﻿Note: 
Hit a enemy with a status effect that the enemy already has will:
If the new effect is weaker than the old one, it will have no effect.
If the new effect is same as the old one, the remaining time of the effect will reset.
If the new effect is stronger than the old one, the old one will be canceled, and replace it with the new one.

Turns are the basic timing unit used in the game, it takes:
4 PPD frames in Speed 1×,
2 PPD frames in Speed 2×,
1 PPD frame in Speed 4×.

---Common---
Berserk:
Do more damages in a small period of time after every 10 attacks.
Useful for high attack towers, in which it can do much more damage with this skill.
Upgrading may become a hard decision.

Piercing:
Do extra damage to the enemy with DEF while attacking.
Might be useless if you used Shock towers.

---Purple---
Debuff:
Make the enemy take more damage from all towers in short time, rounded down.
Very useful while there is a high attack tower near it, which can increase its damage alot.

Shock:
Decrease the DEF of the enemy it hits permanently.
Extremely useful for Slow and High DEF enemies.

---Blue---
Slow:
Make the enemy move slower in short time. Can not made the speed of the enemy slower than 5.
Useful for fast enemies.

Halt:
Decrease the Speed of the enemy it hits permanently. Can not made the speed of the enemy slower than 10.
Useful for slow enemies.

---Red---
Cripple:
Decrease the Max HP of the enemy over time.
Decrease 1/100 every turn, lasts 100 turns.
Might be useless, but can limit the effect of Regen because the Regen is based on its Max HP.

Splash:
Do damage to the enemies within 1 space near the enemy it attacked, ignore DEF and Absorb.
For example: A tower with 15% Splash did 20 damage to an enemy, the other enemies near it will takes 20×15%=3 damage.
If it hits an enemy that absorb Red, the splash will not works. However if it hits an enemy does not absorb Red, then the splash hits an Absorb enemy, it will works and the Absorb enemy will takes damage too.
An ememy Immunity to Red means the attack will not splash while hitting it, does not means it will not take splash damage.
Also note the splash damage will not defeat an enemy, in which it will have 1 HP remaining. 

---Green---
Infection: Do damage over time.
Decrease 1/100 every turn, lasts 100 turns.
Another good way to defeat High DEF enemies.

Knockback: Move the enemy it hits back.
Might be useless, but can be used to limit the slow enemies.