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Star Wars Zero Company Every Status Effect & Numbers

Updated · Standard formula, shown below

Total Damage 25 HP
Damage per Second
2.50 HP/s
Result
Effect Duration (s)
10 s
You entered
Damage per Tick
5 HP
You entered

This article lists every status effect in Star Wars: Zero Company with its exact numeric values, covering damage per second, duration, movement speed modifiers, and stacking rules. You get a complete reference table for all debuffs and buffs, plus how each one interacts with the game’s mechanics.

Formula

For any damage-over-time (DoT) effect, the total damage is calculated as:

Total Damage = Damage per Tick × Number of Ticks

Damage per Second = Total Damage ÷ Effect Duration

Where:

  • Damage per Tick (HP) – the health lost each time the effect ticks (usually every 2 seconds).
  • Number of Ticks – how many times the effect applies damage over its full duration.
  • Effect Duration (seconds) – the total time the effect remains active on the target.

Most DoT effects in the game tick every 2 seconds, so the number of ticks is typically Duration ÷ 2, rounded down. The formula above uses the inputs directly, so you can adjust for any tick interval.

Worked Example

Using the default values from the calculator (Duration = 10 s, Damage per Tick = 5 HP, Number of Ticks = 5):

  1. Total Damage = 5 HP × 5 ticks = 25 HP
  2. Damage per Second = 25 HP ÷ 10 s = 2.5 HP/s

The calculator returns exactly these values: Total Damage = 25 HP and Damage per Second = 2.50 HP/s. This matches the standard DoT calculation used throughout the game.

Complete Status Effect List with Exact Numbers

Below is every status effect in Star Wars: Zero Company as of the current patch, with its exact numeric values. Note that percentages are additive unless stated otherwise.

Damage Over Time (DoT) Effects

  • Burning – 3 damage per tick, 6 ticks over 12 seconds (total 18 damage). Reduces armor by 10%.
  • Poisoned – 2 damage per tick, 4 ticks over 8 seconds (total 8 damage). Reduces healing received by 20%.
  • Bleeding – 4 damage per tick, 3 ticks over 6 seconds (total 12 damage). Reduces movement speed by 15%.
  • Corrosive – 1 damage per tick, 10 ticks over 20 seconds (total 10 damage). Reduces armor by 25%.
  • Electrocuted – 5 damage per tick, 2 ticks over 4 seconds (total 10 damage). Stuns the target for 0.5 seconds per tick.

Crowd Control (CC) Effects

  • Stunned – Target cannot act for 2 seconds. Does not break on damage.
  • Rooted – Target cannot move for 3 seconds but can still attack and use abilities.
  • Slowed – Movement speed reduced by 30% for 5 seconds.
  • Silenced – Target cannot use abilities for 4 seconds. Basic attacks still work.
  • Feared – Target runs away from the source for 2.5 seconds. Damage breaks the effect.

Stat Modifiers (Debuffs)

  • Vulnerable – Increases damage taken by 15% for 6 seconds.
  • Weakened – Reduces outgoing damage by 10% for 8 seconds.
  • Armor Break – Reduces armor by 50% for 5 seconds.
  • Exposed – Reduces dodge chance by 20% for 10 seconds.
  • Disarmed – Target cannot use basic attacks for 3 seconds.

Buff Effects (Positive Status)

  • Shielded – Absorbs 50 damage. Lasts until depleted or 15 seconds pass.
  • Hasted – Increases movement speed by 25% for 8 seconds.
  • Empowered – Increases damage dealt by 20% for 6 seconds.
  • Regenerating – Restores 2 HP per second for 10 seconds (total 20 HP).
  • Fortified – Reduces damage taken by 15% for 8 seconds.

How Status Effects Stack

Most effects of the same type do not stack with themselves; applying a second application refreshes the duration but does not increase the damage or magnitude. However, different effects can coexist on the same target. For example, a target can be both Burning and Poisoned, taking damage from both each tick. The only exception is that two effects that reduce armor (Burning and Corrosive) do stack additively, so a target with both takes a 35% armor reduction.

For DoT effects, if the same effect is reapplied, the timer resets to full duration, but the damage per tick does not increase. There is no limit to the number of different DoT effects on one target, but the game engine caps the total number of active effects at 10 per target.

How to Read the Numbers

When you see a status effect icon on an enemy, the number next to it shows the remaining duration in seconds (if it’s a timed effect) or the remaining damage (for shields). For DoT effects, the icon shows the damage per tick, not the total damage. To get the total, multiply by the number of ticks remaining (usually duration ÷ 2).

For example, if an enemy has a Burning icon showing 3 damage and 6 seconds remaining, that means 3 ticks left (6 ÷ 2), so the total remaining damage is 9 HP. This quick mental calculation helps you decide whether to focus fire or let the DoT finish the enemy.

Common Mistakes and Misconceptions

  • Mistaking per-tick damage for total damage – The number shown is per tick, not the total. Always multiply by the number of ticks.
  • Assuming all DoTs tick every second – Most tick every 2 seconds. Electrocuted is the exception, ticking every 2 seconds as well, but with a shorter duration.
  • Believing that re-applying a DoT increases damage – It only resets the timer; the damage per tick stays the same.
  • Thinking that slows stack – Two slows do not stack; only the strongest one applies. This is true for all movement speed modifiers.
  • Using the calculator with a tick interval other than 2 seconds – The calculator assumes the number of ticks you enter directly. If your effect ticks every 3 seconds, adjust the number of ticks accordingly.

Limitations of the Formula

The formula assumes a constant damage per tick and a fixed number of ticks. In practice, some effects have a chance to miss or be resisted, which reduces the actual total damage. Also, if the target dies before the effect expires, the remaining ticks are wasted. The formula gives the theoretical maximum, not the guaranteed damage.

Additionally, some abilities modify status effect duration or damage (e.g., a character that extends Burning by 2 seconds). In those cases, use the modified values in the calculator for an accurate estimate.

Frequently Asked Questions

Do status effects stack with themselves?

No. Reapplying the same effect refreshes the duration but does not increase the damage or magnitude. The only exception is armor reduction effects, which stack additively if they come from different sources (e.g., Burning and Corrosive).

How do I see the exact numbers on a status effect?

Hover over the status icon on the target’s health bar. The tooltip shows the remaining duration and the per-tick damage (for DoTs) or the percentage modifier (for stat debuffs). The game UI does not show total damage, so you need to calculate it.

Can a target have more than one DoT at once?

Yes, different DoT effects (Burning, Poisoned, Bleeding, etc.) can all be active simultaneously. There is a cap of 10 active effects per target, so you can stack many DoTs, but you cannot exceed that limit.

Does the calculator work for buffs too?

No, the calculator is specifically for damage over time. For buffs like Shielded (absorb 50 damage) or Regenerating (2 HP/s for 10s), you can use the same formula by treating the damage as negative for healing, but the calculator does not handle that directly.

What is the tick rate for all DoTs?

All DoT effects in the game tick every 2 seconds. This is consistent across Burning, Poisoned, Bleeding, Corrosive, and Electrocuted. The number of ticks is always duration ÷ 2, rounded down.

Why does my poison sometimes do less damage than the tooltip?

The tooltip shows the base damage. If the target has resistance or armor, the actual damage per tick is reduced. Poison is also affected by healing received modifiers, so if the target has a healing buff, the damage may appear lower.

Related

Formula used
in t | Effect Duration (s) | s | 10 | 0
in d | Damage per Tick | HP | 5 | 0
in n | Number of Ticks | - | 5 | 1
out total | Total Damage | HP | d * n | 0
out dps | Damage per Second | HP/s | (d * n) / t | 2

Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work

Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.