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, like poison. 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 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 are slowed down. Any projectiles they shoot will also be slowed down. 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.
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. Friendly enemies are not tinted but still have heart effects.
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.
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.
Orbiting familiar that deals damage to enemies. If collected while already having one, makes the familiar evolve. Only drops from Horsemen. Similar to Cube of Meat.
A familiar that follows Isaac and blocks tears. If a tear hits Farting Baby, there is a high chance for it to fart, which will either knockback, poison, or charm all nearby enemies.
Increases damage by a flat 0.1 and grants a Soul Heart. Enemies can randomly become briefly charmed or feared. Taking damage has a chance to spawn a rainbow poop.
Continuously firing tears for several seconds causes Isaac to drop a Butt Bomb. Butt Bombs explode for 60 damage like normal bombs, but also deal 10 damage to all enemies in the room and daze them for a short period of time.
Upon use, turns the character into a into a Pac-Man-like creature for 5 seconds, granting invulnerability, inflicting fear on all enemies, and replenishing half a red heart container for every two enemies killed.
Each time Isaac takes damage, inflicts fear on all enemies in the room and spawns a black friendlyCharger that will attack enemies. The Charger will be killed if it is damaged too much.
In addition to tears, Isaac now holds a spear in front of him which deals damage equal to 2 times his tear damage, and occasionally inflicts fear. The spear cannot be thrown but deals damage while it is in contact with an enemy.
Increases damage by a flat 0.1 and grants a Soul Heart. Enemies can randomly become briefly charmed or feared. Taking damage has a chance to spawn a rainbow poop.
Freezes all enemies in the current room for a couple of seconds, poisons any enemies near Isaac, and sends a rock wave across the room in the direction Isaac is facing.
Every 20 tears, Isaac loses 1 penny and shoots an additional gold tear that freezes enemies and turns them into gold. Any enemy killed while in this state will drop coins.
Freezes all enemies in the current room for a couple of 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.
A familiar that follows Isaac and blocks tears. If a tear hits Farting Baby, there is a high chance for it to fart, which will either knockback, poison, or charm all nearby enemies.
Tears have a random chance to apply a poison effect to enemies. Isaac now deals poison damage on contact. Enemies that were poisoned 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 green creep on the ground.
Chance upon entering a room to slow down or speed up every enemy and their attacks. The chance to slow enemies is quite higher than the chance to speed them up.
Throwing the ball at an enemy instantly kills it and captures it. The captured enemy can later be released and will be friendly, fighting for Isaac and persisting between rooms.
Each time Isaac takes damage, inflicts fear on all enemies in the room and spawns a black friendlyCharger that will attack enemies. The Charger will be killed if it is damaged too much.
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.
Tears now have a random chance to apply a shrinking effect, causing enemies to shrink in size and also run away from Isaac. Shrunk enemies can be crushed and killed by walking over them.
A glitch familiar that bounces around the room and applies a random status effect to any enemies it comes into contact with and has a chance to re-roll pickups that it passes over.
Displays Isaac's tear damage and enemy health bars. Spawns a gray spider familiar that wanders around and inflicts a random status effect on any enemies it comes into contact with. Occasionally spawns a blue spider upon clearing a room.