List: Buffs and Debuffs
Greeting, everyone! I'm sure many players, both new and old, find themselves looking at one effect icon or another and not knowing what it means. So I've taken the time to write out a list of the main buffs & debuffs, complete with a short description and their respective icons. I've already passed information on this to the Dev Team, and we'll be looking into implementing a similar list to the game as well. For the time being, feel free to refer anyone who is having trouble here.
[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 mitigating damage.
[Block Damage]. Makes the Champion immune to all forms of damage.
[Block Debuffs]. While this buff is active, the Champion is immune to all debuffs. Instant negative effect such as Decrease Turn Meter are not affected and work as normal.
[Continuous Heal]. Heals the target Champion by 7,5/15% of their MAX HP at the beginning of their Turn.
[Counterattack]. When attacked, the Champion with this buff strikes back at their attacker using their Default Skill. This attack deals 75% of the normal Default Skill damage. Can only counterattack once when attacked with a Multi-hit Skill. Does not counterattack in response to the enemy’s own counterattack. Does not count as a Turn.
[Increase ATK]. Increases the Champion’s Battle ATK (current ATK value, all other effects taken into account) by 25/50%
[Increase C.RATE]. Increases the Champion’s C.RATE by 15/30%
[Increase DEF]. Increases the Champion’s Battle DEF by 30/60%
[Increase SPD]. Increases the Champion’s Battle SPD by 15/30%
[Reflect Damage]. Any Champion attack a target with this buff will sustain 15/30% of the damage they inflicted with the attack.
[Revive On Death]. If a Champion with this buff dies, he or she will immediately be revived with 30% HP and 0% Turn Meter.
[Shield]. The Champion’s HP bar is reinforced for X Turns with a Shield effect. Damage is calculated normally but is first applied to the Shield (unless the attack ignores Shields, which is stated in the Skill description). When the buff expires or Shield value reaches 0, the Shield is removed and further damage applies as normal. Note: damage dealt to the shield does not count as damage dealt to the Champion, so effects such as Lifesteal do not benefit from it.
Damage is calculated normally but is first applied to the Shields (regular Shield or the Artifact Shield), and only after that to the Champion HP.
When the buff expires or the shield value reaches 0, the [Artifact Shield] is removed and further damage applies as normal.
[Unkillable]. The Champion with this buff cannot fall below 1 HP for the entirety of its duration.
[Veil] This buff has two tiers: [Veil] and [Perfect Veil] The Champion under either of these buffs cannot be chosen as a target of an enemy Champion’s Skill. Note: if all remaining Champions on your team have an active Veil or Perfect Veil effect, the enemy will no longer be restricted in choosing a target. In the case of basic Veil, the effect will be immediately lifted if the Champion uses a Skill that deals damage. With the exception of:
Damage inflicted by the Skill that applies [Veil] (if applicable),
Damage that “Does not count as a hit”
At the same time, [Perfect Veil] is not affected, no matter what Skills the Champion uses. Thus it allows them to strike with impunity for as long as the buff remains active - or they have a wall of allies to hide behind.
[Increase С. DMG] Increases Critical Damage by 15%/30%.
Example, Wurlim Frostking
[Strengthen] Reduces received damage by 15%/25%.
Example, Wurlim Frostking
Example, Stag Knight (his Passive Skill)
[Stone Skin] Removes all debuffs from the Champion, makes them immune to all debuffs except Bombs, reduces incoming damage by 85%. Increases damage dealt by [Bomb] debuffs by 300%. Can be reset by dealing damage equal to 50% of the Champion’s MAX HP.
[Block Buffs]. All buffs that are applied to the Champion with this debuff are automatically blocked and have no effect.
[Block Active Skills]. Prevents the Champion with debuff from using Active Skills other than their Default Skill for the duration of the debuff. Skill Cooldown of the affected Champion refreshes as normal.
[Block Passive Skills] - Prevents the Champion with debuff from using Passive Skills . Does not affect Skills which are protected from blocking as well as effects granted by Masteries and Artifacts. Blocked Passive Skills continue to refresh their cooldown.
[Block Heal]. Any healing received by the Champion with this debuff is reduced by 50/100%.
[Bomb]. 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 in the Skill description.
[Decrease ACC]. Reduces the Champion’s Battle ACC by 25/50%.
[Decrease ATK]. Decreases the Champion’s Battle ATK by 25/50%
[Decrease DEF]. Decreases the Champion’s Battle DEF by 30/60%
[Decrease SPD]. Decreases the Champion’s Battle SPD by 15/30%
[Freeze]. The Champion with this debuff is unable to act X Turns. Cooldowns are not refreshed while [Freeze] is active. The Champion only receives 75% of incoming damage.
[HP Burn]. While the debuff is active and at the start of the affected Champion’s turn, they and all their allies take damage equal to 3% of their respective MAX HP. There can be only one [HP Burn] debuff active of a Champion at a time. However, if multiple Champions on the Team are debuffed with [HP Burn], all of these debuffs work as normal and apply their full damage.
[Leech]. Any Champion that attacks a Champion with this debuff heals for 18% of inflicted damage.
[Poison]. Damages the target Champion by 2,5/5% of their MAX HP at the beginning of their Turn. This damage is not affected by any other effects and only scales in accordance with the Target’s MAX HP. Block Damage blocks it. If the Target Champion has a Shield, Poison damage will be applied to the Shield first.
[Provoke]. The Champion with this debuff can only attack the Champion that applied it for X Turns, using their Default Skill.
[Sleep]. The Champion with this debuff is unable to act X Turns. Cooldowns are not refreshed while [Sleep] is active. Continuous Heal and Poison Effect work as normal while the Champion is debuffed with [Sleep], so do any Passive Skills that heal the Champion. Any incoming damage that the Champion receives automatically removes [Sleep].
[Stun]. The Champion with this debuff is unable to act X Turns. Cooldowns are not refreshed while [Stun] is active.
[Weaken]. Increases damage received by the Target Champion by 15/25%.
[Fear]. When a Champion with this Debuff attempts to use a Skill, there is a 50% chance that the Skill will not activate and the Champion will lose their turn.
[True Fear]. When a Champion with this Debuff attempts to use a Skill, there is a 50% chance that the Skill will not activate and the Champion will lose their turn. The Skill that they tried to use goes on cooldown.
Like other crowd control debuffs, it is not a subject to Increase Debuff Duration or Spread Debuffs effects. This applies to the Master Hexer and Sniper Masteries as well, they will no longer increase the chances of applying Fear or True Fear debuffs.
The following Masteries will now affect or include Fear or True Fear:
Wisdom of Battle
[Poison Sensitivity] Increases damage from Poison by 25%/50%
Example, Frozen Banshee
Example, Wurlim Frostking
[Decrease C.RATE] Decreases the current value of the Critical Rate by 15%/30%.
Example, Ursine Crusher
[Petrification] Removes all buffs from the target Champion and blocks any other buffs from being applied while Petrification is active (but the Champion can still get debuffs). The target Champion skips their turn(s), the cooldown of their Skills does not get refreshed. Additionally, incoming damage is reduced by 60% except for damage dealt by [Bomb] debuffs - Bombs deal 300% more damage.
[Rage]. While active, this buff increases the damage the Minotaur deals by 400%.
[Dazed]. While active, this debuff increases the damage the Minotaur receives by 200%. The duration of this debuff cannot be increased.
[Hex]. Minotaur's [Tremor Stomp] Skill deals double damage to Champions with this debuff.
[Life Barrier] The Hydra Head’s HP is reinforced with a Shield-like effect; however Life Barrier takes priority over active Shield buffs. Any damage directed at the Head with this buff will be subtracted from the Life Barrier value first before the Head’s HP is affected. If Life Barrier is not depleted within a set number of turns, the Head under this buff restores its HP to MAX. If Life Barrier is depleted, the Head is Stunned for 1 turn. Life Barrier cannot be removed, stolen, or otherwise affected by buff manipulation Skills.
[Poison Cloud] Poison Cloud blocks damage from all hostile [Poison] effects. Additionally, every attack dealt against the Hydra Head under this buff counts as a Weak Hit. [HP Burn] debuffs cancel the effects of Poison Cloud. Champions whose Skills mean they do not land Weak Hits and Affinitybreaker Artifact Set can counter this effect as well. Poison Cloud cannot be removed, stolen, or otherwise affected by buff manipulation Skills.
[Vengeance] Activates after the Head of Wrath suffers 15 hits, increases the Head’s damage by 300% for 1 turn and triggers an immediate AoE attack. Vengeance cannot be removed, stolen, or otherwise affected by buff manipulation Skills.
[Serpent’s Will] Activates when a new Hydra Head grows in place of a decapitated one. Serpent’s Will decreases all incoming damage by 75%.
[Pain Link] Creates a link between the Head of Suffering and a target Champion. The target Champion receives 15% of all damage that the Head of Suffering receives (though the Head of Suffering gets full damage from the incoming attack).
[Decapitated] Activates when the HP of one of the Hydra’s Heads reaches 0. The head is removed and turns into Exposed Neck, it cannot act for a set number of turns and takes 200% more damage.
[Mark of the Hydra] This is a special effect that marks a Champion for devouring. It cannot be blocked, removed, or otherwise manipulated. It is also not a debuff, and thus debuff limitations do not apply.
[Digesting] Marks the Hydra Head that has devoured one of your Champions. The Head with this effect receives additional HP and a time counter - deal a set amount of damage before that counter runs out to return your Champion to the Battle. If you fail, the Champion is lost and cannot be revived or brought back by any other means.