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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)
- Consumed by some abilities
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 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 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 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 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 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 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. Debuffs that deal damage over time on a specific target (Ignite, Toxin) usually can't kill the target but will instead leave them with 1 HP remaining. Effects that deal damage in an area every x seconds are generally exempt from this. Damage over time debuffs last until the duration ends, but can sometimes be re-applied to refresh the remaining duration; for example, if you're ignited and get hit with ignite again then the duration will be refreshed.
Weaken reduces the target's overall effectiveness by lowering their damage and healing output by a certain percentage. The percentage and duration of the weaken effect varies by ability.
Silence is a form of "soft" crowd control that leave the target unable to cast spells. The target can still move as normal, but cannot cast spells for the duration of the silence. The duration of the silence varies by ability.
Reduces target vision to a small radius around the character.
Reduces target vision to a small radius around the character, with it being restored slowly over the duration of the debuff.