There are five types of Trauma that fall into two categories: damaging and control. Damaging debuffs last for 10 seconds while control debuffs last for 5 seconds. Control effects cannot exist at once, for example a frozen enemy cannot be paralyzed and vice versa, however a stunned enemy can be frozen or paralyzed. Damaging effects can coexist with each and control effects.
When Rime Trauma is filled, the enemy will be frozen for 5 seconds. Frozen enemies will be turned to ice and be stopped completely in the position they're currently in, even midair. Some types of freeze effects may not always look the same, such as Chiyou Cannon which locks enemies in a formation of ice. Paralysis and freeze effects cannot exist at the same time, though both Trauma gauges can be full at the same time.
See Freezes Enemies for a list of freeze appliers.
When Ignite Trauma is filled, the enemy will be ignited for 10 seconds. Ignited enemies will appear as though they're on fire. They will take 30% ATK of fire damage every 0.5 seconds.
See Ignites Enemies for a list of ignite appliers.
When Paralyze Trauma is filled, the enemy will be paralyzed for 5 seconds. Paralyzed enemies will have an electrical animation around them and will appear as though they've been knocked back or "hurt." This can sometimes also happen midair. Paralysis and freeze effects cannot exist at the same time, though both Trauma gauges can be full at the same time.
See Paralyzes Enemies for a list of paralysis appliers.
When Bleed Trauma is filled, the enemy will bleed for 10 seconds. Bleeding enemies will take 40% ATK of Physical DMG every 0.5 seconds. It is usually marked by a small damage effect that can look as if an enemy is bleeding, but can vary depending on the source of bleed.
See Bleeds Enemies for a list of bleed appliers.
When Stun Trauma is filled, the enemy will be stunned for 5 seconds. Stunned enemies will appear limp and stop all actions for an amount of time. Enemies cannot be stunned midair. If an enemy is stunned midair, they will continue whatever action they're doing until they reach the ground, where the stun effect will finally take place. Be wary of this as you will still need to dodge airborne attacks before stun applies. Stun can be "overwritten" by freeze and paralysis.
Floating enemies will typically be shown as helplessly knocked into the air. Most enemies have an obvious animation to indicate that they are "floating." Some very large enemies, however, may not float traditionally. Enemies that do not float under normal circumstances can still be considered "floating" for QTE purposes if their Elite Shield or Boss Shields are broken before receiving an attack that would normally knock them into the air.
Not to be confused with Time Fracture, which applies Time Slow on enemies.
Time Slow requires that an enemy be slowed down as if in slow motion. Because some enemies are immune to Time Slow, Time Fracture can still take place, but an enemy may not slow down.
Can trigger time fracture QTEs.
Time Lock is a localized type of Time Slow. It only affects a single enemy (though many enemies can be Time Locked at once) and enemies that are Time Locked are considered Time Slowed as well. Time Locked enemies will float if possible. Very few enemies are immune to Time Lock.
Can trigger time fracture and time slow QTEs.
Impaired enemies will have their DEF reduced. It is usually marked by several yellow arrows shooting downward around the impaired enemy. Impairment is not a flat damage increase multiplier. Impairment is more effective on enemies with higher DEF than ones without any DEF.
See Impairs Enemies for a list of impair appliers.
Weakened enemies will have their ATK reduced. This is usually marked by several violet arrows shooting downward around the weakened enemy. Weakness, much like impairment, is more effective on stronger enemies than weaker ones.
See Weakens Enemies for a list of weaken appliers.