Placed on enemies - they weaken, slow, control or damage.
DebuffBerserk
2 champions → The champion deals 50% more damage, but also takes 50% more.
It is a trade-off effect: it makes a hard-hitting enemy even more dangerous and a tank easier to kill. A few skills place it on their own champion on purpose, and some of those say it cannot be resisted or blocked.
On bosses: Bosses cannot be made Berserk, and the Clan Boss is immune to it.
DebuffBlock Active Skills
54 champions → The champion can only use its basic attack; every other active skill is locked.
Passive skills keep working, so a champion with strong passives is hurt much less than one that relies on its active skills. Block Passive Skills is the matching effect for passives.
On bosses: The Clan Boss is immune to it.
DebuffBlock Buffs
89 champions → No new buff can be placed on the champion while this lasts.
Buffs the champion already has stay until they run out.
DebuffBlock Passive Skills
10 champions → The champion's passive skills stop working.
Passive skills are the ones marked [P] in a champion's kit: they trigger on their own, such as counterattacks or start-of-round effects. The champion can still use its active skills. Block Active Skills is the matching effect for active skills.
On bosses: The Clan Boss is immune to it.
DebuffBlock Revive
39 champions → Revive effects do not work on the champion for the rest of the battle.
Many skills place it on an enemy they kill, so the kill is permanent. It cannot be blocked and does not wear off. A dead champion with Block Revive stays dead however many revives its team has.
On bosses: From the Clan Boss's 50th turn onward, every champion it kills gets a permanent Block Revive.
A timer that explodes when it runs out, damaging the champion that carries it.
The explosion ignores DEF, and its size depends on the skill that placed it - usually a multiple of a stat of the champion who placed it, as the skill text says. A champion can carry several Bombs, each with its own countdown. Detonate effects can shorten the countdown or set a Bomb off at once.
On bosses: Bombs land on the Clan Boss and explode normally.
DebuffDeathbrand
4 champions → If the champion dies while it is branded, it can never be revived in this battle.
When a branded champion dies, Deathbrand turns into a permanent Block Revive on it. Removing Deathbrand while the champion is alive stops this.
DebuffDecrease ACC
25%50%68 champions → Lowers the champion's Accuracy, so its debuffs miss more often.
Comes in 25% and 50% sizes, taken from the champion's starting ACC. Only one ACC-lowering debuff counts at a time: a stronger one replaces a weaker one, and a weaker one cannot overwrite a stronger one.
DebuffDecrease ATK
25%50%165 champions → Lowers the champion's ATK, so every attack it makes deals less damage.
Comes in 25% and 50% sizes, taken from the champion's starting ATK. Only one ATK-lowering debuff counts at a time: a stronger one replaces a weaker one, and a weaker one cannot overwrite a stronger one.
On bosses: It lands on the Clan Boss and cuts the damage it deals to your team.
DebuffDecrease C.DMG
25%12 champions → Lowers the extra damage the champion's critical hits deal.
The skills in the game currently use the 25% version; a weaker 15% version exists. Only one critical-damage debuff counts at a time, and a weaker one cannot overwrite a stronger one.
DebuffDecrease C.RATE
30%17 champions → Lowers the champion's chance to land critical hits.
The skills currently use the 30% version, which takes 30 points off its critical rate; a weaker 15% version exists. Only one critical-rate debuff counts at a time.
DebuffDecrease DEF
30%60%208 champions → Lowers the champion's DEF, so every hit against it deals more damage.
Comes in 30% and 60% sizes, taken from the champion's starting DEF. Only one DEF-lowering debuff counts at a time: a stronger one replaces a weaker one, and a weaker one cannot overwrite a stronger one. It is a different effect from Weaken, so both can be on a target together.
On bosses: It lands on the Clan Boss and makes every hit your team lands on it stronger.
DebuffDecrease RES
50%21 champions → Lowers the champion's Resistance, so debuffs land on it more easily.
Comes in 25% and 50% sizes, taken from the champion's starting RES; the skills currently use 50%. Only one RES-lowering debuff counts at a time.
DebuffDecrease SPD
15%30%156 champions → Lowers the champion's Speed, so its Turn Meter fills more slowly and it acts less often.
Comes in 15% and 30% sizes, taken from the champion's starting SPD. Only one SPD-lowering debuff counts at a time: a stronger one replaces a weaker one, and a weaker one cannot overwrite a stronger one.
On bosses: The Clan Boss is immune to it.
DebuffEnfeeble
6 champions → Every attack the champion makes is a weak hit.
A weak hit deals about 30% less damage, cannot be a critical hit, and does not place debuffs (unless the skill says it still does).
On bosses: The Clan Boss is immune to it.
DebuffEnsnare
100%50%6 champions → Every Turn Meter boost the champion receives is cut by 50% (or fully blocked at 100%).
It does not slow the champion's normal Turn Meter filling from SPD; it only weakens effects that fill the meter, such as Turn Meter fill skills. The 100% version makes those effects useless.
On bosses: The Clan Boss is immune to it.
DebuffFatigue
1 champion → After the champion uses a skill other than its basic attack, it falls asleep.
The Sleep lasts 1 turn and is an ordinary Sleep, so any damage wakes the champion. Using only the basic attack avoids it.
On bosses: The Clan Boss is immune to it.
Each time the champion tries to use a skill, there is a 50% chance it fails and the turn is lost.
The check is made every time the champion acts, and taking damage does not remove Fear. True Fear is the stronger version.
On bosses: The Clan Boss is immune to it.
The champion loses its turn and takes 25% less damage while frozen.
It is one of the crowd-control debuffs; passive skills still work. Like Stun it is stopped by Block Debuffs and by Intercept stacks.
On bosses: The Clan Boss is immune to it.
At the start of the burned champion's turn, it and all its allies take 3% of their own MAX HP as damage.
Only one HP Burn can sit on a champion, but several champions on the same team can each carry one, and each one burns the whole team on its own turn. A Poison Cloud buff stops working while its owner is burning.
On bosses: It lands on the Clan Boss, but the boss caps the damage of each tick.
DebuffHeal Reduction
100%50%75 champions → Reduces the healing the champion receives.
The 50% version halves all healing it receives; the 100% version blocks it completely. Skills use both.
While a champion is Hexed, it also takes a share of the damage its allies take.
Whenever an enemy attack damages one of its allies, the Hexed champion takes extra damage equal to 10% of a single-target hit, or 2% of an area hit. That extra damage ignores DEF.
On bosses: The Clan Boss fights alone, so Hex has no allies to draw damage from; it still counts as a debuff on the boss.
DebuffHunter's Gaze
1 champion → Attacks on the champion ignore most of its protections.
While it lasts, hits against the champion ignore its Unkillable, Block Damage, Shield, Ally Protection, Stone Skin, Increase DEF and Strengthen effects, and the damage reduction from Freeze, Veil and Petrification, plus many gear and mastery protections. The attacker keeps all of its own bonuses.
On bosses: The Clan Boss is immune to it.
When the infested champion dies, its allies take damage equal to half its MAX HP.
The burst is fixed damage that ignores DEF and cannot be a critical hit. Removing Infest while the champion is alive stops it.
On bosses: If the target of the burst is a boss or a minion, the damage is capped at 10% of its MAX HP.
Enemies that hit the champion heal themselves for 18% of the damage they deal to it.
Only the attacker is healed, and only for damage that actually removes HP: damage soaked up by a Shield does not count.
DebuffMaster Seal
1 champion → A stronger Seal: the champion's gear set, mastery, blessing and relic abilities are all switched off.
Only the abilities that trigger in battle are blocked; their stat bonuses stay. Abilities that already triggered before the Master Seal was placed are not undone. A plain Seal blocks only gear sets and masteries.
DebuffNecrosis
1 champion → A stack that is added to every surviving enemy each time an enemy dies, and that damages them later.
Each stack deals about 5% of the champion's MAX HP when it triggers. Necrosis cannot be resisted or blocked, and stacks can only be removed by reviving a dead ally. It is placed by passive skills, not by attacks.
On bosses: It does not work against bosses or their minions.
DebuffNullify
1 champion → Instant boosts aimed at the champion, such as extra turns and cooldown reductions, are cancelled.
While it lasts the champion cannot gain extra turns or instant turns, have its cooldowns reduced, have a Shield increased, or be affected by HP swapping, HP or Turn Meter evening, and evasion effects.
On bosses: The Clan Boss is immune to it.
DebuffPain Link
5 champions → Whenever the champion that placed Pain Link takes damage, the linked enemy takes a share of it too.
The share is 15% of the damage unless the skill says otherwise (a few skills use a different share and say so). The link damage can wake a sleeping champion, and Block Damage on the linked champion prevents it.
DebuffPetrification
7 champions → The champion is turned to stone: it loses its next turn, all its buffs, and takes only 40% damage.
While petrified it cannot receive new buffs, and instant effects against it mostly fail (removing debuffs still works). Bomb damage against it is increased by 300%. Stone Skin and Block Debuffs stop it from landing.
On bosses: The Clan Boss is immune to it.
DebuffPoison
2.5%5%97 champions → Deals 5% (or 2.5%) of the champion's MAX HP as damage at the start of each of its turns.
Up to 10 Poison debuffs can be on one champion, and every one of them ticks every turn. Poison Sensitivity makes the ticks hurt more, a Detonate effect fires all ticks at once, and Poison Cloud or Block Damage stops the damage.
On bosses: Poison works on bosses, but the Clan Boss caps each tick: on the top difficulties a 5% Poison tick can deal at most 50,000 and a 2.5% tick at most 25,000.
DebuffPoison Sensitivity
25%15 champions → Poison debuffs on the champion deal 25% more damage.
A stronger 50% version exists. It only boosts Poison, not HP Burn or other damage.
The champion's next turn is spent on a basic attack aimed at the champion that provoked it.
The provoked champion cannot choose its skill or its target that turn. Taunt is a different effect: a buff that pulls enemy attacks onto the buffed champion.
On bosses: The Clan Boss is immune to it.
The champion's gear set abilities and mastery abilities are switched off.
Only the abilities that trigger in battle are blocked; the stat bonuses of sets and masteries stay. Abilities that already triggered before the Seal was placed are not undone. Master Seal also blocks blessings and relics.
The champion loses its turns while it sleeps, until it takes damage.
Any damage wakes it up, even a Poison tick. Passive skills still work while the champion sleeps.
On bosses: The Clan Boss is immune to it.
The champion loses its next turn.
Stun is the most common crowd-control debuff. Passive skills still work while stunned. Block Debuffs and Intercept stacks stop it from landing.
On bosses: The Clan Boss is immune to Stun, but its own single-target attack stuns a champion; Block Debuffs on that champion prevents it.
DebuffTrue Fear
53 champions → Like Fear, but a skill that fails also goes on cooldown.
Each time the champion tries to use a skill, there is a 50% chance it fails and the turn is lost. Taking damage does not remove it, and Fear cannot replace it.
On bosses: The Clan Boss is immune to it.
DebuffWeaken
15%25%138 champions → The champion takes 15% or 25% more damage from every hit.
Skills use the 25% version. It is a different effect from Decrease DEF, so both can be on the same target.
On bosses: It lands on the Clan Boss and boosts every hit your team lands on it.