Turn a mindless battle into a thinking sport. Without it, fights would be a simple damage race and after a few rounds the player would know the battle outcome. Positive and negative status effects are a way to spice up what happens in battle.

Types of status effects

Status effects can make a player plan and wonder

Should I lose a turn to poison an enemy? Will the battle go for long enough for it to be worth?

Will increasing agility make me attack and kill an enemy before he can retaliate?

Is it better to lose a turn to boost attack and to attack twice in a row? What would deal more damage?

Dangers when designing status effects