Defense Penetration

Defense Penetration is a unit stat of the attacker that acts in opposition to the defender's Unit Defense (see Damage for more information on how the two interact).

A common misconception is that Defense Penetration coming from a unit also benefits other units attacking the same target, but that's not the case. All attacker stats will only be factored on attacks performed by the specific attacker unit.

This makes Defense Penetration quite different from reduced Unit Damage Reduction. Since Unit Damage Reduction is a stat of the defender, lowering it benefits all units attacking the target.

# Self Effects

Defense Penetration is not a base stat and therefore no units natively start with it, nor can boost it via Talents.

## Awakening Skills

Increases Hydra's **Defense Penetration** by 200. Headbutt Combo deals 50% more damage.

## Weapon

 Nether Sabre | 0☆
 Nether Sabre | 6⭐
 Devil Scythe | 3⭐
 Long Bow | 3⭐
 Eternal Flame | 4⭐
 Sword | 1⭐
 Basilisk's Tail | 6⭐
Tail Sever buff also causes Basilisk to gain 100% Unit Damage, 500 **Defense Penetration** and 200% Attack Speed.
When Tail Sever buff ends, Basilisk gains 15% Unit Damage Reduction and prevents further triggers of Besiege until end of battle.

# Bestow Effects

## Unit Skills

When 3 or more Rampart units are deployed, Mantis gains **15% + (1% x level)** Unit Damage and **300 + (20 x level)** Critical Hit.
At the beginning of battle, if there is an enemy Dark Champion on the battlefield, friendly Rampart units gain 30% Unit Damage and Unit Damage Reduction.
6s after Mantis enters the battlefield and every 30s afterwards, it conjures a "Faerie Forest" Domain for 15s.
* While fighting a Bound unit, Mantis gains **20% + (2% x level)** Life Drain.
* Friendly non-Necropolis units recover 1% of Max HP every 1s (50% more for Rampart units) and have a 10% bonus to healing received (double for Rampart units).
* Enemy non-Rampart units lose **150 + (10 x level)** **Defense Penetration**
* Whenever a friendly Rampart unit loses a shield, it receives an undispellable "Forest's Blessing" that lasts until the end of battle, up to 5 stacks, 1s cooldown.
	+ If its a non-Defense unit, it gains 15% Unit Damage, 15% Attack Speed, 30 **Defense Penetration**, 30% Magic Resistance.
	+ If it's a Defense unit, it gains 15% Unit Damage Reduction, 10% Unit Defense and 30 Tenacity.

When 3 or more Inferno units are deployed, Venom Spawn gains **2% x level** Unit Defense and **75 + (15 x level)** Tenacity.
At the beginning of battle, if there is an enemy Judicator on the battlefield, friendly Inferno units gain 30% Unit Damage and Unit Damage Reduction.
5s after deployed and every 30s afterwards, conjures a "Ragnarok" Domain for 15s.
* When conjured, the friendly hero gains 10 mana. Venom Spawn deals **25% + (5% x level)** damage to three random enemy units and stuns them for **0.6s + (0.2 x level)**.
* When conjured, Venom Spawn enters Venom Spawn's Wrath for 15.
* Whenever an enemy unit is burnt, it is also Incinerated for 10s.
* Friendly non-Castle units gain **6 + (10 x level)** **Defense Penetration** and **5% + (1%% x level)** Unit Damage and Unit Damage Reduction.

While three or more Cove units are deployed, Regnan Seer gains **15% + (1% x level)** Attack Speed and Unit Damage Reduction.
At the beginning of battle, if there is an enemy Troll on the battlefield, friendly Cove units gain 30% Unit Damage and Unit Damage Reduction.
Whenever Regnan Seer casts Deep Fear, it conjures an "Ocean's" Domain for 15s (30s cooldown).
* When conjured, enemy non-Cove units take **6.5% + (0.5% x level)** Max HP Damage (25% more for Stronghold units).
* Friendly non-Stronghold units gain **50 + (10 x level)** **Defense Penetration** and **15% + (1% x level)** Critical Damage. Doubles for Cove units.
* Friendly non-Stronghold units gain 500 Defense Pierce
* Friendly Cove units are immune to all non-control debuffs (Bleed, Burn, Disease, Slow, Silence, Blind, Plague, Deterrence, Low Morale, Poison).
* Enemy non-Cove units lose **5% + (1% x level)** Attack Speed (deterred units get double the penalty and are also emaciated).

Shaman gains **250 + (10 x level)** Critical Hit and **5% + (1% x level)** Unit Damage.
Every 24s, Shaman:
* Causes two friendly non-Defense units to gain **5% + (1% x level)** Attack Speed and **50 + (10 x level)** **Defense Penetration** for 16s.
* Deals **3% + (0.8% x level)** Max HP Damage and **80% + (8% x level)** damage to enemy Defense units
* If Shaman is buffed by Fire Spirit, friendly Stronghold units in Rampage gain 30% Unit Damage and Critical Damage for 16s, and enemy Defense units lose 30% Unit Damage Reduction for 16s.

## Awakening Skills

Mighty Gorgon triggers every 18s:
* Always Petrifies the target for 3s
* Applies a random debuff to hostile units within a certain range for 10s
* All friendly units gain 200 **Defense Penetration** for 10s.

## Artifacts

 **Axe of Ferocity** | **Power Domain · LV2**

Friendly Melee units gain 50 **Defense Penetration**.

# Decrease Effects

## Unit Skills

When 3 or more Rampart units are deployed, Mantis gains **15% + (1% x level)** Unit Damage and **300 + (20 x level)** Critical Hit.
At the beginning of battle, if there is an enemy Dark Champion on the battlefield, friendly Rampart units gain 30% Unit Damage and Unit Damage Reduction.
6s after Mantis enters the battlefield and every 30s afterwards, it conjures a "Faerie Forest" Domain for 15s.
* While fighting a Bound unit, Mantis gains **20% + (2% x level)** Life Drain.
* Friendly non-Necropolis units recover 1% of Max HP every 1s (50% more for Rampart units) and have a 10% bonus to healing received (double for Rampart units).
* Enemy non-Rampart units lose **150 + (10 x level)** **Defense Penetration**
* Whenever a friendly Rampart unit loses a shield, it receives an undispellable "Forest's Blessing" that lasts until the end of battle, up to 5 stacks, 1s cooldown.
	+ If its a non-Defense unit, it gains 15% Unit Damage, 15% Attack Speed, 30 **Defense Penetration**, 30% Magic Resistance.
	+ If it's a Defense unit, it gains 15% Unit Damage Reduction, 10% Unit Defense and 30 Tenacity.

Every 5s:
* Leprechaun deals **5% + (13% x level)** damage to the current target and stuns them for 2s.
* Deals **5% + (3% x level)** damage to a random enemy Melee and a random enemy non-Melee unit, and reduces their **Defense Penetration** by **20 + (2 x level)** for 6s, up to 3 stacks.
* Leprechaun gains **0.5% + (0.1% x level)** Unit Damage and Attack Speed for 15s, up to 40 stacks.