Status stacks and triggers
From the Polandball Go Wiki
Every raid status follows a rule the game publishes with its effect list: when it fires, whether it has stacks, how new stacks combine with old ones, and what spends a stack. The texts on Status effects say what each status does. The rules below say how it behaves turn by turn.
All of this is raid-only. In PvP duels and alliance war attacks, statuses and item effects don't apply. See Items, tiers and resonance and Item fine print.
1 Stacks add up#
- New stacks are added to the stacks already there. Two items that each apply 3 stacks of Inked leave 6.
- A "damage source" is each separate piece of damage. A ball's own strike, its item's resonance hit, a Sharp hit and each strike of a Multi all count as one source each.
- A status that is spent "on hit" loses one stack for each source that lands. A hit that is shielded, dodged or blocked by an immunity doesn't spend it.
2 More stacks, same strength#
For some statuses the bonus is flat. More stacks only make it last for more hits:
- Inked: ×1.5 on every landed source while any stack is left.
- Starstruck: ×1.2, or ×1.6 for Light and Shadow hits.
- Updraft: ×1.7, and only Cosmic or Wind hits spend it. Typeless hits don't count.
- Overgrowth: doubles a hit only when exactly one stack is left, then that stack is spent.
- Thaw (on Mymics): each stack cuts damage by 5%. At 20 stacks or more the Mymic takes nothing.
So 10 stacks of Inked from Shadowscript Brush don't make one hit 15 times bigger. They make ten hits 50% bigger.
3 More stacks, more strength#
These grow with every stack and are never spent by hits:
- Poison: +1% a stack on every hit.
- Nailed: +10% a stack.
- Brittle: +10% a stack on Super Effective hits. Only Avalanche ever spends it.
- Unbalanced: +20% a stack on Balance hits.
- Storm Drain: +5% a stack, and it gains a stack after every source that deals damage.
- Blaze: +30% a stack, and it gains a stack after every Fire source that deals damage.
- Universal Weakness: +1% a stack. Universal Resist: −1% a stack.
4 Caps#
- Palette: at most 10 stacks.
- Rally: doubles for each new player who attacks, up to 8, and is removed once every player in the party has attacked.
- Starshard: at most 4 stacks, and it wears off after 4 attacks aimed at the Mymic. Any new stack resets that count.
- Light Seeker: see below.
Statuses with no cap listed keep adding.
5 Statuses spent at the start of an attack#
- Splinter and Drowned are spent when the attack starts, before any damage, even if the attack then misses.
- Drowned helps only the first strike. Splinter's follow-up strike, at half damage, doesn't get Drowned's bonus.
- Unstable is removed when the attack starts, flips the type matchup for that attack, and applies Stable if the strike lands.
6 Unexhaust statuses#
- Light Seeker fires on a Light hit that lands while it holds exactly 2 stacks: it drops to 0 and unexhausts a random ball, never the attacker. Stacks pushed past 2 by items can never fire. Angelic Blade applies it at most once per floor.
- Heal spends a stack held before the attack to unexhaust the attacker. It fires even if the hit was blocked. Stacks added during the same attack don't count.
- Double Heal works the same way and also unexhausts one random spent ball.
- Corruption unexhausts one random spent ball on the hit that takes it to 0.
- Matrix cuts the hit to 10% (at least 1 damage), loses a stack after the attack and unexhausts the attacker once. Digital Soul applies Matrix only to a Mymic that has none.
7 Preservation, Hushed and Silenced#
- Preservation freezes every other status on the Mymic: no stack is added, removed or spent while it lasts. Statuses that work just by being there still fire, so a Shield still blocks and Burn still deals its damage. Heal and Corruption do nothing under it. Preservation itself loses a stack after every attack aimed at the Mymic, whether it lands, misses, is blocked or is immune.
- Hushed stops the Mymic gaining new traits or extra stacks of its own. Statuses from your balls' items still land. One stack goes after each damage source.
- Silenced makes each damage source ignore the Mymic's other statuses. While it's on, Splinter, Drowned and similar statuses aren't spent. One stack goes after each damage source.
8 Odd ones out#
- Burn deals flat damage (500, or 1,500 on Fire hits) outside the damage formula, so it never sets off on-hit chains, Vengeance spawns or Reinforcements.
- Shield blocks a whole hit and loses one stack. A shield-piercing hit still spends a stack but goes through.
- Salty turns a Water hit into a Storm hit for 25% more, and the stack is spent only if the hit lands.
- Cursed triples resonance and Sharp damage only. A ball's own strike isn't affected.
- Commoner and Aristocrat double the ball's own strikes from the right rarities. Resonance hits don't count.
- Snared makes every resonance hit count as Super Effective.
9 On polbielytics#
Each Mymic page under Raids shows the statuses it carries, and each page under Items the statuses its item applies.



