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Published On: December 2, 2021
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Buffs, Debuffs and Instant Effects

Updated for December 2021

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Within Raid: Shadow Legends, champions and bosses can apply a number of buffs, debuffs and instant effects that impact your champion’s ability to perform their role. There are 3 main effects:

  1. Buffs – Effects you can place on your allies to improve their abilities
  2. Debuff – Effects you place on your enemies to reduce their abilities and for them to take more damage
  3. Instants – Effects you can activate instantly on your allies or enemies i.e. a Heal or Buff Removal

Remember: to place any effect on an enemy champion, you will need to ensure your champion has enough accuracy to beat the opponents Resistance value. Likewise if you want to resist an enemy effect you need to have enough resistance. You can use our Raid Stages Tool (free account required) to view every opponents stats and make a decision on how much Accuracy or Resistance you need.

Understanding each effect will be vital in building your champions correctly and also which champions are better suited for each encounter. Below is a complete list of the effects you will face in the game.

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Buffs

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Ally Protection:
The caster champion takes 25/50% of damage inflicted upon the target champion (calculated before any buff/multiplication on the damage). 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.

increase resistance icon increase resistance icon

Increase RES (Resistance)
Increases the Champion’s Battle RES by 25%/ 50%. 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%. Some champions within the game are capable of applying this Buff to all allies.

Stone Skin
When placed, Removes all debuffs from the Target, makes them immune to all other debuffs except for Bombs and reduces incoming damage by 85%. Bombs will deal 300% increased damage.

Immutable
The Immutable buff will block an attempt to increase a skill’s cooldown on a Champion. A Champion can receive multiple stacks of the Immutable buff. Each Immutable stack will negate a single attempt to increase a skill’s cooldown on a Champion. The Immutable buff has no duration, and therefore cannot have its duration increased or decreased. The Immutable buff also cannot be spread to ally Champions. If an attempt to increase a skill’s cooldown is made and cannot be resisted, an Immutable stack will be removed.

Total Guard
The Total Guard buff will block any single instance of damage and all status effects a Champion receives from an enemy skill.

A Champion can receive multiple stacks of the Total Guard buff. Each Total Guard stack will block a single instance of damage from an enemy Champion’s skill. It will also block any associated effects, such as debuffs, including guaranteed and unresistable debuffs, destroy MAX HP effects, equalize HP effects, swap HP effects, Debuff Spread effects, decrease or equalize Turn Meter effects, instant activation of Poison or HP Burn debuffs, and Polymorph debuffs. As long as a Champion has at least one Total Guard stack, they will be immune to all negative effects except Increase Cooldown, even from skills that do not inflict damage.

A Champion will lose a stack of Total Guard whenever they would take damage from another Champion’s skill.

Life Barrier

Life Barrier is a buff that grants the recipient additional HP beyond their MAX HP. It cannot be removed, stolen, or have its duration increased or decreased. Skills that scale damage based on a Shield’s value will count the Life Barrier buff as a Shield.

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Poison Cloud
The Poison Cloud buff blocks damage from Poison debuffs. Also, enemies can only land weak hits on Champions under a Poison Cloud buff.

If a Champion receives an HP Burn debuff before a Poison Cloud buff is applied, then the effects of Poison Cloud won’t work, but the buff itself will not be removed. It’s not affected by the Spread Buff and Increase Buff Duration effects.

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Taunt
If a Champion is under a Taunt buff, enemies can only target that Champion. If there are several Champions under a Taunt buff on the same team, enemies can target any of the Taunting Champions.

The Provoke debuff has priority over the Taunt buff, meaning a Provoked Champion will still only target the Champion who placed the Provoke debuff on them, rather than anyone under a Taunt buff.

In addition, if there is only one Champion under a Taunt buff on a team, it will supersede any other buffs that affect targeting (like Veil and Perfect Veil), meaning a Champion under both Taunt and Veil buffs will be targeted. The Taunt buff cannot be spread, and its duration cannot be increased. It can be stolen, removed, and its duration can be decreased.

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Intercept
The Intercept buff will block any attempt to place a crowd control debuff on a Champion, even if it is specified in the enemy’s skill that the debuff itself cannot be blocked. This includes Stun, Sleep, Freeze, Provoke, Fear, True Fear, Petrification, and Sheep debuffs.

A Champion can receive multiple stacks of the Intercept buff. Each Intercept stack will block one attempt at placing a crowd control debuff. After the attempt, one Intercept stack will be removed. The Intercept buff has no duration, and therefore cannot have its duration increased or decreased. The Intercept buff also cannot be spread to ally Champions.

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Fervor
Increases damage inflicted by 10% and reduces damage received by 10%.

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Magma Shield
The Champion’s HP Bar is reinforced with a Magma Shield for the indicated number of turns. Damage is calculated as normal, but is first applied to the Magma Shield (unless the attack is stated to ignore Shields). When the Magma Shield buff expires, or the value of the Magma Shield reaches 0, the buff is removed and any further damage is applied as normal.

When damage is dealt to a Magma Shield, it is first applied to the Magma Shield, then an equal amount of damage is also dealt back to the attacker.

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Stormcall
Each Stormcall stack increases the damage dealt by a Champion by 5%. The number of stacks increases by 1 each time a Champion with Stormcall lands a critical hit.

A Champion can have a maximum of 5 Stormcall stacks at one time. When attacking with 5 Stormcall stacks, places a Stun debuff on the target and removes all Stormcall stacks. This Stun debuff cannot be resisted.

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Shatter
Increases a Champion’s Ignore DEF by 7.5% or 15%. Some champions within the game are capable of applying this Buff to all allies.

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Fortify

Reduces any enemy Ignore DEF effects by 15% or 25%. Some champions within the game are capable of applying this Buff to all allies.

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Debuffs

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Block Buffs:

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


Block Active 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 or passive skills for the duration of the Debuff.


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


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


Block Revive:
Block revive is an effect 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.


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.

decrease resistance icon decrease resistance icon

Decrease RES (Resistance):
When this Debuff is applied, it reduces the champion’s battle RES by 25% or 50% (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.

hex
Hex:
This is a special debuff in that it doesn’t have impact on the champion with the debuff until another champion interacts with it. The impact of Hex champions is normally significant and can lead to powerful 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.


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.


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.


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 by either 15% or 25% depending on the champion used to cast the Debuff. This effect is multiplicative (i.e. 200% Critical Damage will be 150% when debuffed by 25% debuff)


Decrease C.RATE (Critical Rate):
When Decrease C.RATE is applied, the opposing champion being attacked will have their critical rate reduced by either 15% or 30% depending on the champion used to cast the Debuff. This effect is additive (i.e. 70% Critical Rate becomes 40% when debuffed with 30% debuff)

petrification icon

Petrification:
When placed, removes all buffs from the target Champion and blocks any other buffs from being applied while the debuff is active. Enemies under petrification will skip their turn and their skills cooldown will remain the same whilst the debuff is active. Additionally, damage is reduced by 60% for petrified enemies except for damage dealt by Bombs which are increased by 300%.

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Nullify:
Champions under the Nullify debuff cannot have their skills activated, participate in Ally Attacks, be granted an Extra Turn or an Instant Turn, have their skills’ cooldowns decreased, have their Shield’s value increased, have their destroyed HP restored, have their HP swapped by allies or by themselves, Evade enemy effects or skills, have their Turn Meter equalized, or have their HP balanced.

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Infest:
Whenever an enemy under an Infest debuff dies, deals pure damage to all other alive enemies. This pure damage is equal to 50% of the enemy’s MAX HP who died while under the Infest debuff. This pure damage cannot be critical. The pure damage dealt upon killing a Boss or their minions cannot exceed more than 10% of their MAX HP.

smite icon

Smite:
Champions under the Smite debuff will be hit by a meteorite when they use an Active Skill. The meteorite inflicts damage equal to 25% of the affected Champion’s MAX HP, and will also inflict damage to all other enemy Champions equal to 5% of their MAX HP.

Only one Smite debuff can be active per team at any point.

polymorph icon

Sheep:
Champions under Sheep debuffs lose access to their normal skills, and can only use the following Sheep skill:

Attacks 1 enemy. Any ally Sheep will join this attack. Has a 50% chance of removing the Sheep debuff from this Champion after attacking. Whenever a Sheep debuff expires or the Sheep is defeated, the affected Champion will return to battle with 50% HP.

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Enfeeble:
Champions under an Enfeeble debuff can only land weak hits, unless stated otherwise in a skill description.

seal iconmaster seal icon

Seal:
The Seal debuff blocks effects from Gear Sets and Masteries, except stat boosts granted by Artifacts and Accessories, as well as Masteries that only boost stats like Blade Disciple, Flawless Execution etc.

Master Seal is an enhanced version of this debuff, which additionally blocks the effects from Blessings, Relics, and Gemstones, except stat boosts.

The Seal and Master Seal debuffs don’t block effects that were activated before these debuffs were placed.

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Beserk:
Champions under the Beserk debuff will increases the damage inflicted and damage received by 50%.

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Hunters Gaze:
Damage dealt to a Champion under the Hunter’s Gaze debuff cannot be decreased, blocked, redirected, or transferred. This applies only to damage dealt directly by skills, and not from debuffs, passives, Masteries, or Blessings.

Damage dealt to a Champion under the Hunter’s Gaze debuff will ignore Unkillable, Block Damage, Increase DEF, Strengthen, Ally Protection, Veil, Perfect Veil, and Shield buffs. Champions can still Evade damage while under the Hunter’s Gaze debuff.

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Necrosis:
If a champion has this in their kit, when an enemy Champion dies, a single Necrosis stack is placed on all other alive enemies. When another Champion dies, an additional Necrosis stack will be placed on all other alive enemies and so on. Each Necrosis stack deals damage equal to 5% of a Champion’s MAX HP at the beginning of their turn.

Necrosis stacks do not decrease upon activation at the beginning of a Champion’s turn, and Necrosis is placed on a Champion irrespective of the number of debuffs that are currently on them. Damage dealt by Necrosis cannot be increased by other effects, and placement of a Stone Skin buff will remove Necrosis. If there are any dead enemy Champions in the battle after a Stone Skin buff expires, Necrosis stacks equal to the number of dead enemy Champions will be reapplied.

When a dead enemy Champion is revived, a single Necrosis stack is removed from alive enemies. If multiple Champions are revived, Necrosis stacks will be removed equal to the number of Champions revived.

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Deathbrand:
Champions under a Deathbrand debuff will receive the Block Revive debuff when killed.

ensnare icon ensnare icon

Ensnare:
Any Turn Meter increase effects received by a Champion with the Ensnare debuff will be reduced by 50% or 100%.

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Fatigue:
Champions under a Fatigue debuff will receive a Sleep debuff for 1 turn after using an active skill.

If a Champion with a Fatigue debuff uses a skill that removes debuffs, the Fatigue debuff will be removed and the Sleep debuff will not be placed.

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Instants

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Boss & Other Effects

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There are a number of unique effects that a boss will place. Below we list them in one location but check our guides on each boss to learn more about the encounters.

Buffs

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Rage – Minotaur
While active, the Rage buff increases the damage the Minotaur deals by 400%. Once the Rage buff expires, the Minotaur will become Dazed, and will receive a Dazed debuff for 1 turn.

Once the Dazed debuff expires, the Minotaur will once again receive a Rage buff for 3 turns, starting the cycle over. This buffs cannot be blocked or removed by Skills that remove debuffs.

life barrier icon

Life Barrier – Hydra Head
When placed, Life Barrier creates a Shield on the target for a number of turns. This Barrier will receive incoming damage before any other shield effect or the target’s HP. If the Barrier is depleted the target is stunned for 1 turn. If the Barrier is not depleted, the target is fully healed.

poison cloud icon

Poison Cloud – Hydra Head
When placed, Poison Cloud blocks all damage from Poison Debuffs and converts all incoming attacks to weak hits. If the target of the buff is under the effects of HP Burn, then both effects are neutralised.

blood rage icon

Vengeance – Hydra Head
When placed, increases the target’s damage by 300% for 1 turn and triggers an immediate AoE attack.

serpents will icon

Serpent’s Will – Hydra Head
When a new Hydra Head is grown, this head will receive this buff reducing all incoming damage by 75%

eclipse icon

Eclipse – Amius (Cursed City)
Only Amius the Lunar Archon can place this buff on himself. When placed, Amius will transform into his Alternate Form. When the buff expires, Amius will transform back to his Base Form.

gold plated icon

Goldplated – Phrygius
The Goldplated buff grants Phrygius the Trovemaster layers of additional HP beyond their MAX HP. Goldplated layers cannot be removed, stolen, or have their duration increased or decreased.

When Phrygius receives damage while under Goldplated layers, it is first applied to the Goldplated layers. Each layer of Goldplated can block a certain amount of damage, and is destroyed after receiving that amount of damage. When a Goldplated layer is destroyed, Phrygius will receive damage equal to the value of that Goldplated layer, and other enemies will also receive a portion of that damage. Any surplus damage to a Goldplated layer is dealt directly to Phrygius’ HP.

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Bone Armor
Some champions start each Round with a number of Bone Armor stacks. Each Bone Armor stack decreases the damage the recipient receives from a single hit, then disappears. A Champion can have a maximum of 3 Bone Armor stacks at one time.

lightning orb icon

Lightning Orb
Whenever an enemy receives a buff or has their Turn Meter filled, places one Lightning Orb stack on the Champion with this effect.

When activated, a Lightning Orb stack randomly protects one other active buff from being removed, stolen, or transferred. After activation, the Lightning Orb stack disappears. A Champion can have a maximum of 3 Lightning Orb stacks at one time.

Whenever a Champion with 3 Lightning Orb stacks hits enemy targets, inflicts Bonus Damage to them based on their MAX HP. Bonus Damage can occur on each hit of a Skill, but does not count as an extra hit. After the Bonus Damage is applied, all active Lightning Orb stacks are removed from this Champion.

Debuffs

dazed icon

Dazed – Minotaur
Once the Minotaurs Rage buff expires, the Minotaur will become Dazed, and will receive a Dazed debuff for 1 turn. While active, the Dazed debuff increases the damage the Minotaur receives by 200%.

Once the Dazed debuff expires, the Minotaur will once again receive a Rage buff for 3 turns, starting the cycle over. This debuff cannot be blocked or removed by Skills that remove debuffs.

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Pain Link – Hydra Head
Target’s an enemy champion creating a link with the Hydra Head of Suffering. 15% of the damage received by the Head is taken as damage by the target champion.

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Decapitated – Hyrda Head
Increases damage taken by the Head that was cut off by 200%. It is active for as long as the Head is dead.

Decapitated debuff can’t be removed; its duration can’t be increased or decreased.

iron brand icon

Ironbrand- Iron Twins
The Ironbrand debuff does nothing on its own, but it will increase the damage dealt by the Iron Twins’ Doomsday Machine skill. Damage from this skill is increased according to the duration of any Ironbrand debuffs currently active on each Champion. The higher the duration of an Ironbrand debuff, the greater the damage that Doomsday Machine will do. Ironbrand cannot be blocked or removed, but it can be resisted.

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Entangle – Grim Forest
A Champion under an Entangle debuff will not receive any positive effects from their allies, including buffs, and will not have their Turn Meter passively increased. When placed, a Champion receiving the Entangle debuff will have all of their buffs removed, but can still receive additional debuffs. The Entangle debuff has no duration, and therefore cannot have its duration increased or decreased. The Entangle debuff also cannot be spread to other Champions.

You can only remove an Entangle debuff by actively filling the Champion’s Turn Meter to 100%.

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Siphon
A Champion under a Siphon debuff will have 5% of their stat values siphoned by the debuff producer, except Ignore DEF. Each time the debuff producer takes a turn, an additional 5% of the stat values will be stolen, stacking up to 50%. For example, a Champion with 1000 ATK under Siphon will initially have their ATK decreased to 950 and the debuff producer’s ATK will be increased by 5%. Each time the debuff producer takes a turn, an additional 5% of the target’s stats will be siphoned to them.

The Siphon debuff cannot be transferred, spread, or have its duration increased or decreased. It can be removed.

Miscellaneous

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Mark of the Hydra – Hydra Head
Marks a champion for devouring. After the counter is reduced to 0 the champion is devoured by a head and the head receives the Digesting Buff. Champions who are devoured are no longer part of your team, cannot attack or take turns.

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Digesting – Hydra Head
This hydra head has recently devoured an enemy champion. The head receives additional HP. If the head is not defeated by the time this buff expires then the devoured champion is removed from the battle (cannot be revived or returned to your team). If the head is defeated, the champion is returned to your team.

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Duel – Chimera
The Duel effect is placed on the Chimera and their target. When the Duel effect is active, the Chimera can use any skill against the target, while the target is limited to only using their default skill against the Chimera, similar to the Provoke debuff.

The Chimera deals 50% more damage to the target under the Duel effect. Champions not under the Duel effect deal 50% less damage to targets who are in a ‘duel’.

To end the ‘duel’, Champions must deplete the Chimera’s Duel bar. This bar is equal to 0.5% of the Chimera’s MAX HP. Once the requisite damage is dealt, the Duel effect is removed from all Champions. If the Chimera or their target dies while under the Duel effect, it is also removed.

The Duel effect has priority over Taunt, Veil, and Perfect Veil buffs. For example, the Chimera will always target the enemy under the Duel effect, rather than a Champion under a Taunt buff. If the target of a Duel effect is under a Veil or Perfect Veil buff, they will still be targeted by the Chimera.

The Duel effect is placed irrespective of the number of the debuffs currently on a target Champion. The Duel effect is guaranteed, and cannot be removed, resisted, stolen, spread, or blocked.

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Ingest – Mimic
When summoned to battle, the Mini-Mimic will Ingest the enemy Champion with the highest C.DMG. Whenever the Mimic takes a turn in battle, the Mini-Mimic will deal damage to the Ingested Champion, equal to 25% of their current HP. The Ingested Champion will be freed from the Mini-Mimic when it is defeated, or after 4 turns have passed.

While Ingested, a Champion is considered removed from battle. They cannot receive buffs, debuffs, or instant effects, and they cannot be selected as a target for a skill. The Ingested state cannot be removed except by defeating the Mini-Mimic, or waiting for 4 turns. When Ingesting a Champion, the Mini-Mimic will ignore Block Debuffs, Veil & Perfect Veil buffs, and Resistance. A Champion can still be Ingested even if they already have 10 debuffs on them.

No more than one Champion can be Ingested at a time.

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Delay
The Delay effect will prevent a Champion from receiving fatal damage, instead delaying it to their next turn. A Champion under the Delay effect can still be killed by enemies on their turns.

If a Champion under the Delay effect receives healing equal to the amount of delayed damage, they will not receive any damage on their next turn. If they receive some healing, but not enough to equal the value of the delayed damage, they will receive the amount of delayed damage remaining.

If a Champion does not receive any healing before their next turn, they will receive all of the fatal damage when their next turn starts.

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twocastles
twocastles
5 years ago

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
Sadtyre
5 years ago
Reply to  twocastles

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!

Hodor2
Hodor2
5 years ago

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!

Anonymous
Anonymous
5 years ago
Reply to  Hodor2

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?

ToadFly
ToadFly
5 years ago

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

Bdoydie
Bdoydie
5 years ago

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

coltonrichards17
coltonrichards17
5 years ago

Covered well. Thank you.

Lokhup
Lokhup
5 years ago

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.

craigtthatsme
craigtthatsme
5 years ago

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
Editor
HellHades
5 years ago
Reply to  craigtthatsme

its deffo not the block revive they are resisting

Googenheimer
Googenheimer
4 years ago
Reply to  HellHades

Yes they can resist “block revive”. I’ve had them resist Armiger’s block revive. Can’t be resisting anything else from that skill.

SlightlyDented
SlightlyDented
3 years ago
Reply to  Googenheimer

No you can’t. You’re either confusing it with Armiger’s TM control or you’re just not paying close attention to your own masteries.

DCFFDC
DCFFDC
4 years ago

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 ???

Bornlucky64
Bornlucky64
4 years ago

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
Admin
Saphyrra
4 years ago
Reply to  Bornlucky64

Rage increases the damage minotaur does by 400%

Googenheimer
Googenheimer
4 years ago

Used to have a page that tells which champions perform each buff/debuff. Seems you have unlinked it and posted this page instead. Not much use to be honest. Can you bring back the old page that tells what champs do what?

DonutOverlord
DonutOverlord
4 years ago
Reply to  Googenheimer

That is still there, it’s on the right-hand side.

RyackRAID
RyackRAID
4 years ago

I agree with Googenheimer. I was looking for the page that shows buffs/debuffs for each champion, because i was looking for a champion with a specific buff. This page isn’t very usefull.

DonutOverlord
DonutOverlord
4 years ago

If Raid created a Reduce Resistance Debuff, that would be nice. Or am I missing this one?

SS2020user
SS2020user
4 years ago
Reply to  DonutOverlord

Well, now it’s coming!

Elcabong
Elcabong
4 years ago

THE ” X” debuff ain’t on the list…

pdqsport
pdqsport
4 years ago

When there are 2 champions in a fight with the same debuff ability, how does the system decide which debuff has priority? i.e. If Geomancer puts up HP Burn and then Drexthar hits the same target with his A1 that can place an HP Burn, what are the required conditions for Drexthar’s HP burn to replace Geomancer’s burn?

stygN
stygN
4 years ago
Reply to  pdqsport

Hi. As far as I’ve gathered, if the target is already under a debuff, but the attackers debuff would be applied for more turns, it will be replaced. So, say there’s only 1 turn left on geomancers hp burn, drexars hp burn will replace it. If geos is on 2 turns, and drexars would also be for 2 turns, it simply won’t apply the buff. HOWEVER, the game checks if the mastery procs, so if it would, the 3 turn hp burn would replace the 2 turn.
Since geo requires the hp burn to be his for the magic to happen, I would recommend not bringing any other champ that can apply hp burn. Can’t think of any other champ that this would be important for, but if there are, then the same rules would apply.
Hope this helped, and sorry if I’m mistaken on this.

Pmthm8432
Pmthm8432
4 years ago

I’d like to respectfully request that this page link to the characters that have that ability. I know that’s a big request, but a logical one. Ty.

Ovitar
Ovitar
4 years ago

Mother Cybele is misplaced in the list for Block Damage champions. She is listed in Team Block Damage, but her skill is a Target Block Damage.

Mata1980s
Mata1980s
4 years ago

Can anyone please explain why my Sicia Flametongue (Force affinity) , fully booked, does NOT land HP Burn on all spiders in the Spiders Den stage 22/25 (magic affinity)? She has 354 Accuracy, and i use her as lead with her acc aura thats 404 accuracy. I know a weak hit doesnt land a debuff, but weak hits cant happen against weak affinity right?
Messaged Plarium few times all they said was send some proof/ pics and we will get into it

stygN
stygN
4 years ago
Reply to  Mata1980s

It could be the 3% fail chance that (almost) every debuff cast have. But if its loads more often than 3%, there’s something wrong…

chaoticfury
chaoticfury
4 years ago
Reply to  Mata1980s

Well of course they said send some proof, they have to know what they are looking at, to be able to figure out where, if anything is possibly not functioning correctly. You have to take into account how many people, presumably, message them on a daily basis saying something isnt working and 9.9 times outta 10 it is working fine, just lack of knowledge or understanding.
None the less, i agree with StygN, its probably the default 3% fail chance, (which is prolly more than 3% with the way they do calculations.).

Killa510
Killa510
4 years ago
Reply to  Mata1980s

It’s a bug thing with Sicia. Because the spider spawns 2 spiderlings every time one of your champs gets a turn. it doesn’t count the fact that there are 10 spiderlings on the field. Even if she were to place HP Burn on all spiderlings and the main boss spider, she doesn’t get an extra turn because the mechanic still tries to spawn two new spiders. Broken

SS2020user
SS2020user
4 years ago

IDK where to postr this on, but you NEED to upgrade Elhains masteries. SHE DOES NOT NEED ACCURACY FOR HER ABILITIES, pls change her “standard” masterie build, it sucks!

DieselXX
DieselXX
4 years ago

Need the emblems on the hydra head buffs and debuffs. The words are great, but I have no idea what those things look like because they are new. Come on

SS2020user
SS2020user
4 years ago

There is noting in instants.