Combat Codex

Status Effects & Combat

Debuffs, buffs, paralysis, damage mechanics, and faction advantages

Debuffs

Bleeding

Bleeding

Bleeding fighters have their Block Chance reduced by 15%.

-15% Block Chance

Poisoned

Poisoned

Poisoned fighters have their Control Resist reduced by 15%.

-15% Control Resist

Burning

Burning

Burning fighters have their Armor reduced by 15%.

-15% Armor

Cursed

Cursed

Cursed fighters have their Heal Effect reduced by 50%.

-50% Heal Effect

Frozen

Frozen

Frozen fighters receive 20% more damage from basic attacks.

+20% Basic Attack Damage Taken

Otto freezeOtto
Petrified

Petrified

Petrified fighters receive 10% more damage from skill attacks.

+10% Skill Damage Taken

Scythe petrifyScythe
Taunted

Taunted

Taunted fighters have their Hit Chance reduced by 15%.

-15% Hit Chance

Stun

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

Spekkio stunSpekkio
Frostbite

Frostbite

Frostbite inflicts 200% additional damage on frozen enemies.

+200% Frostbite Bonus Damage

Buffs

Cloaked

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%.

Fighter Finder

Fighter Finder, Click an effect to see who applies it

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

Related Guides