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Buffs, debuffs and abilities

Every effect a champion's skills can place, what it does, and who has it. The rules that apply to all of them (how long they last, how they stack, what removes them) are in How buffs and debuffs work.

Debuffs (38)

Placed on enemies - they weaken, slow, control or damage.

Debuff

Berserk

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.

Debuff

Block 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.

Debuff

Block 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.

Debuff

Block 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.

Debuff

Block 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.

Debuff

Bomb

20 champions →

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.

Debuff

Deathbrand

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.

Debuff

Decrease 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.

Debuff

Decrease 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.

Debuff

Decrease 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.

Debuff

Decrease 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.

Debuff

Decrease 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.

Debuff

Decrease 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.

Debuff

Decrease 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.

Debuff

Enfeeble

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.

Debuff

Ensnare

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.

Debuff

Fatigue

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.

Debuff

Fear

26 champions →

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.

Debuff

Freeze

55 champions →

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.

Debuff

HP Burn

66 champions →

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.

Debuff

Heal 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.

Debuff

Hex

27 champions →

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.

Debuff

Hunter'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.

Debuff

Infest

1 champion →

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.

Debuff

Leech

63 champions →

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.

Debuff

Master 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.

Debuff

Necrosis

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.

Debuff

Nullify

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.

Debuff

Pain 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.

Debuff

Petrification

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.

Debuff

Poison

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.

Debuff

Poison 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.

Debuff

Provoke

118 champions →

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.

Debuff

Seal

2 champions →

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.

Debuff

Sleep

43 champions →

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.

Debuff

Stun

144 champions →

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.

Debuff

True 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.

Debuff

Weaken

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.

Buffs (28)

Placed on allies (or the champion itself) - they protect or empower.

Buff

Ally Protection

25%50%60 champions →

A protector soaks up part of the damage that is aimed at the buffed ally.

The buff comes in two sizes. At 50% (25% for the weaker version) that share of every direct hit is taken off the protected ally and dealt to the champion who placed the buff instead. Poison damage, and damage the protector does to itself, is not shared.

On bosses: The Clan Boss's hits are shared too, including its single-target stun attack.

Buff

Block Damage

50 champions →

The champion takes no damage at all from any source.

That includes Poison and HP Burn ticks, and a blocked hit does not use up the champion's Shield. It does not stop debuffs, so a champion under Block Damage can still be stunned or poisoned. Unkillable is the weaker buff, since it only prevents death, and some skills are written to ignore Block Damage.

On bosses: From the Clan Boss's 50th turn onward it ignores Block Damage and Unkillable.

Buff

Block Debuffs

71 champions →

New debuffs cannot be placed on the champion while this lasts.

Debuffs already on it stay until they expire or are removed. It only stops debuffs that are placed as effects: instant effects such as reducing Turn Meter still get through, and so do skills that say they ignore Block Debuffs.

On bosses: It stops the Clan Boss's stun attack from landing on the champion.

Buff

Continuous Heal

15%7.5%105 champions →

Heals the champion at the start of each of its turns.

Each one restores 7.5% or 15% of the champion's MAX HP per turn. They can stack: some skills place two at a time, and each one heals on its own.

Buff

Counterattack

65 champions →

When the champion is attacked, it hits back with its basic attack.

A counterattack deals 75% of a normal basic attack's damage. It happens once per attack even if that attack has several hits, it cannot trigger another counterattack, and it does not cost the champion a turn.

On bosses: The Clan Boss's attacks can be countered.

Buff

Fervor

3 champions →

The champion deals 10% more damage and takes 10% less.

Only a few champions place it. Some of them add extra rules in their own skill text (for example letting champions under Fervor join one another's attacks), so read the champion's kit.

Buff

Fortify

25%5 champions →

Enemy attacks ignore less of the champion's DEF.

Fortify cuts the amount of DEF that incoming attacks ignore by 25% (or by 15% for the weaker version): an attack that would ignore 40% of DEF ignores 30% instead. It does nothing against attacks that do not ignore DEF.

On bosses: The Clan Boss's attacks do not ignore DEF, so Fortify has nothing to reduce there.

Buff

Increase ACC

25%50%71 champions →

Raises the champion's Accuracy, so its debuffs land more often.

Comes in 25% and 50% sizes, taken from the champion's starting ACC. Only one ACC buff counts at a time: a stronger one replaces a weaker one, and a weaker one cannot overwrite a stronger one.

Buff

Increase ATK

25%50%173 champions →

Raises the champion's ATK, so every attack it makes deals more damage.

Comes in 25% and 50% sizes, taken from the champion's starting ATK. Only one ATK buff counts at a time: a stronger one replaces a weaker one, and a weaker one cannot overwrite a stronger one.

Buff

Increase C.DMG

15%30%68 champions →

Raises the extra damage the champion's critical hits deal.

Adds 15 or 30 points of critical damage on top of what the champion already has. Only one critical-damage buff counts at a time.

Buff

Increase C.RATE

15%30%75 champions →

Raises the champion's chance to land critical hits.

Adds 15 or 30 points to its critical rate, on top of what it already has. Only one critical-rate buff counts at a time.

Buff

Increase DEF

30%60%145 champions →

Raises the champion's DEF, so it takes less damage from hits.

Comes in 30% and 60% sizes, taken from the champion's starting DEF. Only one DEF buff counts at a time: a stronger one replaces a weaker one, and a weaker one cannot overwrite a stronger one.

Buff

Increase RES

25%50%23 champions →

Raises the champion's Resistance, so enemy debuffs are resisted more often.

Comes in 25% and 50% sizes, taken from the champion's starting RES. Only one RES buff counts at a time.

Buff

Increase SPD

15%30%88 champions →

Raises the champion's Speed, so its Turn Meter fills faster and it acts more often.

Comes in 15% and 30% sizes, taken from the champion's starting SPD. Only one SPD buff counts at a time: a stronger one replaces a weaker one, and a weaker one cannot overwrite a stronger one.

Buff

Intercept

7 champions →

Each Intercept stack cancels one crowd-control debuff that was about to land on the champion.

It works against Stun, Sleep, Freeze, Provoke, Fear, True Fear and Petrification, even ones that cannot be resisted. Every stack is used up when it blocks something, and the stacks do not wear off with time.

Buff

Magma Shield

5 champions →

A special kind of Shield that soaks up damage for a few turns.

Its size is given in the skill text, for example as a percentage of the champion's ATK. It works like a Shield for stacking and expiry, and community guides add that the damage it absorbs is also dealt back to the attacker. Enemies can remove or steal it.

Buff

Perfect Veil

64 champions →

The champion cannot be picked by single-target attacks, and keeps that protection even when it attacks.

Area attacks and attacks that choose targets at random still hit it, but Perfect Veil reduces area damage by 15%. This is the stronger version of Veil, which is lost when its champion damages an enemy.

On bosses: The Clan Boss's single-target stun attack cannot choose a veiled champion, but its area attacks still hit.

Buff

Poison Cloud

2 champions →

A cloud around the champion blocks Poison damage and turns enemy hits into weak hits.

Weak hits deal about 30% less damage, cannot be critical hits and do not place debuffs. Only two champions place it at present. It stops working while the champion is under an HP Burn.

On bosses: Against the Clan Boss it weakens the boss's area attacks, but not its single-target stun attack.

Buff

Reflect Damage

15%30%39 champions →

When the champion is hit, part of the damage is sent back to the attacker.

The buff comes in 15% and 30% sizes. Reflected damage cannot be a critical hit and is not reduced by the attacker's DEF.

On bosses: It works against the Clan Boss, whose attacks bounce back a share.

Buff

Revive on Death

30 champions →

If the champion dies while the buff is up, it comes back to life at once with 30% HP.

It also returns with an empty Turn Meter. The buff is used up when it triggers, and it cannot be lengthened by effects that extend buffs.

Buff

Shatter

15%7.5%11 champions →

The champion's attacks ignore an extra 7.5% or 15% of the target's DEF.

It works on the champion's own attacks and stacks on top of any DEF-ignoring effect the skill already has. Fortify on the target reduces the effect.

Buff

Shield

170 champions →

Absorbs damage for a few turns before the champion loses any HP.

Its size comes from the skill text, usually a percentage of the caster's MAX HP or DEF. A champion holds only one skill Shield at a time (the Shield gear set's shield is kept separate), and a new one will not replace a stronger one that is still up. Damage soaked by a Shield does not heal Leech attackers.

Buff

Stone Skin

8 champions →

A heavy protective layer: the champion takes far less damage and refuses most new debuffs.

It softens damage from most sources, but not from Bomb and HP Burn, and it blocks most new debuffs, including Decrease MAX HP and Turn Meter reduction. It also gives extra protection that is used up as it takes hits, and the buff breaks when that is gone. Some skills are written to ignore it.

Buff

Stormcall

1 champion →

Each stack adds 5% to the damage the champion deals, up to 5 stacks.

Stacks build when the champion lands critical hits. With a full set of 5 stacks, the next hit stuns its target and the stacks reset.

On bosses: The Clan Boss cannot be stunned, so a full set of stacks just resets the bonus.

Buff

Strengthen

15%25%63 champions →

The champion takes 15% or 25% less damage from every hit.

Skills use the 25% version. It is a flat cut applied to every hit, whatever the champion's DEF. Hunter's Gaze lets attackers ignore it.

Buff

Taunt

19 champions →

Enemy single-target attacks must target the champion with Taunt.

Area attacks still hit everyone, and an enemy under Provoke must follow the Provoke instead. If two champions have Taunt, the enemy can pick either of them.

On bosses: The Clan Boss's single-target stun attack is forced onto a champion with Taunt.

Buff

Unkillable

43 champions →

The champion cannot drop below 1 HP while the buff lasts.

The damage still lands and debuffs still apply; Unkillable only prevents death. Block Damage is the stronger protection because it prevents the damage too. Some skills say they ignore Unkillable.

On bosses: From the Clan Boss's 50th turn onward it ignores Unkillable and Block Damage.

Buff

Veil

10 champions →

Enemies cannot pick the champion with single-target attacks, until it damages an enemy.

Area attacks and attacks that choose targets at random still hit it, but Veil reduces area damage by 7.5%. The Veil is lost the moment the champion damages an enemy; Perfect Veil is the version that stays.

On bosses: The Clan Boss's single-target stun attack cannot choose a veiled champion, but its area attacks still hit.

Other abilities (25)

Skill effects that are not a buff or debuff: heals, revives, turn meter, cleanses...

Ability

Ally Attack

41 champions →

The champion calls other allies to join its attack, and each one hits with its basic skill.

The helpers are living allies who can act. Depending on the skill they are picked at random or all join in, and some skills also boost the damage the helpers deal.

Ability

Destroy MAX HP

46 champions →

Lowers the target's MAX HP for the rest of the battle.

The amount is usually a share of the damage the attack deals, and many skills limit how much they can destroy in total. The champion can never be healed above its new, lower maximum. A champion holding a Shield loses no MAX HP unless the skill says it ignores Shields; Stone Skin blocks it, and it needs no Accuracy roll.

On bosses: It works on the Clan Boss like on any other enemy.

Ability

Detonate

21 champions →

Sets off damage-over-time or Bomb effects on the target early.

There are two kinds: one shortens Bomb countdowns (a Bomb whose countdown reaches zero explodes at once), the other instantly triggers the ticks of Poison (or of Poison and HP Burn) debuffs on the target. The skill text says which one it is.

On bosses: The Clan Boss's per-tick damage limit still applies to what a Detonate triggers.

Ability

Extend Buffs

35 champions →

Adds turns to the buffs on allies, so they last longer.

Skills usually add 1 turn to some or all buffs. A few buffs cannot be extended, including Block Damage, Unkillable, Revive on Death and Taunt.

Ability

Extend Debuffs

61 champions →

Adds turns to the debuffs on enemies, so they last longer.

Skills usually add 1 turn to some or all debuffs. Because it is aimed at enemies, the target can resist it with its RES.

Ability

Extra Turn

160 champions →

The champion gets another turn straight after its current one.

It is a complete turn: the champion can use any skill, and its buffs, debuffs and cooldowns tick down as on a normal turn, so an extra turn also burns through the champion's own buffs. Many skills grant it only on a chance or when a condition is met, such as killing an enemy. Nullify cancels it.

Ability

Form Change

34 champions →

A Mythical champion switches to its other form, with a different set of skills.

Each form has its own skills (and sometimes different stats). The champion's current HP percentage carries over. The skill that causes the change goes on cooldown, and most form changes also grant an extra turn.

Ability

Heal

183 champions →

Restores HP to the champion or to its allies.

The amount is set by the skill, usually a percentage of the MAX HP of the champion or of the target. Heal Reduction lowers it, and a heal cannot lift a champion above its current MAX HP (which Destroy MAX HP can lower). Some heals can be critical and heal extra, as their skill text says.

Ability

Increase Cooldowns

46 champions →

Makes the target's skills slower to use again.

Skills either put the target's skills on cooldown right away or add turns to their cooldowns. Aimed at enemies, it can be resisted with RES.

On bosses: The Clan Boss is immune to it.

Ability

Remove Buffs

122 champions →

Strips buffs from an enemy.

Skills remove a set number of random buffs, or all of them. The target can resist it with its RES, and buffs that their skill text calls protected cannot be removed by enemies.

Ability

Remove Debuffs

102 champions →

Cleanses debuffs from an ally.

Some skills remove all debuffs and others only one or two random ones. Debuffs whose skill text says they cannot be removed stay.

Ability

Reset Cooldowns

33 champions →

Makes skills ready to use again straight away.

Some skills reset the champion's own skills and others reset the skills of allies. Many exclude the casting skill itself, or the caster, so a reset cannot be chained forever; the skill text says what is excluded.

Ability

Return Debuffs

1 champion →

Debuffs placed on the champion are sent back to whoever placed them.

At present one champion's passive does this. It does not return debuffs that cannot be removed.

Ability

Revive

87 champions →

Brings a dead champion back to life.

Each skill sets how much HP the champion returns with, and often some Turn Meter as well, for example 50% HP and 50% Turn Meter. Some skills revive several allies. Block Revive stops it, and Revive on Death is the buff that triggers a revive on its own.

On bosses: From the Clan Boss's 50th turn onward, every champion it kills gets a permanent Block Revive, so it cannot be revived.

Ability

Self-heal

154 champions →

The champion heals itself, usually from the damage it deals.

Skills word it either as a share of the damage inflicted (a lifesteal) or as a percentage of the champion's own MAX HP. Heal Reduction lowers it, and damage soaked by an enemy Shield does not heal.

Ability

Shorten Buffs

48 champions →

Reduces the duration of buffs by turns, so they end sooner.

Usually aimed at enemy buffs, 1 turn at a time. Because it targets enemies, it can be resisted with RES.

Ability

Shorten Debuffs

11 champions →

Reduces the duration of debuffs by turns, so they end sooner.

Usually aimed at the champion's own debuffs, 1 turn at a time.

Ability

Spread Buffs

9 champions →

Copies buffs from one champion onto all allies.

The skill takes some or all of a champion's buffs and places a copy on every ally. A few buffs cannot be copied: Veil, Perfect Veil, Ally Protection, Taunt, Stone Skin, Intercept, Stormcall and Poison Cloud.

Ability

Spread Debuffs

26 champions →

Copies debuffs from one enemy onto all enemies.

The skill takes a number of random debuffs, or all of them, and places a copy on the other enemies. Control debuffs such as Stun, Freeze, Sleep, Provoke, Fear and Petrification, and Deathbrand, cannot be copied. Some skills only spread to enemies that already carry a certain debuff.

Ability

Steal Buffs

97 champions →

Takes buffs from an enemy and places them on the champion that stole them.

Skills steal a set number of random buffs, or all of them. The target can resist it with its RES, and buffs that their skill text calls protected, along with Veil and Perfect Veil, cannot be stolen.

Ability

Summon

Calls an extra unit into the battle.

No champion skill uses this effect at the moment; it belongs to special battles such as boss encounters.

Ability

Swap HP

11 champions →

The champion trades HP levels with an enemy.

What is swapped is the percentage of HP, not the raw numbers, so a healthy champion that swaps with an almost dead enemy ends up almost dead itself.

On bosses: It cannot be used on a boss.

Ability

Transfer Debuffs

40 champions →

Moves debuffs from the champion onto an enemy.

The debuffs leave the champion and are placed on the target. The skill says whether it moves all debuffs or only some random ones.

Ability

Turn Meter Fill

180 champions →

Fills a champion's Turn Meter, so it acts sooner.

A champion takes its turn when its meter reaches 100%, so a 20% fill is one fifth of a turn. Ensnare cuts the size of the fill the champion receives.

Ability

Turn Meter Reduction

198 champions →

Lowers an enemy's Turn Meter, so it acts later.

A 100% reduction empties the meter completely. The target can resist it with its RES, Stone Skin blocks it, and Block Debuffs does not.

On bosses: The Clan Boss is immune to it.