π‘οΈStatuses
Positive or negative effects that can be applied or incurred during combat
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.
Buffs
Buff status | Summary of Effect |
---|---|
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 |
Debuffs
Debuff status | Summary of Effect |
---|---|
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 |
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