Super Bullet Break

Super Bullet Break

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What Do These Icons Mean??? - Status Effects Guide v1.0
By Pravaris
A list of every Status Effect and enemy action in the game. A complete glossary.
I have also included notable characteristics of each icon, such as what the number beside the icons mean, the duration of certain effects, and the order of certain effects when they happen simultaneously.
   
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Preface
Since there is no complete in-game glossary of Status Effects and Enemy's actions, this is my personal compilation of all the icons I have encountered and what they mean.
To search through the guide, use Ctrl+F.

Disclaimer: I have no data extraction expertise, so these are all screenshots. I do my best to clean up the icons, but apologies for the scuff. Feel free to correct me if you find any incorrect information.
Helpful In-Game Tip
While in battle, press “R” (on keyboard) or “RB” (on Xbox controller) to see the Status Effects of your bullets.
To see the Status Effects of enemies, press “R” or “RB”, select a bullet, then target the enemy as if you are going to attack.
Icon List
Special, Less Intuitive Icons
Basic Icons
Common Icons
Enemy-Specific Icons
Player-Specific Icons
Unique Icons
Special, Less Intuitive Icons
You're probably here because of a few specific icons that are never explained in-game.
Here are the ones I was initially frustrated or confused by.

Summon
Used by: Enemies

Effect: Summon a number of enemies based on the number on its right.

Antibody
Used by: Player and Enemies

Player's Effect: Negates Debuffs being applied. (Stacks) Each stack is consumed to negate one debuff.
Enemy's Effect: Negates Debuffs being applied. (Stacks) Each stack is consumed to negate one debuff.

Note: Does not Cure debuffs that were applied before Antibody.

Switch Form
Used by: Enemies

Effect: Transforms, changing the skills this enemy can use.

Shuffle
Used by: Enemies

Effect: Moves to any empty position.

Blind
Used by: Enemies

Effect: Covers most of your hand in ink and prevents you from seeing, hearing, and reading about your bullets. (Stacks) Each stack extends its duration.

Note: A bit of the bottom is still visible, letting you see your bullets' cartridges.

Cost Up
Used by: Enemies

Effect: Increases the Cost of all bullets by the amount indicated in the icon. (Stacks) Each stack extends its duration.

Melt Shield
Used by: Enemies

Effect: Reduces the player's Shield based on the number to its right.

Note: Does not reduce Armor.

Idle
Used by: Enemies

Effect: The enemy does nothing for one turn.

Cure
Used by: Player and Enemies

Player's Effect: Remove Debuffs from target.
Enemy's Effect: Remove Debuffs from target.

Reflect
Used by: Enemies

Effect: Deal a percentage of damage received back to the attacker. (25% or 30%)

Note 1: Reflect damage is inflicted before your bullet's other effects, such as Shield, Armor, and Heal.
Note 2: Reflect damage is rounded down, to a minimum of 1 damage.
Note 3: Damage exceeding enemy's HP counts towards Reflect damage.
Note 4: There are two versions of Reflect (25% and 30%). You can check by pressing "R" or "RB", select a bullet, then target the enemy as if you are going to attack.

Dispel
Used by: Player and Enemies

Player's Effect: Removes certain Buffs from the target, such as Shield and Armor, but not Attack Up. (Further testing required to find to full list of dispellable buffs.)
Enemy's Effect: Removes one type of Buff from the player, either Shield and Armor.

Note: You can check which type of Dispel the enemy is casting by pressing "R" or "RB", select a bullet, then target the enemy as if you are going to attack.

Explosion
Used by: Enemies

Effect: Deals damage to itself and the player according to the number to its right.
Basic Icons
Attack
Effect: Damages the target based on the amount on its right. Shield is damaged first if the target has Shield, followed by Armor if the target has Armor.

Shield
Effect: Gains Shield based on the amount on its right. Shield is damaged first if the player/enemy has shield.

Note: The player's Shield expires after an enemy's turn. The enemy's Shield disappears after its own turn.

Armor
Effect: Gains Armor based on the amount on its right. Armor is damaged if the player has armor, blocking Attack.

Note 1: Shield is damaged before Armor.
Note 2: Armor persists even after the enemy's turn.

Heal
Effect: Recovers HP based on the amount on its right.
Common Icons
A list of Status Effects and Actions used by both the player and enemies. Sorted according to the order you will (probably) discover them.

Attack Up
Player's Effect: Increases damage by a certain amount.
Enemy's Effect: Increases damage based on the amount on its right. The buff persists even after the enemy's turn but is consumed on its next attack.

Feeble
Player's Effect: Decreases damage based on the amount next to its right. The debuff disappears after you attack.
Enemy's Effect: Decreases damage by the amount next to the icon. The debuff expires after its next Attack, but persists if it does not Attack.

Discard
Player's Effect: Discard a certain number of bullets.
Enemy's Effect: Forces you to discard a random bullet.

Regen
Player's Effect: Recovers HP by 3% of maximum HP at the start of the turn. (Stacks) Each stack extends its duration.
Enemy's Effect: Recovers HP by 3% of maximum HP at the start of the turn. (Stacks) Each stack extends its duration.

Note: Recovery value is rounded down.

Poison
Player's Effect: Damages HP by 3% of maximum HP at the start of the turn. (Stacks) Each stack extends its duration.
Enemy's Effect: Damages HP by 3% of maximum HP at the start of the turn. (Stacks) Each stack extends its duration.

Note: Damage value is rounded down.

Penetrating
Player's Effect: Ignores Shield and Armor when inflicting damage.
Enemy's Effect: Ignores Shield and Armor when inflicting damage.

Invincible
Player's Effect: Takes no damage.
Enemy's Effect: Takes no damage.

Note: Might stack. (Requires testing.)

Antibody
Player's Effect: Negates Debuffs being applied. (Stacks) Each stack is consumed to negate one debuff.
Enemy's Effect: Negates Debuffs being applied. (Stacks) Each stack is consumed to negate one debuff.

Note: Does not Cure debuffs that were applied before Antibody.

Cure
Player's Effect: Removes all Debuffs from target.
Enemy's Effect: Removes all Debuffs from target.

Dispel
Player's Effect: Removes certain Buffs from the target, such as Shield and Armor, but not Attack Up. (Further testing required to find to full list of dispellable buffs.)
Enemy's Effect: Removes one type of Buff from the player, either Shield and Armor.

Note: You can check which type of Dispel the enemy is casting by pressing "R" or "RB", select a bullet, then target the enemy as if you are going to attack.
Enemy-Specific Icons
List of Status Effects and Actions only used by enemies. Sorted according to the order you will (probably) discover them.

Summon
Effect: Summon a number of enemies based on the amount on its right.

Blind
Effect: Covers most of your hand in ink and prevents you from seeing, hearing, and reading about your bullets. (Stacks) Each stack extends its duration.

Note: A bit of the bottom is still visible, letting you see your bullets' cartridges.

Switch Form
Effect: Transforms, changing the skills this enemy can use.

Shuffle
Effect: Moves to any empty position.

Cost Up
Effect: Increases the Cost of all bullets by the amount indicated in the icon. (Stacks) Each stack extends its duration.

Melt Shield
Effect: Reduces the player's Shield based on the number to its right.

Note: Does not reduce Armor.

Idle
Effect: The enemy does nothing for one turn.

Reflect
Effect: Deal a percentage of damage received back to the attacker. (25% or 30%)

Note 1: Reflect damage is inflicted before your bullet's other effects, such as Shield, Armor, and Heal.
Note 2: Reflect damage is rounded down, to a minimum of 1 damage.
Note 3: Damage exceeding enemy's HP counts towards Reflect damage.
Note 4: There are two versions of Reflect (25% and 30%). You can check by pressing "R" or "RB", select a bullet, then target the enemy as if you are going to attack.

Explosion
Effect: Deals damage to itself and the player according to the number to its right.
Player-Specific Icons
List of Status Effects and actions only used by the player. Excluding Buffs unique to just one bullet. Sorted according to the order you will (probably) discover them.

Heartsplosion
Effect: If you build the Heartsplosion meter to 100, you'll enter a state that halves the Cost of all "Seasons" bullets, and Delays all enemies by 10.
The state will end upon ending your turn, and the Heartsplosion meter will reset to 0.

Combo Beam
Effect: Deals 30 damage to a random enemy for every 10 Combo Beam stacks you rack up.
Maximum stack of 999.

Attack Drone
Effect: Deals 3 damage to a random enemy at the end of your turn.

Shield Drone
Effect: Gain 3 Shield at the end of your turn.

Healing Drone
Effect: Recovers 2 HP at the end of your turn.

Drone Controller
Effect: Activates the effects of all active drones.

Cost Down
Effect: Lowers bullet Cost.

Recoil
Effect: When you attack, take damage based on the amount on its right.

Burst
Effect: Increases damage dealt based on: the number of bullets used this turn, multiplied by the number in its name (eg. Burst 1, Burst 7).

Draw
Effect: Draw a number of bullets from your magazine.

Note: You can only hold a maximum of 7 bullets. Excess Draw will not be used; your hand will remain the same.

Reload
Effect: Discard all bullets in your hand, then Draw as many as you discarded.

Note: You can only hold a maximum of 7 bullets. Excess Draw will not be used; your hand will remain the same.

Delay
Effect: Increases target's wait time.

Bound
Effect: Prevents HP recovery. (Stacks) Each stack extends its duration.

Note: Also prevents Regen.

Exclusion
Effect: Removes the bullet from this battle; it will not be in the graveyard and will not appear until the battle is over.

Paralysis
Effect: The target will do nothing. (Stacks) Each stack extends its duration.

Note: The target will keep trying to do the same actions. The target's wait time will be the same each turn until it is able to act.

Countdown
Effect: Kills the target when its Countdown stacks reaches 0. (Stacks) Each stack extends its duration, delaying its instant death effect.

Note 1: Stack decreases by 1 at the end of any enemy's turn, even if this enemy has not had its turn yet.
Note 2: Does not work on bosses.

Confusion
Effect: When the target attacks, 50% chance to hit itself.

Broken Armor / Break
Effect: Target cannot gain Shield or Armor. (Stacks) Each stack increases its duration.
Unique Icons
List of unique Buffs from specific bullets. Sorted in alphabetical order.

Airi's Chocolate
Effect: Deal 3 damage to a random enemy each time you build your Heartsplosion meter.

Charonia's Haughty Heart
Effect: Combo Beam +1 at the end of your turn.

Charonia's Trumpet
Effect: Deal 4 damage to a random enemy each time you discard a bullet.

Coral Baton
Effect: Gain 3 Armor each time you gain Combo Beam.

F00041 Defense System
Effect: Gain additional +2 Shield from Shield Drones.

F00069 Laser
Effect: Attack Drones deals 2 more damage.

It's Alive! Bearenstein!
Effect: Deal 5 damage to a random enemy each time you gain Armor.

Medkit
Effect: Recover additional +1 HP from Healing Drones.

Moon Mic
Effect: Deal 2 damage to a random enemy each time you recover HP.

Offensive Carapace
Effect: Deal 3 damage to a random enemy each time you gain Shield.

Otohime's Cake
Effect: Combo Beam attacks all enemies.

Rinko's Juice
Effect: Deal 2 damage to all enemies each time you discard a bullet.

Seven Superguards
Effect: Increases the damage of Poison from 3% to 5% of maximum HP. (Only against enemies.)

Singulacode 07
Effect: Recover 4 HP at the end of your turn.

Singulacode 33
Effect: Gain 7 Shield at the end of your turn.

Singulacode 55
Effect: All bullets have -2 Cost.

Singulacode 73
Effect: All bullets have +3 Attack.

Singulacode 96
Effect: All bullets have -1 Cost and +1 Attack. Recover 1 HP and gain 3 Shield at the end of your turn.