Raid: Shadow Legends Debuffs / Buffs

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Published On: November 30, 2020

Raid: Shadow Legends Debuffs / Buffs

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Within Raid: Shadow Legends, most champions bar a selective few, contain a buff, and/or debuff on their skills.

Debuffs/buffs are useful within the game mechanics in their own way. They create an opportunity for more damage/surplus damage (Poison) OR defensive skills or healing mechanics to keep your champions alive.

Buffs:


Ally Protection:
The caster champion takes 25/50% of direct damage inflicted upon the target champion. Self-inflicted damage and Poison do not trigger this effect. Each champion uses their respective DEF values for damage mitigation.


Block Damage:
Depending on the champion being used for block damage, either the champion casting the ability becomes immune to all forms of damage, OR the team on the field becomes immune for the set number of turns indicated on the champion casters skills.


Block Debuffs:

The casting champion (depending on whether this ability is for the whole team or just this individual champion) becomes immune to all Debuffs. Instant negative effects such as Decrease turn meter are not affected and work as normal.


Continuous Heal:
A continuous heal ability will buff an ally which activates every time they take a turn. The heal will be proportional to their Maximum HP with 7.5% or 15% depending on the strength of the buff. This is a good heal over time ability but relies on you staying alive to activate it. Spot heals are stronger if you need to boost an ally fast!


Counterattack:
When attacked, the champion(s) with this buff will attack back at their attacker using their default skill. This attack only deals 75% of normal damage from the default skill. This does not count as a turn and does not affect the turn meter. When attacked with a multi-hit skill; the champion with this buff will only return the attack once.


Increase Accuracy:
Increase accuracy boosts your allies’ accuracy by either 25% or 50% depending on the skill level. This makes it dramatically easier for your team to land their respective debuffs on the enemies and therefore beat your enemy foes. Accuracy is needed to combat resistance when landing a debuff on your enemy and is required for any ability that manipulates turn meter too.


Increase Attack:
Increases the champions battle ATK / current ATK value by 25/50%. Certain champions enable this across all your champions on the field.


Increase C.RATE (Crit Rate):
Increase the champions C.RATE by 15/30%. Certain champions enable this across all your champions on the field.


Increase DEF (Defense):
Increases the champions battle DEF by 30/60%. Certain champions enable this across all your champions on the field.


Increase SPD (Speed):
Increases the champion’s speed by 15/30%. Certain champions enable this across all your champions on the field.


Reflect Damage:
Any champions that are attacked when this buff is active will reflect a proportion of the damage back at the attacker for 15/30% of the damage inflicted (depending on whether they have a minor or major reflect damage buff on them).


Revive on Death:
Revive on death is a skill in Raid Shadow Legends that can revive either you or your allies upon being killed by enemies. This buff will revive you with 30% HP and 0% Turn Meter.


Shield:
The champions HP bar is reinforced with a shield effect. Damage is calculated normally but is applied to the shield first rather than the champion’s HP bar (unless the attack ignores shields). When the buff expires the shield is removed from the champion and further damage applies as normal.


Unkillable:
The champion that applies this buff becomes immune from death throughout the duration of the skill. The HP bar will NOT go below 1HP until this buff is removed/expires. Further damage once this buff is removed is calculated as normal. Depending on the champion casting the buff, this can be applied to several champions or just him/herself.


Strengthen:
Depending on the champion casting this buff, it can decrease incoming damage between 15% to 25%. This buff can be applied to one or several champions, depending on the champion casting the ability.

Veil / Perfect Veil:
Any champion with a Veil or Perfect Veil Buff will be hidden from view from your enemies and therefore un-targetable. If all of your team has this Buff the enemy can again select their champion of choice. Any AOE damage will still register. Veil also reduces the damage you take by 7.5% and Perfect Veil will reduce the damage you take by 15%.

strong increase critical damage buff

Increase C.DMG (Critical damage)
When Increase C.DMG is applied, the champion attacking will have their critical damage increased between 15-30% depending on the champion used to cast the Debuff. Some champions within the game are capable of applying this Buff to all enemies on the opposing side.

Debuffs:

Debuffs are effects that are applied on the opposite team champions to give you the edge you need to complete the level or farm efficiently. Min /maxing for Debuffs to be put out in a certain order by use of a speed tuned team can be a highly effective way to strategize throughout Raid: Shadow legends in-game content.


Block Buffs:

All buffs applied to the champion with this Debuff active are automatically blocked and have no effect.


Block Cooldown skills:
Prevents the champion with this Debuff from using their active skills (only when this Debuff is active). The champion can only use their default skill for the duration of the Debuff.


Block Heal:
Any healing received by the champion with this Debuff active is reduced between 50 to 100% depending on the champion’s skill description.


Block Revive:
Block revive is a skill that prevents an enemy from being revived by their allies. This is particularly strong against the Ice Golem Dungeon where the boss is able to revive his fallen allies and in the Arena where often we face a team with champions that can revive their allies. You do not need accuracy to trigger this ability.


Bomb:
When this Debuff is placed it is seen as a countdown when this Debuff expires the affected champion suffers direct damage that ignores their DEF value. The damage inflicted by the bomb scales in accordance with the Stat indicated within the champion’s skill description.


Decrease ACC (Accuracy):
When this Debuff is applied, it reduces the champion’s battle accuracy by 25 to 50% dependant on the champion used to apply. This is in accordance with the champion’s skill description.


Decrease ATK (Attack):
When this Debuff is applied, it reduces the champion’s battle ATK by 25 to 50%. (dependant on the champion used to apply). This is in accordance with the champion’s skill description.


Decrease DEF (Defence):
When this Debuff is applied, it reduces the champion’s battle DEF by 30 to 60% (dependant on the champion used to apply). This is in accordance with the champion’s skill description.


Decrease SPD (Speed):
When this Debuff is applied, it reduces the champion’s battle total speed by 15 to 30% (dependant on the champion used to apply). This is in accordance with the champion’s skill description.


Freeze:
When this Debuff is applied, the affected champion(s) will be unable to move until the Debuff expires. Champions receive 75% of Normal damage whilst under this Debuff. Cooldowns do not refresh whilst the affected champion(s) is under this Debuff.

HP Burn:
While the Debuff is active, at the start of the affected champions turn, they and all their allies take damage equal to 3% of their respective MAX HP. There can only be one HP burn Debuff active on one champion at a time. However, if multiple champions on the team are Debuffed with HP burn, it will work as normal and apply their full damage.


Leech:
Any champion that attacks a champion with this Debuff active heals for 18% of inflicted damage.


Poison:

Damages the target champions by 2.5/5% of their MAX HP at the beginning of their turn. Damage scales in accordance with the target champion’s MAX HP. Buffs like block damage will ignore the incoming damage. If a shield is active on the target champion the Poison will be applied to the shield first.


Provoke:

The champion with this Debuff can only attack the champion that applied the Debuff for the indicated amount of turns under the champion’s skill description. ONLY the default skill will be used throughout the duration.


Sleep:
The champion with this Debuff applied is unable to act/ take their turn until the Debuff expires. Cooldowns are not refreshed while sleep is active. If a champion is attacked whilst asleep, that attack WILL wake them up and their Turn Meter will continue as if they had never been asleep.


Stun:
The champion with this Debuff is unable to act/ take their turn until the Debuff expires. Cooldowns are not refreshed whilst this Debuff is active.


Weaken:
When this Debuff is applied, the champion that this has been applied to receives increased damage by 15/25% depending on the skill description of the champion who applied the Debuff.


Poison Sensitivity:
When this Debuff is applied, Poison damage taken by the recipient is increased by 25%/50% depending on the champion used to apply this Debuff.


Fear / True Fear:
When the Fear Debuff is applied, the enemy champion will have a 50% chance on their turn to skip their turn without their ability activating.
True Fear is an enhanced version of Fear, when an enemy with True Fear attempts to use a skill there is a 50% chance of the skill not activating, and if successful that skill will also go on cooldown!

strong decrease critical damage debuff
Decrease C.DMG (Critical Damage)
When Decrease C.DMG is applied, the opposing champion being attacked will have their critical damage reduced between 15-30% depending on the champion used to cast the Debuff. Some champions within the game are capable of applying this Debuff to all enemies on the opposing side.


Decrease C.RATE (Critical Rate)
When Decrease C.RATE is applied, the opposing champion being attacked will have their critical rate reduced between 15-30% depending on the champion used to cast the Debuff. Some champions within the game are capable of applying this Debuff to all enemies on the opposing side.

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17 Comments

  1. […] Raid: Shadow Legends – Buffs and Debuffs […]

  2. […] Buffs & Debuffs […]

  3. twocastles January 22, 2021 at 11:33 pm

    I find myself a little confused as to how the game interprets debuffs. I have been using Ma’shalled for quite some time now, and only just noticed in arena that when I apply A2 (leech/truefear) debuff on an enemy that has some sort of counterattack (buff or relentless), I do in fact get counterattacked before I get my extra turn. Is this intended? I’m not actually damaging the opponent, so I never expected any counterattacks. If it is intended, do all debuffs work this way? Outlaw Monk’s poison, for example? (Of course who’d use him in arena anyhow, but still I wonder.) If Tayrel launches his special, he actually hits the opponent for damage and then has the chance to debuff. It is the act of hitting that launches the counterattack, and that makes sense to me. I would expect a “soft” debuff like Ma’shalled’s leech or Outlaw Monk’s poison, or even Occult Brawler’s auto poison before his turn, to work like Diabolist’s A3 turn meter. I have never had that proc a counterattack. But if leech should proc counterattack, shouldn’t Madame Serris’s debuffs proc it as well? I know she removes the counterattack first, but if the buff removal fails, but a debuff goes on, shouldn’t that result in a counterattack as well? It hasn’t thus far for me. The whole thing seems clear as mud.

    • Sadtyre March 5, 2021 at 5:34 pm

      The reason they counterattack when ma’shalled places true fear, is because their is a mastery in the def tree that causes the champion to counterattack whenever
      an ally receives a stun/sleep/freeze/fear/true fear debuff. Hope that helps!

  4. Hodor2 January 26, 2021 at 5:15 pm

    Please add Hex debuff. Also would you mind clarifying your last sentence under HP burn? “However, if multiple champions on the team are Debuffed with HP burn, it will work as normal and apply their full damage.” not sure what you mean by their full damage. thanks!

    • [email protected] February 26, 2021 at 7:03 pm

      This is just meant to mean that if you have multiple champions with AoE HP Burn applications, that any one enemy can only have 1 HP Burn on them at a time. However, just because they can only have 1 HP Burn does not mean that they can’t take damage from it more than once per round.

      Example, Venus places HP burn on 8 spiderlings in the spider dungeon. Every time any one of those Spiderlings takes a turn, the entire enemy team takes 3% max health damage, to include the spiders that don’t even have HP burn as a debuff themselves, totaling 24% max health damage on every single enemy (unless your team kills some before their debuff can tick). Does that make sense?

  5. ToadFly February 22, 2021 at 2:03 pm

    Please add which champions have these buffs/debuffs in their kits.

    • Phixion February 22, 2021 at 3:28 pm

      Check the menu on the left-hand side of the screen mate, we have champion lists for each debuff and buff

  6. Bdoydie March 3, 2021 at 12:17 pm

    If you have hp burn & Freeze debuffs on an enemy, do they still only take 75% dmg?

  7. […] Buffs & Debuffs […]

  8. coltonrichards17 April 1, 2021 at 6:03 am

    Covered well. Thank you.

  9. Lokhup April 3, 2021 at 2:36 pm

    Couldn’t find a better place to post this … sorry … I really appreciate the Faction Tier List. It’s been very helpful. I have been working on Dwarves faction. Can you please look at and add Fodbor the Bard? Helpful kit and high dmg multipliers. Also, check how Dilgor is ranked – it seems like he is ranked in too many places. While you’re at it, you could add the new lego.

  10. craigtthatsme April 16, 2021 at 1:22 pm

    Block revive doesnt need accuracy? I’ve had the ads in ice golem resist a few of Queen Evas ancient curse, more often if i’m under decrease accuracy

    • HellHades April 16, 2021 at 1:26 pm

      its deffo not the block revive they are resisting

  11. DCFFDC May 29, 2021 at 8:44 pm

    so does an aoe atk hit harder following a dec def or weaken ? or does it do more damage following dec def increase crit dmg ???

  12. Bornlucky64 June 22, 2021 at 8:30 am

    Thank you for a great website. When I’m in Minotaur I see that he have a buff called Rage. Can’t find it in your list. Do you know what it does?

    • Saphyrra June 22, 2021 at 10:15 am

      Rage increases the damage minotaur does by 400%

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