Combat Codex

Status Effects & Combat

Debuffs

Bleeding

Bleeding fighters have their Block Chance reduced by 15%.

-15% blockChance

Poisoned

Poisoned fighters have their Control Resist reduced by 15%.

-15% controlResist

Burning

Burning fighters have their Armor reduced by 15%.

-15% armor

Cursed

Cursed fighters have their Heal Effect reduced by 50%.

-50% healEffect

Frozen

Frozen fighters receive 20% more damage from basic attacks.

+20% basicDamageTaken

Petrified

Petrified fighters receive 10% more damage from skill attacks.

+10% skillDamageTaken

Taunted

Taunted fighters have their Hit Chance reduced by 15%.

-15% hitChance

Stun

Stunned fighters skip their next turn entirely (no normal attack or skill).

Frostbite

Frostbite inflicts 200% additional damage on frozen enemies.

+200% frostbiteBonusDamage

Buffs

Cloaked

Cloaked fighters have 25% increased Damage Reduction.

Magic Shield

Blocks the next incoming hit completely (one-hit block). The shield is consumed after absorbing one attack.

Paralysis & Control

Formula: baseChance × (1 + CP − CR)

Paralyze Types:

FreezePetrifyStunVine RootSleep

Control Types:

Silence
  • Locke 70% freeze: needs 43% CP for guarantee vs 0 resist
  • Karma 45% stun: needs 122% CP for guarantee
  • Control Precision only affects stun and petrify, NOT silence
  • Safros 40% silence is independent of CP
  • Komodo counter stun: 100% chance, ignores control resist entirely

Combat Keywords

Purify

Removes all debuffs currently applied to the fighter. Does not prevent future debuffs.

Outnumbered

A fighter is outnumbered when the enemy team has more fighters alive than the fighter's own team.

Direct Attack

A single-target attack that specifically targets one fighter (as opposed to AoE or random-target attacks).

Rounds of Damage

When a skill deals 'X rounds of Y% damage', each round is a separate hit resolved in the same turn. For example, '2 rounds of 300% damage' means two separate 300% hits in one turn.

Ring of Fire

A debuff applied by Flint. The affected fighter takes 350% Burn damage from Flint every time they are directly targeted in battle.

Thermal Overdrive

Flint's unique mode activated on revival. Grants a shield equal to 250% of Max HP, increases Attack, Crit Chance, and Crit Damage by 40%, and skill attacks fire 3 rounds. Lasts until the shield is depleted. Can only trigger once per battle.

Electric Circuit

Mech-specific debuff that disrupts energy and skill execution. Only Dax is immune.

Silence

CC type that prevents skill use. Separate from Stun — fighter can still normal attack. Control Precision does NOT affect silence (Safros 40% silence is independent of CP). Applied by: Xeno, Magus, Raja, Safros, Vex. Only Dax is immune (at full energy).

Sleep

Paralyze-category CC applied by Hana mech. Separate from Stun — exact differences unknown. Tomahawk does NOT counter sleep.

Torment

Debuff applied by Zura. Increases damage received from faction-advantaged attackers. Works on mech bosses (debuffs enemy, not ally buff — bypasses buff removal).

Dark Corruption

Necro's debuff: +20% damage from all sources on the target. Counts OUTSIDE the damage cap (debuffs the ENEMY, not your fighters). Example: 1M hit → 1.2M regardless of cap. This is why Necro surpasses Zura endgame: Zura buffs are limited by cap, Necro is not.

Golden Guardian

Karma's buff applied to Support and Tank allies on first skill use. Grants 25% Damage Reduction, 25% Armor, and immunity to Stun. At end of each round, heal self for 25% of max HP. Lasts 4 rounds.

Damage Mechanics

True Damage

True Damage is added on top of normal damage (not a multiplier). The normal portion still has Armor applied; True Damage ignores Armor but NOT Damage Reduction. Note: Cyborg/Leon 'ignores armor' is distinct from standard True Damage.

Damage Cap

Final damage is capped by 4000% of the fighter's Attack. (9000% against Mech bosses)

Energy Overflow

Half of the Energy above 100 is converted into additional Skill Damage during skill attacks.

Damage Reduction

Total Cap: 85%

Equipment Cap: 50% (skills + weapons + dragons)

Mutagen Only: 35% (remaining DR only via Mutagen S perk)

Diminishing Returns: Two separate 25% DR sources = 43.75% total, NOT 50%. Formula: 1 - (1-0.25)*(1-0.25) = 43.75%.

Faction Advantage

Factions receive +30% Damage and +15% Hit Chance against favored factions.

Kodiak beats Mantis

Mantis beats Howler

Howler beats Crane

Crane beats Kodiak

Griffin beats Cobra

Cobra beats Griffin

+30% Damage, +15% Hit Chance