List of Buffs and Debuffs
There are two types of Effects in the game: Buffs (positive) and Debuffs (negative). They can significantly influence the outcome of the Battle. Use these Effects to strengthen your team or weaken the enemy.
Heals the target Champion by 7,5 / 15% of their MAX HP at the beginning of their turn.
Increases the Champion’s Battle ATK (current ATK value) by 25 / 50%.
Increases the Champion’s Battle DEF by 30 / 60%.
Increases the Champion’s Battle SPD by 15 / 30%.
Increases the Champion’s C.RATE by 15 / 30%.
Increase Сrit Damage
Increases the Champion’s C.DMG by 15 / 30%.
Increases Accuracy in the battles by 25% / 50%.
Reduces the value of the received damage by 15 / 25 %.
Makes the Champion immune to all forms of damage.
The attacker will take back 15/30% of the damage dealt.
The Caster Champion takes 25/50% of direct damage inflicted upon the Target Champion. Self-inflicted damage (HP Burn or Poison) does not trigger this effect. Each Champion uses its own DEF value for mitigating damage.
While this buff is active, the Champion is immune to all debuffs. Instant negative effects such as Decrease Turn Meter are not affected and work as normal.
Revive On Death
If a Champion with this buff dies, he or she will immediately revive with 30% HP and 0% Turn Meter.
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.
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 the 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.
This Buff grants additional Artifact Shield HP for x turns. Artifact Shield reinforces the Champion’s HP bar like a regular Shield does. Artifact Shield can be obtained from Artifact Sets. Please note: Artifact Shield can be active in parallel with Shield; however, the damage will be counted towards that Shield, which was applied earlier.
The Champion cannot fall below 1 HP when this buff is active.
Veil I - II
This Buff has two tiers: [Veil] and [Perfect Veil]. The Champion under either of these Buffs cannot be chosen as a target by the enemy.
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.
I - the Effect is removed if a Champion uses active damage skills.
II - is not removed after a damage skill.
Reduces damage from AOE skills. I - 7.5%, II - 15%.
Some Champions have skills that steal Buffs. Veil and Perfect Veil are exceptions - the enemy will not be able to steal them.
Increases the Champion's Battle RES by 25 / 50 %.
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.
When using an AoE attack, only the Champion under the Taunt buff can be targeted, but their allies will still take damage from the AoE attack as normal.
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 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.
However, if there are multiple Champions under Taunt buffs on a team, buffs that affect targeting (like Veil and Perfect Veil) will then take effect to decide who will be targeted. For example, in a situation where two Champions are under Taunt buffs, but one of them is also under a Veil buff, the Champion under only Taunt will be targeted, whereas the Champion under Taunt and Veil will not.
The Taunt buff cannot be spread, and its duration cannot be increased. It can be stolen, removed, and its duration can be decreased.
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 per Target’s MAX HP. Block Damage blocks it. If the Target Champion has a Shield, Poison damage will be applied to the Shield first.
When this debuff expires, the affected Champion suffers direct damage that ignores their DEF value. The damage inflicted by the bomb scales per the Stat indicated in the Skill description.
Decreases the Champion’s Battle ATK by 25 / 50%.
Decreases the Champion’s Battle DEF by 30 / 60%.
Decreases the Champion’s Battle SPD by 15 / 30%.
Reduces the Champion’s Battle ACC by 25 / 50%.
Decrease С. DMG
Decreases the current value of the Critical Damage by 15% / 25%.
Decreases the current value of the Critical Rate by 15% / 30%.
The Champion with this debuff is unable to act X Turns. Cooldowns are not refreshed while Stun is active.
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.
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 in Sleep, so do any Passive Skills that heal the Champion. This Debuff can be removed from the target by inflicting any kind of active damage (except the turn when the Sleep Debuff was placed).
Block Cooldown Skills
When active, this Debuff prevents the Champion from using Active Skills other than their Default Skill. Skill Cooldown of the affected Champion refreshes as normal.
When this debuff is active, the Champion can only attack the enemy that applied it for X Turns, using their Default Skill.
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.
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 the turn. The Skill that he or she tried to use goes on cooldown.
Any healing received by the Champion with this debuff is reduced by 50 / 100%.
Blocks revive. Valid throughout the battle.
All buffs that are applied to the Champion with this debuff are automatically blocked and have no effect.
Increases damage received by the Target Champion by 15 / 25%.
Any Champion that attacks a Champion with this debuff heals for 18% of inflicted damage.
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 on a Champion at a time.
Poison Sensitivity I - II
This debuff increases the damage taken from the Poison debuff by the recipient. It increases the damage taken by 25 or 50%.
Champions under Hex debuffs take damage whenever their allies do. The damage from Hex debuffs ignores Champions' DEF. The original targets all take full damage.
Champions under Hex debuffs take 2% of AoE damage inflicted on their allies, and 10% of single-target damage inflicted on their allies.
Champions under Hex debuffs only take extra damage from direct attacks on their allies, not lasting effects (like buffs or debuffs) - for example, damage from Poison, HP Burn, Bomb debuffs, Reflect Damage buffs, etc.
Decreases the Champion's Battle RES by 25 / 50 %.