Debuffs

**Debuffs** are effects that are applied to a Monster or Player and usually hurt them in some way. For positive effects, see Buffs. For effects that build up over time, see Status.

(Note:  Doom has a negative effect, but is treated as a Buff mechanically, so it is listed on the Buffs page)

# Debuff Descriptions

## Ambushed

See also: Critical Hit
Attacks against a player or monster with Ambushed have a +50% chance to deal a Critical Hit.

One rank of Ambushed is lost at beginning of turn.

## Arcane Leak

When the player is afflicted with Arcane Leak they will receive 1 Fixed  Arcane after each card played for each rank of Arcane Leak.

Arcane Leak applies Arcane after the card is finished resolving, so cards that add or remove ranks will apply Arcane based on how many ranks the player has afterwards. For example, a player with Arcane Leak (1) who plays  will not receive any Arcane.

All ranks of Arcane Leak are lost at end of turn.

## Arcane Weakness

A player or monster with Arcane Weakness will take twice as much damage from the next Arcane Detonation they suffer and will be dispelled one more time. If a player or monster has multiple ranks of Arcane Weakness, only one will be removed for each Arcane Detonation suffered.

Arcane Weakness doubles the full damage dealt by the Arcane Detonation, including the bonus damage from the target being  Shocked or  Frozen or any bonus Arcane Detonation damage from Items.

If the player or monster has both Arcane Weakness and  Purity when they suffer an Arcane Detonation, they will receive twice as much damage but still only lose a single rank of Purity.

Arcane Weakness is not lost over time. Instead one rank is removed whenever it triggers upon the player or monster suffering an Arcane Detonation.

## Bleed

When the player is afflicted with Bleed they will take 1 Fixed damage after each non-mana card played for each rank of Bleed. Monsters afflicted with Bleed will take damage equal to the number of Bleed ranks they have every time the player plays a non-mana card

Bleed deals damage after the card is finished resolving, so cards that add or remove ranks will deal damage based on how many ranks the player has afterwards. For example, a player with Bleed (1) who plays  will not take any damage.

All ranks of Bleed are lost at end of turn.

## Burn

Burn triggers at end of turn. Each time Burn triggers the affected player or monster takes 6  damage and loses one rank of Burn.

Some items such as  and the buff Fire mastery increase the amount of damage dealt each time Burn triggers. These effects apply only to Burn on the enemy.

Cards like  that trigger Burn require the affected monsters to have ranks of Burn. Triggering Burn using a card will deal the normal Burn damage and remove one rank. If the monster has fewer Burn ranks than the number of times the card triggers Burn, they will take damage for each Burn rank they have but any excess triggers will have no effect.

One rank of Burn is lost at end of turn from triggering.

## Crystallize

See also: Damage Bonus
Attacks against players and monsters with Crystallize gain +5% to their damage bonus per rank of Crystallize.

Crystallize ranks are not lost over time but can be .

## Curse

Curse triggers at end of turn. Each time Burn triggers the affected player or monster takes 2  damage per rank of Curse but does not lose any Curse ranks.

Curse ranks are not lost over time but can be .

## Enfeebled

Enfeebled reduces the total effect of all damage modifiers by half.

For example, while Enfeebled  will only increase damage dealt by +12.5% instead of +25%. This also applies to negative modifiers, so  on enemies will only reduce damage dealt by 5% per rank instead of 10%.

Enfeebled cannot be , but one rank of Enfeebled is lost at end of turn

## Fatigue

Players acquire one rank of Fatigue each time for every 5 extra cards they draw in a single turn. Whenever a non-Mana card is drawn, until end of turn its cost is increased by 1 for each rank of Fatigue the player had when it was drawn. Fatigue cannot be blocked by  or removed by a  effect. The five cards normally drawn each turn (six for a level 10 Raodan) do not count towards Fatigue, but a card drawn from  will.

Notes:

* Cards that are created in the player's hand (for example Tools created by ) will not have their cost increased by Fatigue.
* If a card is drawn multiple times in the same turn, its cost will be increased by Fatigue each time it is drawn.
* Fatigue starts applying the card after the rank is gained, so the first card which will have its cost increased is the seventh extra card drawn (assuming it's a non-mana card).
* If the cost of a card (for example ) has its cost reduced below 0, the extra reduction will also carry over to reducing the Fatigue cost increase.
* The number of extra cards that must be drawn in order to receive a Fatigue rank can be changed by Items such as the .
* Fatigue is not reduced when taking a extra turn with Frenzy

All ranks of Fatigue and all cost increases from Fatigue are removed at end of turn.

## Frail

Frail triggers whenever a player or monster would take an action that would heal or gain Shield and halves the amount of healing or shield gained by that action. Each instance of healing or shield gain will remove one rank of Frail.

For example, if a player with Frail (2) plays a card like  that both heals and generates shield then both effects will be halved and both ranks of Frail will be lost.

Frail will be removed by a healing effect regardless of whether it would have actually restored any health.

Frail is triggered by Lifesteal and effects that can occur from card effects outside of directly playing the card (for example, 's end of turn effect) but will not be triggered by items such as  or  that generate shield or heal.

Frail ranks are not lost over time. Instead, one Frail ranks is lost for each action that triggers it.

## Frostbite

Frostbite triggers at end of turn. Each time Frostbite triggers the affected player or monster takes 3  damage, receives 3   Frost and loses one rank of Frostbite.

Some items such as  increase the amount of damage dealt and Frost applied each time Frostbite triggers. These effects apply only to Frostbite on the enemy.

Cards like  that trigger Frostbite require the affected monsters to have ranks of Frostbite. Triggering Frostbite using a card will deal the normal Frostbite damage and apply the normal amount of Frost and remove one rank. If the monster has fewer Frostbite ranks than the number of times the card triggers Frostbite, they will take damage and receive Frost for each Frostbite rank they have but any excess triggers will have no effect.

Frostbite applies Frost after the status decrease per turn. This means Frostbite will only trigger Frozen if the player or monster is within 2 Frost of their current maximum at end of turn. If the Frost applied by Frostbite is enough to apply  Frozen, the player or monster will be frozen on their next turn.

One rank of Frostbite is lost at end of turn from triggering.

## Frozen

Filling a Frost bar applies 2 Frozen to the target.

A Frozen player can play a card to lose 1 rank of Frozen. The card has no effect and doesn't cost any mana.

Monster or ally with Frozen is unable to take any actions. Triggering opportunist removes 1 rank of Frozen.

There are a few situations where Frozen works different for players compared to monsters. Monsters that are frozen during their turn will skip both the rest of their current turn and also their next turn. Players with  Frenzy who become Frozen will still take Frenzy turns as normal, however monsters with Frenzy that are frozen will not get to take extra turns (and also will not lose ranks of Frenzy).

If a player or monster is frozen by  Frostbite, the Frozen will count as having been applied when it wasn't their turn and thus they will be Frozen next turn.

Frozen players and monsters also take 5 additional damage from Arcane Detonations.

Frozen reduces the amount of Frost given to the frozen player or enemy by 50%, including fixed sources.

Two ranks of Frozen are lost at end of turn.

Frozen can't be corrupted.

## Leech

Leech triggers at end of turn. Each Leech trigger deals 1 Fixed damage to the affected player or monster for every debuff it has, heals the source of the Leech for 1 Health for each damage dealt, and removes 1 rank of Leech.

Leech will only trigger once at end of turn even if the multiple monsters have Leeched the player. Although the player will only take damage once, all monsters that have applied Leech to the player this combat will heal.

Healing from Leech is not affected by  Frail.

One rank of Leech is lost at end of turn from triggering.

## Mark

When a monster with Mark dies the player draws a card per rank of Mark it had.

Mark isn't reduced at end of turn, but it can be cleansed.

## Overcharged

Players with Overcharged receive 2 Fixed  Shock for each card drawn. Additional ranks of Overcharged do not increase the amount of Shock received.

One rank of Overcharged is lost at end of turn.

## Poison

Poison triggers at the end of each turn. Each time Poison triggers the affected player or monster takes 1 Fixed damage per rank of Poison and then loses half of their current Poison ranks (rounded up). For example, a monster with Poison (5) will take 5 damage at end of turn and lose 3 ranks of Poison.

Cards like  that trigger Poison require the affected monsters to have ranks of Poison. Triggering Poison using a card will deal the normal amount of damage and remove half of the ranks of Poison on the affected monster. If the card triggers Poison multiple times the number of ranks will be halved before the next trigger calculates damage. For example, if you play  on an enemy with no Poison ranks they will first receive Poison (6), then they will take 6 damage and lose 3 ranks of Poison, and finally they will 3 damage and be left with Poison (1).

Half of the Poison ranks on a player or monster (Rounded up) are lost at end of turn from triggering.

## Shocked

Attacks against players and monsters with Shocked gain +100% to their Damage Bonus. One rank of Shocked is removed for each action targeting the affected player or monster that hits at least once. Only actions that directly deal damage will remove Shocked. Fixed sources of damage such as Arcane Detonations or damage-dealing debuffs will not remove Shocked or have their damage increased. Attacks that are completely evaded will not consume ranks of Shocked, however any attack that hits will even if it hits for 0 damage.

Shocked players and monsters also take 5 additional damage from Arcane Detonations.

Shocked ranks are not lost over time. Instead, one Shocked rank is removed each time it triggers from the affected player or monster being the target of an action that hits one or more times. Shocked cannot be cleansed.

## Vulnerable

See also: Damage Bonus
Attacks against players and monsters with Vulnerable gain +25% to their damage bonus.

Some Items affect the bonus damage gained from Vulnerable. Items that increase the effect of Vulnerable apply only to Vulnerable monsters, while items that reduce the effects of Vulnerable apply only to Vulnerable players.

One rank of Vulnerable is lost at beginning of turn.

## Weak

See also: Damage Bonus
Attacks made by players and monsters with Weak suffer a -25% penalty to their damage bonus.

Some Items affect the bonus penalty applied by Weak. Items that increase the effect of Weak apply only to Weak monsters, while items that reduce the effects of Weak apply only to Weak players.

One rank of Weak is lost at start of turn.