π‘οΈStatuses
Positive or negative effects that can be applied or incurred during combat
Last updated
Positive or negative effects that can be applied or incurred during combat
Last updated
Your hero and their enemies can all be affected by different status conditions. These effects can be positive ('Buffs') or negative ('Debuffs').
Buffs are typically acquired via Power deck cards and powerful loadout items, while debuffs (along with curses) are usually the result of attacks by Enemies.
Some statuses last until the end of each battle (typically if they were applied as the result of a power card), while others may increase or decrease each turn.
Abundance
Increase the size of your hand by 1 for remainder of this battle
All or nothing
Gain additional MANA but also a WOUND curse card at the start of your turn, until the end of the battle
Barrier
At the end of your turn, gain Block
Battle Trance
Your next card(s) are played twice this turn
Blessing
Regain HP equal to your Blessing stack at the end of this battle
Blade Master
Increase your CRITICAL CHANCE percentage and CRITICAL DAMAGE. While this status is active, each subsequent attack card played will also increase CRITICAL CHANCE by 10%, but each skill card played will reduce it by 10%
Chikara
Each time you defeat an enemy this battle, gain Strength equal to your CHIKARA stack
Critical chance
This is the percentage chance of an attack card doing additional critical damage
Critical damage
If you land a critical with an attack card, do additional damage equal to your critical damage percentage
Defensive stance
Block is not removed at the end of your turn
Deflect
Ignore the next debuff you would receive from an enemy. Your deflect stack value decreases each time this is triggered
Dodge
Gain block every time you play a card
Enraged
Each time you take damage to your health, gain STRENGTH equal to your enraged stack value.
Evade
Each time you gain BLOCK from a card, add your EVADE stack to your block as well
Flame Barrier
Whenever you are attacked, apply Fire to the attacker
Gut punch
Draw 2 additional cards next turn
Haste
Next turn, gain additional Mana
Invincibility
Take no damage while INVINCIBILITY is active
Light Footed
Gain Block at the start of next turn
Regenerate
Gain health at the end of your turn
Revenge
If an enemy attack deals damage to HP, then apply Poison to the attacker
Sensei
Whenever you discard a card, draw a new one
Shadow Strike
On your next turn, all attacks do double damage
Shield Hand
Gain block equal to your hand size at the end of your turn
Steadfast
For each attack card you play this turn, gain BLOCK equal to your STEADFAST stack
Strength
Your attacks do more damage
Toxic
At the start of your turn, deal damage to all enemies
Unyielding
Whenever you gain Block, do damage to a random enemy
Dizzy
Draw one less card at the start of your turn
Fire
Take damage equal to the fire stack
Frostbite
Temporary Debuff. Damage from attacks is reduced by the value of the Frostbite stack. Frostbite is cleared at the start of next turn
Poison
Take damage equal to the poison stack, direct to health (HP); Ignores Armor
Stunned
Unable to perform any actions this turn
Weak
Your attacks deal 25% less damage
Vulnerable
Receive 50% more damage from attacks