This article is about effects which can be inflicted on monsters. For the different kinds of effects which Isaac's primary weapon can have, see Tear Effects.
Status effects are special effects that can be inflicted on an enemy from a variety of sources, such as tears, bombs, and items. Each status effect has a color and symbol/effect associated with them for easy identification. These colorations are not to be confused with champions.
Afflicted enemies take 4 to 6 fire damage over time. Afflicted enemies will be tinted orange for the duration and have a fire symbol above them. Afflicted enemies will sustain double Isaac's tear damage over time. Afflicted enemies will be tinted orange for the duration and have a fire symbol above them.
Afflicted enemies will temporarily fight on Isaac's side, running toward other enemies and damaging them for 25% of their maximum HP per touch, 5 damage with half heart projectiles and 10 with full heart ones. If no other enemies are in the room, a charmed enemy will instead run towards Isaac. (Charmed enemies can still hurt Isaac.) Afflicted enemies will be tinted pink for the duration and have a heart symbol above them. Most enemies with ranged attacks will not fire them. Charmed enemies will prioritize non-charmed enemies and won't target invincible enemies. Charmed Portals will also spawn friendly enemies.
Afflicted enemies are slowed and walk around randomly. While confused, most non-boss enemies will be unable to attack. Afflicted enemies will be tinted pale gray and have stars above them.
Afflicted enemies are scared of Isaac and will run away from him. While scared, most non-boss enemies will be unable to attack or charge towards Isaac. Afflicted enemies will be tinted purple and have a skull symbol above them.
Afflicted enemies are stopped in place. They cannot move or attack. Afflicted enemies will be shaded brown-gray as if turned to stone (unless petrified by Midas' Touch, in which case they will be shaded gold).
Afflicted enemies sustain 4 to 6 damage over time. Afflicted enemies will be tinted green and have a bubbly effect surrounding them. Afflicted enemies will sustain double Isaac's tear damage over time. Afflicted enemies will be tinted green and have a bubbly effect surrounding them.
Afflicted enemies are slowed down to approximately 51.3% of their original speed. Any projectiles they shoot will also be slowed down to the same amount. Attacks that end when the enemy runs out of momentum, such as the charging attacks of Gurdy Jr. and Dingle, will be vastly shortened in duration. Depending on the item that triggers the slow effect, afflicted enemies will be tinted black or white with a snail icon above them. Slowed projectiles will lose momentum much more quickly, greatly reducing their total range.
Afflicted enemies are permanently charmed and will fight on Isaac's side until they die. Most enemies under this effect will follow Isaac across rooms, like a familiar. Friendly enemies cannot hurt Isaac, but many of them will still chase and "attack" Isaac in a room with no enemies. Friendly enemies are not tinted but have heart symbols above their head.
Afflicted enemies take damage equal to 10% of their maximum health every 5 seconds. Afflicted enemies take damage based on how quickly they move; the faster the enemy, the more damage they take. While moving, a bleeding enemy leaves behind red creep that can damage other enemies.
Enemies that are killed by items that can inflict Frozen become ice statues on death that block both Isaac's tears and enemy shots. Ice statues can also be pushed by Isaac, causing them to slide, leaving damaging creep (which deals 22 damage per second), until they hit an obstacle or enemy, dealing 35 damage to enemies they collide with. After an ice statue blocks 10 shots or collides with something while sliding, it shatters into a ring of 10 icicles which slow and deal 8 + (floor - 1) damage to enemies they hit. Enemies that are killed by these icicles also become ice statues. Frozen enemies will not trigger any of their on-death effects, such as exploding or splitting, making this effect useful for enemies with multiple forms.
Notes[ | ]
Host-type enemies will take burn and poison damage even if their skull is down, and all status effects can be applied by tears even if their skulls are down.
If a Host-type enemy is petrified, they will take damage regardless of if they are vulnerable or not.
After a boss or mini-boss had a status effect applied on them, they will receive immunity against all status effects for 8 seconds. This means that no other status effect can be applied to that enemy during this period.
Grants flaming tears that deal burning damage over time. Tears have a chance to explode on impact with an enemy, which creates a fire at the location of the explosion.
Creates an orbital familiar. Collecting additional copies gives it the ability to shoot Charm tears, then chase enemies to deal contact damage, then deal even more contact damage.
Charms all enemies in the room when Isaac takes damage. Enemies are able to damage each other. If an enemy is damaged by another enemy, they will attack that enemy instead of Isaac.
Spawns a familiar that follows Isaac and blocks enemy shots. If a shot hits Farting Baby, it has a chance to fart, which charms, poisons, or knocks back nearby enemies.
Isaac becomes camouflaged at the beginning of each room. Until he shoots, all non-boss enemies will be confused. Isaac gains +0.5 Speed while camouflaged, and gains Tears and Damage upon breaking it.
Occasionally causes Isaac to blend into the ground, which briefly confuses all enemies in the room. Can be used to open the Strange Door in The Depths.
Turns Isaac into a Pac-Man-like creature for 6.5 seconds, granting invulnerability, inflicting fear on all enemies, and has a chance of replenishing a Half Red Heart every time an enemy is killed.
Inflicts fear on all enemies in the room upon taking damage and spawns black friendlyChargers that attack enemies. Spawns a shadow familiar that closely follows behind Isaac. It spawns a black friendlyCharger whenever an enemy touches it.
Petrifies all enemies in the current room for about 1.5 seconds, poisons any enemies near Isaac, and sends a rock wave across the room in the direction Isaac is facing.
Spawns a bottle familiar that breaks when Isaac takes damage, leaving a puddle of blue creep. A bottle familiar that flies forward when Isaac shoots. It breaks upon hitting an enemy, leaving a puddle of blue creep that petrifies enemies.
Every 20 tears, Isaac loses 1 Penny and shoots an additional gold tear that petrifies enemies and turns them into gold. Any enemy killed while in this state will drop coins.
Petrifies all enemies in the current room for about 1.5 seconds, poisons any enemies near Isaac, and sends a rock wave across the room in the direction Isaac is facing.
Spawns a familiar that charges forward when shooting tears and explodes upon contact with an enemy, damaging and poisoning them. The familiar respawns after a few seconds.
When taking damage, Isaac farts, poisoning enemies in range. When taking damage, Isaac farts five times, poisoning and knocking back nearby enemies and leaving lingering poison clouds.
Spawns a familiar that follows Isaac and blocks enemy shots. If a shot hits Farting Baby, it has a chance to fart, which charms, poisons, or knocks back nearby enemies.
Tears have a chance to apply a poison effect to enemies. Isaac poisons enemies on contact. Poisoned enemies have a chance to drop a Black Heart when killed.
Upon entering a room, poisons all enemies, dealing double Isaac's tear damage. Killing enemies leaves a small, short-lasting pool of greencreep on the ground.
The first enemy killed in a room releases a gas cloud that poisons nearby enemies. Affected enemies will also release gas upon death, spreading the effect.
Gives Isaac the chance to fire spore tears that stick to enemies and blow up after a few seconds, dealing damage and poisoning nearby enemies and releasing more spores.
+0.3 speed. Automatically inflicts slow to all enemies in every room. +0.3 speed. Upon taking damage, inflicts slow to all enemies for the current room. +0.3 speed. Slows all enemies in every room to 80% speed.
A familiar burrows in Isaac's head, firing 4 slowing tears. Upon taking damage, there's a chance it will burst out of Isaac's head, spawning blue spiders and chasing enemies for the current room.
For the current room, enemies are slowed, Isaac's speed is increased by 0.50, and his shot speed is decreased by 1.00.
Pills that slow enemies[ | ]
Pill
Effect
I'm Drowsy...
Slows all enemies for the duration of the room.
Slows all enemies, Isaac, and the background music for the duration of the room.
Notes[ | ]
The creep from items like Ball of Tar and Juicy Sack only slow enemies for as long as they remain in the creep.
The Mask + Heart enemy is not affected by the slow effect.
Stop Watch's slowdown effect is classified as a separate effect from the slow status and fully stacks with the status. See Stop Watch for more details.
Throwing the ball at a monster instantly kills and captures it. The captured enemy can later be released and will be friendly, fighting for Isaac and persisting between rooms.
Inflicts fear on all enemies in the room upon taking damage and spawns black friendlyChargers that attack enemies. Spawns a shadow familiar that closely follows behind Isaac. It spawns a black friendlyCharger whenever an enemy touches it.
Spawns an egg familiar, which hatches a random friendlymonster when Isaac is hurt once per room. The power of the monster improves for each consecutive room cleared without taking damage.
Spawns a shadow familiar that follows Isaac's movements on a 1 second delay and deals contact damage to enemies. After dealing enough damage, it is absorbed by Isaac and spawns friendlyChargers.
Spawns a familiar that bounces diagonally around the room, applying a random status effect to enemies it hits and has a chance to re-roll pickups it passes over. Spawns a familiar that follows Isaac. Double tapping the fire button launches it forward, causing it to reroll the first monster or pickup it hits.
Displays Isaac's tear damage and enemy health bars. Spawns a familiar that wanders around and inflicts random status effects on enemies it touches. Can spawn a Lil' Battery/Blue spider upon clearing a room.