Buffs

**Buffs** are effects that generally provide a positive effect for the monster or player that they are applied to. For negative effects, see Debuffs. For effects that build up until they reach a threshold, see Status.

# Permanent Buffs

Some monsters have Permanent Buffs. These are indicated by a bold green circle around the buff icon. Permanent buffs will also always be the leftmost buff on the bottom row of icons.The player can gain permanent buffs from items like Magic Plate

Permanent buffs **can** be removed by  or effects such as  that reduce the number of buffs an enemy has, but at the start of each turn if the enemy is below their number of Permanent Buff ranks at start of turn they will automatically gain 1 rank of that buff. Only 1 rank is regained per turn, regardless of how many Permanent ranks the monster has.

# Temporary Buffs

If at least one rank of a buff is Temporary, the number of ranks of that buff will be in Yellow instead of Red. All Temporary ranks of a buff are lost at either beginning or end of turn (depending on the buff) before normal decay happens.

Temporary buffs can be reduced by effects that reduce buffs such as . If a player or monster has both Temporary and normal ranks of a buff and has their number of buffs reduced, they will lose normal ranks first.

Cards that provided Temporary buffs will be worded as saying the player gains that buff 'this turn'. (For example, see )

# Buff Descriptions

## Adept

Adept provides a +25% bonus to the amount of Status applied by attacks. It does not increase the amount of Status applied by Elemental Barriers or Elemental Runes.

Inna receives a 10% higher bonus from Adept if her level 4 Passive is unlocked, giving her a base bonus of 35%.  also increase the bonus provided by Adept. These bonuses will only impact the effectiveness of Adept ranks on the player. Monsters with Adept will always receive only a 25% bonus.

One rank of Adept is lost at the end of turn.

## Arcane Barrier

Main article: Elemental Barriers
While a player or monster with Arcane Barrier is attacked, the attacker will receive 2   per hit. In addition, players and monsters with Arcane Barrier have their maximum for all three statuses increased by 2. When losing the last rank of a barrier, all statuses on the affected character will be reduced by 2.

One rank of Arcane Barrier is lost at beginning of turn.

## Arcane Rune

Main article: Elemental Runes
Arcane Rune causes all hits to apply 15% of damage dealt as   to the target. A minimum of 1 and a maximum of 10 will be applied. Some items such as  can increase the amount of status applied but will not affect the cap.

The amount of status applied is rounded and follows this table:

 64+ | 10

One rank of Arcane Rune is lost at end of turn.

## Berserk

If a player or monster with Berserk reaches 0 Health, it won't die immediately. Instead, it will lose all  and survive until the end of its next turn.

Having more ranks of Berserk does not increase the number of turns survived while at 0 Health, only the number of turns during that the player or monster will be able to go Berserk upon reaching 0 Health.

If 0 Health is reached due to end of turn damage from debuffs such as  or , the player or monster will not die until the end of the following turn. If 0 Health is reached during the turn (for example due to self-damage or attacking into ) then death will happen at the end of the current turn.

Berserk cannot be dispelled, but one rank is lost at end of turn.

## Counterattack

Counterattack is a Paladin-exclusive buff. If the player fully blocks an attack while they have Counterattack, they will create a free . If they have exactly zero shield left afterwards, it will be upgraded into a .

Like all 'fully block' effects, Counterattack will only work if at least one hit from the attack is not evaded. Hits for zero damage will still count towards triggering the buff, and an attack that hits for zero damage will trigger Counterattack even if the player has no shield.

One rank of Counterattack is lost each time the player is attacked, regardless of whether the attack was fully blocked.

## Critical

See also: Critical Hit
Players and monsters with Critical have their chance to deal Critical Hits increased by 50%. This is stacked additively with other increases to critical chance, up to a maximum of 100%. If player or a monster get more than 100% chance, the rest increases critical damage instead. This means that if a player achieves 150% critical chance, their critical damage increases by another 50%.

One rank of Critical is lost at end of turn.

## Death Spores

Death Spores is a buff that triggers on death. When something with Death Spores dies, all of its allies in the fight gain  equal to the number of Death Spores ranks (for an enemy, this means other monsters, for a summoned ally, this means the player and any other summoned allies). If it was killed by an , the number of Death Spores ranks will be reduced before triggering (unless a rank of  was used to prevent the Dispel).

Death Spores ranks are not lost over time, but can be reduced by  effects.

## Doom

Doom is considered a buff, but its effect is entirely negative. When a player or monster loses their last rank of Doom (whether through natural end-of-turn decay, an , or a card like ), they will take 50 damage.This means that a player or monster gaining more doom ranks can be benificial to them.

Whenever a rank of Doom is lost, 1  is applied to the player or monster for every rank lost.

Because Doom is a buff, it is not blocked by  and can be reduced by .

One rank of Doom is lost at the end of turn.

## Envenom

Envenom causes all hits to apply fixed  ranks equal to 20% of the damage dealt(minimum:1)

One rank of Envenom is lost at end of turn.

## Evasion

See also: Evade
If a monster or player with Evasion would suffer a hit, instead they Evade that hit and lose a rank of Evasion instead. For attacks that hit multiple times, one rank of Evasion is used for each hit. If the target runs out of Evasion midway through an attack, any remaining hits will either hit or miss depending on the their normal Evade chance.

If a player or monster with Evasion is attacked, they will always lose a rank of Evasion to evade the hit, even if the attack would deal 0 damage or if the player or monster has an Evade chance higher than 0% and might have been able to Evade without Evasion.

If the player is able to Evade statuses (either because they are hidden and playing Mirley with her level 7 passive unlocked or have an Item equipped that allows evading statuses), Evasion ranks will also be used to Evade whenever an attack would apply status.

Evasion ranks are not lost over time. Instead, one rank is removed from the player or monster each time they Evade an attack.

## Fire Mastery

Fire Mastery increases the damage burn does to enemies by one per rank. Ranks of Fire Mastery aren't reduced at the end of turn.

Fire Mastery ranks are not lost over time, but can be reduced by  effects.

## Fortress

Fortress reduces damage taken by 10% per rank. After reaching the soft cap of 70% total damage reduction, the additional damage reduction is severely smaller (for example: 10 ranks of Fortress only reduce the incoming damage by 77%).

One rank of Fortress is lost at start of turn.

## Frenzy

Frenzy allows players and monsters to take extra turns. At the end of turn, if a monster or player has one or more ranks of Frenzy they will lose a rank of Frenzy and then immediately take an additional turn.

Monsters will not take a Frenzy turn if they applied Frenzy during their turn. This is to prevent monsters from being able to take infinite turns or to surprise the player by suddenly taking multiple turns without warning.

Turns taken while Frenzied will still trigger normal end-of-turn and start-of-turn effects with the exception of Fatigue, which is not reduced at all. This means buffs and debuffs that are reduced each turn will continue to decay and damage will be taken from any debuffs that apply damage at end of turn.

One rank of Frenzy is lost when it is used to start an extra turn.

## Frost Barrier

Main article: Elemental Barriers
While something with Frost Barrier is attacked, the attacker will receive 2   per hit. In addition, players and monsters with Frost Barrier have their maximum for all three statuses increased by 2. When losing the last rank of a barrier, all statuses on the affected character will be reduced by 2.

If a multi-hit attack targeting a player with Frost Barrier causes the attacker to receive , they will immediately stop mid-action and their turn will end. This will not only skip any further hits they might have dealt, but will also skip any other actions that might have been done by the monster attack such as applying a debuff.

If a monster freezes themselves on a Frost Barrier, they will not only lose the rest of the turn but also their next turn as well.

One rank of Frost Barrier is lost at beginning of turn.

## Frost Rune

Main article: Elemental Runes
Frost Rune causes all hits to apply 15% of damage dealt as   to the target. A minimum of 1 and a maximum of 10 will be applied. Some items such as  can increase the amount of status applied but will not affect the cap.

The amount of status applied is rounded and follows this table:

 64+ | 10

One rank of Frost Rune is lost at end of turn.

## Growth

For each rank of Growth the player has, their Maximum Mana will be increased by 1. For every 6 Growth ranks the player has, they will gain 1 extra mana per turn, up to a maximum of +4 mana at 24 ranks.

 24+ | +4

If the player starts a battle with Growth(6+) due to an equipped Item, extra mana per turn it provides will affect how much mana they start with.

Growth ranks are not lost over time, but can be reduced by  effects.

## Hidden

See also: Evade and Critical Hit
Players and monsters that are Hidden gain a +50% chance to Evade any incoming hit as well as a +50% chance for hits they deal to become Critical Hits.

When the player plays a card that deals damage to a monster, they will lose 1 rank of Hidden after that card finished resolving. Likewise, if a monster attacks during their turn, they will lose 1 rank of Hidden at the end of their turn.

Hidden will not be lost when playing cards like  that apply hidden as part of their effect.

One Hidden rank is lost at the end of each turn, and can be reduced by effects that remove buffs or by attempting to deal damage to a monster with a hit.

Every time an attack is evaded due to random chance, evasion chance provided by Hidden decreases by 20% of its current value: 50% to 40%, then to 32%, then to 25.6% (rounded to 26%), then to 20.48% (rounded to 20%) and so on. Evasion chance coming from other sources is not affected by this decrease.

## Ice Eater

Ice Eater is a buff that currently is only used by . Monsters with Ice Eater gain 1  Powerful per rank whenever a player or ally is frozen.

Ice Eater would normally be lost at end of turn, but Frost Gorgons are the only monster that uses it and they have a Permanent rank.

## Invincible

Players and monsters with Invincible cannot lose shield due to damage taken and cannot lose health at all. They can still be affected in other ways, such as being dispelled or debuffed, and they can be healed or gain shields, and they can lose shield as a result of a playing a card like .

Although dealing damage to a monster with Invincible won't reduce health or shields, Lifesteal attacks will still heal based on the amount of damage that would've been done and cards like  or  will still behave as though the target didn't have Invincible.

Invincible cannot be dispelled, but one rank is lost at the start of turn.

## Lethal

See also: Critical Hit
Lethal increases the damage bonus of Critical Hits by +50%. This is added to the default +50% damage bonus Critical Hits receive and any other bonuses to Critical Hit damage, for example from Items or Mirley's level 10 Passive ability.

One rank of Lethal is lost at end of turn.

## Mana Boost

Mana Boost triggers at the start of the player's turn. When Mana Boost triggers, the player receives 2 mana and loses one rank of Mana Boost.

Cards like  that trigger Mana Boost require the player to have ranks of Mana Boost. Triggering Mana Boost using a card will provide 2 mana and remove one rank. If the player has fewer Mana Boost ranks than the number of times the card triggers Mana Boost, they will receive mana for each rank they have but any excess triggers will have no effect.

One rank of Mana Boost is lost at beginning of turn from triggering.

Having mana boost at the start of the first turns from Items increases starting mana

## Mighty

See also: Damage Bonus
Players and monsters with Mighty gain +25% to their damage bonus. This stacks additively with other buffs and debuffs that modify the damage bonus.

Inna receives a 10% higher bonus from Mighty if her level 4 Passive is unlocked, giving her a base bonus of 35%. Some Items also increase the bonus provided by Mighty. These bonuses will only impact the effectiveness of Mighty ranks on the player. Monsters with Mighty will always receive only a 25% bonus.

One rank of Mighty is lost at end of turn.

## Opportunist

See also: Trigger an Enemy Action
Monsters and allies with Opportunist will trigger their Opportunist Attack and loose one rank of Opportunist whenever the player gains a rank of  from drawing extra cards.Each monster and ally have a unique opportunity attack.

If multiple enemies or allies have opportunist only the front monsters/allies action is triggered

Fatigue gained from playing a card like  that directly adds Fatigue will not trigger Opportunist.

The action occurs immediately after all of the effects on the card that resulted in the Fatigue being gained finish resolving. For example, if the player gains a rank of Fatigue and triggers an enemy with Opportunist by playing , the enemy action will not happen until after Sanctity also Cleanses and removes Curse.

One rank is lost at the end of the turn, but Opportunist cannot be .

## Pack Tactics

Pack Tactics is a buff that increases damage done by 2 for every living ally it has. (Pack Tactics is based on how many things are allied to the user, so on a monster, this will count other monsters)

For example, if there are three monsters and one of them has Pack Tactics, it will deal 4 additional damage (2 for each of the other two enemies). If there is only one monster still alive, it will receive no benefit from Pack Tactics.

One rank of Pack Tactics is lost at end of turn.

## Poisoned Blood

Whenever a player or monster with Poisoned Blood loses health, they apply 1  per rank of Poisoned Blood to each of their enemies. Only 1 poison per rank is applied for each time health is lost, regardless of how much health is lost. Damage that is entirely blocked by shield will not trigger Poisoned Blood.

One rank of Poisoned Blood is lost at beginning of turn.

## Plated

Attacks that target a player or monster with Plated will deal 1 less damage and apply 1 less Status for each rank of Plated the target has. If the attack hits or applies status multiple times, Plated will apply to each hit or instance of applying status. For example, if a card that deals 1x4 damage is played against a monster with Plated (1), it will deal 0x4 damage.

If a attack does 0 damage or applies 0 damage,plated is reduced by one rank.

Plated has no effect on  damage or status. Plated also does not reduce the amount of life lost from playing cards like  or the amount of status the player would apply to themselves using cards such as .

Plated ranks are not lost over time, but can be reduced by  effects.

## Powerful

Attacks dealt by a player or monster with Powerful will deal 1 more damage and apply 1 more Status for each rank of Powerful the attacker has. If the attack hits or applies status multiple times, Powerful will apply to each hit or instance of applying status. For example, if a card that deals 1x4 damage is played while the player has Powerful (1), it will deal 2x4 damage.

Powerful has no effect on damage or status that isn't dealt as part of the main effect of an attack. For example, the status applied by Elemental Runes is not increased by Powerful.

Powerful also does not increase the amount of life lost from playing cards like  or the amount of status the player would apply to themselves using cards such as .

Powerful ranks are not lost over time, but can be reduced by  effects.

## Predator

See also: Damage Bonus
Players with Predator attacking a target that has one or more Debuffs will gain +10% to their Damage Bonus for each unique Debuff on the target. For example, when attacking a monster that has  (3) and  (3), the player will receive +20% to their damage bonus.

One rank of Predator is lost at end of turn.

## Purity

Whenever one or more ranks of a debuff would be applied to a player or monster with Purity, the debuff will be prevented and they will lose one rank of purity instead. If an effect such as an  would apply a  effect to a player or monster with Purity, a single rank of Purity will be removed. Debuffs that are already present before gaining Purity will not be affected in any way.

Only one rank of Purity is removed each time it is triggered, even if the effect would apply multiple ranks of a debuff or  for more than 1. However if the effect applies multiple different debuffs or applies the same debuff multiple times, one rank of Purity is needed to block each separate debuff.

Purity does not block Status from being applied, but it does block  or  from being applied when maximum  or  are reached. Even if Purity blocks the trigger from having an effect, the maximum  or  required for the next trigger will still increase as normal.

Purity will prevent  from reducing the ranks of other debuffs, but does not prevent the damage. Purity also will not prevent  from being consumed to double the damage dealt, although a single rank of purity will still be enough to block the doubled debuff reduction.

Purity will **not** prevent  effects from increasing the number of Debuff ranks.

Purity is not lost over time, but one rank is lost each time its effect is used.

### Examples

 applies both  and  so two ranks of Purity are needed to block the full effect. If a monster has only one rank of Purity when the player plays Surprise Attack, it will be used to block the Ambushed and the application of Vulnerable will be successful.

 will only remove one rank of Purity since it is only a single effect.

If an attacker has  and uses a multi-hit attack, each hit will remove a rank of Purity since each hit is a separate instance of applying .

## Rebirth

Rebirth is a monster-only buff that allows monsters to survive being killed. When a monster with Rebirth reaches zero health, they will immediately transform into another monster and regain full health. Each monster with Rebirth has a specific form they transform into - For example a  will always transform into a Fire Phoenix Egg when killed.

Rebirth is not lost over time and can only be removed by killing the monster and triggering its effect.

## Reflect

Whenever a player or monster with Reflect is attacked, the attacker suffers 1  damage per rank of Reflect for each hit that the target does not Evade.

One rank of Reflect is lost at beginning of turn.

## Shock Barrier

Main article: Elemental Barriers
While a player or monster with Frost Barrier is attacked, the attacker will receive 2  per hit. In addition, players and monsters with Shock Barrier have their maximum for all three statuses increased by 2. When losing the last rank of a barrier, all statuses on the affected character will be reduced by 2.

One rank of Shock Barrier is lost at beginning of turn.

## Shock Rune

Main article: Elemental Runes
Shock Rune causes all hits to apply 15% of damage dealt as  to the target. Even if enough Shock is applied to reach the target's maximum Shock midway through an attack, they will not receive a rank of  until after the entire attack is complete. A minimum of 1 and a maximum of 10 will be applied. Some items such as  can increase the amount of status applied but will not affect the cap.

The amount of status applied is rounded and follows this table:

 64+ | 10

One rank of Shock Rune is lost at end of turn.

## Spell Stance

Spell Stance is a Caitan only buff that reduces the cost of the next Spell played by 1 mana. After a spell is played, Spell Stance will be removed and  will be gained.

The number of Spell Stance ranks cannot be increased or decreased. The only way for Spell Stance to be lost is by swapping to Strike Stance by playing a Spell.

## Spellweave

See also: Damage Bonus
Spellweave increases the Damage Bonus of Spells by 4% per rank. The bonus from Spellweave is added to any other modifiers affecting the player's total Damage Bonus such as  or .

Spellweave ranks are not lost over time, but can be reduced by  effects.

## Strike Stance

Strike Stance is a Caitan only buff that increases the damage of the next Strike played by 30%. After a Strike is played, Strike Stance will be removed and  will be gained.

The number of Strike Stance ranks cannot be increased or decreased. The only way for Strike Stance to be lost is by swapping to Spell Stance by playing a Strike.

## Sturdy

For each rank of Sturdy the player has, their Maximum Shield will be increased by 1. This allows the player to keep more shield at the beginning of turn than normal. It also increases the amount of shield gained by cards by 2% for every rank of sturdy(up to a limit of +50%)

Sturdy ranks are not lost over time, but can be reduced by  effects.

## Taunt

If a monster in the fight has Taunt, all cards that normally target any enemy will target that monster. This does not affect cards that target in other ways such as cards that target either enemies in specific places (for example, cards that say 'the first enemy' such as ), cards that target random enemies, or cards that target all enemies.

If an ally has Taunt, enemies will attack it instead of you.

One rank of Taunt is lost at end of turn.

## Tough

See also: Damage Bonus
Attacks targeting a player or monster with Tough will suffer a -25% penalty to their damage bonus. This stacks additively with other buffs and debuffs that modify the damage bonus. (For example, if a monster has both Tough and , the bonus and penalty will cancel each other out)

Inna receives a 10% higher bonus from Tough if her level 4 Passive is unlocked, giving her a base bonus of 35%. Some Items also increase the bonus provided by Tough. These bonuses will only impact the effectiveness of Tough ranks on the player. Monsters with Tough will always only apply -25% to the damage bonus of incoming attacks.

One rank of Tough is lost at beginning of turn.

## Unstable

When an enemy or ally with Unstable dies, it deals damage equal to the number of Unstable ranks it has to all of its enemies.

Unstable ranks are not lost over time, but it can be .

## Vengeance

See also: Damage Bonus
Players receive +8% to their Damage Bonus for each rank of Vengeance they have. This stacks additively with other buffs and debuffs that modify the damage bonus.

All ranks of Vengeance are lost at end of turn.

## Wits

Wits triggers at the start of the player's turn. When Wits triggers, the player draws an additional card and loses one rank of Wits.

Cards like  that trigger Wits require the player to have ranks of Wits. Triggering Wits using a card will draw a card and remove one rank. If the player has fewer Wits ranks than the number of times the card triggers Wits, they will draw a card for each rank they have but any excess triggers will have no effect.

One rank of Wits is lost at the start of each turn from triggering.

## Whiteflame

See also: Damage Bonus
Players and monsters with Whiteflame will deal 4% extra damage and apply 4% extra status for each rank of Whiteflame they have. Whenever a player or monster with Whiteflame is hit for non-fixed damage (even if the damage is reduced to zero by modifiers like ), they will lose a rank of Whiteflame and deal 4 fixed damage to each of their enemies.

Whiteflame will trigger once per hit, which means an attack that hits multiple times can trigger multiple instances of Whiteflame.

One rank of Whiteflame is lost at end of turn.