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1. https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit#gid=1072639983
2. https://docs.google.com/spreadsheets/d/1T-wRVmgz31lHaB1N77pBiuEKX8a96eTvVGIDQlMTb8Y/edit#gid=0
While oftentimes wiki is outdated, Elythnwaen updates his comprehensive sheet every update and I trust him the most. And the next one is just more simplistic.
So here it is!
* Added Rivals, Hollow Bough, Azure Weald, New Dreads, Elites, Tyrant Weed, and Omen
* Added some more resistance types, most notably corrosion
* Added dwarf resistances
* Checked and updated every enemy, most notably dreadnoughts (U33 rebalance)
* Fixed Slasher fire vulnerability. It never existed, this was an in-game and in-wiki error at the time
These status effects trigger when a creature's temperature bar passes its freeze threshold or burn threshold, and this value can vary a lot from one creature to the next. The in-game temperature gauge is normalized - it represents your percent progress towards triggering the status effect.
But Shellbacks and Younglings are immune to the frozen status effect, whether walking or rolling. They are also immune to stun, pheremones, and lures. The big ones are even immune to the electrocuted status effect - so no periodic damage nor slowdown.
They are not immune to other slowdowns. You can still slow them neurotoxin, corrosion, goo puddles, and cold damage.
Further reading: https://deeprockgalactic.fandom.com/wiki/Temperature
There are a bunch of mechanics at play here.
First there's the actual healthbar-damaging component: fire damage and frost damage. This can be zero. Cryo grenades, for example, cause no "actual" damage. "Actual" damage is what the resistances in this guide describe.
Then there's the temperature-changing component: heat damage and cold damage. This can also be zero. Thin Containment Field, for example, causes no heating, but does fire damage. Creatures can have resistance or vulnerability at this step, too.