Status effect

Stunned


When an enemy takes either enough damage in a single hit or else any critical hit, it briefly enters a Stunned state. Running enemies will stop running, staggering back for a step, while attacking enemies will pause their attack. If the attacking enemy was charging an energy weapon, such as an energy beam or elemental breath, stunning them will abort the charging sequence, forcing them to start anew.

The stunned state lasts for only 1.5 seconds.

Upon recovering from the stun, the enemy will resume its charge or attack.

Stunning can also be caused by a successful Shock elemental attack, though the effect is brief, and difficult to observe through the shower of blue sparks. Weapon knockback will also stun an opponent.

Repeated critical hits to already stunned enemies can maintain those enemies in a state of perpetual stun, helpless to flee or otherwise defend themselves. This is call "stun-locking."

Heavily armored foes
While heavily armored opponents such as mature Spiderants and Lance Defenders take little damage from most attacks, the concussion of those attacks against their armor eventually exacts a toll. Upon accumulating enough total armor damage, these near-impervious enemies will enter a Stunned state similar to that of softer targets. They will stop charging or attacking, and furthermore will temporarily make themselves more vulnerable: Spiderants will pivot ninety degrees while staggering, exposing their unarmored abdomen to their attacker, while Lance Defenders will briefly lower their impervious shields. A spiral visual indicator will swirl around the stunned opponent for the duration of the stun.

Upon recovering from the stun, the armored enemy will resume its usual defensive stance, along with any previous aggressive behavior.

Vault Hunters
While the Vault Hunters can suffer knockback or visual blurring from an attack, they can never be stunned.

Dazed


Three of the four Vault Hunters have skills that can Daze an opponent. Dazed enemies behave normally, but suffer greatly slowed movement speed and reduced accuracy. The effect further extends to any weapons used by the Dazed foe, reducing the rate of fire of even fully automatic weapons, and slowing projectile velocity.


 * Lilith can daze enemies with melee strikes, her action skill, or gunfire.
 * Striking
 * Dramatic Entrance
 * Mind Games
 * Brick can daze enemies with melee strikes.
 * Bash
 * Mordecai can daze enemies with his action skill.
 * Aerial Impact
 * Roland has no skills that cause Daze.

More ranks in a skill increases the probability that a Daze attempt will succeed. Enemies of a higher level than the Vault Hunter are less likely to succumb to Daze, while enemies of a lower level are more likely.

Dazing affects almost all enemies in the game. Notable exceptions include the Rakk Hive, Crawmerax, and The Destroyer. Even automated Turrets can be Dazed, though vehicles cannot.

A Dazed enemy is surrounded by a visible golden aura that persists for the duration of the daze, 6 seconds.

The aura remains visible even if the enemy burrows out of sight, as a Larva Crab Worm may do. Should an enemy die while Dazed, the aura persists around the fallen body for a while.

Dazed opponents will attempt normal aggressive or defensive behavior. Their slow speed, however, makes them easy targets for critical hits, and prevents escape or effective retaliation. Furthermore, the slowing extends to the speed with which the Dazed foe can pivot. Vault hunters at close range can circle-dance away from counterattacks, and by circling can more easily reach critical hit zones that are usually inaccessible, such as the abdomen of a Spiderant, or the back of Sledge's head. Their reduced rate of fire and projectile velocity makes them even less dangerous in combat. Weapons such as rocket launchers and Eridian particle cannons are particularly profoundly slowed, making sluggish shots that are easily dodged by an alert player.

A Dazed opponent can be stunned with a particularly powerful or critical hit, just like a non-Dazed opponent. Dazed opponents are particularly vulnerable when stunned, since the entire stunning or flinching animation plays more slowly. This expedites stun-locking, since there is more time in which to land another stunning blow, and the slower-moving opponent is generally easier to target.

Heavily armored foes
Heavy armor provides no protection against Daze.

Vault Hunters
The Badass Tankenstein can Daze the Vault Hunter with a thrown shock ball, as can the Loot Goon. The player will find themselves with slowed movement, much as if they were encumbered by Defiler vomit, but unobscured vision. Furthermore, player projectile velocity is decreased. The effect has a brief duration.

Slimed
An spit attack from a Defiler, if successful, will leave its target spattered in sticky bile, slowing its movement for a period of time.

Vault Hunters
If the Vault Hunter is slimed, his or her vision is obscured, with much of the player's view showing only green and brown patches of vomit. The view remains obscured until the Slimed effect subsides.

Elemental DOT
Attacks from three of the four elements can potentially leave the target with elemental damage over time, or DOT, a state where the target continues to accrue elemental damage as the state persists.

Many forms of elemental DOT are contagious, passing between enemies

Multiple elemental attacks can stack multiple levels of elemental DOT. The elements need not be the same: it is entirely possible for a target simultaneously to be aflame, corroding, and electrocuted.

Ignited
Incendiary attacks may leave the target ablaze, periodically

Phoenix

Incendiary DOT is contagious.

Burning Psychos

Enemies resistant to Incendiary damage will take no damage from Incendiary DOT.

Corroded
Corrosive attacks may leave the target

15% additional damage

Venom

Corrosive DOT is contagious

Enemies resistant to Corrosive damage will take no damage from Corrosive DOT.

Electrified
Shock DOT persists only for a brief duration.

Electrified victims will also briefly be Stunned (q.v.).

Shock DOT is not contagious, with the exception of the effects of Radiance.

Enemies resistant to Shock damage will take no damage from Shock DOT.

Vault Hunters
While the Vault Hunters can succumb to elemental DOT, they do not suffer contagion. The player will see a brief red flash at the edges of the screen as the damage accrues.

All DOT on Vault Hunters is of brief duration.

Crippled
When enemies' health falls to zero, they die. When the Vault Hunters' health falls to zero, they instead become Crippled.

This is currently under Health instead of effects, and that's exactly where it belongs, Dr. F. I am only adding this entry to humor you.