Buffs/Debuffs
Last updated
Last updated
What are Status Effects?
Status effects are temporary changes that can alter a champion's skills during a battle. These effects can either strengthen or weaken a champion, affecting things like their attack power, speed, or defense. They play a key role in the game's strategy, adding depth to the combat experience.
Why are Status Effects Important?
Status effects allow players to adapt to different situations in battle. By using them strategically, players can gain an advantage and feel a sense of achievement.
These effects make each battle more dynamic and unpredictable. We encourage players to try out different strategies and combinations to create better synergies.
How Do Status Effects Work?
Status effects are usually triggered by skills or special events during battle.
They last for a limited amount of time and can have a wide range of effects—from simple stat boosts to more complex changes.
Knowing when and how to use these effects is an important part of the strategy, making timing crucial.
You can easily track status effects in the game, as they are shown above the champion’s health bar as unique icons.
Simple Buffs and Debuffs Some skills or auto-attacks can apply buffs or debuffs to champions, which typically increase or decrease a champion's stats. These can affect any stat, such as attack power or defense.
Crowd Control (CC) CC refers to powerful debuffs that can significantly impact the outcome of a battle. It is divided into Hard CC and Soft CC:
Hard CC: Completely disables a champion’s skills or actions.
Silence: Prevents skill use, but allows auto-attacks.
Stun: Immobilizes and disables all actions (movement, attacks, skills).
Freeze: Same as stun, with a different visual effect.
Soft CC: Impacts gameplay but does not fully disable actions.
Slow: Reduces movement and attack speed.
Blind: Prevents auto-attacks but allows skills.
Other CC Effects
Knock Down: Forces a champion to the ground, disabling them temporarily.
Knock Up: Launches a champion into the air, interrupting their actions.
Knock Back: Pushes a champion away, disrupting their position.
Pull: Draws a champion toward the source, disrupting their position.
Self Movement Skills: Enhance mobility for repositioning.
Movement Speed Adjustments: Slows down or speeds up a champion's movement.
Attack Speed Adjustments: Reduces or increases the rate of basic attacks.
Fear: Forces a champion to move away from the source, disabling skills.
Statuses are advanced buffs or debuffs that combine aspects of crowd control, buffs/debuffs, and damage/healing. They can be upgraded by applying the same status multiple times to the same unit, enhancing the effect.
These effects are often referred to as "statuses" for simplicity, making them easier to understand and manage in the heat of battle.
Statuses can evolve or stack in different ways:
Multi-Stage: Some statuses can stack, such as poison progressing from level 1 to level 2.
Status Evolution: Certain statuses can evolve, like "Chilled" turning into "Frozen."
All statuses last for 10 seconds unless consumed or dispelled. Applying the same status again will increase its upgrade counter and reset the duration to its maximum.
Chilled (2 Levels)
Chilled: Slows movement and attack speed by 50% for 10 seconds.
Frozen: If Chilled is applied again, the unit is stunned for 5 seconds.
Poisoned (5 Levels)
Level 1-4: Deals increasing percentage damage over 10 seconds (5% to 20%).
Level 5: Converts poison damage into instant damage and consumes all fury.
Frenzied (3 Levels)
Level 1: +20% attack and movement speed.
Level 2: +30% attack/movement speed and boosts mana generation on skill cast.
Level 3: +50% attack/movement speed, wind blade effect, and additional energy generation on auto attacks.
Inflamed (3 Levels)
Level 1: +10% damage and crit chance.
Level 2: +15% damage/crit chance, with burning on crits.
Level 3: +20% damage/crit chance, with burning effects and heat waves or a burning trail on attacks.
Invigorated (2 Levels)
Level 1: Heals 10% max health over 10 seconds.
Level 2: Heals instantly, plus extra health, and deals fixed damage while causing blindness to enemies.
Fragile/Gloomed (2 Levels)
Fragile: Takes 20% more damage.
Gloomed: Takes 50% more damage, with a Dark Aura that deals extra damage to nearby allies.