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In Gundam UC Engage, Status Effects correspond to a unique buff, debuff, or mechanic that affects combat. Read on to see our list of Status Effects, as well as a list of Status Effect interactions.
List of Contents
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| Status Effects Guide |
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Status Effects in Mobile Suit Gundam U.C. Engage are buffs, debuffs, advantages, abnormalities, and target actions that affect the performance of a mobile suit, with either positive or negative results.
Buffs give mobile suits certain stat boosts during battle, while Debuffs give them certain stat maluses. Advantages give mobile suits special abilities, while Abnormalities give mobile suits negative traits. Target Actions affect how mobile suits target certain kinds of other mobile suits.

Most status effects only last for a specific period or permanently (during the entire course of the battle), depending on the skill that casts them.
For example, buffs can boost a mobile suit's specific stat from the very start of the battle until that unit gets destroyed. They can also last for a specified time (e.g., 30 seconds at the start of the battle, 10 seconds after using an EX Skill, etc.) or when a specific threshold has been reached (Until 100% HP is remaining, increase evasion by 50%).

When the skill that grants a status effect says so, its effect can stack and increase its overall stat benefits to the mobile suit.
For example, The-O can buff its beam damage by 17% for 10 seconds every time it evades. This can be stacked up to five times, leading to a potential 85% beam damage buff overall.
So far, Gundam U.C. Engage has yet to release any mobile suit that can cleanse status effects from itself, allies, or or other mobile suits.
| All Status Effects in Gundam U.C. Engage | |
|---|---|
| Buffs | Debuffs |
| Advantages | Abnormalities |
| Target Actions | |
| Status Effect Name | Icon | Effect |
|---|---|---|
| Increase Defense | ![]() |
Defense is increased, making it take less damage from enemy attacks. |
| Increase Movement Speed | ![]() |
The mobile suit's Movement Speed is increased, letting it move faster through the battlefield. |
| Increase Critical Rate | ![]() |
Increases the mobile suit's Critical Rate, increasing its chance to inflict a Critical Hit. |
| Increase Damage | ![]() |
Increases the overall damage dealt by the MS with this buff, including EX Skills. |
| Increase Projectile Damage | ![]() |
Increases the damage dealt by the MS's Projectile weapons. |
| Increase Beam Damage | ![]() |
Increases the damage dealt by the MS's Beam weapons. |
| Increased Max HP | ![]() |
Increases the MS's Maximum HP. |
| Increase Projectile Damage Resistance | ![]() |
The damage taken from projectile attacks is decreased. |
| Increase Beam Damage Resistance | ![]() |
The damage taken from Beam attacks is decreased. |
| Increase Accuracy | ![]() |
Increases the MS's Accuracy. |
| Increase Evasion | ![]() |
Increases the MS's Evasion. |
| Increase Ranged Sense | ![]() |
Buffs a pilot's Ranged Sense |
| Increase Melee Sense | ![]() |
Buffs a pilot's Melee Sense |
| Increase Reaction | ![]() |
Increases a pilot's Reaction, which affects the MS's chance to guard against or evade an attack. |
| Increase Resistance | ![]() |
Increases a pilot's Resistance, which helps in resisting a critical attack from enemies. |
| Restore EX Gauge | ![]() |
Restore a percentage of EX skill gauge when conditions are met, such as initiating the battle or activating an EX skill. |
| EX Gauge Recovery Up | ![]() |
Increase the rate of filling up the EX Gauge whenever the MS unit deals or takes damage. |
| Increase Max Damage | ![]() |
The maximum amount of damage dealt is increased. Example: If an effect increases max damage by 100,000, the new max damage would be "99,999 (the current max) + 100,000 (the effect) = 199,999 (the new max)". |
| Status Effect Name | Icon | Effect |
|---|---|---|
| Decrease Defense | ![]() |
Decreases the MS's DEF stat, allowing it to take more damage from enemy attacks. |
| Decrease Movement Speed | ![]() |
Decreases the MS's movement speed, making it move slower on the battlefield. |
| Decrease Projectile Damage | ![]() |
Decreases the projectile damage dealt by the MS. |
| Decrease Beam Damage | ![]() |
Decreases the beam damage dealt by the MS. |
| Decrease Projectile Defense | ![]() |
The damage taken from projectile attacks is increased. |
| Decrease Beam Defense | ![]() |
The damage taken from beam attacks is increased. |
| Decrease Evasion | ![]() |
Evasion is decreased. |
| Status Effect Name | Icon | Effect |
|---|---|---|
| Regeneration | ![]() |
HP is recovered at fixed intervals. |
| Bullseye | ![]() |
The unit's attacks cannot be evaded. If an opponent bestowed with Absolute Evade is attacked by a unit bestowed with Bullseye, the success of the attack is determined by comparing the target's Evasion stat against the attacker's Accuracy stat. If an opponent bestowed with both Absolute Evade and Unavoidable is attacked by a unit bestowed with Bullseye, the attack cannot be evaded. |
| Absolute Evade | ![]() |
Evades all attacks, excluding EX Skills. If a unit bestowed with Absolute Evade is attacked by an opponent bestowed with Bullseye, the success of the attack is determined by comparing the target's Evasion stat against the attacker's Accuracy stat. If a unit is bestowed with both Absolute Evade and Unavoidable, Unavoidable takes precedence, and attacks cannot be evaded. |
| HP Absorb | ![]() |
HP is restored based on the damage dealt to the enemy. |
| Hyper Awaken | ![]() |
Various effects are activated over a fixed period of time. Please refer to Mobile Suit Details for information about the Hyper Awaken effects of each mobile suit. |
| Reflect Beam Damage | ![]() |
Reflects part of the Beam Damage taken and deals it back at the attacker. The damage taken from the reflection is not affected by other skill effects or factors. |
| Reflect Projectile Damage | ![]() |
Reflects part of the Projectile Damage taken and deals it back at the attacker. The damage taken from the reflection is not affected by other skill effects or factors. |
| Assault | ![]() |
The higher the accuracy, the higher the proximity damage and ranged damage. In addition, the attacks cannot be guarded against. When bestowed with Assault, if an attack is made against an opponent bestowed with Perfect guard, the success of the attack is determined by the target's guard rate. When bestowed with Assault, if a critical hit is made against an opponent bestowed with Perfect Guard, the attack will not be guarded against. |
| Perfect Guard | ![]() |
Will always guard against an attack, regardless of the guard rate or a critical hit. However, the unit cannot move while in this state. When bestowed with Perfect Guard, if the unit is attacked by an opponent bestowed with Assault, the success of the attack is determined by the defending unit's guard rate. When bestowed with Perfect Guard, if a critical hit is made by an opponent bestowed with Assault, then the attack will not be guarded against. |
| Status Effect Name | Icon | Effect |
|---|---|---|
| Sustained Damage | ![]() |
The affected MS receives damage at fixed intervals. |
| Stun | ![]() |
The unit cannot move or attack and is fixed to its current position. They can still perform such actions as EX Skills, evasion, and guarding. |
| Unavoidable | ![]() |
The unit is unable to evade any attacks. If a unit is bestowed with both Absolute Evade and Unavoidable, Unavoidable takes precedence, and attacks cannot be evaded. |
| Jamming | ![]() |
There is a chance that damage dealt will be reduced to 1. Jamming effects do not apply to damage dealt by EX Skills. Jamming effects do not apply if an attack is evaded. |
| Disable EX Skills | ![]() |
The unit cannot activate EX Skills. |
| Unguardable | ![]() |
The unit is unable to guard against any attacks. If a unit is bestowed with both Perfect Guard and Unguardable, Unguardable takes precedence, and attacks cannot be guarded against. |
| Disable HP Restoration | ![]() |
The unit cannot restore its own HP. Revive effects still apply. |
| Status Effect Name | Icon | Effect |
|---|---|---|
| Target Focus | ![]() |
Units that meet specific conditions are preferentially targeted. The conditions vary depending on the target focus skill. If no target meets the conditions, the effect will not be activated. |
| Provoke | ![]() |
Goads all enemy units into targeting the unit bestowed with this effect. [nl[This effect is prioritized over Target Focus and Stealth statuses. |
| Stealth | ![]() |
The enemy's targeting priority for the unit is lowered. This effect is prioritized over the Target Focus status. If allied units only are bestowed with the Stealth status, targeting priority remains unchanged. |
Below is a list of known unique interactions between certain status effects.
| Status Effect 1 | Status Effect 2 | Interaction |
|---|---|---|
| Accuracy | Evasion | Whichever stat is higher usually wins, and affects the outcome of whether an attack will land or not. |
| Bullseye | Absolute Evade | Cancels each other out. In these cases, it goes back to the accuracy vs evasion calculation to determine whether an attack will land or not. |
| Critical Strike | Guard Rate | Critical attacks bypass guard rate, and can never be guarded. |
| Critical Strike | Pilot Resistance | Critical attacks bypass pilot resistance and are treated as if pilot resistances were 0. |
| Unguardable | Perfect Guard | Unguardable bypasses Perfect Guard, disabling guarding against attacks. |
| Assault | Perfect Guard | Cancels each other out. The attack from a unit with Assault status will be determined using the target's guard rate. Assault bypass Perfect Guard when it is a critical hit. |
| Provoke | Target Focus | Aggro will shift towards the mobile suit with Provoke. |
| Stealth | Target Focus | Mobile suit will still be in Stealth and rank least on the target priority ranking. |

Status Effects Guide

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