MewgenicsWiki

Status Effect

Stun

Skip the next {stacks} turns.

Stun is an electric-element control debuff that forces the afflicted unit to skip its next turn. Stacks decrease by 1 each turn, so additional stacks extend the duration of the stun. Unlike Freeze, Stunned units are not immune to damage, making Stun strictly better as a crowd control tool when you want to both disable and damage a target in the same window. Stun is one of the most powerful control effects in the game because it offers no defensive upside to the target.

Stun is primarily associated with the electric element. Electric-element spells, weapons, and abilities commonly apply Stun stacks. The Static elite buff causes enemies to arc 1 electric damage to adjacent tiles after moving, which can trigger Stun on nearby units. Robot units (those with the Energized status) have a unique interaction with electric damage: instead of being stunned, they gain an extra turn, making electric attacks counterproductive against them. This is a critical interaction to remember when facing Robot-type enemies.

The Hardy elite buff grants complete immunity to Stun, making Hardy enemies impossible to lock down with electric crowd control. When planning around Stun, it works best against high-damage enemies that you need to prevent from acting while your team focuses them down. Stun combos well with Marked (which guarantees crits on physical attacks and ignores Shield), allowing you to set up massive burst windows on stunned targets. The Wet status effect makes units conduct electricity, increasing their vulnerability to electric attacks, which can help apply Stun more reliably.

Details

Is StackableYes
Description StackingSkip The Next {Stacks} Turns.
Description Non StackingSkip The Next Turn.
Has Negative VariantNo
CategoryControl
Duration1 Turn

Elemental Interactions

None
Is DebuffYes

Removed By

None

Special Mechanics

None
Is InternalNo

Quick Facts

Type
Status Effect
Confidence
High
Verified
Mar 17, 2026