General information:
If Dinoz has a status and suffers from action that should give him the same status, then it doesn't get it and the time counter of duration continue working. Statuses are not stackable if they come from different skills (like different poison or acceleration or slowing)
Using of Primal State or Saving Puree by one of your Dinoz remove all statuses.
Duration will be described in terms of cycles:
According to the French admins:
A cycle cost 6 (60 with new motor changes) velocity points and represents the duration between the application of the status effects (poison, torch, accupuncture, etc).
Poisoned:
Damage from
Poison Claws: 14
Fetid Breath or Toxic Cloud: air element
Smelly Aura: 10
Duration: 5 cycles (duration from poison from fetid breath is permanent now but it is a bug. Source)
Damage from
Mantooze toxic cloud: 3
Duration: like toxic cloud
Scorpwinks poison: 5 damage
Duration: permanent?
Bigshroom contamination - 3
Duration: 2-3 turns?
Notes
Poisonite prevents Dinoz from getting status poisoned
Magic item Antidote prevents Dinoz from getting status poisoned
Danger Detector will prevent the first tick of poison if the poison damage will be more then 10.
Flying:
Dinoz is immune to earth tremor, wipeout, vines, as well as non-jumping assaults.
Duration: lasts 1 turn, but is the only status that can be reset if the dino activates flight multiple times in a row.
Notes:
Frukoptere flight is permanent, is an E skill and it enables non-flying dinoz to fly, even petrified ones! Never ever send dinoz without A skills and/or primal state to monster island.
One Master Levitator in group make all assaults "jumping assaults"
Using of "mobile love" make all assaults of a dinoz "jumping assaults"
Slowed:
The Dinoz adds the double of "velocity points" after each assault.
Duration: 5 cycles
Accelerated:
Contrary to slowed. The Dinoz adds half of "velocity points" so he attacks twice when he should attack once.
Duration: 5 cycles
Petrified:
The petrified Dinoz can't attack, but can counter-attack, evade and become intangible.
Duration: limited number of cycles
Note:
Petrification cancels intangible status and flying.
Sleeping:
The Dinoz can't attack (like petrified)
Duration: few cycles or if dinoz will be attacked
Shield:
Dinoz gets +6 points to all defences.
Duration: 5 cycles
Blessed:
Dinoz gets +3 points to all assaults.
Duration: 5 cycles
Notes: Useful for those who have the capture glove, because this skill increases monsters' void damage by 3.
Immaterial: The Dinoz doesn't take damage.
From:
Vaporous Form: Duration: 5 cycles?
Immaterial: Duration: permanent, till cancelled
Gorilloz spirit intangible - the same with immaterial
Moukitz intangible - about 3-4 turns
Kazkadine intangible - 2 turns?
Notes:
Dinoz with Perception always remove this status after assault, regardless of whether it hits the immaterial dinoz or the dinoz dodges the assault.
Using of air assault (but you must have at least one air element) or A-skills (Mistral, Tornado) or skill Earth Tremor remove the intangible status. In case of air assault dodge will also not help and the immaterial status will be removed.
Softpig Charge remove the intangible status.
Wipeout doesn't remove intangible status.
Some of Monsters, that have elemental and not only void attacks can remove the intangible status, f.e. Giant Chickens.
Petrification remove this status.
When your dinoz lose intangible status he lose only 1 HP it doesn't matter how strong was attack or assault, that removed that status.
Immaterial dinoz can be poisoned without removing immaterial status.
Another interesting info on subject:
Another interesting thing to note about statuses, is that when reinforcements are called, like Korgons or Clones, the reinforcements actually prolong each turn. Let's say a fight is 2 vs 2, so there needs to be a total of 4 moves for one turn to elapse. If later in the match, there are 5 Korgons on the field, then a total of 9 moves are needed for one turn to elapse. This is pretty interesting, because if you pull off a Detonation chain with a ton of Korgons on the field with an Accelerated status, it will take much longer for the status to wear off. I'm actually not 100% sure if this applies to Korgons and Gorriloz Spirits, but I know that it applies to Clones during the short amount of time that they are alive.
What wasn't cleared still:
1. What is one turn in posts of players that didn't use the term cycles.
2. Do sleeping dinoz can counter or become intangible?
If you find a mistake or type error, please let me know.
Source