Aura

Within the Spiral Abyss and certain Domains, monsters may have an aura that can cast special effects.
==Debuff Abilities==
*The aura from enemies will apply its debuff to the in-range characters currently on the field. Once you switch the on-field character to next character, the debuff will be inherited by next character.
**The effect of auras from enemies only influence the characters currently on the field.
**When the element gauges of the aura is depleted, auras and debuffs on characters will disappear immediately.
*The interval between each pulse is 15 seconds.
**After starting the challenge, it takes 15 seconds for the enemy to release the first pulse.
*Elemental debuffs are marked with the element in question inside of a prohibitory 🚫 symbol.
The duration of the aura from enemies is not determined by the elemental gauge of the aura.
*The durations of auras are 20 seconds.
*The gauges of the elemental status applied by the debuffs is 1 unit.
*Durations of auras from enemies cannot reduced by Elemental Resonance or Artifacts.
*The from Smoldering Flames has 0 Pyro.
Name 	Element	Effect 	Applied Gauge Units	Duration	Application Interval
Smoldering Flames	 	Deals 0.6 × Level Multiplier as per second. This DMG does not apply Pyro.	1 	20 	15
Slowing Water 	 	Elemental Skill and Elemental Burst CD +100%. 	1 	20 	15
Engulfing Storm 	 	Drains 5 Energy every 3 seconds. 	1 	20 	15
Condensed Ice 	 	Stamina Consumption +100%. 	1 	20 	15
==Damage Abilities==
The names of these abilities come from the official update log.HoYoverse News: Version 1.4 Update Details
* Damage is determined by the base multiplier of the ability, the Level Multiplier, and the RES of the target to the damage type. The DMG dealt by these abilities is not affected by the target's DEF or DMG Reduction.
** For calculations,\text{Damage} = (\text{Base Multiplier} \times \text{Level Multiplier} \times \text{RES Multiplier})
* The durations of the elemental statuses applied on characters is determined by the gauge unit, which functions identically to those applied by characters.
* Defeating the enemy that cast the skill will immediately cause the skill's effects to despawn. (This does not include any damage or elements already afflicted by these effects; e.g., Pursuing Fireball will disappear, but any character who was previously hit by it will still be affected by Pyro.)
* The skills have a fixed cooldown.
Name 	Element	Effect 	Gauge Units of DMG 	Base Multiplier 	Cooldown
Tracking Fire Ball 	 	A fireball will trace the on-field character and deal per 0.7 seconds to the character in range. The attack has 3 waves and the duration is 1.6 seconds per wave. 	2U 	150% 	20 s
Mist Bubble 	 	4 bubbles will appear around and deal when a character touches them. When the character crosses the gap between any 2 bubbles, another 4 bubbles will appear outside.	2U 	300% 	12 s
Lightning Bolt Matrix	 	2 lightning chains will appear and deal per 0.2 seconds when a character touches them. 	1U 	60% 	12 s
Freezing Filament 	 	An ice claw-shaped cage will appear from the foot of the on-field character and deal per second when a character touches them. 	1U 	400% 	12 s
Whirling Traction 	 	A wind core will appear and will deal per 0.4 second to the character in range. After 1.6 seconds, the core will explode and deal to the character in range. 	1U (DoT) / 2U (Explosion)	100% (DoT) / 300% (Explosion)	12 s
Rumbling Stone 	 	2 rock waves will cross the ground and deal when a character touches them. 	1U 	200% 	15 s
Conductive 	 	Lightning attacks will occur around (enemy), dealing to characters who are hit. 	1U 	400% 	
Discharge 	 	A shockwave will release and deal , or when a character is hit. The element of the shockwave is fixed in each enemy. 	2U 	400% 	15 s
Wild Shriek 	 	Creates Dendro vortexes that will deal per 0.3 seconds to characters they hit. 	1U 	200% 	
==Enemy Buffs==
Name 	Effect
Self-Repair	(Enemies) have incredible regenerative capabilities. When their HP falls under (50/30/15)%, they will recover (40/50)% of their HP after (6/10)s. This effect can be triggered once by each (Enemy).
Attendants 	Each Attendant will increase the Leader's Element RES and Physical RES by 10%. The Attendants will restore the Leader's HP every (12/20)s, with each Attendant restoring (5/10)% HP, When there are no Attendants. the Leader will not have any of the above enhancement and restoration effects.
==Trivia==
* The element of most auras matches the damage type of the enemy they are attached to. However, there are exceptions:
** Ruin machines may have a variety of elemental auras despite primarily or entirely dealing .
** A Rock Shieldwall Mitachurl in the Unyielding III challenge of the Ridge Watch Domain has a Tracking Fire Ball aura despite being incapable of dealing .
==Change History==
==References==
==Navigation==
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