Effects

In Craft Warriors, Units and sometimes Defensive Artilleries can be inflicted with various effects, including buffs, debuffs and heal effects. These can be inflicted by units, cubes, defensive artilleries or traps. These effects do not stack unless this is specified.

## Debuffs

These are effects that negatively impact whatever is inflicted with it.

**Combustion:** Combustion damage will have a percentage attributed to it; this is the proportion of the attacker’s base damage that will be dealt as combustion damage. This damage will be dealt for five seconds, every second, at which point the effect will wear off. This effect can harm any entity including buildings. This effect won't get nullified by the Freeze effect.

**Freeze:** Units or artilleries inflicted with freeze will have their damage halved and their attack speed halved, massively reducing the damage per second they deal to 1/4 of the usual. Movement speed is also halved. This lasts for the number of seconds of freeze listed in the attacker’s stats. This won't nullify the combustion effect

**Paralyse:** Units inflicted with paralyse cannot move or attack for any reason until the paralyse effect wears off. It will last for the amount of time listed in the inflicting entities’ stats. Unit that are paralyze are vulnerable to status effect and attacks. For example, Buckler with shield Mythril Shield will not counter or gain 50% damage reduction while stunned, thus doing its normal damage without any reduction, Paladin with shield are vulnerable to status effect like poison, combustion, etc while on paralyze. paralyze can be inflicted to Defensive artillery.

**Stun:** Stun and Paralyse are two different status effects. Paralyse causes the unit to be stuck in place with static electricity coming out of it signifying that the unit is paralysed, weapons such as Shock Spear (Lancer Exclusive Weapon) and the Lightning Tower (Unlocked at lvl 10) cause this effect. Stun can be blocked with "Shield". Palladin or Buckler or Great Gunner with Shield Gun will not be stunned while shield on effected ( If Buckler / Palladin shield was blown away or destroyed by Samurai attack, the unit will get stunned if being charged by Lancer ), when inflicted units will have an exhausted animation with stars swirling above their head, weapons such as the Toy Hammer (Titan Exclusive Weapon) and the Durandal (Warrior Exclusive Weapon) at lvl 3 can inflict this effect

**Poison:** Each attack with a poison weapon will add to the amount of poison already attributed to the unit. This number relates to a percentage of a unit’s total HP, which will be dealt in damage to the unit every second unless a Heal effect cancels it. This effect stacks; multiple poisonous attacks will increase the proportion of damage received every second. This effect will not wear off until the unit is defeated, the battle ends or a Medic heals the affected unit.

**Curse:** Units inflicted by Curse cannot receive any healing or buff effects, and any currently active ones will be dispelled. This lasts for the duration listed in the inflicting entities’ stats.

**Hack:** A defensive artillery may received the Hacked debuff, where they target and deal damage to friendly units, and if their attacks have AOE then the buildings around them as well. Hacked artilleries will still be targeted by the attacker’s units.

## Buffs and Heals

Basically any positive effect a unit can have.

**Speed**: This boosts the attack power, attack speed and speed of a unit inflicted by it. This can be inflicted by either a Medic with a Speed Rod or a Speed Cube. The effect lasts for the duration listed in the stats of the inflicting entity.

**Shield:** A shield generator or a Medic with a Shield Rod can give the Shield buff to a unit or defensive artillery. The next attack on an affected entity will be ignored, dealing no damage but dispelling the shield. This buff is also granted upon spewing to units with the Force Field ability. The shield also nullifies any debuffs while still active on a unit.

**Heal:** When a unit receives the heal buff, for the duration listed in the inflicting entities’ stats, the unit will regain health every second equal to the amount of Heal specified. This ability can also cancel any debuffs unless specified otherwise in the inflicting entities abilities.

**Wall climb grant:** Units healed with a Wing Rod will recieve the ability to climb walls, recieving a yellow coloration to denote that the buff is active. The effect lasts until the death of the unit recieving the buff.