Super Bullet Break: Icons Guide v0.9

A list of every most status effects and enemy actions in the game. (A few bullet-specific buffs are missing until I encounter them in-game.) Hopefully, it will eventually become a complete glossary.
I have also included notable characteristics of each icon, such as what the number beside the icons mean, how long the effect lasts, and the order of certain effects when they happen simultaneously.

 

Preface

Since there is no complete in-game glossary of Status Effect and Enemy Action, this is my personal compilation of all the icons I have encountered and what they mean.

Special, Less Intuitive Icons

You’re probably here because of a few specific icons that are never explained in-game.
Here are the ones I was initially frustrated or confused by.

Summon

Used by: Enemies

Effect: Summon a number of enemies based on the number to its right.

Antibody

Used by: Player and Enemies

Player’s Effect: Negates Debuffs being applied. (Stacks) Each stack is consumed to negate one debuff.
Enemy’s Effect: Negates Debuffs being applied. (Stacks) Each stack is consumed to negate one debuff.

Note: Does not Cure debuffs that were applied before Antibody.

Blind

Used by: Enemies

Effect: Covers most of your hand in ink and prevents you from seeing, hearing, and reading about your bullets. (Stacks) Each stack extends its duration.

Note: A bit of the bottom is still visible, letting you see your bullets’ cartridges.

Cost Up

Used by: Enemies

Effect: Increases the Cost of all bullets by the amount indicated in the icon. (Stacks) Each stack extends its duration.

Melt Shield

Used by: Enemies

Effect: Reduces the player’s Shield based on the number to its right.

Note: Does not reduce Armor.

Idle

Used by: Enemies

Effect: Does nothing.

Cure

Used by: Player and Enemies

Player’s Effect: Removes Debuffs from target.
Enemy’s Effect: Removes Debuffs from target.

Counter

Used by: Enemies

Effect: Inflicts a percentage of damage received back to the attacker. (25% – 33%)

Note: There appears to be two versions of Counter (25% and 33%) but further testing is required to be sure. Counter damage is inflicted before your bullet’s other effects such as Shield, Armor, and Heal.

Dispel

Used by: Player and Enemies

Player’s Effect: Removes one type of Buff from target.
Enemy’s Effect: Removes one type of Buff from target.

Note: It is impossible to tell what Buffs will be removed based on the icon alone. It also does not seem to work on bosses.
It may remove one of the following: Shield, Armor, Attack Buff, etc.
It would most likely be easier to ask the developers directly.

Basic Icons

Attack

Effect: Damages the target by the amount on its right. Shield is damaged first if the target has Shield.

Shield

Effect: Gains Shield by the amount on its right. Shield is damaged first if the player/enemy has shield, blocking Attack.

Note: The player’s Shield disappears after an enemy’s turn. The enemy’s Shield disappears only after its own turn.

Armor

Effect: Gains Armor by the amount on its right. Armor is reduced if the player has armor, blocking Attack.

Note: Shield is reduced before ArmorArmor persists even after the enemy’s turn.

Heal

Effect: Recovers HP by the amount on its right.

Common Icons

A list of Status Effects and Actions used by both the player and enemies. Sorted according to the order you will (probably) discover them.

Attack Up

Player’s Effect: Increases damage by a certain amount.
Enemy’s Effect: Increases damage by the amount to its right. The buff persists even after the enemy’s turn but is consumed on its next attack.

Feeble

Player’s Effect: Decreases damage by the amount next to its right. The debuff disappears after you attack.
Enemy’s Effect: Decreases damage by the amount next to the icon. The debuff disappears after its next Attack, but persists if it does not Attack.

Discard

Player’s Effect: Discard a certain number of bullets.
Enemy’s Effect: Forces you to discard a random bullet.

Regen

Player’s Effect: Recovers HP by 3% of maximum HP at the start of the turn. (Stacks) Each stack extends its duration.
Enemy’s Effect: Recovers HP by 3% of maximum HP at the start of the turn. (Stacks) Each stack extends its duration.

Note: Values are rounded down.

Poison

Player’s Effect: Damages HP by 3% of maximum HP at the start of the turn. (Stacks) Each stack extends its duration.
Enemy’s Effect: Damages HP by 3% of maximum HP at the start of the turn. (Stacks) Each stack extends its duration.

Note: Values are rounded down.

Penetrating

Player’s Effect: Ignores Shield and Armor when inflicting damage.
Enemy’s Effect: Ignores Shield and Armor when inflicting damage.

Invincible

Player’s Effect: Immune to damage. (Infinite Shield)
Enemy’s Effect: Immune to damage. (Infinite Shield)

Antibody

Player’s Effect: Negates Debuffs being applied. (Stacks) Each stack is consumed to negate one debuff.
Enemy’s Effect: Negates Debuffs being applied. (Stacks) Each stack is consumed to negate one debuff.

Note: Does not Cure debuffs that were applied before Antibody.

Cure

Player’s Effect: Removes all Debuffs from target.
Enemy’s Effect: Removes all Debuffs from target.

Dispel

Player’s Effect: Removes one type of Buff from target.
Enemy’s Effect: Removes one type of Buff from target.

Note: It is impossible to tell what Buffs will be removed based on the icon alone. It also does not seem to work on bosses.
It may remove one of the following: Shield, Armor, Attack Buff, etc.
It would most likely be easier to ask the developers directly.

Enemy-Specific Icons

List of Status Effects and Actions only used by enemies. Sorted according to the order you will (probably) discover them.

Summon

Effect: Summon a number of enemies based on the amount to its right.

Blind

Effect: Covers most of your hand in ink and prevents you from seeing, hearing, and reading about your bullets. (Stacks) Each stack extends its duration.

Note: A bit of the bottom is still visible, letting you see your bullets’ cartridges.

Cost Up

Effect: Increases the Cost of all bullets by the amount indicated in the icon. (Stacks) Each stack extends its duration.

Melt Shield

Effect: Reduces the player’s Shield based on the number next to the icon.

Note: Does not reduce Armor.

Idle

Effect: Does nothing.

Counter

Effect: Inflicts a percentage of damage received back to the attacker. (25% – 33%)

Note: There appears to be two versions of Counter (25% and 33%) but further testing is required to be sure. Counter damage is inflicted before your bullet’s other effects such as Shield, Armor, and Heal.

Player-Specific Icons

List of Status Effects and Actions only used by the player. Excludes Buffs unique to just one bullet. Sorted according to the order you will (probably) discover them.

Heartsplosion

Effect: If you build the Heartsplosion meter to 100, you’ll enter a state that halves the Cost of all “Seasons” bullets, and Delays all enemies by 10.
The state will end upon ending your turn, and the Heartsplosion meter will reset to 0.

Combobeam

Effect: Deals 30 damage to a random enemy for every 10 Combo Beam stacks you rack up.
Can rack up to 999.

Attack Drone

Effect: Deals 3 damage to a random enemy at the end of your turn.

Shield Drone

Effect: Gain 3 Shield at the end of your turn.

Heal Drone

Effect: Heals 2 HP at the end of your turn.

Drone Controller

Effect: Activates the effects of all active drones.

Cost Down

Effect: Lowers bullet Cost.

Burst

Effect: Increases damage dealt based on the number of bullets used this turn, multiplied by the number in its name (eg. Burst 1, Burst 7).

Draw

Effect: Draw a number of bullets from your magazine.

Note: You can only hold a maximum of 7 bullets. Excess Draw will not be used; your hand will remain the same.

Reload

Effect: Discard all bullets in your hand and draw as many as you discarded +1.

Note: You can only hold a maximum of 7 bullets. Excess Draw will not be used; your hand will remain the same.

Delay

Effect: Increases target’s wait time.

Bound

Effect: Prevents HP recovery. (Stacks) Each stack extends its duration.

Exclusion

Effect: Removes the bullet from this battle; it will not be in the graveyard and will not appear until the battle is over.

Paralysis

Effect: The target will do nothing. (Stacks) Each stack extends its duration.

Note: The target will keep trying to do the same actions. The target’s wait time will be the same each turn until it is able to act.

Countdown

Effect: Kills the target when its Countdown stacks reaches 0. (Stacks) Each stack extends its duration (Needs testing)

Note: Does not work on bosses.

Confusion

Effect: When the target attacks, 50% chance to hit itself.

Broken Armor

Effect: Target cannot gain Shield or Armor. (Stacks) Each stack increases its duration.

Unique Icons

List of unique Buffs from specific bullets. Sorted in alphabetical order.

Charonia’s Haughty Heart

Effect: Combo Beam +1 at the end of your turn.

Charonia’s Trumpet

Effect: Whenever you discard a bullet, deal 4 damage to a random enemy.

F00069 Laser

Effect: Attack Drones deals 2 more damage.

Moon Mic

Effect: Each time you recover HP, deal 2 damage to a random enemy.

Rinko’s Juice

Effect: Whenever you discard a bullet, deal 2 damage to all enemies.

Seven Superguards

Effect: Increases the damage of Poison from 3% to 5% of maximum HP. (Only against enemies.)

Singulacode 07

Effect: Recover 4 HP at the end of your turn.

Singulacode 33

Effect: Gain 7 Shield at the end of your turn.

Singulacode 55

Effect: All bullets have -2 Cost.

Singulacode 73

Effect: All bullets have +3 Attack.

Singulacode 96

Effect: All bullets have -1 Cost and +1 Attack. Recover 1 HP and gain 3 Shield at the end of your turn.

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