Legaia 2 [Leg2]
Oh god, this is a mess. There's a sea of equipment here, and to make things worse I don't know how effective Legaia 2 stats are! And then there are two different levels of resistances for the game's 13 status effects. Yeah, not brave enough for this.
For now, here is the list of statuses the cast can generally at least resist at some varying and as-yet undetermined cost!:
-berserk
-blind
-critical (HP-1)
-death
-paralysis (three different types!)
-petrify
-plague (HP/MP/AP poison)
-poison
-silence
-sleep
-moveblock
Legend of Dragoon [LoD]
Some decent accessories here, including a 20% boost to both evades. The most generally useful ones, however, boost offences or defences in some combination. The assumed new default accessory will be listed in parentheses.
Statusblocking accessories cover the following:
-fear
-petrify
-arm-block (super-blind, effectively; no normal attacks)
-confuse
-charm
-poison
-dispirit (no SP gain)
The entire cast is immune to the above list (but not death) while transformed into dragoons.
Dart (Magical Ring):
-can equip an accessory in exchange for 18% less magical damage.
Rose (Gigantos Ring):
-can get immunity to death in exchange for 5% less magical damage and taking 4% extra from magic.
-can equip an accessory in exchange for 10% less physical damage and taking 15% extra from physicals.
Haschel (Gigantos Ring):
-can get immunity to poison, paralysis, and arm-block in exchange for taking 3% extra from physicals, 7% extra from magic, and only halving lightning instead of nulling.
-can equip an accessory in exchange for 10% less physical damage and taking 14% extra from physicals.
Albert (Spiritual Ring):
-can equip an accessory in exchange for taking 35% extra from magic.
Kongol (Spiritual Ring):
-can equip an accessory in exchange for taking 40% extra from magic.
Meru (Gigantos Ring):
-can equip an accessory in exchange for 16% less physical damage and taking 19% extra from physicals.
Miranda (Magical Ring):
-can equip an accessory in exchange for 11% less magical damage.
Lufia 1 [L1]
Another game that gets nothing! As far as I'm aware at least.
Lufia 2 [L2]
It is assumed that each point of defence takes off 0.133% damage from average damage. (I thought DQ def was bad... oh well, at least Lufia 2 has a large spread!)
Maxim:
-by default, is immune to death, paralysis, poison, confuse, and silence.
Guy:
-by default, is immune to poison, paralysis, and confuse. He loses the first two immunities if he opts for the Tough Hide (IP healing) setup.
Selan:
-can get immunity to poison and silence in exchange for taking 3% extra from physicals.
-can get immunity to paralysis in exchange for taking 11% extra from physicals. (doesn't stack with previous)
Selan's debatable casino stuff (not sure how legal people see this):
-can get immunity to poison, confuse, sleep, paralysis, and silence in exchange for taking 18% extra from physicals.
-can get immunity to death in exchange for -10 magic damage and taking 5% extra from magic.
-can get immunity to sleep and confuse in exchange for taking 9% extra from physicals.
Artea:
-can get immunity to poison in exchange for taking 9% extra from physicals.
-can get immunity to silence and take 1% less from magic in exchange for taking 1% extra from physicals.
Artea's debatable casino stuff:
-by default (if legal), is immune to death.
-can get immunity to poison and paralysis in exchange for taking 16% extra from physicals.
-can get immunity to sleep and confuse in exchange for taking 7% extra from physicals and 4% extra from magic.
Tia (casino stuff, usual disclaimer):
-can get immunity to poison, confuse, sleep, paralysis, and silence in exchange for taking 14% extra from physicals.
Dekar:
-Nothing.
Lexis:
-by default, is immune to poison.
Lunar: Silver Star Story Complete [Lunar1]
Another game where the only blockers are limited and not DL-legal.
Lunar: Eternal Blue Complete [Lunar2]
And again, cast is boned by status. The exception:
Lucia:
-by default, is immune to silence, confuse, and charm.
Mana Khemia [MK]
MK accessories are a bit weird in that nothing is storebought and alchemy is the name of the game. In theory a line for legality could be drawn somewhere, but I dunno. The stat topic assumes everything outside the bonus dungeon is legal, so for now, I'll do the same.
The defaut accessory here is likely the Archangel Wings, which provides modest stat boosts everywhere. There is only one trade the cast would make, which is as follows:
-can get immunity to poison, curse (healblock), silence (includes moveblock), sleep, and slow in exchange for ~7% HP, 20 SP, 4% damage/healing, -0.29 SD speed (7%, first turn only), 2% speed (after first turn), and taking 4.5% extra from defence-subject damage (so overall, 11% less durability).
Whew! The actual numbers vary a little for each PC depending on their stats, but they are always in that area plus or minus a percentage point or rarely two.
Mega Man X: Command Mission [MMXCM]
The stat topic for this game is pretty overlevelled, and I'm certainly too lazy to correct this. Basically this will mean the game's stat boosters are relatively less effective, so the penalty the cast takes for switching to status resistance should probably be larger than what is listed here. Oh well.
MMXCM handles accessory slots in an unusually complex way, with each PC having 2 to 4 slots and each equpped accessory costing "erosion", the total of which can not exceed the PC's immunity. Generally speaking, the most useful boosts are to LE (HP), and full specs (power/speed/def, notably more efficient than boosting them separately). Some notes to help handle this...
Immunity, level 32:
Cinnamon (58) > Massimo (42) > X (41) > Marino (35) > Axl (27) > Zero (24)
Erosion costs of common accessories:
LE +500 (12)
LE +300 (8)
Gain WE +10 (18)
Speed +5 (12)
Full Specs +5 (16)
X-Heart, Bluff (0) [other character-uniques have costs and aren't worth it anyway]
Minus Metal 20 (-20)
30% status resistance accessories (1)
DOA Block (3)
The game's statusblockers include +30% resistance to death, poison, blind, slow, freeze, and berserk (these stack with themselves additively), as well as immunity to death (DOA Block).
As usual for the most complicated cases, default accessory setup is listed in parentheses.
X (X Heart, LE+500, LE+500, Full Specs+5):
-4 accessory slots
-can equip a statusblocker in exchange for 10% less HP, or in exchange for ~6% speed, ~1% damage, and ~5% physical durability, or in exchange for giving up the X Heart (auto-revive).
Zero (Minus Metal 20, LE+500, Full Specs+5):
-3 accessory slots (two are freed up once the first "real" accessory is dropped)
-can equip a statusblocker in exchange for 9% less HP, or in exchange for ~6% speed, ~1% damage, and ~5% physical durability.
Massimo (LE+500, Full Specs+5)
-2 accessory slots
-can equip a statusblocker in exchange for 8% less HP, or in exchange for ~6% speed, ~1% damage, and ~5% physical durability.
Marino (LE+300, LE+300, Full Specs+5)
-3 accessory slots
-can equip a statusblocker in exchange for 7% less HP, or in exchange for ~6% speed, ~2% damage, and ~5% physical durability.
Cinnamon (LE+500, LE+500, Full Specs+5)
-3 accessory slots
-can equip a statusblocker in exchange for 2% less HP, then a further 12% cut, or in exchange for ~6% speed, ~3% damage, and ~5% physical durability.
Axl (Minus Metal 20, LE+500, LE+500, Full Specs+5)
-4 accessory slots
-can equip a statusblocker in exchange for 10% less HP, or in exchange for ~6% speed, ~1% damage, and ~5% physical durability.
Spider, for the record, has access to the same statusblockers except for death (of any resistance level). Too lazy to try to figure out what kind of hit he takes, but the first hit should be pretty small because his fourth slot is nearly wasted due to erosion limits and Minus Metal isn't storebought at that point.
Ogre Battle [OB]
Kaus, Tristan, and Fogel are immune to charm. Otherwise, the cast has varying innate resistances to status but no other outright blockers; see the stat topic for more details.
Phantasy Star 1 [PS1]
Phantasy Star 2 [PS2]
As far as I'm aware, nothing for both these games.
Phantasy Star 4 [PS4]
No accesories here, but status resistance exists anyway. Note that all status resistance (rather than immunity) is -50% hit rate, so e.g. 80% hit rate becomes 30% and 40% is nulled out. Resistance does not stack, so if multiple resistance options are listed, only one at a time is useful.
It is assumed that each point of defence takes off 0.926% damage from average damage.
"Mental status" refers to sleep, silence, slow, blind, and attack down.
"Status" refers to the above, as well as poison and paralysis.
Chaz:
-can get resistance to mental status along with +2 magic damage in exchange for taking 27% extra from physicals and 5% extra from magic.
-can get resistance to mental status along with +1 magic damage and taking 10% less from magic in exchange for -32% physical damage and taking 4% extra from physicals.
-can get resistance to mental status along with +1 magic damage and taking 18%/25% less from physicals/magic in exchange for losing all his physical attacks and Earth (his sleep attack).
Hahn:
-can get resistance to mental status along with +1 magic damage in exchange for taking 6% extra from physicals and 1% extra from magic.
Rune:
-by default, has resistance to mental status.
Gryz:
-can get resistance to mental status in exchange for taking 27% extra from physicals and 5% extra from magic.
Rika/Kyra:
-can get resistance to mental status along with +1 magic damage in exchange for taking 2% extra from physicals and 5% extra from magic.
Demi/Wren:
-by default, is immune to status and death.
Raja:
-can get resistance to mental status in exchange for taking 6% extra from physicals and 2% extra from magic.
Seth:
-by default, has resistance to death and is immune to poison and paralysis.
-can get resistance to mental status along with +1 magic damage in exchange for taking 2% extra from physicals and 5% extra from magic.
Alys leaves before status resistance gear is available, although if you were to scale her to endgame she'd be able to make the same trade as Rika and Kyra.
Pokemon [PKMN]
Pokemon has some pokemon who have innate status immunities in some versions of the games. None of them are ranked and I won't be listing them here.
It also has berries, which can be equipped in the pokemon's "accessory" slot and will block a status once, then be destroyed. Since they're consumed, their legality varies. In RBY they don't even exist, so forget about that. Otherwise...
-In GSC, they grow on trees which restock periodically. Debatable legality.
-In FRLG, they're in finite supply. Not legal.
-In RSE, HG/SS, and DPP, you get a bunch in the maingame and can plant them to get more at a very fast rate. Pretty clearly legal.
It's not clear what "default" accessories would be in pokemon. Arguably nothing but berries are legal; nothing is storebought after all. However, on a balanced team, you'll have enough of the "+10% to one element's damage" to go around, so you could see all of these berries coming at a 9% cost to a pokemon's best damage (unless it's fixed). Anyway, the statuses that can be blocked in this way are:
-poison, paralysis, sleep, burn (poison + atk down), freeze, and confuse.
Saga Frontier [Saga]
The game has four armour slots (except for mecs who work differently and in general don't need to worry about immunities from equips). In general, monsters' slots are unused in the standard view of DL (except perhaps Riki), most humans and Nusakan have 2 free slots, Mesarthim (and perhaps Emelia) has 1, and mystics have none. These free slots are almost certainly best-filled with Wing Amulets (+5 spd, and about -11% damage from fire/ice/lightning) followed closely by Harmonium Earrings (about -20% damage from magic). I've assumed Wing Amulets, except for Red (one of each, since he hits 99 speed with one) and Emelia (since more speed does her little good). Roufas and Hamilton also have arguments, but eh, lazy.
Unfortunately I still don't know how effective the "status" defence is (or even what statuses it is effective against) so I'll just list the raw change.
Emelia:
-by default, is immune to blind.
-by default, is also berserk, charm, and confuse (if one allows her the AngelBroach).
-can get immunity to death in exchange for taking 108% extra from fire, 42% extra from ice, 23% extra from lightning, 66% extra from other magic, and -36 status defence.
Red:
-by default, is immune to berserk, blind, charm, death, confuse, paralysis, sleep, and petrify. (Not poison or stun.)
All other humans (Asellus/Fuse/Gen/Roufas/Rouge for ranked PCs):
-by default, is immune to blind.
-can get immunity to death in exchange for -0.36 SD speed (-9%) and taking ~50% extra from fire, ~12% extra from ice, ~8% extra from lightning, ~24% extra from other magic, and -21 status defence.
All mecs (including T260G):
-by default, is immune to berserk, blind, charm, death, confuse, paralysis, sleep, petrify, and poison. (Not stun.)
TimeLord:
-by default, is immune to berserk, blind, charm, confuse, and sleep.
-can get immunity to death in exchange for -0.36 SD speed (-9%), ground immunity, and taking 9% extra from physicals, 31% extra from fire, 8% extra from ice, 1% extra from lightning, 31% extra from other magic, and -22 status defence.
-other variations exist where he can keep the speed and ground immunity in exchange for losing a turn in Overdrive and magic damage; too lazy to calculate exactly since he rarely lets enemies attack him anyway.
Dr. Nusakan:
-by default, is immune to berserk, blind, charm, confuse, sleep, and poison.
-can get immunity to death in exchange for -0.36 SD speed (-9%) and taking 64% extra from fire, 15% extra from ice, 9% extra from lightning, 28% extra from other magic, and -21 status defence.
Mesarthim:
-by default, is immune to blind.
-can get immunity to death in exchange for -0.36 SD speed (-9%) and taking 88% extra from fire, 21% extra from ice, 8% extra from lightning, 25% extra from other magic, and -21 status defence.
All other mystics (includes White Rose):
-by default, is immune to berserk, blind, charm, confuse, and sleep.
-can get immunity to death in exchange for ~5% magic damage, and taking ~10% extra from physicals, ~23% extra from fire, ~3% extra from ice, ~2% extra from lightning, ~29% extra from other magic, and -18 status defence.
Kylin:
-by default, is immune to berserk, charm, death, confuse, paralysis, and sleep.
Riki:
-by default, is immune to paralysis and sleep.
-can get immunity to death in exchange for -0.36 SD speed (-9%) and taking 350% extra from fire, 14% extra from lightning, and 100% extra from other magic.
Sei:
-by default, is immune to berserk, blind, charm, death, confuse, paralysis, sleep, and poison. (Not petrify or stun.)
Thunder:
-by default, is immune to berserk, blind, charm, death, confuse, paralysis, sleep, petrify, and poison. (Not stun.)
All other monsters:
-can get immunity to death in exchange for -0.36 SD speed (-9%) and taking ~70% extra from fire, ~13% extra from ice, ~12% extra from lightning, ~22% extra from other magic, and -21 status defence.
Secret of Mana [SoM]
The game has pretty poorly-documented mechanics, but I -think- that 1 point of def is 1 point of damage received. It seems to roughly fit the implications of the pygmy status anyway. If this is wrong, then *shrug*.
It is assumed that each point of defence takes off 0.575% damage from average damage.
Everyone:
-can get immunity to poison in exchange for taking 48% extra from physicals and 132% extra from magic.
-can get immunity to stun in exchange for taking 46% extra from physicals and 128% extra from magic.
-can get immunity to petrify in exchange for taking 44% extra from physicals and 125% extra from magic.
-can get immunity to freeze in exchange for taking 43% extra from physicals and 122% extra from magic.
-can get immunity to sleep in exchange for taking 40% extra from physicals and 118% extra from magic.
Each PC can only opt for one of the above, and all of them also come at a loss of 5 Str, which seems to be about 3-4% physical damage or so. The cast really hopes MDef is less potent than this! But yeah, the final storebought accessory gives a ludicrous amount of it...
Seiken Densetsu 3 [SD3]
SD3's a bit of a weird case in that there are actually some statusblockers, but their availability is dependent on which PCs are in your party. For example, everyone can equip the game's petrify-blocker, but it's only available if Lise is on the team. Obviously this is legal to Lise, but is it legal to anyone else? I suppose I'd lean no, since if your name isn't Lise (for this example), you only have a 40% chance of having Lise on your team assuming it is picked randomly, and that's really not good enough. Still, I'll list it as an option for those who disagree.
To save time: Duran, Hawk, and Lise are the only PCs with clearly legal immunities.
It is assumed that each point of defence takes off 0.366% damage from average damage.
Duran:
-by default, is immune to transformation, poison, and sleep.
-can get immunity to silence or petrify (not both) in exchange for taking 1% extra from magic. (requires Lise on team)
Angela:
-can get immunity to freeze if she is a Light class instead of Dark... this is overall far inferior DL-wise and most probably won't let her switch fight-to-fight.
-can get immunity to poison, silence, or petrify (one only) in exchange for taking 1% extra from magic. (requires Hawk (poison)/Lise (silence/petrify) on team)
Kevin:
-can get immunity to silence or petrify (not both) in exchange for taking 1% extra from magic. (requires Lise on team)
Carlie:
-can get immunity to freeze if she is a Light class instead of Dark... this is overall far inferior DL-wise and most probably won't let her switch fight-to-fight. ALSO this requires light-side Angela on the team. ... yeah.
-can get immunity to poison, silence, or petrify (one only) in exchange for taking 1% extra from magic. (requires Hawk (poison)/Lise (silence/petrify) on team)
Hawk:
-can get immunity to poison in exchange for taking 1% extra from magic.
-can get immunity to silence or petrify (not both) in exchange for taking 1% extra from magic. (requires Lise on team)
Lise:
-can get immunity to silence or petrify (not both) in exchange for taking 1% extra from magic.
-can get immunity to poison in exchange for taking 1% extra from magic. (requires Hawk on team)