Status Effects include a variety of conditions that affects heroes, creatures, summons, and vulnerable guardians and are applied by their abilities. They can be divided into three main categories:
- Buffs – positive effects that provide benefit the target
- Debuffs – negative effects that harm target over time
- Crowd Control (also known as CC, Disruptions, or Hit Reactions) – negative effects that influence target's movement and actions
Diminishing Returns
When multiple of the same type of debuff are applied that damage or heal over time, only the highest magnitude source has full effect, while other sources have 10% effect.
- A 100 dmg/s bleed from one skill and a 20 dmg/s bleed from another skill will deal a combined total of 100 + 20x0.10 = 102 dmg/s.
- A +75 hp/s heal from one skill and a +35 hp/s heal from another skill will heal a combined total of 75 + 35x0.10 = 78.5 hp/s.
This does not affect debuffs of different types such as a bleed and a poison, both will have full effect.
Buffs
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Name(s)
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Description
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Immunity / Specific Immunity
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Full immunity ignores all damage and/or negative status effects. Specific immunity only ignores specific effects (all debuffs, single debuff, crits, etc.).
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Reflect
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Reflects incoming projectiles, preventing all damage and effects and sending them towards an enemy.
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Deflection
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Deflects incoming projectiles, preventing all damage and effects and sending them in a random direction.
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Jump Higher
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Greatly increases the height of jumps.
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Healing
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Recovers health over time, even while in combat.
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Purify
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Removes negative status effects.
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Stealth
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Makes the hero very difficult to see. Crosshairs still turn red when over a stealth hero and there is a faint visual shimmer.
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Armor Boost
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Provides a +10 (varies) bonus to armor.
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Damage Boost
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Provides a +20% (varies) bonus to damage dealt.
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Speed Boost
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Provides a +20% (varies) bonus to move speed, which affects both walking and sprinting.
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Debuffs
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Name(s)
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Description
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Armor Crack / Armor Break
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Applies (-10 / -25) armor and (10 / 15) dmg/s for a duration. Damage ignores armor.
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Weaken / Major Weaken / Extemely Weaken
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Applies (-25% / -50% / -60%) damage dealt by target
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Curse
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Prevents buffs from applying to target
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Poison / Heavy Poison
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Applies (-50% / -75%) healing received by target, 10 (varies) dmg/s for a duration. Damage ignores armor.
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Burn
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Applies 20 (varies) dmg/s for a duration
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Bleed
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Applies 20 (varies) dmg/s for a duration. Damage ignores armor.
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Shock / Major Shock / Massive Shock
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Applies 20 (varies) dmg/s for 3s to target, then ends with an AoE 60 (varies) dmg in a 2m radius around target
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Freeze
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Applies -25% move speed and applies 10 (varies) dmg/s for 3s
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Crowd Control
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Name(s)
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Description
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Hard Landing
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Prevents jumping and sprinting. Can be cancelled by dodging or performing an attack.
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Slow / Major Slow
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Applies (-25% / -50%) (varies) move speed.
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Cripple
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Applies -40% move speed, prevents sprinting, and lowers jump height.
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Immobilize
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Locks the target in place, preventing all movement including walk, sprint, jump, and dodge. Attacks and abilities are still usable. This does NOT cancel actions or interrupt power collection.
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Launch
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Cancels, interrupts, and launches target in the air, preventing all actions until they land.
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Knock Up
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Interrupts and knocks target in the air.
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Push
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Interrupts and pushes the target horizontally, can be used to cliff/ring out.
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Pull
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Cancels, interrupts, and pulls the target to the source of the ability.
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Stun
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Cancels, interrupts, and prevents the target from performing any action, including movement, for the duration of the effect.
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Daze
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Cancels, interrupts, and prevents the target from using any skills or sprinting, but allows movement and jumping, for the duration of the effect.
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Interrupt
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Stops and resets progress of power circle actions (creature summoning and power orb gathering).
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Cancel
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Cancels the targets current abilities/actions ( interrupts).
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Polymorph
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Cancels, interrupts, and turns the target into a snail, preventing the target from performing any action other than moving and sprinting and greatly reducing sprint speed (Uncle Sven focus).
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Disable
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Interrupts and prevents target from performing any action or taking damage from other skills (Xenobia focus). Does not prevent target from being healed.
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