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:
Control Types:
- 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
