MK Mobile Buffs, Debuffs and Element Attacks Explained
MK Mobile battles are often decided by effects rather than raw Attack. Poison can shut down healing, Snare can stop a dangerous opponent from escaping, Death Mark can block resurrection, Dispel can clear harmful debuffs, and Element Attack types can change how a team interacts with elemental resistance or vulnerability. This guide organizes the system by function so you can identify what an effect does, what usually counters it and when similar-looking mechanics are actually different.
Buffs help the affected fighter, debuffs hinder the affected fighter, and Element Attacks classify the damage type of Basic and Special Attacks. Do not treat a Fire Element Attack as the same thing as the Fire/Burning debuff: an attack can have an elemental type without automatically applying the matching DOT unless the card or ability says it does.
Start with the problem you need to solve: healing, tagging, resurrection, power, incoming damage or a specific element. Then choose the effect, character, Kameo, talent or Equipment that addresses that problem.
MK Mobile Kombat Effects: Key Takeaways
Element type is not a DOT
Fire, Poison and Blood can appear as Element Attack types, while Fire, Poison and Bleed are also familiar status-effect concepts. Read the exact card text before assuming one automatically causes the other.
Different problems need different effects
Snare solves tag-outs, Incurability or Poison can solve healing, Death Mark solves many resurrection mechanics, and Dispel removes debuffs from your own fighter.
Resistance is not immunity
A percentage of resistance is not the same as complete immunity, and unique named effects may follow special rules. Card text and the active battle modifier always take priority over a generic assumption.
How Kombat Effects Work in MK Mobile
Kombat Effects are temporary or battle-specific conditions created by character passives, Special Attacks, Combo Enders, Kameos, Talents, Equipment and fight modifiers. The game displays active effects near the fighter, and timed effects can expire even if the character remains alive.
Modern MK Mobile distinguishes positive and negative effects visually and can show effect timers and stacking information. The important strategic question is not only what icon is active, but what part of the fight it changes: damage, healing, tagging, power, Specials, speed, critical hits, resurrection or defensive survival.
Generic effects and card-specific mechanics
The familiar glossary effects—such as Poison, Bleed, Stun, Snare, Curse, Shield and Regen—are reusable mechanics that appear on many cards. Newer fighters also use named systems with their own rules. Do not assume a unique named effect behaves exactly like a generic debuff merely because both icons are negative.
Rule of thumb: the text on the active character, Equipment card or battle modifier is more important than an old community list. New mechanics can add exceptions, special stacking rules or element-specific interactions.
Buffs vs Debuffs vs Passives
Positive status
A buff improves the affected fighter. Common examples include Strengthen, Shield, Luck, Speed, Regeneration and increased Power generation.
Negative status
A debuff harms or restricts the affected fighter. Poison, Bleed, Fire, Snare, Cripple, Blind, Curse, Frostbite and Death Mark are common examples.
Character rule
A passive is an ability written on the character card. It may apply buffs or debuffs, but the passive itself is not automatically removable by Dispel.
Why the distinction matters
Dispel is designed to remove negative debuffs from the affected character. It does not mean “remove every hostile rule in the battle.” A boss modifier, a passive restriction or a unique effect may not behave like an ordinary debuff. Similarly, a character with debuff resistance is not automatically protected from every source of negative pressure.
MK Mobile Buffs and Debuffs Reference Table
This table emphasizes function rather than exact percentages. Duration, strength, stacking and resistance rules can depend on the source that applied the effect.
| Effect | Category | What it changes | Common response | Important note |
|---|---|---|---|---|
| Poison | DOT / anti-heal | Deals damage over time and prevents healing or regeneration. | Debuff resistance, immunity, Dispel or a specific cleanse. | Especially useful when healing is the real reason an enemy fight is stalling. |
| Bleed | DOT | Deals damage over time. | DOT resistance, immunity or Dispel. | Some fighters interact positively with Bleed, so it is not universally safe to apply. |
| Fire / Burning | DOT / Power pressure | Deals damage over time and drains Power over time. | Fire/DOT resistance, immunity or Dispel. | Do not confuse the Fire debuff with a Fire Element Attack. |
| Stun | Hard control | Stops the affected fighter from attacking or defending briefly. | Stun resistance, immunity, reflection or prevention. | Very strong for creating a safe damage window. |
| Freeze | Hard control | Immobilizes the opponent. | Freeze immunity or effect-specific resistance. | Freeze and Frostbite are different effects. |
| Frostbite | Control / Power | Slows the fighter and drains Power over time. | Debuff resistance, Frostbite immunity or Dispel when allowed. | Useful for reducing both tempo and Special pressure. |
| Slow | Tempo control | Reduces movement speed. | Resistance, immunity or cleanse. | Can make the opponent easier to pressure with Basic Attacks. |
| Snare | Tag control | Prevents the affected character from tagging out. | Snare resistance, immunity, Dispel or forced-tag mechanics when applicable. | A core tool for stopping recovery through tag-outs. |
| Fear | Forced tag | Forces an opponent to leave the active position. | Effect-specific immunity or passive counter. | The strategic opposite of Snare in many matchups. |
| Cripple | Special control | Prevents Special Attacks. | Cripple resistance, immunity or Dispel. | Does not mean Power itself disappears. |
| Silence | Special / Power control | Restricts Special Attack access and can reduce Power generation according to its source. | Resistance, immunity or cleanse where allowed. | Read the source because newer named effects can have additional rules. |
| Blind | Accuracy control | Can cause attacks to miss. | Debuff resistance, immunity or Dispel. | Missing attacks can break a combo plan even without reducing displayed damage. |
| Weaken | Damage reduction | Reduces damage dealt by the affected fighter. | Dispel or resistance. | Useful when survival matters more than faster kills. |
| Curse | Critical vulnerability | Makes critical hits deal more damage to the affected target. | Resistance, immunity or Dispel. | Best when the attacking build actually produces reliable critical hits. |
| Shield Break | Defense reduction | Reduces Toughness and removes Shield. | Resistance, immunity or reapply defensive buffs later. | Valuable against teams that rely on Shield to survive burst damage. |
| Death Mark | Anti-resurrection | Prevents resurrection while active; some sources can also increase damage taken. | Resistance, immunity, cleanse or avoid being KO'd while marked. | One of the main answers to resurrection-heavy fights. |
| Incurability | Anti-heal | Blocks multiple forms of healing, including regeneration and life-steal-style recovery. | Resistance, immunity or cleanse where allowed. | Often more broadly targeted at healing mechanics than simple DOT pressure. |
| Dispel | Cleanse | Removes negative debuffs from the affected fighter. | Prevent the debuff first or reapply it after the cleanse. | Do not assume it removes unique passives or battle modifiers. |
| Strengthen | Buff / damage | Increases damage dealt. | Remove or steal the buff if a card specifically allows it. | Exact value comes from the source. |
| Luck | Buff / critical | Increases critical-hit chance. | Critical resistance or buff removal where available. | Pairs naturally with effects that reward critical hits. |
| Shield | Buff / defense | Reduces incoming damage. | Shield Break, buff steal or wait out the duration. | Shield Break explicitly removes Shield. |
| Regeneration | Buff / healing | Restores Health over time. | Poison, Incurability or sufficiently fast burst damage. | Can turn a slow fight into a net loss if you cannot suppress healing. |
| Invulnerability | Buff / survival | Prevents damage while active according to the source. | Wait out the effect or use a mechanic that explicitly bypasses it. | Do not waste a limited high-damage Special into an active invulnerability window. |
| Power | Buff / resource | Improves Power generation or grants additional Power depending on the source. | Power Drain, Frostbite, generation reduction or control. | “Power” can describe more than one source-specific benefit. |
| Power Drain | Resource control | Removes opponent Power. | Power Drain immunity, reflection or passive protection. | Useful for delaying dangerous Specials and Fatal Blows. |
| Soaked | Element interaction | Slows the target and increases Lightning pressure; Lightning can gain special team interaction while Soaked is active. | Resistance, immunity, Dispel or avoid Lightning follow-up. | A clear example of a debuff interacting with an Element Attack type. |
| Disease | Named stacking debuff | Used by specific fighters to create stack-based Health and combat pressure. | Read the source card and use appropriate debuff protection. | Do not treat every named mechanic as a generic glossary effect. |
Poison, Bleed and Fire: How DOT Effects Differ
DOT effects are often grouped together because they continue dealing damage after the original hit, but their secondary functions are different. Bleed is primarily sustained damage. Fire adds Power loss over time. Poison combines DOT pressure with healing suppression.
Use it against healing
Poison is especially useful when Regeneration, Vampirism or another healing source is erasing your progress. The official Kombat Effects glossary specifically notes that Poison prevents healing and regeneration.
Use it against Power tempo
Fire applies DOT while also draining Power over time. That makes it useful when you need both Health pressure and fewer enemy Special Attacks.
Use it for sustained damage
Bleed is the simpler DOT category, but matchup knowledge still matters because some characters resist, ignore or even benefit from Bleed-related interactions.
DOT immunity is not the same as Element resistance
A character can be protected against a Fire DOT without necessarily treating every Fire Element Attack as zero damage. Likewise, a Poison Element Attack is a damage classification; it is not automatically the Poison debuff. Always separate the status effect from the attack element unless the card explicitly connects them.
Snare, Stun, Freeze, Frostbite, Cripple and Blind
Control effects answer different problems. Choosing the wrong one can make a strong team feel ineffective because “control” is not a single mechanic.
| Problem | Best effect family | Why it helps | Typical mistake |
|---|---|---|---|
| Enemy keeps tagging out and healing | Snare | Keeps the target active long enough to finish the kill. | Using Power Drain while allowing the target to escape anyway. |
| Need a guaranteed attack window | Stun or Freeze | Temporarily stops normal offense and defense. | Assuming every boss can be controlled normally. |
| Enemy generates Specials too quickly | Frostbite, Power Drain, generation reduction | Attacks Power directly or slows the rate at which it becomes dangerous. | Spending all control on damage instead of the actual Power problem. |
| Enemy Special Attack is the main threat | Cripple or Silence | Restricts Special access rather than only lowering damage. | Confusing disabled Specials with zero stored Power. |
| Opponent's Basic Attacks are overwhelming | Blind, Slow, Stun | Reduces reliability or tempo of incoming Basic pressure. | Using anti-heal against a fight with no meaningful healing. |
For team-level application, pair this section with the MK Mobile Team Compositions guide. The best team usually combines damage with one or two control tools that solve the mode’s specific failure points.
Curse, Weaken, Shield Break, Strengthen and Luck
Not every useful effect deals damage directly. Some change the damage equation by making attacks stronger, making the enemy weaker or altering critical-hit value.
Strengthen + Luck + Curse
Strengthen increases damage, Luck increases critical-hit chance, and Curse makes the affected opponent take more damage from critical hits. These effects can complement each other, but their value depends on whether the rest of the build actually supports critical pressure.
Shield Break + Weaken
Shield Break reduces Toughness and strips Shield, helping your attacks land harder. Weaken attacks the opposite side of the exchange by reducing the enemy's outgoing damage, which is often more valuable in Survival-oriented modes.
Shield, Regeneration and Invulnerability
Defensive buffs can create large effective-Health swings without changing a fighter's displayed base stats. In long modes such as Survivor and Krypt, a timed defensive effect can be more valuable than a small permanent damage increase.
Shield reduces the damage you actually take
Shield reduces incoming damage while active. If an opponent applies Shield Break, the defensive window can disappear immediately, so a team that relies on Shield should also consider resistance, safe tagging or reapplication.
Regeneration changes the race
Regeneration heals over time. Against an enemy, this means your DPS must exceed the healing rate or you need anti-heal such as Poison or Incurability. On your own team, Regen can preserve Health across long runs.
Invulnerability is a timing problem
When a fighter is invulnerable, high-damage attacks can become wasted resources. Unless your build explicitly bypasses the effect, the correct response is often to defend, build Power, tag or wait until the protected window ends.
Power Generation, Power Drain and Frostbite
Power determines access to Special Attacks and Fatal Blow/X-Ray pressure, so manipulating it is often more important than adding a small amount of raw damage.
- Power generation buffs help your fighter reach Specials sooner.
- Power Drain removes stored enemy Power.
- Frostbite applies continuing Power pressure while also slowing the target.
- Cripple can prevent Specials even if the opponent still has Power.
- Silence-type mechanics can restrict particular Specials or Power generation according to the source.
Practical choice: if the enemy already has two bars and is about to fire a dangerous SP2, immediate Power Drain is more useful than a slow damage buff. If the problem is repeated Power generation over a long fight, Frostbite or generation reduction can provide more sustained control.
Resistance, Immunity and Reflection Are Not the Same
Chance or reduction
Resistance usually lowers the chance that a relevant effect is successfully applied. A fighter with partial resistance can still be debuffed.
Effect cannot apply
Immunity is stronger: when it truly applies to that effect, the protected fighter should not receive it under normal rules.
Send pressure back
Some passives or Equipment can reflect debuffs rather than merely blocking them. This can punish teams that apply many effects automatically.
Specific resistance beats vague assumptions
A card may specify Stun resistance, Snare resistance, Fire immunity, DOT resistance or broad debuff resistance. Those are not interchangeable labels. Check the exact wording before building around it.
Unique effects can have special rules
Community databases document named “special status effects” that are not copied, stolen or resisted in the same way as ordinary generic effects. Because these rules are card-specific and newer mechanics continue to appear, treat the actual card description as the final authority.
What Dispel Removes in MK Mobile
The official Kombat Effects glossary defines Dispel as removing negative debuffs from the affected character. This makes it one of the strongest general answers to teams that rely on stacking several ordinary negative effects.
Good uses for Dispel
- Remove DOT effects before they consume too much Health.
- Clear Snare so the fighter can tag out again.
- Remove Curse, Weaken or Blind before a damage window.
- Clear anti-heal when the team needs Regeneration or Vampirism.
What not to assume
Dispel does not mean “erase the opponent's passive.” It also does not guarantee removal of every named unique mechanic or battle modifier. Official patch notes themselves distinguish generic debuffs from unique effects in some Equipment interactions, so check the source when a named mechanic refuses to behave like Poison, Snare or Curse.
How Death Mark Stops Resurrection
Death Mark is one of the most valuable effects when an enemy repeatedly comes back after being knocked out. The core function is simple: while the mark is active, resurrection mechanics are disabled. Some Death Mark sources can also add damage vulnerability or stacking behavior.
Timing matters. Applying Death Mark is not enough if it expires before the KO. The target needs to be defeated while the relevant anti-resurrection condition is active.
When Death Mark is the right answer
Use it when the fight is difficult primarily because defeated enemies revive, Death Save-style mechanics keep resetting progress, or a boss wastes attempts through repeated resurrection. If the enemy is instead healing while alive, Poison or Incurability addresses a different problem.
For full boss diagnostics, see How to Beat Tower Bosses in MK Mobile. For Talent Tree sources of Death Mark, use the MK Mobile Talent Tree guide.
Poison vs Incurability: Which Stops Healing?
Poison and Incurability overlap strategically because both can stop healing, but they are not the same mechanic.
DOT plus healing suppression
Poison deals damage over time and prevents healing or regeneration while active. It is valuable when you want the anti-heal effect and the target is also vulnerable to DOT pressure.
Dedicated anti-heal
Incurability is designed around blocking healing sources such as Regeneration, Vampirism and Life Steal. It is often the cleaner choice when healing suppression matters more than DOT damage.
Bosses can have exceptions
Boss modifiers, passives and Equipment can alter normal DOT or healing interactions. Before relying on Poison simply because it works in ordinary fights, inspect the boss description and verify that DOT is not ignored, reversed or otherwise modified.
What Are Element Attacks in MK Mobile?
Element Attacks classify the damage type of Basic and Special Attacks. The game shows element icons on character attacks, and one attack can display up to two elemental types. This system allows passives, Equipment and team synergies to react to a specific element rather than only to the name of a Special Attack.
The important conceptual split is:
A Special Attack can be classified as Fire without necessarily applying the Fire/Burning debuff. A Poison-type attack does not automatically mean the target becomes Poisoned. Blood damage is also an element category and should not be treated as automatic Bleed unless the ability says Bleed is applied.
Why this matters: a passive can reduce Ice damage, amplify Lightning attacks or increase Elemental damage taken without changing whether a separate debuff such as Frostbite, Soaked or Bleed is applied.
MK Mobile Element Attack Types
The modern system uses seven attack classifications: Normal, Fire, Lightning, Ice, Magic, Poison and Blood. Their tactical value comes from card-specific synergies, resistances and vulnerabilities rather than one universal rock-paper-scissors chart.
| Element | What it represents | Common strategic connection | Do not assume |
|---|---|---|---|
| Normal | Non-specialized attack damage classification. | Useful baseline when a card distinguishes elemental from non-elemental pressure. | That “Normal” means weak or unaffected by every passive. |
| Fire | Fire-type Basic or Special damage. | Can interact with Fire resistance, immunity, damage boosts or Fire-themed team passives. | That it automatically applies Burning DOT. |
| Lightning | Lightning-type attack damage. | Has notable interactions with Soaked and lightning-focused teams. | That every Raiden-style animation is identical in element behavior without checking the icon. |
| Ice | Ice-type attack damage. | Can interact with Ice reduction, vulnerability and character-specific ice mechanics. | That Ice damage automatically Freezes or applies Frostbite. |
| Magic | Magic-type attack damage. | Provides a separate element for passives or modifiers that distinguish magical pressure. | That Magic ignores all defenses unless a card explicitly says so. |
| Poison | Poison-element damage classification. | Can interact with element-specific bonuses or vulnerabilities. | That the Poison debuff is automatically applied. |
| Blood | Blood-element damage classification. | Can be amplified or reduced by Blood-specific mechanics. | That Blood attacks automatically cause Bleed. |
No universal elemental weakness table
Do not invent a generic RPG-style system where Fire always beats Ice or Poison always beats Magic. In MK Mobile, elemental advantage is created by the specific fighter, Equipment, Kameo or modifier that says it increases or reduces a particular Element Attack.
Element Attack vs Status Effect: Examples
| What you see | What it means | What it does NOT automatically mean |
|---|---|---|
| Fire icon on an attack | The attack deals Fire-type damage. | The target is Burning. |
| Burning/Fire debuff icon | The target takes DOT and loses Power over time. | Every attack used during the debuff becomes Fire element. |
| Poison element icon | The attack uses Poison-type damage. | Healing is disabled. |
| Poison debuff | The target takes DOT and cannot heal or regenerate. | The source attack must be Poison-element damage. |
| Blood element icon | The attack is Blood-type damage. | The target is Bleeding. |
| Bleed debuff | The target takes damage over time. | The incoming attack must have the Blood element. |
| Ice element icon | The attack is Ice-type damage. | The target becomes Frozen or Frostbitten. |
| Frostbite | The target is slowed and loses Power over time. | Every hit against the target becomes Ice damage. |
Unique Named Effects: Disease, Bunseki and Other Exceptions
MK Mobile increasingly uses named effects or stack systems attached to a particular fighter. Examples include Disease stacks on MK1 Mileena and the Bunseki debuff system used by MK II Movie Scorpion. These mechanics can alter maximum Health, Elemental damage taken, Special damage or other rules according to their own card text.
This is why a glossary should not pretend that every mechanic fits perfectly into the old list of Poison, Bleed, Stun and Snare. A named debuff may stack differently, ignore a generic interaction, trigger a separate meter or create an additional effect after enough stacks.
Evergreen rule: use this guide to identify the category of the mechanic, then read the live card description for exact stack limits, percentages and exceptions. Those numbers are the part most likely to change through balance updates.
Practical Kombat Effect Interaction Examples
| Battle symptom | Likely cause | Useful answer | Why |
|---|---|---|---|
| Enemy heals more Health than you can remove | Regen, Vampirism, Life Steal or tag recovery | Poison, Incurability, Snare | Suppress healing and stop escape if tag-out is part of the recovery loop. |
| Enemy returns after every KO | Resurrection or Death Save mechanic | Death Mark, finisher mechanic or another explicit anti-resurrection tool | Attacks the resurrection rule rather than merely adding more damage. |
| Boss leaves the fight before you can finish them | Tag behavior or passive | Snare | Keeps the priority target active. |
| Opponent reaches SP2 too quickly | High Power generation | Power Drain, Frostbite, Cripple | Either removes Power, slows it or prevents the dangerous Special. |
| Your Basic Attacks suddenly miss | Blind or another accuracy mechanic | Dispel, resistance, tag to a protected fighter | Restores attack reliability rather than increasing damage. |
| Your critical build stops performing | Crit resistance, Blind, debuff or passive counter | Dispel, Shield Break, alternative damage plan | Do not stack more crit chance into a mechanic that directly counters it. |
| Lightning team feels dramatically stronger on one target | Soaked or another element vulnerability | Keep the vulnerability active and rotate Lightning damage | Element interaction is multiplying the value of the attack type. |
| Fire-themed fighter does not apply Fire DOT | Attack is Fire element only | Check card text for an actual Burning effect | Element type and status effect are separate systems. |
How to Use Buffs and Debuffs Against Tower Bosses
Boss battles are where effect knowledge provides the largest practical return. The correct counter can matter more than replacing a Gold fighter with a low-Fusion Diamond.
- Read the battle modifier. Determine whether DOT, stun, tag, resurrection or healing behaves normally.
- Inspect every boss passive. Identify healing, evasion, tag-out, resurrection, Power generation and immunity.
- Inspect Equipment. Tower Equipment can create Shield, recovery, resistance, resurrection or retaliation that is not obvious from the character alone.
- Choose one primary counter. Anti-heal for healing, Death Mark for resurrection, Snare for tag-outs, Power control for Specials.
- Add damage after the mechanic is controlled. A faster losing strategy is still losing.
Use the dedicated Tower Boss Guide for a mechanic-by-mechanic troubleshooting flow, the Equipment Guide for loadout logic and the Kameo Guide when you need an extra control or cleanse effect without replacing a main fighter.
Common MK Mobile Buff and Debuff Mistakes
Treating all DOT as identical
Poison, Bleed and Fire share damage-over-time behavior, but their secondary functions and matchup value are different.
Confusing an element icon with a debuff
Fire damage does not guarantee Burning, Poison damage does not guarantee Poison and Blood damage does not guarantee Bleed.
Using damage to solve a control problem
If the opponent keeps escaping or resurrecting, another damage buff may be less useful than Snare or Death Mark.
Assuming Dispel removes everything
Dispel removes negative debuffs. Unique mechanics, passives and battle modifiers can have separate rules.
Reading resistance as immunity
Partial resistance can fail. Only an applicable immunity should be treated as complete protection under ordinary rules.
Copying exact percentages from old lists
Durations, stack values and balance numbers can change. Use the live card for exact values and this guide for the interaction logic.
Kombat Effects Checklist
MK Mobile Buffs, Debuffs and Element Attacks FAQ
What is the difference between a buff and a passive?
A buff is a positive effect active on a fighter, such as Shield, Luck or Regeneration. A passive is a rule built into a character card. A passive can apply buffs or debuffs, but it is not itself automatically removable by Dispel.
Does resistance mean immunity in MK Mobile?
No. Resistance normally reduces the chance that a relevant effect is applied, while immunity means that effect cannot be applied under the applicable normal rules. Read the exact source because some unique effects have special behavior.
Can Poison stop healing?
Yes. The official Kombat Effects description states that Poison deals damage over time and prevents healing or regeneration while the effect is active.
What removes debuffs in MK Mobile?
Dispel is the generic cleanse effect that removes negative debuffs from the affected fighter. Some characters and Equipment have other cleanse, immunity or reflection mechanics. Unique named effects may follow their own rules.
Does a Fire Element Attack automatically apply Fire DOT?
No. Fire Element Attack describes the attack's damage type. Burning/Fire DOT is a separate Kombat Effect and is applied only when the ability, passive, Equipment or modifier says it is applied.
Are Poison Element Attacks the same as the Poison debuff?
No. Poison can be an Element Attack type, while the Poison debuff deals DOT and blocks healing. One does not automatically imply the other.
What does Death Mark do?
Death Mark blocks resurrection while its anti-resurrection condition is active. Some sources can add extra damage vulnerability or stacking behavior, so check the talent, character or Equipment that applied it.
What is the best debuff for Tower bosses?
There is no universal best debuff. Use Incurability or Poison for healing, Death Mark for resurrection, Snare for tag-outs, Power control for dangerous Specials and Dispel or resistance when the boss is overwhelming your team with debuffs.
Can Kombat Effects stack?
Some can, but stacking rules depend on the effect and source. The game can display stacks for supported effects, while named mechanics may have their own stack limit. Do not assume every repeated application stacks numerically.
Related MK Mobile Guides
Need stronger characters or Equipment?
First identify which effect or role your account is missing. Then compare progression options instead of buying power that does not solve the actual matchup.
Sources and Reference Notes
- Official WB Games — What Are the Kombat Effects in MK Mobile?
- Official WB Games — Element Attacks system reference
- Official WB Games — newer element-based and named effect interactions
- Official WB Games — Combat Effect display, timers and stacking presentation
- Mortal Kombat Mobile Wiki — broader Status Effect reference used for cross-checking newer effects
- Mortal Kombat Mobile Wiki — community reference for unique named status effects
Exact percentages, duration, stack limits, immunities and character-specific exceptions can change. For a specific fighter or Equipment card, the live in-game description should be treated as the final reference. This guide intentionally focuses on stable interaction logic rather than a frozen list of every numeric value.
