Difference between revisions of "Debuffs"

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(Added Panic and Damage over time descriptions)
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== Types ==
 
== Types ==
==== Stun ====
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==== '''Stun''' ====
 
Stun is a form of "hard" crowd control that leaves the target in a state where they're unable to move or cast abilities until the end of the effect. Unlike incapacitate or petrify, stuns do not break upon receiving damage.
 
Stun is a form of "hard" crowd control that leaves the target in a state where they're unable to move or cast abilities until the end of the effect. Unlike incapacitate or petrify, stuns do not break upon receiving damage.
   
==== Incapacitate ====
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==== '''Incapacitate''' ====
 
Incapacitate is a form of "hard" crowd control that leaves the target in a state where they're unable to move or cast abilities until the end of the effect, or until damage is applied to the incapacitated target. Incapacitate effects generally last longer than stuns.
 
Incapacitate is a form of "hard" crowd control that leaves the target in a state where they're unable to move or cast abilities until the end of the effect, or until damage is applied to the incapacitated target. Incapacitate effects generally last longer than stuns.
   
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Petrify is a form of "hard" crowd control that leaves the target in a state where they're unable to move or cast abilities, and gives them a shield. This status lasts until the end of the effect's duration, or until the initial shield that the target receives when petrified is broken. Petrify effects generally last longer than stuns.
 
Petrify is a form of "hard" crowd control that leaves the target in a state where they're unable to move or cast abilities, and gives them a shield. This status lasts until the end of the effect's duration, or until the initial shield that the target receives when petrified is broken. Petrify effects generally last longer than stuns.
   
'''Panic'''
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==== '''Panic''' ====
   
 
Panic is a form of "hard" crowd control that forces the target to flee from the source of the panic, unable to cast abilities or direct their movement. Panic can also increase the movement speed of the target, potentially causing them to run a long distance before regaining control. Panic is broken when the duration ends, or once the target receives a specified amount of damage (like Petrify, but with no shield).
 
Panic is a form of "hard" crowd control that forces the target to flee from the source of the panic, unable to cast abilities or direct their movement. Panic can also increase the movement speed of the target, potentially causing them to run a long distance before regaining control. Panic is broken when the duration ends, or once the target receives a specified amount of damage (like Petrify, but with no shield).
   
'''Root'''
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==== '''Root''' ====
   
 
Root is a form of "soft" crowd control that leave the target unable to move. The target can still cast abilities as normal, but cannot move for the duration of the root. The duration of the root varies by ability.
 
Root is a form of "soft" crowd control that leave the target unable to move. The target can still cast abilities as normal, but cannot move for the duration of the root. The duration of the root varies by ability.
   
'''Snare'''
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==== '''Snare''' ====
   
 
Snare is a form of "soft" crowd control that slows the target's movement speed. The target can still cast abilities as normal and is still able to move freely, but will move at a reduced speed. The amount of speed reduction and the duration of the snare varies by ability.
 
Snare is a form of "soft" crowd control that slows the target's movement speed. The target can still cast abilities as normal and is still able to move freely, but will move at a reduced speed. The amount of speed reduction and the duration of the snare varies by ability.
   
'''Fading Snare'''
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==== '''Fading Snare''' ====
   
 
Fading snares differ from "regular" snares in that the target's speed is reduced to 0 at the start of the effect (effectively applying Root), but the effect decays linearly over time, gradually restoring the target's speed over the duration of the debuff. The duration of a fading snare varies by ability.
 
Fading snares differ from "regular" snares in that the target's speed is reduced to 0 at the start of the effect (effectively applying Root), but the effect decays linearly over time, gradually restoring the target's speed over the duration of the debuff. The duration of a fading snare varies by ability.
   
'''Damage Over Time'''
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==== '''Damage Over Time''' ====
   
 
Damage over time can come in multiple different forms, including Toxin and Ignite. As the name would imply, these are effects that deal damage over a set time period, sometimes accompanied by other negative effects. They last until the duration ends.
 
Damage over time can come in multiple different forms, including Toxin and Ignite. As the name would imply, these are effects that deal damage over a set time period, sometimes accompanied by other negative effects. They last until the duration ends.

Revision as of 22:53, 29 September 2016

Debuffs are the opposite of buffs. They're applied to your enemies and provide negative status effects. This article includes common debuffs, but there may be more that are champion-specific. Debuffs can be removed in one of three ways:

  • Expires over time (usually ranging from 1 to 5 seconds)
  • Dispelled
  • Consumed by some abilities

Types

Stun

Stun is a form of "hard" crowd control that leaves the target in a state where they're unable to move or cast abilities until the end of the effect. Unlike incapacitate or petrify, stuns do not break upon receiving damage.

Incapacitate

Incapacitate is a form of "hard" crowd control that leaves the target in a state where they're unable to move or cast abilities until the end of the effect, or until damage is applied to the incapacitated target. Incapacitate effects generally last longer than stuns.

Petrify

Petrify is a form of "hard" crowd control that leaves the target in a state where they're unable to move or cast abilities, and gives them a shield. This status lasts until the end of the effect's duration, or until the initial shield that the target receives when petrified is broken. Petrify effects generally last longer than stuns.

Panic

Panic is a form of "hard" crowd control that forces the target to flee from the source of the panic, unable to cast abilities or direct their movement. Panic can also increase the movement speed of the target, potentially causing them to run a long distance before regaining control. Panic is broken when the duration ends, or once the target receives a specified amount of damage (like Petrify, but with no shield).

Root

Root is a form of "soft" crowd control that leave the target unable to move. The target can still cast abilities as normal, but cannot move for the duration of the root. The duration of the root varies by ability.

Snare

Snare is a form of "soft" crowd control that slows the target's movement speed. The target can still cast abilities as normal and is still able to move freely, but will move at a reduced speed. The amount of speed reduction and the duration of the snare varies by ability.

Fading Snare

Fading snares differ from "regular" snares in that the target's speed is reduced to 0 at the start of the effect (effectively applying Root), but the effect decays linearly over time, gradually restoring the target's speed over the duration of the debuff. The duration of a fading snare varies by ability.

Damage Over Time

Damage over time can come in multiple different forms, including Toxin and Ignite. As the name would imply, these are effects that deal damage over a set time period, sometimes accompanied by other negative effects. They last until the duration ends.