Loading...
Status Ailments - Version 11 vs Version 12
May 15, 2026, 06:19 PM
Phase 7: embed 2 Steam screenshot(s) for topic coverage
Jun 5, 2026, 09:58 AM
Corrected Status Ailment names to the confirmed nine (Stun, Down, Airborne, Break, Burn, Chill, Poison, Shock, Bleed); relabeled Fire to Burn, Electrocution to Shock, Knockdown to Down; added the physical and elemental ailment table
11Status Ailments are the combat currency at the heart of DragonSword: Awakening's fight system. Hound13 has built the entire tag-team action loop around them: each of the nineteen playable Heroes has a distinct Status Ailment kit, and stacking ailments on a target is the main thing the player is trying to do in any serious encounter. Ailments are what turn a flurry of inputs into the game's advertised endless combo chains.2233Overview4455The public combat pitch for the Western release is short and specific: stack Status Ailments with Active Skills, then chain devastating combos with powerful Signal Skills. That single line is the shape of every fight. Status Ailments are the setup layer, Active Skills keep the ailment window open, and Signal Skills close the loop.6677Because every Hero brings a different ailment, the player's combat identity is defined by which ailment they are stacking at any given moment. Swapping Heroes mid-combo does not just change who is on screen, it changes the debuff being applied, which is why the Switching Signals mechanic feeds directly into ailment variety rather than being a cosmetic flourish.8899Confirmed Status Ailments101011-Hound13 has confirmed nineteen distinct ailment kits at launch, one per Hero, but several Heroes share secondary ailments. Stun in particular is a recurring secondary across multiple Heroes. The table below records every ailment publicly tied to a Hero through May 2026.11+Rather than one unique ailment per Hero, the nineteen Heroes draw on a shared set of nine Status Ailments (detailed just below), with each Hero applying one or two of them and several Heroes sharing the same ailment. Stun in particular is a recurring secondary across multiple Heroes. The table below records every ailment publicly tied to a Hero through May 2026.1212131314-HeroPrimary AilmentSecondary AilmentElement / FlavourSourceLuteStunKnockdownGreatsword melee with Goddess-power healingLute Gameplay PreviewCastellaBreakStunElf assault vanguard, frontline meleeTag Combo PreviewAriaFireAirborneBomb-using ranged setupTag Combo PreviewKalienStun(none publicly named)Fire, channelled through the fox spirit SurKalien Hero TrailerTheresiaBleedStunTwin sacred maces, meleeTheresia Hero TrailerOrnetteElectrocutionKnockdownScythe with sacred-magic effects; shock window patternOrnette Hero TrailerOther 13 HeroesNot yet revealedNot yet revealedTo be confirmedFuture Hero trailers and Steam Next Fest demo15-Electrocution is the in-game label Hound13 uses for Ornette's primary ailment. Whether it is a fully distinct ailment category, or a sacred-magic-flavoured variant of the wider shock and lock-down pattern that Stun already covers, is not something the studio has spelled out in pre-launch material. The row above records the trailer label without committing to a separate taxonomy until the June 2026 hands-on demo shows the ailment in motion.14+Hound13 has confirmed there are nine Status Ailments in total, split into two groups. Physical ailments are Stun, Down, Airborne, and Break. Elemental ailments are Burn, Chill, Poison, Shock, and Bleed. Every Hero's kit applies one or two of these nine; the per-Hero table below maps the ailments tied to each publicly shown Hero.161516+GroupStatus AilmentsPhysicalStun, Down, Airborne, BreakElementalBurn, Chill, Poison, Shock, Bleed17+HeroPrimary AilmentSecondary AilmentElement / FlavourSourceLuteStunDownGreatsword melee with Goddess-power healingLute Gameplay PreviewCastellaBreakStunElf assault vanguard, frontline meleeTag Combo PreviewAriaBurnAirborneBomb-using ranged setupTag Combo PreviewKalienStun(none publicly named)Fire, channelled through the fox spirit SurKalien Hero TrailerTheresiaBleedStunTwin sacred maces, meleeTheresia Hero TrailerOrnetteShockDownScythe with sacred-magic effects; shock window patternOrnette Hero TrailerOther 13 HeroesNot yet revealedNot yet revealedTo be confirmedFuture Hero trailers and Steam Next Fest demo18+Shock is the elemental ailment Hound13 ties to Ornette's scythe and sacred-magic effects. The studio has since confirmed the full ailment taxonomy (see below), so Ornette's primary ailment is the elemental Shock, not a separate "electrocution" category. Earlier pre-launch trailers used flavour wording, but the official ailment names are the nine listed in this article.19+1720Players should treat anything beyond this table as unverified until Hound13 publishes a Hero Trailer or a Tag Combo Preview that names the ailment. The Korean free-to-play predecessor had its own debuff lineup, but the Western buy-to-play release is a rework with its own Hero-tied ailment design, so older element charts do not carry over.18211922How Ailments Are Applied20232124Ailments are applied through the Apply step of the game's three-layer combo loop. This is done with the active Hero's basic attacks and their ailment-specific moves, which are the opening tools in any Hero's kit. The goal of the Apply step is to put enough ailment stacks on the target to open a reliable damage window.22252326Combo StepWhat It DoesTypical InputApplyStack the Hero's Status Ailment on the target.Basic attacks and ailment-specific moves.ExtendKeep damage flowing while the ailment is active and the target is locked in combo.Active Skills from the same Hero, layered on top of the stacked ailment.FinishClose the combo with a payoff move that hits hardest while the ailment is still primed.Signal Skill from the same Hero, or from a teammate via Switching Signals.2427The Switching Signals tag-team system lets the player rotate Heroes in and out during a single combo. A teammate tagged in can trigger their own Signal Skill against the ailment that the previous Hero put on the target, which is how the endless combo chains shown in pre-launch trailers are produced. Ailments applied by one Hero are consumed by skills from any Hero, making party composition a question of which ailments pair well with which teammates' finishers.25282629Multi-Hero Ailments273028-Because Stun appears across at least four publicly named kits (Lute, Castella, Kalien, and Theresia), team building is not just about avoiding overlap. A team that runs three Stun-applying Heroes can keep a target locked indefinitely as each Hero's stack refreshes the others. Knockdown is now confirmed on both Lute and Ornette as a secondary, which gives a roster pairing those two a second shared axis after Stun. The Break, Bleed, Fire, Airborne, and Electrocution ailments are each currently confirmed on a single Hero, so a roster that carries all of them simultaneously requires picking specific Heroes.31+Because Stun appears across at least four publicly named kits (Lute, Castella, Kalien, and Theresia), team building is not just about avoiding overlap. A team that runs three Stun-applying Heroes can keep a target locked indefinitely as each Hero's stack refreshes the others. Down is now confirmed on both Lute and Ornette as a secondary, which gives a roster pairing those two a second shared axis after Stun. The Break, Bleed, Burn, Airborne, and Shock ailments are each currently confirmed on a single Hero, so a roster that carries all of them simultaneously requires picking specific Heroes.29323033Tag Combo Example31343235The Tag Combo Preview between Castella, Lute, and Aria is the first publicly documented example of how stacked ailments chain across switching Heroes:333634-StepHeroAilments AppliedEffect1CastellaBreak, StunFrontline assault breaks the target's stance and locks it down.2LuteStun, KnockdownGreatsword follow-up keeps the target on the ground while extending Stun.3AriaFire, AirborneBombs lift the target into a juggle window with Fire ticking underneath.4Castella(switch back)Combo continues with the chain still primed.37+StepHeroAilments AppliedEffect1CastellaBreak, StunFrontline assault breaks the target's stance and locks it down.2LuteStun, DownGreatsword follow-up keeps the target on the ground while extending Stun.3AriaBurn, AirborneBombs lift the target into a juggle window with Burn ticking underneath.4Castella(switch back)Combo continues with the chain still primed.3538Breaking Free36393740Specific stack counts, ailment durations, resistance formulas, and break thresholds have not been published by Hound13 in pre-launch materials. What has been confirmed is the broad shape of the interaction: ailments create a combo window, Active Skills keep the window open, and if the ailment expires before a Signal Skill lands, the combo ends and the Apply step has to start again. Exact numeric behaviour, including whether enemies have cleanse mechanics, immunity frames, or ailment-specific resistance, is expected to be detailed once the Steam Next Fest demo is live in June 2026 and players can test it hands-on. This article will be updated with confirmed values once the demo publishes them.384139424043Hero Resistances41444245Whether Heroes themselves can suffer Status Ailments from enemies is not something Hound13 has publicly addressed in detail. The combat system, as pitched, revolves around the player applying ailments to enemies rather than the reverse. Any incoming-ailment mechanics would sit in the combat tuning details released alongside the demo. For now the safe reading is that Status Ailments are principally an offensive tool in the player's hands, and that defensive mitigation, if it exists, will be tied to individual Hero kits rather than to a global resistance stat.43464447Inflicting Ailments on Enemies45484649Because every Hero's kit is built around one or two specific ailments, the practical decision a player makes in combat is which ailment is most useful against the current target. A tougher elite with a large health pool rewards a Hero whose ailment enables long extend phases, while a pack of weaker enemies rewards a Hero whose ailment triggers area-of-effect Signal Skills. Building an effective team, whether in solo play or in Co-Op subjugation and raid content, comes down to picking three Heroes whose ailments and Signal Skills complement each other.47504851Why Ailment Variety Matters49525053Status Ailments are how Hound13 differentiates the nineteen Heroes mechanically. Two Heroes can share a similar weapon style or visual identity, but because each one applies a different mix of ailments, their role in a combo is never quite the same. For new players working through Getting Started in World 1, the recommended approach is to pick a Hero whose ailment feels intuitive, learn the Apply-Extend-Finish loop with that kit, and only then start experimenting with teammates whose ailments can pick up where the first Hero leaves off.51545255For veterans, the endgame shape of the system is the same idea scaled up: deep Hero mastery means knowing not just your own ailment but every teammate's ailment window, so you can tag in exactly when their Signal Skill will land hardest. This is also the reason ailment reveals are being paced out over the pre-launch campaign. Each new ailment is a new combo puzzle for the community to solve.