Glossary - Status
The many different status effects and conditions that appear in Valkyrie Connect
There are 241 terms associated with 1915 pages here.
Absorption Barrier |
Affected heroes absorb damage taken of a specified type to heal themselves, for specified number of turns or percent of their max health. |
Abyss Aqua |
Affected heroes take super powerful Water damage every turn & Skill gauge increase greatly reduced |
Abyss Boost |
Affected heroes gain additional damage, damage reduction, and skill gauge, ramping up every 3 turns and gain a Powerful Elemental Counterattack when taking any damage other than Opposing element to counterattack's element and Non-Elementals. When counterattacking, apply Abyss Flame/Aqua/Leaf/Holy/Chaos to the attacker for 3 turns and gain 5 stacks of Abyss Boost. |
Abyss Boost (Chaos) | |
Abyss Chaos |
Affected heroes take super powerful Dark damage every turn & Skill gauge increase greatly reduced |
Abyss Count |
Every 3 turns affected units gain a damage nullifying barrier. The barrier lasts for 100 hits. Abyss Count also grants a powerful Elemental Counterattack when taking damage of any element other than the opposing element or non elemental. When counterattacking, apply Abyss Flame/Aqua/Leaf/Holy/Chaos to the attacker for 3 turns and resets the count to 100. |
Abyss Flame |
Affected heroes take super powerful Fire damage every turn & Skill gauge increase greatly reduced |
Abyss Haze (Aqua) |
Affected heroes have their Offensive damage & Accuracy greatly reduced, but gain a Powerful Water Counterattack when taking any damage other than Earth and Non-Elementals. When counterattacking, apply Abyss Aqua to the attacker for 3 turns. |
Abyss Haze (Chaos) |
Affected heroes have their Offensive damage & Accuracy greatly reduced, but gain a Powerful Dark Counterattack when taking any damage other than Light and Non-Elementals. When counterattacking, apply Abyss Chaos to the attacker for 3 turns. |
Abyss Haze (Flame) |
Affected heroes have their Offensive damage & Accuracy greatly reduced, but gain a Powerful Fire Counterattack when taking any damage other than Water and Non-Elementals. When counterattacking, apply Abyss Flame to the attacker for 3 turns. |
Abyss Haze (Holy) |
Affected heroes have their Offensive damage & Accuracy greatly reduced, but gain a Powerful Light Counterattack when taking any damage other than Dark and Non-Elementals. When counterattacking, apply Abyss Holy to the attacker for 3 turns. |
Abyss Haze (Leaf) |
Affected heroes have their Offensive damage & Accuracy greatly reduced, but gain a Powerful Earth Counterattack when taking any damage other than Fire and Non-Elementals. When counterattacking, apply Abyss Leaf to the attacker for 3 turns. |
Abyss Holy |
Affected heroes take super powerful Light damage every turn & Skill gauge increase greatly reduced |
Abyss Leaf |
Affected heroes take super powerful Earth damage every turn & Skill gauge increase greatly reduced |
Abyss Reflect |
While active it reduces 90% of damage taken, and then reflects 40% of that damage. |
Abyss Veil (Aqua) |
Affected heroes have their Damage dealt and Water resistance greatly increased and gain Powerful Water Counterattack when taken damage other than Earth. When counterattacking, apply Abyss Aqua to all enemies for 3 turns. |
Abyss Veil (Chaos) |
Affected heroes have their Damage dealt and Dark resistance greatly increased and gain Powerful Dark Counterattack when taken damage other than Light. When counterattacking, apply Abyss Chaos to all enemies for 3 turns. |
Abyss Veil (Flame) |
Affected heroes have their Damage dealt and Fire resistance greatly increased and gain Powerful Fire Counterattack when taken damage other than Water. When counterattacking, apply Abyss Flame to all enemies for 3 turns. |
Abyss Veil (Holy) |
Affected heroes have their Damage dealt and Light resistance greatly increased and gain Powerful Light Counterattack when taken damage other than Dark. When counterattacking, apply Abyss Holy to all enemies for 3 turns. |
Abyss Veil (Leaf) | |
ACC Buff |
Affected heroes increase their Accuracy stat by the stated percentage for the duration of the buff. |
ACC Constant |
Affected heroes increase their Accuracy stat by the stated percentage for the entire battle. |
ACC Debuff |
Affected heroes decrease their Accuracy stat by the stated percentage for the duration of the buff. |
Aesir Killer Buff |
Temporarily increases all damage dealt against targeted race. |
Aesir Killer Constant |
Increases all damage dealt against targeted race. |
Airborne Killer Buff |
Temporarily increases all damage dealt against targeted elevation. |
Airborne Killer Constant | |
All Stats Buff |
Affected heroes increase all of their stats by the stated percentage for the duration of the buff. |
All Stats Constant |
Affected heroes increase all of their stats by the stated percentage for the entire battle. |
All Stats Debuff |
Affected heroes decrease all of their stats by the stated percentage for the duration of the buff. Usually does not include HP as a debuff, but there are exceptions. |
Aqua Drive Support |
Affected heroes gain a certain percentage of Skill Gauge after every turn taken when also affected by Aqua Drive Field |
ATK Buff |
Affected heroes increase their Attack stat by the stated percentage for the duration of the buff. |
ATK Constant |
Affected heroes increase their Attack stat by the stated percentage for the entire battle. |
ATK Debuff |
Affected heroes decrease their Attack stat by the stated percentage for the duration of the buff. |
ATK Shield | |
Beast Killer Buff |
Temporarily increases all damage dealt against targeted race. |
Beast Killer Constant |
Increases all damage dealt against targeted race. |
Blade Guru |
While active, the hero receives effects equivalent to Quick, Frenzy, and Stoneskin. *Removed once the hero reaches 50% HP or less. *Stacks with Frenzy and Stoneskin *Does not stack with Quick |
Blessing |
Affected heroes gain Skill gauge and restore own HP after every turn taken. |
Blind resistance |
Affected heroes will have a certain percentage chance of resisting Blind when it is applied to them by another effect. |
Boon |
Extends positive status effects for 1 turn, including effects like Frenzy, Berserk, Stoneskin, ATK buffs, etc. |
Brainwash |
Affected heroes will do whatever the effect says instead of taking their turn. |
Brand resistance |
Affected heroes gain a certain percentage chance of resisting Brand when it is applied by some other effect. |
Burn resistance |
Affected heroes gain a certain percentage chance of resisting Burn when it is applied by some other effect. |
Celestial Favor |
While healed while at maximum HP your damage will increase according to the amount overhealed.(Up to 50%) |
Chaos Drive Field |
Triggers effects that rely on it to exist, does nothing by itself. See Chaos Drive Support. |
Chaos Drive Support |
Affected heroes gain a certain percentage of Skill Gauge after every turn taken when also affected by Chaos Drive Field |
Charm resistance |
Affected heroes gain a certain percentage chance of resisting Charm when it is applied by some other effect. |
Concentrated Fire |
Regardless of the target, takes all damage from enemies. |
Confuse Resistance |
Affected heroes gain a certain percentage chance of resisting Confuse when it is applied by some other effect. |
Corrupt resistance |
Affected heroes gain a certain percentage chance of resisting Corrupt when it is applied by some other effect. |
Counterattack |
When affected heroes are attacked, they will retaliate according to what the counterattack effect says. |
Counterattack Shield |
When affected heroes are attacked, they will retaliate according to what the counterattack effect says. |
Curse resistance |
Affected heroes gain a certain percentage chance of resisting Curse when it is applied by some other effect. |
Dark element Buff |
Affected heroes do increased damage when they activate something that attacks with the Dark element, for the specified number of turns. |
Dark element Constant |
Affected heroes do increased damage when they activate something that attacks with the Dark element, for the entire battle |
Dark Element Wall |
Flinch resistance increased & increased defence against attacks of the Dark element |
Dark resistance Buff |
Affected heroes have their dark resistance increased by specified amount for a certain number of turns. The effect stats a percentage, but it's a flat addition to the hero's resistance stat. |
Dark resistance Constant |
Affected heroes have their dark resistance increased by specified amount for the entire battle. The effect stats a percentage, but it's a flat addition to the hero's resistance stat. |
Dark Resonance |
*Dark Element damage 10% up for each Dark Element Hero in the party. |
Dark Ring |
Dark elemental damage increased by 50% and leech 30% of damage dealt. |
Dark Wound resistance |
Affected heroes gain a certain percentage chance of resisting Dark Wound when it is applied by some other effect. |
Decree |
Affected heroes will do whatever the effect says after taking a turn, no animation is played for this and effects will take place immediately. |
DEF Buff |
Affected heroes increase their Defense stat by the stated percentage for the duration of the buff. |
DEF Constant |
Affected heroes increase their Defense stat by the stated percentage for the entire battle. |
DEF Debuff |
Affected heroes decrease their Defense stat by the stated percentage for the duration of the buff. |
Despair |
Extends negative status effects for 1 turn. |
Dispel Boost |
Reduces Abyss Boost level |
Dispel count <X> |
Reduces Abyss Count by <X> after using action skill. |
Dispel Reflect |
Abyss Reflect will be reduced according to the effect value, and the reflected damage will be nullified. |
Divine Aid |
All stats 10% up for each of possessing unit's matching race in the Ally and Enemy Party. Example: If unit possessing Divine Aid is Aesir All stats 10% up for each Aesir in the Ally and Enemy Party. |
Divine Healing |
Restores HP & if HP is full, increases Skill gauge |
Divine Wings |
The next five times the unit with Divine Wings activates their action skill they will gain progressively increased skill gauge generation. This bonus reaches it's maximum on the fifth action skill activation and then resets. |
Dwarf Killer Buff |
Temporarily increases all damage dealt against targeted race. |
Dwarf Killer Constant |
Increases all damage dealt against targeted race. |
Earth element Buff |
Affected heroes do increased damage when they activate something that attacks with the Earth element, for the specified number of turns. |
Earth element Constant |
Affected heroes do increased damage when they activate something that attacks with the Earth element, for the entire battle |
Earth Element Wall |
Flinch resistance increased & increased defence against attacks of the Earth element |
Earth resistance Constant |
Affected heroes have their earth resistance increased by specified amount for the entire battle. The effect stats a percentage, but it's a flat addition to the hero's resistance stat. |
Elf Killer Buff |
Temporarily increases all damage dealt against targeted race. |
Elf Killer Constant |
Increases all damage dealt against targeted race. |
Erode |
A unit with Erode will take damage equal to x% of damage dealt by their attacks where x is the % of Erode. |
EVA Buff |
Affected heroes increase their Evade stat by the stated percentage for the duration of the buff. |
EVA Constant |
Affected heroes increase their Evade stat by the stated percentage for the entire battle. |
EVA Debuff |
Affected heroes decrease their Evade stat by the stated percentage for the duration of the buff. |
Exhaust resistance |
Affected heroes gain a certain percentage chance of resisting Exhaust when it is applied by some other effect. |
Fear resistance |
Affected heroes gain a certain percentage chance of resisting Fear when it is applied by some other effect. |
Fire element Buff |
Affected heroes do increased damage when they activate something that attacks with the Fire element, for the specified number of turns. |
Fire element Constant |
Affected heroes do increased damage when they activate something that attacks with the Fire element, for the entire battle |
Fire Element Wall |
Flinch resistance increased & increased defence against attacks of the Fire element |
Fire resistance Buff |
Affected heroes have their fire resistance increased by specified amount for a certain number of turns. The effect stats a percentage, but it's a flat addition to the hero's resistance stat. |
Fire resistance Constant |
Affected heroes have their fire resistance increased by specified amount for the entire battle. The effect stats a percentage, but it's a flat addition to the hero's resistance stat. |
Fire Resonance |
*Fire Element damage 10% up for each Fire Element Hero in the party. |
Fire Wound resistance |
Affected heroes gain a certain percentage chance of resisting Fire Wound when it is applied by some other effect. |
Flame Drive Field |
Triggers effects that rely on it to exist, does nothing by itself. See Flame Drive Support. |
Flame Drive Support |
Affected heroes gain a certain percentage of Skill Gauge after every turn taken when also affected by Flame Drive Field |
Flame Ring |
Fire elemental damage increased by 50% and leech 30% of damage dealt. |
Flamebound |
Barriers & Shields nullified. Cannot be evaded. |
Fortify |
Activates a special effect when defeated. *Occurs only once per battle (cannot stack) |
Freeze resistance |
Affected heroes gain a certain percentage chance of resisting Freeze when it is applied by some other effect. |
Frostburn |
Auto Attacks, Active Skills, Auto Skill damage miss easily & Defenses halved. |
Gauge Gain |
Affected heroes gain a certain percentage of their skill guage immediately. |
Gauge Loss |
Affected heroes lose a certain percentage of their skill guage immediately. |
Gauge Loss Immune |
Affected heroes aren't affected by gauge loss. |
Grace |
Reduces incoming negative control impairing effects' duration by X turns, and do what the grace effect says when triggered. |
Ground Killer Buff |
Temporarily increases all damage dealt against targeted elevation. |
Ground Killer Constant |
Increases all damage dealt against targeted elevation. |
Healing |
Restores Health of the affected heroes. |
Hex |
Affected heroes will do whatever the effect says and deal an additional 3x of 10% of the unit's maximum HP as damage to the enemy with the highest HP after taking a turn, at the cost of 10% of the unit under the effect of Hex's max HP. No animation is played for this and effects will take place immediately. |
Holy Drive Field |
Triggers effects that rely on it to exist, does nothing by itself. See Holy Drive Support. |
Holy Drive Support |
Affected heroes gain a certain percentage of Skill Gauge after every turn taken when also affected by Holy Drive Field |
HP Buff |
Affected heroes increase their Health stat by the stated percentage for the duration of the buff. |
HP Constant |
Affected heroes increase their Health stat by the stated percentage for the entire battle. |
HP Debuff |
Affected heroes decrease their Health stat by the stated percentage for the duration of the buff. |
Human Killer Buff |
Temporarily increases all damage dealt against targeted race. |
Human Killer Constant |
Increases all damage dealt against targeted race. |
Ignore Barrier |
The damage of the effect that this effect is attached to will ignore barriers on the target. |
Ignore Counterattack |
The attack that this effect is attached to does not trigger counterattack effects. |
Ignore Shield |
The damage of the effect that this effect is attached to will ignore shields on the target. |
Ill Omen |
Shortens beneficial effects by 1 turn. Formerly known as Grief. |
Immortality |
Chance to nullify killing blow and restore HP |
Jotun Killer Buff |
Temporarily increases all damage dealt against targeted race. |
Jotun Killer Constant |
Increases all damage dealt against targeted race. |
Leaf Drive Field | |
Leaf Drive Support |
Affected heroes gain a certain percentage of Skill Gauge after every turn taken when also affected by Leaf Drive Field |
Leaf Ring |
Earth elemental damage increased by 50% and leech 30% of damage dealt. |
Leech |
A certain percentage of damage dealt will be used to heal the attacker. |
Light element Buff |
Affected heroes do increased damage when they activate something that attacks with the Light element, for the specified number of turns. |
Light element Constant |
Affected heroes do increased damage when they activate something that attacks with the Light element, for the entire battle |
Light Element Wall |
Flinch resistance increased & increased defence against attacks of the Light element |
Light resistance Buff |
Affected heroes have their light resistance increased by specified amount for a certain number of turns. The effect stats a percentage, but it's a flat addition to the hero's resistance stat. |
Light resistance Constant |
Affected heroes have their light resistance increased by specified amount for the entire battle. The effect stats a percentage, but it's a flat addition to the hero's resistance stat. |
Light Ring |
Light elemental damage increased by 50% and leech 30% of damage dealt. |
Magnetic Field |
Reduces chance of equipment activation. |
MATK Buff |
Affected heroes increase their Magic Attack stat by the stated percentage for the duration of the buff. |
MATK Constant |
Affected heroes increase their Magic Attack stat by the stated percentage for the entire battle. |
MATK Debuff |
Affected heroes decrease their Magic Attack stat by the stated percentage for the duration of the buff. |
MDEF Buff |
Affected heroes increase their Magic Defense stat by the stated percentage for the duration of the buff. |
MDEF Constant |
Affected heroes increase their Magic Defense stat by the stated percentage for the entire battle. |
MDEF Debuff |
Affected heroes decrease their Magic Defense stat by the stated percentage for the duration of the buff. |
Multi-Hit |
Effect is seperated into many hits instead of hit. Useful for breaking barriers that block a certain number of hits. |
Multi-Hit Barrier |
Nullification of a damage type for a certain number of hits or until the Barrier times out (if at all). |
Paralyze resistance |
Affected heroes gain a certain percentage chance of resisting Paralyze when it is applied by some other effect. |
Petrify resistance |
Affected heroes gain a certain percentage chance of resisting Petrify when it is applied by some other effect. |
Pitchain |
Affect heroes are treated as Branded and Stats Up Nullified. |
Poison![]() |
Affected heroes take non-elemental damage after each turn. |
Poison resistance |
Affected heroes gain a certain percentage chance of resisting Poison when it is applied by some other effect. |
Recovery Shield |
Affected heroes absorb damage taken of a specified type to heal themselves, for specified number of turns or percent of their max health. |
Reflection Barrier |
Reflection of a damage type against the attacker while nullifying damage for a certain amount of damage taken or until the Barrier times out. |
Shade resistance |
Affected heroes gain a certain percentage chance of resisting Shade when it is applied by some other effect. |
Shadow Clone |
After an attack, immediately duplicates the last attack performed. *Attack power is halved. Does not count as a turn. *Excludes Limit Bursts and Action Skills |
Significant Odds |
Doubles the gear auto skill damage of gear equipped in the 1st and 3rd slots. Gear auto skill damage of gear equipped in the 2nd and 4th slots is reduced by half. Non-damage effects are not affected. |
Silence resistance |
Affected heroes gain a certain percentage chance of resisting Silence when it is applied by some other effect. |
Skill Drain |
Affected heroes will drain a certain amount of gauge from the targets they attack. |
Sleep Resistance |
Affected heroes gain a certain percentage chance of resisting Sleep when it is applied by some other effect. |
Slow resistance |
Affected heroes gain a certain percentage chance of resisting Slow when it is applied by some other effect. |
SPD Buff |
Affected heroes increase their Speed stat by the stated percentage for the duration of the buff. |
SPD Constant |
Affected heroes increase their Speed stat by the stated percentage for the entire battle. |
SPD Debuff |
Affected heroes decrease their Speed stat by the stated percentage for the duration of the buff. |
Stack Up |
Stack Up is a separate effect from the existing Damage Up skill effects, and will stack with them at a value of X per other applied buff on the unit where X = the skill effect of the unit. |
Status Ailment Resistance Down | |
Stop |
Affected heroes can do nothing when under this effect. Beneficial effects, status ailments, stat buffs, and stat debuffs have no effect, and heals have no effect. |
Therian Killer Buff |
Temporarily increases all damage dealt against targeted race. |
Therian Killer Constant |
Increases all damage dealt against targeted race. |
Thunderchain |
Auto skill activation rate is halved, and set chance that a hero can do nothing on a given turn. |
Uplift |
Increases ATK by 5% for every 50 hits party members perform. (MAX 50%) |
Water element Buff |
Affected heroes do increased damage when they activate something that attacks with the Water element, for the specified number of turns. |
Water element Constant |
Affected heroes do increased damage when they activate something that attacks with the Water element, for the entire battle |
Water Element Wall |
Flinch resistance increased & increased defence against attacks of the Water element |
Water resistance Constant |
Affected heroes have their water resistance increased by specified amount for the entire battle. The effect stats a percentage, but it's a flat addition to the hero's resistance stat. |
Water Ring |
Increase Water element damage by 50% & Leech 30% of damage dealt |
Water Wound resistance |
Affected heroes gain a certain percentage chance of resisting Water Wound when it is applied by some other effect. |
Wind Prison |
Affected heroes have reduced gauge gain and have halved offensive power. |
Burn![]() |
Affected heroes take Fire damage after every turn |
Bind![]() |
Affected heroes take Earth damage after every turn. |
Shade![]() |
Affected heroes take Dark damage after every turn. Heroes with this effect are treated as if they aren't in the battle. |
Reckoning![]() |
Affected heroes take Light damage after every turn. Heals on the affected hero have no effect. HP Up buffs will still restore health, bypassing this effect. |
Time Bomb![]() |
Affected heroes take damage when this effect expires after a certain number of turns. |
Fire Wound![]() |
Causes a hero to take more damage from attacks of the Fire element. |
Water Wound![]() |
Causes a hero to take more damage from attacks of the Water element. |
Earth Wound![]() |
Causes a hero to take more damage from attacks of the Earth element. |
Light Wound![]() |
Causes a hero to take more damage from attacks of the Light element. |
Dark Wound![]() |
Causes a hero to take more damage from attacks of the Dark element. |
Confuse![]() |
Affected heroes will attack themselves using a basic attack until the effect wears off. |
Charm![]() |
Affected heroes will attack the teammate that is closest to the front line with a basic attack until the effect wears off. |
Blind![]() |
Affected heroes will have a chance to miss basic attacks and gear skill attacks. Action skills and limit bursts from the affected heroes are unaffected. |
Silence![]() |
Affected heroes cannot use their action skill and gear skills, and will attack with basic attacks until the effect wears off. |
Fear![]() |
Affected heroes do not gain action skill gauge until the effect ends. |
Curse![]() |
Buffs and heals have no effect on the affected hero. Does not remove constant buffs that are already on the hero. |
Slow![]() |
Action speed is cut in half and action skill gauge fills slower. If a Quick buff is applied to the hero while Slow is active, the Quick effect will override the Slow effect. |
Barrier Seal![]() |
Barrier effects cannot be applied to heroes under this effect. Existing barriers are not removed when this effect is applied. |
Remove Barrier![]() |
Any Barriers on the affected hero will be removed. This effect will usually occur before any subsequent damage. |
Remove Shield |
Any Shields on the affected hero will be removed. |
Brand![]() |
Healing effects to affected heroes are nullified and the hero will instead take half of what would have been healed as non-elemental damage. HP Up buffs will still restore health, bypassing this effect. |
Shield Seal |
Shield effects cannot be applied to heroes under this effect. Existing shields are not removed when this effect is applied. |
Exhaust![]() |
Affected heroes deal 50% less damage. This stacks with ATK/MATK debuffs. |
Corrupt![]() |
Affected heroes take 50% more damage. This stacks with DEF/MDEF debuffs. |
Frenzy![]() |
Affected heroes deal 50% more damage. |
Stoneskin![]() |
Affected heroes take 50% less damage. |
Quick![]() |
Action speed is doubled and action skill gauge fills faster. If a Slow debuff is applied to the hero while Quick is active, the Slow effect will override the Quick effect. |
Master![]() |
Affected heroes will always trigger their gear skill while the effect is active. Silence, confuse, charm will prevent this effect. The rate of a Level 5 skill being triggered is around 50-60% without Master. |
Feint![]() |
Grants a 50% chance to avoid any attack on the affected hero. Dodged attacks will negate damage but not status aliments associated with the attack. |
Gravity Field![]() |
Affected heroes behave as if they are Slowed - Action speed is cut in half and action skill gauge fills slower. |
Eclipse Field![]() |
Healing on affected heroes is reduced to 10% effectiveness and stat buffs are nullified. Constant stat buffs are unaffected by this effect. |
Mist Field![]() |
Affected heroes have a significant chance to miss basic attacks and gear skills. Action skills and Limit bursts are unaffected. |
Void Field![]() |
Affected heroes' attacks will have their elemental attributes removed. Does not affect limit bursts. |
Flame Field![]() |
Affected heroes take heavy Fire damage after every turn. |
Aqua Field![]() |
Affected heroes take heavy Water damage after every turn. |
Leaf Field![]() |
Affected heroes take heavy Earth damage after every turn. |
Holy Field![]() |
Affected heroes take heavy Light damage after every turn. |
Chaos Field![]() |
Affected heroes take heavy Dark damage after every turn. |
High Flame Field![]() |
Affected heroes take massive Fire damage after every turn. |
High Aqua Field![]() |
Affected heroes take massive Water damage after every turn. |
High Leaf Field![]() |
Affected heroes take massive Earth damage after every turn. |
High Holy Field![]() |
Affected heroes take massive Light damage after every turn. |
High Chaos Field![]() |
Affected heroes take massive Dark damage after every turn. |
Sleep![]() |
Affected heroes will not take any action while under this effect. If the affected hero takes damage while Sleeping, the damage is doubled and the effect will end. |
Paralyze![]() |
Affected heroes cannot take any action while under this effect. |
Holychain![]() |
A hero can do nothing when under this effect. Additionally, stat buffs have no effect. |
Petrify![]() |
Affected heroes cannot take any action while under this effect, additionally, their skill gauge will not fill from time or damage taken while under this effect. |
Vortex![]() |
Affected heroes cannot take any action while under this effect, additionally, their skill gauge will not fill from time or damage taken while under this effect. |
Freeze![]() |
Affected heroes cannot take any action while under this effect, additionally, affected heroes will take Water damage after each turn. |
Stonechain![]() |
Affected heroes cannot take any action while under this effect, additionally, heals on the affected heroes are reduced to 50% effectiveness. |
Flamechain![]() |
Affected heroes cannot take any action while under this effect, additionally, they take 50% more damage. This stacks with DEF/MDEF debuffs. |
Shadowbound![]() |
Affected heroes cannot take any action while under this effect, additionally, they cannot dodge any incoming attacks. |
Shield |
Affected heroes take reduced damage from a type of damage until the shield is depleted or times out. Types of Shield include:
*Counterattack shields return damage towards the attacker under a defined pattern, unlike Reflection Barriers, they do not consider the incoming attack in their damage calculations. Barrier and Shield effects do not stack and the last Barrier or Shield applied will override any previous ones. |
Barrier |
Barriers modify incoming damage of a certain type, barrier effects include:
Barrier and Shield effects do not stack and the last Barrier or Shield applied will override any previous ones. Barriers are some of the only things that can affect limit burst damage. |
Debuff Immune![]() |
Affected heroes cannot be stat debuffed. Existing stat debuffs will be removed when coming under this effect. |
Stat Buffs Nullified![]() |
Affected heroes cannot receive stat buffs. Existing buffs are unaffected. |
Regen![]() |
Affected heroes will recover a certain amount of HP after every turn. |
Regain![]() |
Affected heroes will recover a certain amount of HP after every turn. This is the same thing as regen, just separated so they can stack without overriding each other (assumed). |
Revive![]() |
Affected heroes will revive with a certain amount of HP when killed with this effect active. Effect will be removed after it is triggered. Cannot stack. |
Cover![]() |
Affected heroes do not take damage, what damage they would take is instead taken by the hero applying this effect. Status effects targeted at the hero will still apply. |
Status Aliment resistance![]() |
Affected heroes have a certain chance of not being affected by incoming negative status effects (does not include debuffs). This effect does not stack beyond 50% if different sources of this buff are present, but if a source provides over 50% by itself, that is the one that will stick. This sort of stacking also applies to more specific status resists. |
Resuscitation![]() |
Affected heroes receive 50% additional healing when healed. |
A.T. Field![]() |
Decreases incoming damage by a certain percentage. A.T. Field is canceled out if both heroes have A.T. Field. |
Necromancy![]() |
If the affected hero dies while under this effect, applies the Zombie effect to them. |
Zombie |
Affected heroes are able to continue fighting for a duration, after which they die. Zombies cannot use action skills and gear skills but have increased attack power and cannot be damaged. Zombies can be affected by CC effects. ***ZOMBIES COUNT AS LIVE HEROES FOR TIMEOUT VICTORY/DEFEAT CALCULATIONS*** |
Buff Swipe![]() |
Takes any status up buffs from enemies when attacking |
Sureshot![]() |
Basic attacks, action skills, and gear skills from affected heroes do not miss, bypassing effects such as mist field, feint, blind. Does not affect limit bursts. |
Berserk![]() |
Affected heroes have a chance to immediately take their next turn after completing their attack animation. Gear proc rates will still apply as usual, so the bonus turn can be a basic attack. |