taken.
Weak-element DMG taken UP Weak-element DMG taken UP On an enemy: more damage from the element it’s weak to.
DMG negation DMG negation Blocks damage up to a set amount, then ends.
HP from DMG taken HP from DMG taken Recovers HP as a share of damage of the stated kind.

Elemental resistance

Icon Effect What it changes
Fire RES UPFire RES DOWN Fire RES UP / DOWN Damage taken from Fire hits.
Water RES UPWater RES DOWN Water RES UP / DOWN Damage taken from Water hits.
Earth RES UPEarth RES DOWN Earth RES UP / DOWN Damage taken from Earth hits.
Light RES UPLight RES DOWN Light RES UP / DOWN Damage taken from Light hits.
Dark RES UPDark RES DOWN Dark RES UP / DOWN Damage taken from Dark hits.

Ailment resistance

Icon Effect What it changes
Faint RES UPFaint RES DOWN Faint RES UP / DOWN The chance Faint lands on the unit.
Poison RES UPPoison RES DOWN Poison RES UP / DOWN The chance Poison lands on the unit.
Paralyze RES UPParalyze RES DOWN Paralyze RES UP / DOWN The chance Paralyze lands on the unit.
Seal RES UPSeal RES DOWN Seal RES UP / DOWN The chance Seal lands on the unit.
Blind RES UPBlind RES DOWN Blind RES UP / DOWN The chance Blind lands on the unit.
Disease RES UPDisease RES DOWN Disease RES UP / DOWN The chance Disease lands on the unit.
Curse RES UPCurse RES DOWN Curse RES UP / DOWN The chance Curse lands on the unit.
Freeze RES UPFreeze RES DOWN Freeze RES UP / DOWN The chance Freeze lands on the unit.
Burn RES UPBurn RES DOWN Burn RES UP / DOWN The chance Burn lands on the unit.
Status RES UPStatus RES DOWN Status RES UP / DOWN The chance any ailment lands on the unit.

Arts, cooldowns and support

Icon Effect What it changes
Arts gauge auto-fillArts gauge drain 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 Skill CT speed UP The Skill cooldown runs faster.
Equip CT speed UP Equip CT speed UP Equipment cooldowns run faster.
HP regen HP regen Recovers HP over time.
Auto-revive 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 Cover The unit takes hits meant for its allies.
Attacks inflict ParalyzeAttacks inflict FreezeAttacks inflict Burn Attacks inflict Paralyze / Freeze / Burn Each hit can inflict that ailment.
Nightmare 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