Understand What Starts an Attack
Dungeonbound fights can look chaotic even when the important decisions happened on your equipment board. Speed sets the action rhythm, while item triggers and status effects create additional interactions during automatic combat. This Dungeonbound combat status effects guide separates the documented mechanics from formulas the available material does not establish.
The official Dungeonbound Steam description says faster combatants act earlier and more often, potentially gaining extra swings against slower enemies. Each attack activates items as it travels around the board. That makes an item’s position and activation conditions part of its actual value, not merely an inventory-management concern.
Avoid treating Speed as a simple route to infinitely fast attacks. The November 3 v0.1.50 update says Speed follows a curve that continues to help deep into a run but never produces an instant attack. An older attack-timing example is therefore not a complete formula for the current development build.
Read Status Effects in Their Update Context
The official overview lists poison, burn, bleed, freeze, stun, and other effects, with their own stacking and timing. It does not give a full numerical reference for every status. The patch announcements provide several narrower rules:
| Effect | Documented behavior | Announcement context |
|---|---|---|
| Burn | Ticks every 1.5 seconds | October 25 v0.1.46 |
| Poison | Ticks every 3 seconds | October 25 v0.1.46 |
| Stun | Affected items run at half speed and hurt their owner when they activate | October 25 v0.1.46 |
| Freeze | Lowers Dodge | November 3 v0.1.50 |
| Terror | Hurts its bearer on each attack | November 3 v0.1.50 |
Those intervals do not establish damage per stack, all resistance interactions, or a universal damage ranking. Read the item and status tooltips in the build you are playing before planning around an exact result.
Match Triggers to a Working Equipment Board
An effect can be powerful on paper and unreliable in your setup. Check what activates the item, how frequently your board meets that condition, and whether the effect helps against the enemy causing trouble.
The Halloween update notes that many items moved to timers rather than on-trigger effects. The November 3 update also says Multicast counts from every source and is displayed on item pills. These changes make it especially important to read the current item rather than rely on an older video’s explanation.
Placement is another part of that check. Equipment can depend on adjacency or item types, so moving one piece to fit new loot may change more than its physical position. Recheck the affected effects after rearranging or fusing equipment.
Diagnose a Loss Without Inventing a Cure
Separate the questions “what damaged me?” and “what can my build change?” A fight lost to accumulated status damage is different from one ended by a large direct hit, even if both leave the same empty health bar.
The November 8 v0.1.51 announcement adds a damage breakdown and improved keyword tooltips. Use the available breakdown and descriptions to identify a specific weakness, then compare your actual defensive and offensive options. The collected material does not prove that one item or one status counters every problem.
Keep the mode in mind too. The Halloween update changed Block Chance and Magic Resist differently in campaign and roguelike play. Do not copy a campaign defense explanation into a Climb build without checking whether that stat still functions there.
FAQ
Does increasing Speed always help?
The November 3 update says it continues to help but follows a curve and cannot create an instant attack. The sources do not provide a complete current calculation.
Are Burn and Poison the same effect?
No. They are separate statuses. The October 25 update gives different tick intervals: 1.5 seconds for Burn and 3 seconds for Poison.
Which status does the most damage?
The collected material does not establish a universal ranking. Actual output depends on the equipment applying the effect, its triggers, the fight, and the development build.