In a mission, there are many effects that weapons or walkers can do. These are called Status Effects. Some abilities, like Negan's or Mercer's Leader Traits, as well as the Commonwealth Armor Support, will give some protection against status effects. Similarly, Commonwealth Walkers, are resistant to all status effects, while for example Tanks, Goos and Spikeys are resistant only to being stunned.
Bleeding[]

At each start of your turn, the character takes 10% damage. It is possible to bandage yourself to stop the bleeding by spending half an action point (all action points will be depleted when healing), or by using a Medkit.
A survivor starts bleeding, when being damaged into the red health bar. Only human characters can be bleeding.
Burning[]

At each start of your turn, the character takes 10% of their original health as damage (this can be reduced using Hazard Suit). Survivors can typically heal it using half an action on their turn. If melee attackers attack a burning target, they immediately take one fire damage per burning enemy hit. If your survivor starts struggling with a burning walker, you have only 1 turn to escape.
A survivor or walker can start burning when hit by a incendiary weapon or being in the blast area of a exploding barrel. There are also maps where burning walkers will spawn.
If a human character takes damage so that the green health bar goes to 1 AND the attack sets them on fire (regardless of if they already are on fire), they will immediately die on their next turn or if attacked again, instead of going into the red health bar (Firebug).
There have been events when fire damage has been increased to 25% of health, although such events haven't happened in quite a while now.
Camouflaged[]

The user's movement speed is reduced to half. However, walkers cannot attack the user. Attacking or interacting with an object breaks the effect.
A survivor can become camouflaged by applying a Gore tool or interacting with gore barrels, which exist in some missions.
Note that camouflaged survivors will be included in overwatch and pretaliate considerations, meaning it is very risky to use it especially together with Ezekiel.
Confused[]


A confused walker will get a purple sign on it, indicating that it is confused. If it can reach another walker with its normal move, the furthest away walker will be indicated the target, getting a red sign above it. Note that the distance measuring is fiddly, and walkers will often select either a target which isn't the farthest away, or sometimes mark a walker further away than its range (for example 3 tiles directly to the side). It also happens that a confused walker won't select any target, even if there is one in range.
On the walker turn, the confused walkers will move towards its indicated target and attack it. The target will stand still and do nothing. Note that if there are many confused walkers and targets it is not always possible to know who targeted who (apart from deducting based on walker positions).

If there is no walker within range, no target will be selected and the confused walker will instead stand still and not attack anyone, as can be seen in the picture below:

Note that the above behavior also works if either the confused walker or its target is killed. In both cases the remaining walker will stand still and do nothing.
Note also that confused walkers will now be on your team for a turn, so it can't not pass through other walkers. If the target walker is behind a wall of other walkers the confused walker will have to make a detour, often in the direction of your survivors!
- Confused is the highest priority of all status effects, so higher than crippled, herded, rooted and stunned so confused walkers can not be inflicted with lower ranked status effects.
- Confused walkers will not be overwatched (similarly to how herded walkers aren't overwatched), but even if they get caught in the crossfire of an overwatch attack they can't be crippled, rooted or stunned so they will often still be able to do their full move and attack their target.
- A stunned walker can get confused and will in this case be released of its stunned status
- This also means that a confused walker is able to move normally inside Magna's Pitfalls, and will be released of its rooting status.
- A confused walker can, however, only move 1 step inside Tyreese's circles.
- A confused walker can not be pushed
- A confused Spiked walker will cause bleeding on a walker it attacks, similarly walkers will suffer fire damage if attacking a burning target
- A confused walker can not be both the target confused. That is, if a walker designated as a target is confused by a new attack, the confused walker having that walker as its target will now be without a target and will do nothing.
- Human opponents can not get confused
Crippled[]

The character's movement is reduced to only 1 space. Any action points remaining (human or walker) can't be used that turn.
Characters can become crippled by being hit by a weapon with the cripple trait, or affected by the Dog support.
Herded[]

In this status, the walker starts following the survivor who herded it, without attacking him. There are walkers that are immune to this effect. Only walkers can become herded.
Walkers can become herded via Beta's leader trait, by the Whisper's Mask support. or the Riot Shield's charge attack.
Herded walkers will not be considered for overwatch and will generally move before any survivor uses their overwatch attacks.
Dread Mark (Knock Knock)[]
Related to Outlaw Negan's leader trait, the dread mark is applied to visible enemies, and can be stacked up to 3/4 times. Each dread mark makes the enemy receive +x% total damage per stack.

In this status, the walker starts following the survivor who herded it, without attacking him. There are walkers that are immune to this effect. Only walkers can become herded.
Walkers can become herded via Beta's leader trait, by the Whisper's Mask support. or the Riot Shield's charge attack.
Herded walkers will not be considered for overwatch and will generally move before any survivor uses their overwatch attacks.
Lured[]

The lured walker moves to the decoy location. The lured walker is unable to move and attack.
Walkers become lured by killed humans and by flares.
Note that lured walkers that become crippled or rooted will still be lured, even if the status effect is hidden by the root/crippled status effect.
Rooted[]

User cannot move, but can Attack and Overwatch. Any action points remaining (human or walker) can't be used that turn.
The target can become rooted from the Ensnare trait, and from certain weapons' charge attack (for example the Harpoon, Harrier or Daryl's Assault Rifle).
Reloading[]

User cannot attack.
The older versions of the bazooka require reloading.
Stunned[]

The user is unable to move or attack. A melee attack against a stunned target will automatically be a critical hit.
Targets can become stunned from Bruisers' non-bodyshot attacks, from some certain weapons, from Assault's normal charge attack, from the Critical Aim trait, and Walker Tanks' and Goos' attacks.
Tanks, Goos and Spiked walkers are immune to this effect.